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Night A platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [enjoy! v]\nswitch backdrop to ( v)\nstart sound [ Masked Heroes v]\n\n@intro\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n wait until <[7] < (timer)>\n set [brightness v] effect to (-100)\nelse\n if <(costume [number v]) = [2]> then\n set size to (555555555555555) %\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (8))\n end\n set size to (0) %\n set [variable v] to [0]\n repeat (33)\n set [variable v] to (((variable) * (0.65)) + (((100) - (size)) / (2)))\n change size by (variable)\n end\n set size to (100) %\n go to x: (0) y: (0)\n repeat until <(x position) < [-265]>\n change x by (((x position) + (-1)) / (3))\n end\n go to x: (500) y: (0)\n repeat until <(round (x position)) = [-100]>\n change x by (((-100) - (x position)) / (3))\n end\n else\n if <(costume [number v]) = [3]> then\n set size to (555555555555555) %\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (8))\n end\n set size to (0) %\n set [variable v] to [0]\n repeat (33)\n set [variable v] to (((variable) * (0.65)) + (((100) - (size)) / (2)))\n change size by (variable)\n end\n set size to (100) %\n go to x: (0) y: (0)\n repeat until <(x position) < [-265]>\n change x by (((x position) + (-1)) / (3))\n end\n go to x: (500) y: (0)\n repeat until <(round (x position)) = [-100]>\n change x by (((-100) - (x position)) / (3))\n end\n else\n if <<[3] < (costume [number v])> and <[7] > (costume [number v])>> then\n go to (random position v)\n point in direction (pick random (1) to (360))\n set size to (pick random (60) to (70)) %\n set [ghost v] effect to (pick random (20) to (40))\n forever\n if <(pick random (1) to (2)) = [1]> then\n turn left (2) degrees\n else\n turn right (2) degrees\n end\n move (0.5) steps\n wait (pick random (0.5) to (1)) seconds\n end\n else\n if <<[6] < (costume [number v])> and <[12] > (costume [number v])>> then\n go to [front v] layer\n show\n go to x: ((variable) - (30)) y: (500)\n set [ghost v] effect to (100)\n point in direction (0)\n repeat until <(round (y position)) = [0]>\n change y by ((() - (y position)) / (4))\n change x by (((variable) - (x position)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n change [ghost v] effect by ((() - (y position)) / (6))\n end\n clear graphic effects\n else\n if <(costume [number v]) = [12]> then\n set y to (-500)\n repeat until <(round (y position)) = [0]>\n change y by ((() - (y position)) / (6))\n end\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\nend\n\ndefine Back dust\nrepeat (20)\n switch costume to (pick random (4) to (6))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <not <(costume [number v]) = [12]>> then\n wait until <[10.25] < (timer)>\n delete this clone\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nhide\nreset timer\nstart sound [music by kirbyzaz and sochanpiko v]\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nBack dust\nswitch costume to (icon1 v)\ncreate clone of (_myself_ v)\nswitch costume to (icon2 v)\ncreate clone of (_myself_ v)\nwait until <[4.5] < (timer)>\nset [variable v] to [0]\nset size to (80) %\nswitch costume to (name v)\nrepeat (5)\n create clone of (_myself_ v)\n next costume\n change [variable v] by (55)\n wait (0.09) seconds\nend\nset size to (100) %\nwait until <[5.75] < (timer)>\ngo to x: (-170) y: (0)\nset size to (100) %\nswitch costume to (brack card v)\nset [brightness v] effect to (-100)\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.09) seconds\n change x by (100)\nend\nclear graphic effects\nwait until <[9] < (timer)>\ngo to x: (-170) y: (0)\nset size to (100) %\nswitch costume to (brack card v)\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.09) seconds\n change x by (100)\nend\nset size to (100) %\nwait (3) seconds\nbroadcast (enjoy! v)\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [enjoy! v]\nshow\nset size to (80) %\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-200) y: (50)\nset [動いてもええんか? v] to [ええで]\nforever\n if <(動いてもええんか?) = [ええで]> then\n show\n if <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [x v] by (-0.9)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (0.9)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [12]\n else\n set [x v] to [10]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (stage v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (stage v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [240]> then\n broadcast (次のステージ v)\n set [動いてもええんか? v] to [あかん]\n end\n if <<touching (  v)?> or <(y position) < [-170]>> then\n set [x v] to [0]\n set [y v] to [0]\n set rotation style [left-right v]\n start sound [crashed oof v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (50)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n else\n hide\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-190) y: (30)\n end\nend\n\n@sun\n\nwhen flag clicked\nhide\n\nwhen I receive [enjoy! v]\nshow\ngo to x: (-5) y: (-25)\nset size to (100) %\nset [太陽 v] to [100]\nforever\n go to [back v] layer\n change size by ([cos v] of (太陽) )\n change [太陽 v] by (7)\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 (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 (60) to (240))\n repeat (220)\n change x by (2)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen I receive [enjoy! v]\nrepeat (3)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\n@Effects\n\nwhen I start as a clone\npoint in direction (pick random (-180) to (180))\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nshow\nset size to (25) %\ngo to (random position v)\ngo to [back v] layer\nforever\n repeat (50)\n change [ghost v] effect by (-2)\n move (0.5) steps\n end\n repeat (50)\n change [ghost v] effect by (2)\n move (0.5) steps\n end\n wait (pick random (0) to (1)) seconds\n turn right (pick random (0) to (180)) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if on edge, bounce\nend\n\nwhen I receive [enjoy! v]\nrepeat (20)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@stage\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [enjoy! v]\nshow\nforever\n if <(costume [number v]) = [11]> then\n set [動いてもええんか? v] to [あかん]\n end\nend\n\nwhen I receive [次のステージ v]\nwait (0.5) seconds\nnext costume\n\n@ \n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [enjoy! v]\nshow\n\nwhen I receive [次のステージ v]\nwait (0.5) seconds\nnext costume\n\n@NEXT\n\nwhen flag clicked\nhide\n\nwhen I receive [次のステージ v]\nstart sound [Low Whoosh v]\nshow\nset [ghost v] effect to (100)\ngo to x: (-465) y: (0)\nrepeat (30)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change x by (((0) - (x position)) / (4))\nend\nstart sound [Low Whoosh v]\nset [動いてもええんか? v] to [ええで]\nrepeat (30)\n go to [front v] layer\n change [ghost v] effect by (10)\n change x by (((465) - (x position)) / (4))\nend\nhide\n\n@tm\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (9999999999999999)\n\n
旗二回推奨
Night Platformer
@Stage\n\nforever\n set volume to (100) %\nend\n\nwhen flag clicked\n\nwhen I receive [music v]\nforever\n play sound [Nebula v] until done\nend\n\n@Sprite1\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen I receive [start v]\nwait (0.5) seconds\nforever\n player movement\nend\n\nwhen flag clicked\ngo to x: (-209) y: (-56)\nset [level v] to [1]\npoint in direction (90)\nset [y spawn v] to [-206]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (20) %\nset [movement x v] to [0]\nset [movement y v] to [0]\n\nwhen flag clicked\nwait (1) seconds\nchange [level v] by (1)\nswitch costume to (costume1 v)\npoint in direction (90)\nset [movement x v] to [0]\nset [movement y v] to [0]\ngo to x: (-206) y: (-52)\n\nwhen flag clicked\nwait (1) seconds\nchange [level v] by (1)\nswitch costume to (costume1 v)\npoint in direction (90)\nset [movement x v] to [0]\nset [movement y v] to [0]\ngo to x: (-206) y: (-52)\n\nwhen flag clicked\nwait (1) seconds\nchange [level v] by (1)\nswitch costume to (costume1 v)\npoint in direction (90)\nset [movement x v] to [0]\nset [movement y v] to [0]\ngo to x: (-206) y: (-52)\n\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [movement x v] by (.7)\nend\nset [movement x v] to ((Movement X) * (0.9))\nchange x by (Movement X)\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-6)\n change x by ((Movement X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [movement y v] to [8]\n if <(Movement X) > [0]> then\n set [movement x v] to [-8]\n else\n set [movement x v] to [8]\n end\n else\n set [movement x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (Movement Y)\nif <touching (level v)?> then\n change y by ((Movement Y) * (-1))\n set [movement y v] to <<(x position) = [200]> or <(x position) > [200]>>\nend\nchange y by (-0.5)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (level v)?>> then\n set [movement y v] to [8]\nend\nchange y by (0.5)\nif <<touching (spikes v)?> or <(y position) < [-180]>> then\n start sound [Bonk v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [movement x v] to [0]\n set [movement y v] to [0]\n go to x: (-209) y: (50)\n point in direction (90)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <touching (bouncy stuff v)?> then\n set [movement y v] to [13]\nend\nif <<(x position) = [210]> or <(x position) > [210]>> then\n broadcast (next level v)\n go to x: (-206) y: (-88)\nend\nif <touching (speed v)?> then\n change [movement x v] by (18)\n change [movement y v] by (14)\nend\n\ndefine player movement\nforever\n change [movement y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set rotation style [left-right v]\n point in direction (-90)\n change [movement x v] by (-.7)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [movement x v] by (.7)\n end\n set [movement x v] to ((Movement X) * (0.9))\n change x by (Movement X)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-6)\n change x by ((Movement X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [movement y v] to [8]\n if <(Movement X) > [0]> then\n set [movement x v] to [-8]\n else\n set [movement x v] to [8]\n end\n else\n set [movement x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Movement Y)\n if <touching (level v)?> then\n change y by ((Movement Y) * (-1))\n set [movement y v] to <<(x position) = [200]> or <(x position) > [200]>>\n end\n change y by (-0.5)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (level v)?>> then\n set [movement y v] to [8]\n end\n change y by (0.5)\n if <<touching (spikes v)?> or <(y position) < [-180]>> then\n start sound [Bonk v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [movement x v] to [0]\n set [movement y v] to [0]\n go to x: (-209) y: (50)\n point in direction (90)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (bouncy stuff v)?> then\n set [movement y v] to [13]\n end\n if <<(x position) = [210]> or <(x position) > [210]>> then\n broadcast (next level v)\n go to x: (-206) y: (-88)\n end\n if <touching (speed v)?> then\n change [movement x v] by (18)\n change [movement y v] by (14)\n end\nend\n\nswitch costume to (1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nset [movement x v] to [0]\nset [movement y v] to [0]\ngo to x: (-209) y: (50)\npoint in direction (90)\n\nwhen I receive [replay v]\nset [movement x v] to [0]\nset [movement y v] to [0]\ngo to x: (-209) y: (50)\npoint in direction (90)\n\nwhen flag clicked\ngo to x: (-209) y: (-36)\nhide\n\nwhen I receive [start v]\ngo to x: (-209) y: (50)\nwait (0.5) seconds\nshow\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen flag clicked\nwait (10) seconds\nforever\n play sound [Julius Dreisig & Zeus X Crona - Invisible \[NCS Release\] v] until done\nend\n\n@level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\nwait (9) seconds\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (end. v)\n end\nend\n\n@Intro 1\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nhide\nstart sound [Experiment2 v]\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nswitch costume to (intro2 v)\ncreate clone of (_myself_ v)\nswitch costume to (intro3 v)\ncreate clone of (_myself_ v)\nswitch costume to (intro4 v)\ncreate clone of (_myself_ v)\nswitch costume to (logo2 v)\ncreate clone of (_myself_ v)\nswitch costume to (end v)\ncreate clone of (_myself_ v)\nswitch costume to (up v)\ncreate clone of (_myself_ v)\nswitch costume to (down v)\ncreate clone of (_myself_ v)\nswitch costume to (round v)\ncreate clone of (_myself_ v)\nswitch costume to (star v)\ncreate clone of (_myself_ v)\nswitch costume to (skip v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [logo]> then\n set [sine v] to [0]\n hide\n set size to (75) %\n wait (1.25) seconds\n show\n go to x: (0) y: (300)\n go to [front v] layer\n go [backward v] (1) layers\n Smooth Glide to x [0] y [0] Speed [7]\n repeat (121)\n change [sine v] by (7.5)\n change [brightness v] effect by (-10)\n set size to ((([sin v] of ((sine) * (2.1220102)) ) * (8)) + (75)) %\n change [brightness v] effect by (10)\n end\n point in direction (90)\n wait (2) seconds\n delete this clone\nend\n\ndefine Smooth Glide to x (x) y (y) Speed (s)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (s))\n change y by (((y) - (y position)) / (s))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(costume [name v]) = [intro2]> then\n show\n go to x: (-300) y: (0)\n Smooth Glide to x [5] y [0] Speed [7]\n repeat (25)\n change [brightness v] effect by (-6)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [star]> then\n set size to (20) %\n show\n go to x: (50) y: (30)\n set [ghost v] effect to (100)\n wait (6.7) seconds\n go to [front v] layer\n repeat (20)\n turn right (5) degrees\n change [ghost v] effect by (-3)\n change size by (4)\n end\n repeat (20)\n turn right (5) degrees\n change [ghost v] effect by (-3)\n change size by (-5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [intro4]> then\n set size to (100) %\n go to [back v] layer\n show\n go to x: (0) y: (0)\n wait (0.75) seconds\n repeat (3)\n change [brightness v] effect by (1.5)\n end\n repeat (3)\n change [brightness v] effect by (-1.5)\n end\n wait (1.5) seconds\n repeat (3)\n change [brightness v] effect by (1.5)\n end\n repeat (3)\n change [brightness v] effect by (-1.5)\n end\n wait (1.5) seconds\n repeat (3)\n change [brightness v] effect by (1.5)\n end\n repeat (3)\n change [brightness v] effect by (-1.5)\n end\n wait (1.5) seconds\n repeat (3)\n change [brightness v] effect by (1.5)\n end\n repeat (3)\n change [brightness v] effect by (-1.5)\n end\n wait (1) seconds\n repeat (25)\n change [brightness v] effect by (-0.07)\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [intro3]> then\n show\n go to x: (300) y: (0)\n Smooth Glide to x [5] y [0] Speed [7]\n repeat (25)\n change [brightness v] effect by (-6)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [round]> then\n set size to (50) %\n go to x: (0) y: (0)\n wait (7.1) seconds\n set [ghost v] effect to (20)\n show\n go to [front v] layer\n go [backward v] (4) layers\n repeat (40)\n change [ghost v] effect by (7)\n change size by (((250) - (size)) / (7.5))\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [logo2]> then\n set [sine v] to [0]\n hide\n set size to (75) %\n wait (1.25) seconds\n show\n go to x: (0) y: (300)\n wait (0.01) seconds\n go to [front v] layer\n Smooth Glide to x [0] y [0] Speed [7]\n repeat (120)\n change size by (3)\n point in direction ((([sin v] of (sine) ) * (30)) + (90))\n set size to ((([sin v] of ((sine) * (1)) ) * (2)) + (75)) %\n change size by (-3)\n end\n point in direction (90)\n wait (2) seconds\n delete this clone\nend\nbroadcast (music v)\n\nwhen I start as a clone\nif <(costume [name v]) = [down]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (-200)\n point in direction (90)\n wait (7.8) seconds\n go to [front v] layer\n show\n repeat (20)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (4))\n end\n clear graphic effects\n wait (0.5) seconds\n repeat (20)\n change [ghost v] effect by (10)\n change y by (((-200) - (y position)) / (4))\n end\n set [ghost v] effect to (100)\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [up]> then\n set [ghost v] effect to (100)\n switch costume to (up v)\n point in direction (90)\n go to x: (0) y: (200)\n wait (7.8) seconds\n go to [front v] layer\n show\n repeat (20)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (4))\n end\n clear graphic effects\n wait (0.5) seconds\n repeat (20)\n change [ghost v] effect by (10)\n change y by (((200) - (y position)) / (4))\n end\n set [ghost v] effect to (100)\n delete this clone\nend\n\nwhen flag clicked\nwait (9) seconds\nbroadcast (Start v)\n\n@Intro 2\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (6) layers\nshow\npoint in direction (pick random (1000000) to (1))\nrepeat (pick random (30) to (37))\n change [i2 v] by (0.8)\n move (i2) steps\n change [ghost v] effect by (5.5)\nend\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\nwait (2.4) seconds\nrepeat (120)\n create clone of (_myself_ v)\nend\n\n@spikes\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [next level v]\ngo to [front v] layer\nnext costume\n\n@Cloud\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait (11) seconds\nforever\n create clone of (_myself_ v)\n wait (1.5) seconds\nend\n\nwhen I start as a clone\nshow\nif <(pick random (1) to (2)) = [1]> then\n go to x: (-250) y: (pick random (50) to (200))\n set [ghost v] effect to (pick random (60) to (90))\n switch costume to (pick random (1) to (2))\n repeat until <(x position) = [250]>\n change x by (1)\n end\n delete this clone\nelse\n go to x: (250) y: (pick random (50) to (200))\n set [ghost v] effect to (pick random (60) to (90))\n switch costume to (pick random (1) to (2))\n repeat until <(x position) = [-250]>\n change x by (-1)\n end\n delete this clone\nend\n\n@bouncy stuff\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@speed\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nswitch costume to (1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@skip\n\nwhen I receive [start v]\nset size to (80) %\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (45)\n change [ghost v] effect by (-2)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n broadcast (next level v)\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (10)\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (-216) y: (-158)\nhide\n\nwhen I receive [end. v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [this script v]\n\n@replay\n\nwhen I receive [start v]\nset size to (80) %\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (45)\n change [ghost v] effect by (-2)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n broadcast (replay v)\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (10)\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (-180) y: (-158)\nhide\n\nwhen I receive [end. v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [this script v]\n\n@1\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@2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\nstop [this script v]\n\n
Night platformer\n Pique-----------Mourir\n Trampoline---- Sauter en hauteur\n Flèche jaune--Sauter super haut\n Flèche haut ^ ----Sauter\n Flèche droite >--- Avancer\n Flèche gauche <--- Reculer
2D Platformer Engine
@Stage\n\nwhen I receive [level start v]\nforever\n set volume to (50) %\n play sound [yisland v] until done\nend\n\n@Blank\n\n@Player\n\nwhen I receive [level start v]\nset size to (200) %\nset rotation style [left-right v]\ngo to x: (0) y: (160)\npoint in direction (90)\ngo to [front v] layer\nshow\nset [scroll x v] to [-400]\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (hitbox v)\n if <(speed y) < [4]> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n check for floor <(speed y) > [0]>\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n if <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>> then\n set [frame v] to [0]\n else\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n walk at speed (-5)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n walk at speed (5)\n end\n end\n else\n set [frame v] to [0]\n end\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [24]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-179]> then\n stop all sounds\n go to x: (0) y: (100)\n point in direction (90)\n set [speed y v] to [0]\n set [scroll x v] to [-400]\n end\n set [touching secret layer? v] to <touching (front layer v)?>\n set player costume\nend\n\ndefine check for floor <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine walk at speed (speed)\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 ((speed) * (-1))\n change y by ((slope) * (-1))\nend\nchange [frame v] by (0.5)\nchange [scroll x v] by (x position)\nset x to (0)\n\ndefine set player costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to (join [walk] ([floor v] of ((1) + ((frame) mod (6))) ))\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\nwhen flag clicked\nbroadcast (level start v)\n\n@Ground\n\nwhen I receive [level start v]\nhide\nswitch costume to (part0 v)\ncreate clone of (_myself_ v)\nnext costume\nrepeat until <(costume [name v]) = [part0]>\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nforever\n go to x: (((scroll x) * (-1)) + (((letter (5) of (costume [name v])) - (1)) * (960))) y: (180)\n if <(x position) = (((scroll x) * (-1)) + (((letter (5) of (costume [name v])) - (1)) * (960)))> then\n show\n else\n hide\n end\nend\n\n@Front Layer\n\nwhen I receive [level start v]\nhide\nswitch costume to (part0 v)\ncreate clone of (_myself_ v)\nnext costume\nrepeat until <(costume [name v]) = [part0]>\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nforever\n go to x: (((scroll x) * (-1)) + (((letter (5) of (costume [name v])) - (1)) * (960))) y: (180)\n if <(x position) = (((scroll x) * (-1)) + (((letter (5) of (costume [name v])) - (1)) * (960)))> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <([touching secret layer? v] of [player v]) = [true]> then\n go to [front v] layer\n set [ghost v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait until <not <([touching secret layer? v] of [player v]) = [true]>>\n end\n if <not <([touching secret layer? v] of [player v]) = [true]>> then\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n go to [front v] layer\n wait until <([touching secret layer? v] of [player v]) = [true]>\n end\nend\n\n@Back Layer\n\nwhen I receive [level start v]\nhide\nswitch costume to (part0 v)\ncreate clone of (_myself_ v)\nnext costume\nrepeat until <(costume [name v]) = [part0]>\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nforever\n go to x: (((scroll x) * (-1)) + (((letter (5) of (costume [name v])) - (1)) * (960))) y: (180)\n if <(x position) = (((scroll x) * (-1)) + (((letter (5) of (costume [name v])) - (1)) * (960)))> then\n go to [back v] layer\n show\n else\n hide\n end\nend\n\n@Objects\n\nwhen I receive [level start v]\n\nhide\nswitch costume to (part0 v)\ncreate clone of (_myself_ v)\nnext costume\n\nrepeat until <(costume [name v]) = [part0]>\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nforever\n go to x: ((4) * (16)) y: (0)\n show\nend\n\nif <(x position) = (((scroll x) * (-1)) + (((letter (5) of (costume [name v])) - (1)) * (960)))> then\n show\nelse\n hide\nend\n\n
Here's a new platformer engine I've been working on,\nFeel free to remix the project and add more stuff.\nArrow keys to move, space/up to jump, yada yada.\n\nThis engine uses large 480x360 images for all the non-moving grass blocks and mushrooms, while all my other engines so far instead have a seperate clone/stamped sprite for each block in the level, which sometimes makes Scratch lag and limits the amount of stuff you can put in the level.\n\nThis still uses the old cloning method for item boxes and objects that change when the player interacts with them.\nIt also introduces a background layer for you to decorate the level with flowers and other stuff, but don't want the player to collide with.
Minecraft Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backround v)\nforever\n if <(Level) = [7]> then\n switch backdrop to (backround2 v)\n end\nend\n\n@Player\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume1 v)\nset size to (30) %\ngo to x: (-187) y: (39)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [level v] to [1]\nforever\n change [speed y v] by (-0.5)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1)\n switch costume to (costume1 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-1)\n switch costume to (costume2 v)\n end\n set [speed x v] to ((Speed X) * (0.9))\n change x by (Speed 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 (1)\n if <touching (ground v)?> then\n change y by (-7)\n change x by ((Speed X) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [speed y v] to [10]\n if <(Speed X) > [0]> then\n set [speed x v] to [-10]\n else\n set [speed x v] to [10]\n end\n else\n set [speed x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Speed Y)\n if <touching (ground v)?> then\n change y by ((Speed Y) * (-1))\n set [speed y v] to [0]\n end\n change y by (-0.5)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [speed y v] to [10]\n end\n change y by (0.5)\n if <touching (obstacles v)?> then\n Die\n end\n if <(x position) > [220]> then\n change [level v] by (1)\n Next level\n end\nend\n\ndefine Die\nswitch costume to (costume1 v)\ngo to x: (-187) y: (39)\n\ndefine Next level\nswitch costume to (costume1 v)\ngo to x: (-187) y: (39)\n\nwhen flag clicked\nforever\n set [mouse v] to (join (mouse x) (join [,] (mouse y)))\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-100]> then\n Die\n end\n if <(Level) = [7]> then\n broadcast (Win v)\n end\nend\n\nwhen flag clicked\nforever\n wait (.0000000000000000000000000001) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-0.5)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n if <(Level) = [7]> then\n forever\n switch costume to (7 v)\n end\n end\nend\n\n@next level\n\nwhen flag clicked\nforever\n go to x: (240) y: (0)\n hide\n point in direction (0)\nend\n\n@Obstacles\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\nend\n\nif <(Level) = [7]> then\nend\n\nshow\n\nwhen flag clicked\n\nwhen I receive [win v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
✨suoıʇɔnɹʇsuı✨\n 1) ᑌᔕE ᗩᖇᖇOᗯ KEYᔕ Oᖇ ᗯᗩᔕᗪ KEYᔕ TO ᗰOᐯE\n 2) ᗩᐯOIᗪ ᒪᗩᐯᗩ\n⭐⭐⭐⭐⭐Minecraft Platformer 2⭐⭐⭐⭐⭐\nhttps://scratch.mit.edu/projects/459714670/\n\n\n\n\n\n\n\n\n\nI will be adding more levels
Winter II A platformer #Games II
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 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]\nwait (2) seconds\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 (snow monsters 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 ( ice 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]\nwait (2) seconds\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]\nwait (2) seconds\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\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]\nwait (1.60) seconds\nshow\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nwait (1) seconds\nshow\ngo to x: (136) y: (-4)\nforever\n if <touching (player v)?> then\n broadcast (end v)\n end\nend\n\n@text\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [intro v]\nwait (2) seconds\nshow\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\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 [back v] layer\nnext costume\n\nwhen I receive [intro v]\nshow\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(costume [number v]) = [2]> then\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [3]> then\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [4]> then\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [6]> then\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [9]> then\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [10]> then\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [12]> then\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [13]> then\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [14]> then\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [15]> then\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [17]> then\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [18]> then\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [19]> then\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\n end\n if <(costume [number v]) = [20]> then\n go to [back v] layer\n glide (0.75) secs to x: (14) y: (-44)\n glide (0.75) secs to x: (14) y: (106)\n end\n if <(costume [number v]) = [22]> then\n go to x: (-2) y: (6)\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\n end\nend\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\nend\n\n@nothing\n\nwhen I receive [end v]\nchange [level v] by (1)\n\n@snow monsters\n\nwhen flag clicked\ngo to x: (182) y: (-62)\nhide\nforever\n if <(level) = [7]> then\n show\n glide (3) secs to x: (-181) y: (-62)\n glide (3) secs to x: (181) y: (-62)\n end\n if <(level) = [21]> then\n show\n glide (3) secs to x: (-181) y: (-62)\n glide (3) secs to x: (181) y: (-62)\n end\nend\n\nwhen I receive [end v]\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n hide\n end\n if <(level) = [22]> then\n hide\n end\nend\n\n@Clouds\n\nwhen I receive [intro v]\nwait (2) seconds\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@ ice 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: (-79)\n end\n if <(level) = [12]> then\n go to x: (-79) y: (-79)\n show\n end\n if <(level) = [13]> then\n hide\n end\n if <(level) = [14]> then\nend\n\n@intro\n\nwhen flag clicked\nstart sound ((0) + (1))\nset volume to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\ncreate clone of (_myself_ v)\nrepeat (2)\n Screen Refresh # [1] i [100]\n wait (0.6) seconds\n Screen Refresh # [1] i [0]\n wait (0.6) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (c1 v)\ncreate clone of (_myself_ v)\nset [brightness v] effect to (0)\nrepeat (30)\n switch costume to (c2 v)\n create clone of (_myself_ v)\nend\nwait (0.5) seconds\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nScreen Refresh # [2] i [0]\nwait (2.5) seconds\nset [brightness v] effect to (5)\nswitch costume to (slide v)\ngo to x: (0) y: (-300)\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.2) seconds\n change [brightness v] effect by (30)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n repeat (2)\n clear graphic effects\n wait (0.6) seconds\n set [brightness v] effect to (100)\n wait (0.6) seconds\n end\nelse\n if <(costume [number v]) = [2]> then\n set [ghost v] effect to (0)\n wait (i1) seconds\n repeat (10)\n change size by (-6)\n change [ghost v] effect by (10)\n end\n else\n if <(costume [number v]) = [3]> then\n set [brightness v] effect to (0)\n set size to (0) %\n repeat (30)\n change size by (((100) - (size)) / (10))\n change [ghost v] effect by (-4)\n end\n repeat (18)\n switch costume to (blank v)\n change size by ((size) / (4))\n switch costume to (c1 v)\n end\n else\n if <(costume [number v]) = [4]> then\n go to (random position v)\n repeat (10)\n change x by ((x position) / (-4))\n change y by ((y position) / (-4))\n change [ghost v] effect by (-10)\n end\n delete this clone\n else\n if <(costume [number v]) = [6]> then\n set [i1 v] to [50]\n set size to (0) %\n clear graphic effects\n repeat (64)\n change size by (((100) - (size)) / (4))\n point in direction ((90) + (([tan v] of (i1) ) * (5)))\n change [i1 v] by (5)\n end\n repeat (9)\n turn right (((180) - (direction)) / (4)) degrees\n change size by ((size) / (-4))\n change [ghost v] effect by (20)\n end\n else\n if <<(costume [number v]) > [6]> and <(costume [number v]) < [9]>> then\n clear graphic effects\n set size to (pick random (40) to (50)) %\n repeat (30)\n change x by (i1)\n change y by (i2)\n change [i2 v] by (-1)\n change [ghost v] effect by (3.5)\n end\n else\n if <(costume [number v]) = [9]> then\n set [ghost v] effect to (0)\n repeat (18)\n change x by ((x position) / (-4))\n change y by ((y position) / (-4))\n end\n end\n end\n end\n end\n end\n end\nend\nwait (1.65) seconds\nbroadcast (intro v)\nhide\n\ndefine Screen Refresh # (#) i (i)\nif <(#) = [1]> then\n set [i1 v] to [0.03]\n switch costume to (costume2 v)\n set [brightness v] effect to (i)\n go to x: (0) y: (-150)\n repeat (10)\n create clone of (_myself_ v)\n change y by (40)\n change [i1 v] by (0.03)\n end\nelse\n if <(#) = [2]> then\n repeat (30)\n set [i1 v] to (pick random (-5) to (5))\n set [i2 v] to (pick random (10) to (15))\n switch costume to (pick random (7) to (8))\n create clone of (_myself_ v)\n end\n end\nend\n\n@snow particles\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nwait (2) seconds\nforever\n wait (.001) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (pick random (10) to (90))\nset size to (pick random (50) to (100)) %\ngo to (random position v)\nset y to (300)\npoint in direction (180)\nrepeat until <touching (level v)?>\n change [ym v] by (1)\n move (ym) steps\nend\nhide\ndelete this clone\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 I receive [intro v]\nwait (2.50) seconds\nshow\nforever\n play sound [idk song someone tell me v] until done\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\n@Sprite1\n\nwhen I receive [intro v]\nwait (2) seconds\nshow\ngo to x: (-189) y: (-157)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\n if <(level) = [23]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (end v)\nwait (1) seconds\n\nwhen flag clicked\nif <(level) = [23]> then\n hide\nend\n\n
Welcome to my third platformer. :) \n Task- Get the cold player back to his home! :)\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.\nIf you think this level is hard click on the skip button.\nIf you don't want the music, click the volume button.\n
Greenland A Platformer || Mobile Friendly #All #Games #
@Stage\n\n@spikes\n\nwhen flag clicked\nforever\n glide (0.6) secs to x: (0) y: (15)\n glide (0.6) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\ngo to x: (36) y: (27)\n\nforever\nend\n\n@levels\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nhide variable [level v]\nswitch costume to (1 v)\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n broadcast (End v)\n end\nend\n\nshow variable [level v]\n\n@Platform guy\n\nwhen flag clicked\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n switch costume to (costume2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n fast\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [15]\n else\n set [y v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (p v) pressed?> and <not <(level) = [15]>>> then\n wait until <not <key (p v) pressed?>>\n broadcast (someone pressed S key v)\n go to x: (-218) y: (-90)\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [237]> then\n broadcast (message1 v)\n go to x: (-223) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <<touching (sprite1 v)?> or <touching (danger v)?>>> then\n go to x: (-223) y: (-100)\n play sound [Death v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (levels v)?> then\n set [y v] to [21]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n play sound [Ahxello - Frisbee v] until done\nend\n\nwhen I receive [someone pressed s key v]\nchange [level v] by (1)\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\nhide\nwait (10) seconds\nshow\ngo to x: (-218) y: (-90)\n\nwhen I receive [someone pressed skip button v]\ngo to x: (-218) y: (-106)\n\nchange [pixelate v] effect by (25)\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (0)\n\n@thumnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to x: (1) y: (0)\nend\n\nturn right (90) degrees\n\ngo to (random position v)\n\ngo to x: (36) y: (28)\n\n@skip\n\nwhen flag clicked\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (217) y: (157)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n if <<touching (mouse-pointer v)?> and <not <([costume # v] of [levels v]) = [15]>>> then\n broadcast (someone pressed skip button v)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (guy v)\nset [level v] to [1]\n\nwhen I receive [someone pressed skip button v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n forever\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\nwait (9) seconds\n\nshow\n\nwhen flag clicked\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (217) y: (157)\n\nwhen I receive [end v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(level) = [11]> then\n show\n end\n if <(level) = [3]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n change [ghost v] effect by (25)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n if <(level) = [4]> then\n show\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (platform guy v)?> then\n change [ghost v] effect by (10)\n wait () seconds\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(level) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(level) = [5]> then\n hide\n end\nend\n\n@Sprite3\n\n
Greenland || A Platformer by @clemJ72\nMobil friendly !\n\n#9 French Popular scratch.mit.edu/explore/projects/all/popular\n\nPlease ❤️⭐️ & Follow me For More ☻ \n \n_Instructions_\n\nUse ⬆⬅➡ and don't touch the spikes, and don't swim in the lava !\n11 levels 100 % Possible \nHave Fun !\n-----Notes-----\nLast update : 02/12/2020 \n------Tags------ \n#clemJ72 #Games #All #Cool #green\n\n---Other---\n1 week of work \n \n*Credits*\n@SonicBoom777 for the amazing intro !\n@345969 \n@SuperCookii\n\n
Christmas platformer #games
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (#SCROLL X)) (join [ ] ((mouse y) + (#SCROLL Y))))\n\nwhen I receive [game win v]\nstop [other scripts in sprite v]\nstop all sounds\n\n@Intro\n\nwhen I start as a clone\nif <(#) = [1]> then\n forever\n if <(bop) = [1]> then\n set size to (150) %\n repeat until <not <(bop) = [1]>>\n change size by (((size) - (100)) / (-5))\n end\n end\n end\nend\n\ngo to [front v] layer\n\ndefine Smooth Glide x: (x) y: (y) speed: (i)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (i))\n change y by (((round (y)) - (round (y position))) / (i))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(#) = [3]> then\n switch costume to (hexagon v)\n set size to (0) %\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\n repeat until <(bursted) = [8]>\n show\n turn right (5) degrees\n switch costume to (costume1 v)\n change [ghost v] effect by (-5)\n set size to (v) %\n change size by (7)\n set [v v] to (size)\n switch costume to (hexagon v)\n end\n delete this clone\nend\nhide\n\nwhen flag clicked\nstart sound [Marmok_-_merry_christmas_63241884 v]\ngo to x: (0) y: (0)\nset [bursted v] to [0]\nset [>## v] to [0]\nset [step v] to [0]\nset [# v] to [1]\nset [bop v] to [0]\ncreate clone of (_myself_ v)\nhide\nset [# v] to [Cloner]\ncreate clone of (_myself_ v)\nset [# v] to [CloneHub]\ncreate clone of (_myself_ v)\nwait until <(Step) = [1]>\nrepeat (5)\n set [# v] to [>]\n create clone of (_myself_ v)\n wait (.1) seconds\n set [# v] to [<]\n create clone of (_myself_ v)\nend\nset [>## v] to [0]\nrepeat (10)\n change [>## v] by (1)\nend\nwait until <(Step) = [2]>\nset [# v] to [> ^ <]\ncreate clone of (_myself_ v)\nset [# v] to [Spinner]\ncreate clone of (_myself_ v)\nset [# v] to [BKG]\ncreate clone of (_myself_ v)\nwait until <(bursted) = [8]>\nwait (1) seconds\nset [# v] to [Transition]\ncreate clone of (_myself_ v)\nwait until <(Step) = [5]>\nbroadcast (Intro Complete v)\n\nwhen I start as a clone\nif <(#) = [2]> then\n switch costume to (hexagon2 v)\n set size to (0) %\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\n repeat until <(bursted) = [8]>\n show\n turn right (5) degrees\n switch costume to (costume1 v)\n set size to (v) %\n change [ghost v] effect by (-5)\n change size by (7)\n set [v v] to (size)\n switch costume to (hexagon2 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(#) = [1]> then\n show\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (logo v)\n show\n repeat until <(bursted) = [8]>\n point in direction ((90) + ((5) * ([sin v] of ((timer) * (200)) )))\n go to [front v] layer\n end\n wait until <(bursted) = [8]>\n Particles2\n repeat until <(size) = [20]>\n turn right (5) degrees\n change size by (-5)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(#) = [Particles]> then\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n switch costume to (particles v)\n if <(Step) < [3]> then\n switch costume to (particles v)\n else\n switch costume to (particles2 v)\n end\n show\n go to [front v] layer\n clear graphic effects\n set size to (0) %\n point in direction ((90) + ((>) * (60)))\n move (100) steps\n repeat (10)\n go to [front v] layer\n move (1.5) steps\n turn right (1.5) degrees\n change size by (5)\n end\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n move (1) steps\n turn right (1) degrees\n change size by (-10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nset [> v] to [0]\nif <(#) = [Cloner]> then\n hide\n repeat until <(bursted) = [8]>\n repeat (10)\n change [> v] by (1)\n set [# v] to [Particles]\n create clone of (_myself_ v)\n end\n wait (1) seconds\n repeat (10)\n change [> v] by (1)\n set [# v] to [Particles]\n create clone of (_myself_ v)\n end\n wait (1) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(#) = [CloneHub]> then\n hide\n repeat (5)\n change [# v] by (1)\n create clone of (_myself_ v)\n wait (.5) seconds\n change [# v] by (1)\n create clone of (_myself_ v)\n set [# v] to [1]\n wait (.5) seconds\n end\n set [step v] to [1]\nend\n\nwhen I start as a clone\nif <(#) = [>]> then\n wait ((>##) / (5)) seconds\n wait () seconds\n set [brightness v] effect to ((>##) * (-2))\n switch costume to (> v)\n show\n go to x: (-100000) y: (0)\n Smooth Glide x: (-10) y: (0) speed: (6)\n set [step v] to [2]\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(#) = [<]> then\n wait ((>##) / (5)) seconds\n set [brightness v] effect to ((>##) * (-2))\n switch costume to (< v)\n show\n go to x: (10000000) y: (0)\n Smooth Glide x: (0) y: (0) speed: (6)\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(#) = [Explosion]> then\n set rotation style [all around v]\n go to x: (100) y: (100)\n switch costume to (line v)\n show\n set size to (100) %\n go to [front v] layer\n hide\n set [ghost v] effect to (0)\n repeat (14)\n next costume\n wait (.1) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(#) = [ExplosionBase]> then\n switch costume to (line v)\n hide\n set [# v] to [Explosion]\n point in direction (-90)\n repeat (4)\n set [# v] to [Explosion]\n create clone of (_myself_ v)\n turn right (90) degrees\n wait (.1) seconds\n end\nend\n\nwhen I start as a clone\nif <(#) = [> ^ <]> then\n switch costume to (> ^ < v)\n show\n repeat until <(bursted) = [8]>\n turn right (spin) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(#) = [Spinner]> then\n switch costume to (> ^ <2 v)\n show\n switch costume to (costume1 v)\n set size to (150) %\n switch costume to (> ^ <2 v)\n repeat until <(bursted) = [8]>\n turn right (20) degrees\n go to [front v] layer\n end\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 <(#) = [BKG]> then\n switch costume to (bk1 v)\n set [step v] to [3]\n repeat until <(Step) = [5]>\n go to x: (0) y: (0)\n point in direction ((90) + ((5) * ([sin v] of ((timer) * (200)) )))\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(Step) = [2]>\nforever\n broadcast (Burst v)\nend\n\nwhen I receive [burst v]\nset [spin? v] to [1]\nset [burst? v] to [1]\n\nwhen I start as a clone\nif <(#) = [BKG]> then\n repeat until <(bursted) = [8]>\n show\n set size to (150) %\n go to x: (0) y: (0)\n wait until <(burst?) = [1]>\n set [bop v] to [1]\n change [bursted v] by (1)\n set [size v] to ((size) - ((size) / (1.45)))\n repeat until <(size) < [1]>\n change [size v] by (-2)\n switch costume to (costume1 v)\n change size by (size)\n switch costume to (bk1 v)\n end\n set [bop v] to [0]\n if <(size) > [3294]> then\n set [size v] to [0]\n set size to (114) %\n end\n if <(size) = [114]> then\n hide\n end\n end\n wait (.8) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\ngo to x: (-20) y: (20)\n\nwhen I start as a clone\nif <(#) = [> ^ <]> then\n repeat until <(bursted) = [8]>\n wait until <(spin?) = [1]>\n set [spin v] to [40]\n repeat (20)\n change [spin v] by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(#) = [Transition]> then\n show\n go to [front v] layer\n switch costume to (transition v)\n go to x: (0) y: (-500)\n Smooth Glide x: (0) y: (0) speed: (6)\n go to [front v] layer\n set [step v] to [5]\n repeat (20)\n show\n change [ghost v] effect by (5)\n end\nend\n\ndefine Particles2\nset [# v] to [ExplodeParticles]\nrepeat (25)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Step) = [5]> then\n delete this clone\nend\nif <(#) = [ExplodeParticles]> then\n switch costume to (pick random (30) to (32))\n set size to (100) %\n set [brightness v] effect to (pick random (-25) to (50))\n set [ghost v] effect to (pick random (0) to (25))\n show\n set [x v] to (pick random (-15) to (15))\n set [y v] to (pick random (5) to (17))\n repeat until <touching (_edge_ v)?>\n change [y v] by (-1)\n change x by (x)\n change y by (y)\n if <[1] < (x)> then\n change [x v] by (-0.5)\n end\n if <(x) < [-1]> then\n change [x v] by (0.5)\n end\n turn right ((size) / (7)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nwait until <(Step) = [5]>\nset [brightness v] effect to (100)\nrepeat (40)\ndelete this clone\n\nwhen flag clicked\nwait until <(Step) = [2]>\nforever\n wait (pick random (.5) to (1.5)) seconds\n Particles\n wait (pick random (.5) to (1.5)) seconds\nend\n\ndefine Particles\nset [# v] to [ExplodeParticles2]\nrepeat (25)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Step) = [5]> then\n delete this clone\nend\nif <(#) = [ExplodeParticles2]> then\n switch costume to (pick random (33) to (35))\n set size to (100) %\n set [brightness v] effect to (pick random (-25) to (50))\n set [ghost v] effect to (pick random (0) to (25))\n show\n set [x v] to (pick random (-15) to (15))\n set [y v] to (pick random (5) to (17))\n repeat until <touching (_edge_ v)?>\n change [y v] by (-1)\n change x by (x)\n change y by (y)\n if <[1] < (x)> then\n change [x v] by (-0.5)\n end\n if <(x) < [-1]> then\n change [x v] by (0.5)\n end\n turn right ((size) / (7)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nSmooth Glide x: (10) y: (10) speed: (5)\n\nwhen flag clicked\nwait (15) seconds\nbroadcast (Play v)\n\nwhen I receive [outro v]\nstart sound [Marmok_-_merry_christmas_63241884 v]\ngo to x: (0) y: (0)\nset [bursted v] to [0]\nset [>## v] to [0]\nset [step v] to [0]\nset [# v] to [1]\nset [bop v] to [0]\ncreate clone of (_myself_ v)\nhide\nset [# v] to [Cloner]\ncreate clone of (_myself_ v)\nset [# v] to [CloneHub]\ncreate clone of (_myself_ v)\nwait until <(Step) = [1]>\nrepeat (5)\n set [# v] to [>]\n create clone of (_myself_ v)\n wait (.1) seconds\n set [# v] to [<]\n create clone of (_myself_ v)\nend\nset [>## v] to [0]\nrepeat (10)\n change [>## v] by (1)\nend\nwait until <(Step) = [2]>\nset [# v] to [> ^ <]\ncreate clone of (_myself_ v)\nset [# v] to [Spinner]\ncreate clone of (_myself_ v)\nset [# v] to [BKG]\ncreate clone of (_myself_ v)\nwait until <(bursted) = [8]>\nwait (1) seconds\nset [# v] to [Transition]\ncreate clone of (_myself_ v)\nwait until <(Step) = [5]>\nbroadcast (Intro Complete v)\n\nwhen I receive [outro v]\nwait (15) seconds\nstop [all v]\n\n@Player\n\nwhen I receive [play v]\nset [level v] to [1]\nstop all sounds\nbroadcast (green flag v)\n\nwhen I receive [green flag v]\nforever\n broadcast (Reset v) and wait\n broadcast (Set up v) and wait\n Game on\n repeat until <not <(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 size to (100) %\nclear graphic effects\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [#scroll x v] to [0]\nset [#scroll y v] to [0]\nset [#x v] to [0]\nset [#y v] to [0]\nset [exit v] to []\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n set [direction v] to [90]\n change [sx 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 set [direction v] to [-90]\n change [sx v] by (-1)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(in air) < [4]> then\n set [sy v] to [14]\n end\nend\nif <touching (tramplin v)?> then\n set [sy v] to [25]\nend\nset [sx v] to ((sx) * (0.9))\nif <([abs v] of (sx) ) > [0.9]> then\n Change x by (sx)\nend\nchange [sy v] by (-1)\nChange y by (sy)\nTest - die\nchange [#scroll x v] by (round (((#x) - (#SCROLL X)) / (10)))\nif <(#SCROLL X) < [0]> then\n set [#scroll x v] to [0]\nend\nchange [#scroll y v] by (round (((#y) - (#SCROLL Y)) / (10)))\nif <(#SCROLL Y) < [0]> then\n set [#scroll y v] to [0]\nend\nPosition\nif <(#y) < [-180]> then\n set [exit v] to [die]\nend\npoint in direction (direction)\nchange y by (-1)\nSet costume\n\ndefine Change x by (sx)\nchange [#x v] by (sx)\nPosition\nif <touching (level v)?> then\n repeat (12)\n change [#y v] by (1)\n Position\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change [#y v] by (-12)\n repeat until <not <touching (level v)?>>\n if <(sx) > [0]> then\n change [#x v] by (-1)\n else\n change [#x v] by (1)\n end\n Position\n end\nend\n\ndefine Change y by (sy)\nchange [in air v] by (1)\nchange [#y v] by (sy)\nPosition\nrepeat until <not <touching (level v)?>>\n if <(sy) > [0]> then\n change [#y v] by (-1)\n else\n change [#y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((#x) - (#SCROLL X)) y: ((#y) - (#SCROLL Y))\n\nwhen flag clicked\nhide\n\ndefine Game win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nchange [level v] by (1)\nset [exit v] to []\nshow\n\ndefine Game Die\nset [exit v] to []\nhide\nwait (0.5) seconds\nshow\n\ndefine Test - die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Set costume\nswitch costume to (player v)\n\nwhen I receive [game win v]\nstop all sounds\nstop [other scripts in sprite v]\nhide\nbroadcast (outro v)\n\nwhen I receive [game win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Level\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (#SCROLL X)) ((y) - (#SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (1 v)\n Clone at x: [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]\nelse\n if <(Level) = [2]> then\n switch costume to (5 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) = [3]> then\n switch costume to (8 v)\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(Level) = [4]> then\n switch costume to (12 v)\n Clone at x: [460] y: [0]\n Clone at x: [340] y: [300]\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: [340] y: [-300]\n Clone at x: [460] y: [0]\n Clone at x: [460] y: [0]\n end\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nset [x v] to [-9999999]\n\nwhen I receive [game win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Collectibles \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 [Coin v]\n delete this clone\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (present v)\n Clone at x: [341] y: [25]\n Clone at x: [436] y: [68]\n Clone at x: [557] y: [132]\n Clone at x: [858] y: [-63]\n Clone at x: [915] y: [-16]\n Clone at x: [978] y: [-63]\nelse\n if <(Level) = [2]> then\n Clone at x: [410] y: [-32]\n Clone at x: [453] y: [-32]\n Clone at x: [529] y: [-32]\n Clone at x: [839] y: [-26]\n else\n if <(Level) = [3]> then\n Clone at x: [234] y: [27]\n Clone at x: [321] y: [27]\n Clone at x: [400] y: [27]\n Clone at x: [486] y: [27]\n Clone at x: [563] y: [27]\n Clone at x: [677] y: [27]\n Clone at x: [784] y: [27]\n Clone at x: [862] y: [27]\n Clone at x: [944] y: [27]\n Clone at x: [1016] y: [27]\n Clone at x: [1116] y: [27]\n Clone at x: [-99999999999] y: [-999999999999]\n end\n end\nend\nset [x v] to [-9999999999]\nset [y v] to [-9999999999]\n\nwhen flag clicked\nset [time v] to [0]\nhide\n\nwhen I receive [green flag v]\nforever\n change [time v] by (0.04)\nend\n\nwhen I receive [game win v]\nif <(☁ Time) > (Time)> then\n set [☁ time v] to (Time)\nend\n\nwhen I receive [game lose v]\nif <(☁ Time) > (Time)> then\n set [☁ time v] to (Time)\nend\n\nwhen I receive [game win v]\nhide\n\nwhen I receive [game win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\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 <(Level) = [4]> then\n if <<(costume [name v]) = [open]> and <touching (player v)?>> then\n broadcast (Game win v)\n set [exit v] to [win]\n end\nelse\n if <<(costume [name v]) = [open]> and <touching (player v)?>> then\n set [exit v] to [win]\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 [set up 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: [1154] y: [140]\nelse\n if <(Level) = [2]> then\n Clone at x: [1662] y: [-50]\n else\n if <(Level) = [3]> then\n Clone at x: [1662] y: [-50]\n else\n if <(Level) = [4]> then\n Clone at x: [4177] y: [-24]\n end\n end\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nhide\n\nbroadcast (Game win v)\nset [exit v] to [win]\n\nwhen I receive [game win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\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\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 -1 v)\n Clone at x: [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 else\n if <(Level) = [3]> then\n Clone at x: [-999999] y: [-999999]\n else\n if <(Level) = [4]> then\n Clone at x: [-999999] y: [-999999]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nset [x v] to [-9999999]\n\nwhen I receive [game win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nswitch costume to (level 2-1 v)\n\n@tramplin\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (#SCROLL X)) ((y) - (#SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 [set up v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Clone at x: [1504] y: [-73]\nelse\n if <(Level) = [2]> then\n Clone at x: [344] y: [-32]\n else\n if <(Level) = [3]> then\n Clone at x: [-999999] y: [-9999999]\n else\n if <(Level) = [4]> then\n Clone at x: [-999999] y: [-9999999]\n end\n end\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nhide\n\nshow variable [☁ time v]\n\nwhen I receive [game win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwait (0.2) seconds\n\nrepeat (4)\n next costume\nend\nrepeat (4)\n switch costume to ((costume [number v]) - (1))\nend\n\nif <touching (player v)?> then\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
200 views really cool\nHi every one this my best project ever. Then please like and follow ? ⭐️ ?? hi can I be in trends please\nInstruction:\nmove - arrows w,a,s,d\nПривет всем это мой мой лучший проект за все время. Пожалуйста подпишитесь и поставьте лайк\nХей могу ли я быть в трендах пожалуйста\nИнструкция:\nдвижение - стрелками w,a,s,d\nHappy Christmas and New year \n200 views :0 hhhhhhhhoooooooowwwwwwwwwww\n370 views :0\n500 views AAAAAAAAaaaaaaa\n1000 views FFFNjdnjdnvdvbfjvfhnv\n
I don’t have idea a platformer || #game #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nwait (11.47) seconds\nnext backdrop\n\n@Player\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\n\nwhen flag clicked\nwait (11.47) seconds\nswitch costume to (costume2 v)\ngo to x: (-193) y: (161)\nset [ghost v] effect to (0)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1.5)\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n if <touching (platform v)?> then\n change x by ((X) * (-1))\n change x by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n change y by (1)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (12)\n end\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (New v)\n change [i v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-193) y: (161)\n end\n if <touching (danger v)?> then\n wait (0.1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.1) seconds\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n change [i v] by (1)\n go to x: (-193) y: (161)\n broadcast (Dead v)\n end\nend\n\nwhen flag clicked\nwait (11.47) seconds\nforever\n play sound [Warriyo - Mortals \(feat. Laura Brehm\) \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (10)\n change size by (-1.5)\n change [ghost v] effect by (7.5)\nend\ndelete this clone\n\n@Platform\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [new v]\nnext costume\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\n\n@🌲 \n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (36) y: (28)\n\nwhen I receive [new v]\nnext costume\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [new v]\nnext costume\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\n\n@Sun\n\nwhen flag clicked\nset size to (100) %\ngo to [back v] layer\ngo to x: (-2) y: (120)\nforever\n repeat (10)\n wait (0.01) seconds\n change size by (2)\n end\n repeat (10)\n wait (0.01) seconds\n change size by (-2)\n end\nend\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\n\n@Thumbnail \n\nwhen flag clicked\nshow\nforever\n set size to (100) %\n set [ghost v] effect to (100)\nend\n\n@ \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 Frame Tween Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Bounce, Size: (s) Speed: (spd)\nset size to (1000) %\nrepeat (30)\n set [bounce v] to (((Bounce) * (0.7)) + (((s) - (size)) / (spd)))\n change size by (Bounce)\nend\n\ndefine Smooth Size Change, Size: (s) Speed: (spd)\nif <(s) > (size)> then\n repeat until <(size) > ((s) - (.1))>\n Frame Tween Size: (s) speed: (spd)\n end\nend\nif <(size) > (s)> then\n Frame Tween Size: (s) speed: (spd)\nend\nset size to (s) %\n\nwhen flag clicked\nset [\[intro\] playing v] to [false]\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nerase all\npen up\nstop all sounds\nclear sound effects\nset volume to (100) %\nstart sound [Robin Hustin x TobiMorrow - Light It Up \(feat v]\nset size to (100) %\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nswitch backdrop to ( v)\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset [i v] to [0]\nset [// v] to [-180]\nset [ypos v] to [-146]\nset [counter v] to [0]\nset [bounce v] to [0]\nset [bar id v] to [0]\nset [slide id v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n switch costume to (slide v)\n set size to (5) %\n go to x: (//) y: (0)\n set [ghost v] effect to (100)\n repeat until <(size) > [50]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n if <(Slide ID) < [3]> then\n change [slide id v] by (1)\n change [// v] by (120)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [99]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n repeat until <(size) < [16]>\n Frame Tween Size: [15] speed: [4]\n change [ghost v] effect by (7)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (bar v)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n repeat until <(size) < [20]>\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n stamp\n delete this clone\nend\n\nwait (.2) seconds\n\nwhen flag clicked\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nwait (3.03) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n set size to (40) %\n switch costume to (logo v)\n go to [front v] layer\n Bounce, Size: [100] Speed: [5]\n set [counter v] to [0]\n reset timer\n set [clone id v] to [FlashBang]\n create clone of (_myself_ v)\n repeat until <(timer) > [2]>\n change [counter v] by (3)\n point in direction ((([tan v] of (Counter) ) / (.1)) + (90))\n end\n set [clone id v] to [4]\n create clone of (_myself_ v)\n Smooth Glide x: [-50] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n switch costume to (screen v)\n go to x: (0) y: (500)\n Smooth Glide x: [-] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [FlashBang]> then\n switch costume to (flashbang v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang v)\n end\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n switch costume to (username v)\n go to [back v] layer\n Smooth Glide x: [30] y: [-] speed: [5]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n go to x: (0) y: (0)\n switch costume to (flashbang2 v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang2 v)\n end\n set [bar id v] to [0]\n set [ypos v] to [-146]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nstamp\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n switch costume to (bar v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n erase all\n clear graphic effects\n repeat until <(size) < [20]>\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nwait (11.47) seconds\nbroadcast (Intro done v)\n\n
Helllllooo, today’s I share the project I don’t have idea a platformer !!!!!\nPLEASE LOVE FAVE AND FOLLLOW ME !! ;)\n<————————————————————————\n HOW TO PLAY \n—————————————————————————\nto play this game you would have to play with the keys ⬅️⬆️➡️or mobile if you have a phone ...\n—————————————————————————
Platformer Tutorial || THE BASICS #games #music #art
@Stage\n\nwhen flag clicked\nstart sound [MENU THEME v]\n\nwhen I receive [message 1 v]\nstop all sounds\nforever\n play sound [Cloud 9 v] until done\n wait (1) seconds\n play sound [Robot v] until done\nend\n\n@Tutorial || Player\n\nwhen I receive [next level v]\ngo to x: (-200) y: (101)\n\nwhen flag clicked\nhide\n\nwhen I receive [message 1 v]\ngo to x: (-200) y: (101)\nshow\n\nwhen I receive [message 1 v]\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n switch costume to (costume1 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#2a2e45)?> then\n change y by (1)\n if <touching color (#2a2e45)?> then\n change y by (1)\n if <touching color (#2a2e45)?> then\n change y by (1)\n if <touching color (#2a2e45)?> then\n change y by (1)\n if <touching color (#2a2e45)?> then\n change y by (1)\n if <touching color (#2a2e45)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#2a2e45)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#2a2e45)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: (101)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (101)\n end\n if <touching color (#b25151)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: (-10)\n set [ghost v] effect to (0)\n start sound [Oopsy.. v]\n end\n if <touching color (#a68383)?> then\n set [yv v] to [20]\n end\n if <touching color (#2d5c5c)?> then\n set [xv v] to [21]\n end\nend\n\nif <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\nend\nif <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [xv v] by (1)\n switch costume to (costume1 v)\nend\n\n@ Tutorial || Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [message 1 v]\nswitch costume to (costume1 v)\nshow\n\n@Title\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (0) y: (-100)\nforever\n set [brightness v] effect to (0)\n change y by ([cos v] of (title y) )\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (costume3 v)\n broadcast (Message 1 v)\n delete this clone\n end\nend\n\nwhen I receive [message 1 v]\ngo to [front v] layer\nhide\n\nwhen I receive [menu v]\nshow\nwait (.3) seconds\ncreate clone of (_myself_ v)\ngo to [front v] layer\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (100)\ncreate clone of (_myself_ v)\nforever\n change [title y v] by (6.5)\n change y by ([cos v] of (title y) )\nend\n\n@Tutorial || Thumbnail2\n\nwhen flag clicked\nforever\n show\n switch costume to (costume1 v)\n go to [front v] layer\n set [ghost v] effect to (100)\n set size to (100) %\nend\n\n
[⇓READ ALL OF THIS!⇓]\nHey everyone! Since lots of people have requested this I decided to create one for all of you out there, that want to make platformers!\n\nLook inside this project to see the code and tips in the coding of making a platformer! :D\n\nBy far the easiest way to create a decent platformer! =)\n\nYour Final product should finish off like this: https://scratch.mit.edu/projects/396127671/\n\nIf you need any help comment on my profile questions and I will answer them as soon as I can! :D\n\nThis tutorial is strictly the basics of making a platformer!\nIf you want to create epic stuff, then you'll have to wait for part two! I know all of you want to create stuff like this - https://scratch.mit.edu/projects/426349955/ but you have to wait! :D\n\nMake your version different than mine! Change the character and level designs! (If your want)\nShare your finished platformers in the comments! :D\n\nYou don't have to give credit if you don't want to :D\n\n#STH #STP\n\n-yotacopaco out-\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n3k followers!! :D
Groovy-Girl - Scrolling Platformer - Fan Game v1.0
@Stage\n\nwhen I receive [start music v]\nplay sound [it's raining tacos v] until done\nif <not <(LEVEL) = [5]>> then\n broadcast (start music v)\nend\n\nwhen I receive [green flag v]\nset volume to (30) %\nbroadcast (Start Game v)\n\nwhen I receive [play game v]\nswitch backdrop to (LEVEL)\n\nwhen I receive [new level v]\nwait (0) seconds\nswitch backdrop to (LEVEL)\n\n@Sprite2\n\nwhen flag clicked\nshow variable [points v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\ngo to x: (0) y: (0)\n\nwhen I receive [end game v]\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nnext costume\nset [ghost v] effect to (100)\nrepeat (40)\n change [ghost v] effect by (-2.5)\n go to [front v] layer\nend\nhide variable [points v]\nif <(costume [number v]) = [2]> then\n create clone of (_myself_ v)\nend\nforever\n go to [front v] layer\nend\n\n@Tiles\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [am i a clone? v] to [true]\n\ndefine Create Clones\nhide\ngo to x: (-228) y: (168)\nrepeat (12)\n repeat (16)\n set [my x v] to (x position)\n set [my y v] to (y position)\n create clone of (_myself_ v)\n change x by (30)\n end\n set x to (-228)\n change y by (-30)\nend\n\nwhen I receive [start game v]\nswitch costume to (3 v)\nrepeat (1)\n delete this clone\nend\nReset Collectibles\nhide\nerase all\nset [am i a clone? v] to [false]\nset [level height v] to [200]\nset [level width v] to [440]\nCreate Clones\nbroadcast (Level is Generated v)\n\ndefine Reset Collectibles\ndelete all of [collectibles? v]\nrepeat (Level Width)\n repeat (Level Height)\n add [1] to [collectibles? v]\n end\nend\n\nwhen I receive [new level v]\nif <(Am I a clone?) = [false]> then\n Reset Collectibles\nend\n\nwhen I receive [hide passables v]\nif <<[passable tiles? v] contains (Item My Position of Level)?> or <<(Item My Position of Level) = [11]> and <<([y position v] of [player v]) < ((y position) + (14))> or <key (down arrow v) pressed?>>>> then\n hide\nend\n\nwhen I receive [tick v]\nif <(Am I a clone?) = [true]> then\n go to x: ((My X) - (SCROLL X)) y: (((My Y) - (SCROLL Y)) + (extra y))\n set [my position v] to (((((My X) * (Level Height)) + (My Y)) + (1)) / (30))\n set [my position v] to (round (My Position))\n if <(LEVEL) = [1]> then\n set [item my position of level v] to (item (My Position) of [level 1 v])\n else\n if <(LEVEL) = [2]> then\n set [item my position of level v] to (item (My Position) of [level 2 v])\n else\n if <(LEVEL) = [3]> then\n set [item my position of level v] to (item (My Position) of [level 3 v])\n else\n if <(LEVEL) = [4]> then\n set [item my position of level v] to (item (My Position) of [level 4 v])\n else\n if <(LEVEL) = [5]> then\n set [item my position of level v] to (item (My Position) of [level 4 v])\n end\n end\n end\n end\n end\n if <((My X) - (SCROLL X)) > [240]> then\n change [my x v] by (-480)\n end\n if <((My X) - (SCROLL X)) < [-240]> then\n change [my x v] by (480)\n end\n if <((My Y) - (SCROLL Y)) > [180]> then\n change [my y v] by (-360)\n end\n if <((My Y) - (SCROLL Y)) < [-180]> then\n change [my y v] by (360)\n end\n switch costume to (Item My Position of Level)\n if <(LEVEL) = [1]> then\n if <not <[passable tiles? v] contains (item ((My Position) + (1)) of [level 1 v])?>> then\n if <(Item My Position of Level) = [1]> then\n switch costume to (2 v)\n end\n end\n else\n if <(LEVEL) = [2]> then\n if <not <[passable tiles? v] contains (item ((My Position) + (1)) of [level 2 v])?>> then\n if <(Item My Position of Level) = [1]> then\n switch costume to (2 v)\n end\n end\n else\n if <(LEVEL) = [3]> then\n if <not <[passable tiles? v] contains (item ((My Position) + (1)) of [level 3 v])?>> then\n if <(Item My Position of Level) = [1]> then\n switch costume to (2 v)\n end\n end\n else\n if <not <[passable tiles? v] contains (item ((My Position) + (1)) of [level 4 v])?>> then\n if <(Item My Position of Level) = [1]> then\n switch costume to (2 v)\n end\n end\n end\n end\n end\n point in direction (90)\n set size to (107) %\n if <(item (My Position) of [collectibles? v]) = [0]> then\n hide\n else\n show\n end\n if <(Item My Position of Level) = [10]> then\n if <<(distance to [player v]) < [25]> or <touching (player v)?>> then\n if <(item (My Position) of [collectibles? v]) = [1]> then\n start sound [Collect v]\n change [points v] by (1)\n end\n replace item (My Position) of [collectibles? v] with [0]\n end\n point in direction ((([sin v] of ((bounce) + (-50)) ) * (5)) + (90))\n set size to ((([sin v] of (bounce) ) * (-5)) + (101)) %\n change [bounce v] by (8)\n end\n clear graphic effects\n if <(LEVEL) = [3]> then\n change [brightness v] effect by (-30)\n end\n if <<<touching (hitbox v)?> and <([y position v] of [player v]) < ((y position) - (5))>> and <(Item My Position of Level) = [21]>> then\n set [particle x v] to (x position)\n set [particle y v] to (y position)\n start sound [Glass Breaking v]\n broadcast (particles v)\n replace item (My Position) of [collectibles? v] with [0]\n end\n if <<(Item My Position of Level) = [4]> and <touching (hitbox v)?>> then\n broadcast (hurt v)\n end\nend\n\nif <<(distance to [mouse-pointer v]) < [14]> and <mouse down?>> then\n place block\nend\n\ndefine bounce block\nif <(bouncing?) = [0]> then\n if <<touching (hitbox v)?> and <([y position v] of [player v]) < ((y position) - (5))>> then\n set [bouncing? v] to [1]\n end\nend\nif <(bouncing?) = [1]> then\n change [extra y v] by (1)\nend\nif <(extra y) > [5]> then\n set [bouncing? v] to [-1]\nend\nif <(bouncing?) = [-1]> then\n change [extra y v] by (-1)\nend\nif <(extra y) < [0]> then\n set [bouncing? v] to [0]\n set [extra y v] to [0]\nend\n\ndefine place block\nif <(LEVEL) = [1]> then\n replace item (My Position) of [level 1 v] with (Tile?)\nelse\n if <(LEVEL) = [2]> then\n replace item (My Position) of [level 2 v] with (Tile?)\n else\n if <(LEVEL) = [3]> then\n replace item (My Position) of [level 3 v] with (Tile?)\n else\n if <(LEVEL) = [4]> then\n replace item (My Position) of [level 4 v] with (Tile?)\n end\n end\n end\nend\n\nsay []\nif <(distance to [mouse-pointer v]) < [14]> then\n say (My Y)\nend\n\nReset Collectibles\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 [points v] to [0]\nset rotation style [left-right v]\nset [begun v] to [false]\nshow\nset [sy v] to [0]\nset [level v] to [1]\nset [walk animation v] to [2]\nGame On\nbroadcast (start music v)\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(LEVEL) = [5]>\n broadcast (hide passables v) and wait\n Sense Hurt\n go to [front v] layer\n switch costume to (hitbox v)\n set [xv v] to [0]\n Tick\n reset Scrolling\n if <(SCROLL X) < [9012]> then\n set [scroll x v] to [9012]\n end\n if <(SCROLL Y) < [-315]> then\n set [scroll y v] to [-315]\n end\n if <<(SCROLL X) > [10550]> and <(LEVEL) = [1]>> then\n set [scroll x v] to [10550]\n if <(x) > ((SCROLL X) + (226))> then\n change [level v] by (1)\n Game On\n broadcast (new level v)\n end\n end\n if <<(SCROLL X) > [11557]> and <(LEVEL) = [2]>> then\n set [scroll x v] to [11557]\n if <(x) > ((SCROLL X) + (226))> then\n change [level v] by (1)\n Game On\n broadcast (new level v)\n end\n end\n if <<(SCROLL X) > [12041]> and <(LEVEL) = [3]>> then\n set [scroll x v] to [12041]\n if <(x) > ((SCROLL X) + (226))> then\n change [level v] by (1)\n Game On\n broadcast (new level v)\n end\n end\n if <<(SCROLL X) > [12887]> and <(LEVEL) = [4]>> then\n set [scroll x v] to [12887]\n if <(x) > ((SCROLL X) + (226))> then\n change [level v] by (1)\n broadcast (end game v)\n end\n end\n Position\n if <(y position) < [-205]> then\n set [lives v] to [0]\n broadcast (Tick v) and wait\n wait (1) seconds\n broadcast (new level v)\n end\n erase all\n clear graphic effects\n change [walk animation v] by (0.5)\n if <(walk animation) > [9]> then\n set [walk animation v] to [2]\n end\n change [flash? v] by (0.2)\n if <(flash?) > [2]> then\n set [flash? v] to [0]\n end\n set correct costume\n broadcast (Tick v) and wait\n end\nend\n\ndefine Game On\nset [hurt? v] to [false]\nset [x v] to [8886]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nshow\nset size to (100) %\n\ndefine Tick\nif <not <(hurt?) = [true]>> then\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n Change Player X by [-7]\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n Change Player X by [7]\n end\n if <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\n end\nend\nchange [sy v] by (-2)\nChange Player Y by (sy)\n\ndefine Change Player Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nif <(sy) < [-20]> then\n set [sy v] to [-20]\nend\nrepeat until <not <touching (tiles 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) - (30)) - (SCROLL Y))\n\ndefine Change Player X by (sx)\nset [xv v] to (sx)\nchange [x v] by (sx)\nPosition\nif <touching (tiles v)?> then\n repeat (11)\n change [y v] by (1)\n Position\n if <not <touching (tiles v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-11)\n repeat until <not <touching (tiles v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen I receive [play game v]\nwait (2) seconds\nbroadcast (finally start v)\nset [begun v] to [true]\n\nwhen I receive [bounce v]\nset [sy v] to [13]\n\ndefine set correct costume\nif <(LEVEL) = [3]> then\n set [brightness v] effect to (-30)\nend\nswitch costume to (stand_1 v)\nif <([abs v] of (XV) ) > [0]> then\n switch costume to (round (walk animation))\nend\nif <(sy) > [0]> then\n switch costume to (jump_1 v)\nend\nif <(sy) < [0]> then\n switch costume to (jump_2 v)\nend\nif <(hurt?) = [true]> then\n if <(in air) = [0]> then\n switch costume to (hurt_2 v)\n else\n switch costume to (hurt_1 v)\n end\nend\nif <(hurt?) = [getup]> then\n switch costume to (round ((time hurt) + (13)))\nend\nif <(hurt?) = [later]> then\n if <(flash?) > [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\nend\n\ndefine reset Scrolling\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nset [scroll y v] to ((y) + (((-1) * (sy)) / (3)))\n\nwhen I receive [hurt v]\nif <(hurt?) = [false]> then\n start sound [hurt v]\n change [lives v] by (-1)\n if <(LIVES) < [1]> then\n broadcast (new level v)\n end\n set [hurt? v] to [true]\n set [sy v] to [15]\nend\n\nwhen I receive [new level v]\nGame On\nset [y v] to [-328]\nset [sy v] to [0]\n\ndefine Sense Hurt\nif <<(hurt?) = [true]> and <(in air) = [0]>> then\n change [time hurt v] by (1)\nend\nif <(hurt?) = [false]> then\n set [time hurt v] to [0]\nend\nif <(time hurt) > [50]> then\n set [time hurt v] to [0]\n set [hurt? v] to [getup]\nend\nif <(hurt?) = [getup]> then\n change [time hurt v] by (0.6)\n if <(time hurt) > [2]> then\n set [hurt? v] to [later]\n end\nend\nif <(hurt?) = [later]> then\n change [time hurt v] by (-1)\nend\nif <(time hurt) < [-50]> then\n set [time hurt v] to [0]\n set [hurt? v] to [false]\nend\n\n@enemies\n\nwhen I receive [tick v]\ndo blob stuff\n\nwhen I start as a clone\nset [dead? v] to [false]\nset [direction? v] to [right]\nset [clone? v] to [true]\nset rotation style [left-right v]\nshow\n\ndefine Redblob at X (x) Y (y) Range? (rng) extra X (xx)\nset [my x v] to (x)\nset [my y v] to (y)\nset [range? v] to (rng)\nset [extra x v] to (xx)\ncreate clone of (_myself_ v)\n\nwhen I receive [play game v]\nhide\nset [clone? v] to [false]\nif <(LEVEL) = [1]> then\n Redblob at X [9303] Y [-26] Range? [255] extra X [0]\n Redblob at X [9850] Y [-56] Range? [490] extra X [100]\n Redblob at X [9850] Y [-56] Range? [490] extra X [490]\nend\n\nwhen I receive [new level v]\nrepeat (1)\n delete this clone\nend\nif <(LEVEL) = [1]> then\n Redblob at X [9303] Y [-26] Range? [255] extra X [0]\n Redblob at X [9850] Y [-56] Range? [490] extra X [100]\n Redblob at X [9850] Y [-56] Range? [490] extra X [490]\nend\nif <(LEVEL) = [2]> then\n Redblob at X [8832] Y [-387] Range? [450] extra X [300]\n Redblob at X [8832] Y [-387] Range? [450] extra X [200]\n Redblob at X [10212] Y [184] Range? [180] extra X [0]\n Redblob at X [10570] Y [512] Range? [210] extra X [0]\nend\nif <(LEVEL) = [3]> then\n Redblob at X [10422] Y [-267] Range? [390] extra X [0]\n Redblob at X [10422] Y [-267] Range? [390] extra X [100]\n Redblob at X [10422] Y [-267] Range? [390] extra X [230]\nend\nif <(LEVEL) = [4]> then\n Redblob at X [11262] Y [-88] Range? [180] extra X [0]\nend\n\ndefine do blob stuff\nif <(Clone?) = [true]> then\n change [blob costume v] by (0.3)\n if <(blob costume) > [3]> then\n set [blob costume v] to [1]\n end\n switch costume to (round (blob costume))\n go to x: (((My X) - (SCROLL X)) + (extra x)) y: ((My Y) - (SCROLL Y))\n if <(dead?) = [false]> then\n set [time dead? v] to [0]\n if <(direction?) = [right]> then\n point in direction (90)\n change [extra x v] by (2)\n end\n if <(extra x) > (range?)> then\n set [direction? v] to [left]\n end\n if <(direction?) = [left]> then\n point in direction (-90)\n change [extra x v] by (-2)\n end\n if <(extra x) < [0]> then\n set [direction? v] to [right]\n end\n if <<(distance to [player v]) < [30]> and <not <(hurt?) = [true]>>> then\n if <<([y position v] of [player v]) > ((y position) + (2))> and <([sy v] of [player v]) < [0]>> then\n start sound [Splash v]\n broadcast (bounce v)\n set [dead? v] to [true]\n else\n if <touching (hitbox v)?> then\n broadcast (hurt v)\n end\n end\n end\n else\n switch costume to (blob squish v)\n change [time dead? v] by (0.05)\n end\n if <(time dead?) > [0.6]> then\n change [points v] by (1)\n delete this clone\n end\n clear graphic effects\n if <(LEVEL) = [3]> then\n set [brightness v] effect to (-30)\n end\n show\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\n@hitbox\n\nwhen I receive [tick v]\nset rotation style [left-right v]\ngo to (player v)\nset [ghost v] effect to (100)\ngo to [front v] layer\npoint in direction ([direction v] of [player v])\n\n@particles\n\nwhen I receive [particles v]\nif <(XV) = [0]> then\n make particles\nend\n\nwhen I start as a clone\nset [yv v] to [0]\nset [xv v] to (pick random (-20) to (20))\nif <(XV) = [0]> then\n set [xv v] to (pick random (-20) to (20))\n if <(XV) = [0]> then\n set [xv v] to (pick random (-20) to (20))\n if <(XV) = [0]> then\n delete this clone\n end\n end\nend\n\nwhen I receive [tick v]\nhide\nclear graphic effects\nif <([abs v] of (XV) ) > [0]> then\n if <(LEVEL) = [3]> then\n set [brightness v] effect to (-30)\n end\n show\n turn right ((XV) * (2)) degrees\n change [yv v] by (-1)\n change y by (YV)\n set [xv v] to ((XV) * (0.9))\n change x by (XV)\n if <<touching (_edge_ v)?> or <(y position) < [-170]>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nhide\n\ndefine make particles\ngo to x: (Particle X) y: (Particle Y)\nswitch costume to (costume1 v)\nrepeat (4)\n create clone of (_myself_ v)\n next costume\nend\n\n@lives\n\nwhen I receive [tick v]\ndisplay lives\n\ndefine display lives\nrepeat (1)\n delete this clone\nend\nset size to (60) %\ngo to [front v] layer\ngo to x: (190) y: (135)\nhide\nrepeat (LIVES)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n change x by (-35)\nend\nrepeat ((3) - (LIVES))\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n change x by (-35)\nend\n\nwhen flag clicked\nset [lives v] to [3]\n\nwhen I receive [new level v]\nset [lives v] to [3]\n\nwhen I start as a clone\nshow\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
Realms ~A Platformer~
@Stage\n\nwhen I receive [lava realm v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [electrical realm v]\nswitch backdrop to (backdrop3 v)\n\nset [level v] to [15]\n\nwhen I receive [ice realm v]\nswitch backdrop to (backdrop4 v)\n\n@player\n\nwhen flag clicked\nset rotation style [left-right v]\nset [ghost v] effect to (0)\nset size to (120) %\ngo to x: (-218) y: (-101)\nset [level v] to [1]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n change y by (-5)\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 <key (w v) pressed?>> then\n set [y v] to [13]\n end\n end\n change y by (1)\n if <touching (danger v)?> then\n go to x: (-218) y: (-101)\n end\n if <(x position) > [220]> then\n go to x: (-218) y: (-101)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (idle v)\n end\n if <key (right arrow v) pressed?> then\n repeat (1)\n wait (.1) seconds\n switch costume to (walk 1 v)\n wait (.1) seconds\n switch costume to (walk 2 v)\n wait (.1) seconds\n switch costume to (walk 3 v)\n wait (.1) seconds\n switch costume to (walk 4 v)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n repeat (1)\n wait (.1) seconds\n switch costume to (walk 1 v)\n wait (.1) seconds\n switch costume to (walk 2 v)\n wait (.1) seconds\n switch costume to (walk 3 v)\n wait (.1) seconds\n switch costume to (walk 4 v)\n end\n end\nend\n\nwait (.1) seconds\n\n@Ground\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n broadcast (ELECTRICAL REALM v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n broadcast (LAVA REALM v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n broadcast (ICE REALM v)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Danger\n\ngo to [back v] layer\n\nset [level v] to [18]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@clouds\n\nwhen I start as a clone\nshow\nshow\nswitch costume to (pick random (1) to (5))\nset [my variable v] to (pick random (-1) to (-3))\nset [ghost v] effect to (pick random (50) to (75))\nset size to (pick random (20) to (100)) %\nset y to (pick random (100) to (150))\nset x to (220)\n\nwhen flag clicked\nhide\nforever\n wait (pick random (2) to (3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n wait (.05) seconds\n change x by (-5)\n if <(x position) < [-200]> then\n delete this clone\n end\nend\n\ndefine Cloud Hide\nhide\n\nwhen I start as a clone\nforever\n if <(Level) = [8]> then\n Cloud Hide\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nchange [ghost v] effect by (25)\nwait (.5) seconds\nchange [ghost v] effect by (25)\nwait (.5) seconds\nhide\n\n
~BEWARE GAME IS RAGING AND HARD~\nArrow keys to move, don't touch lava and spikes.\nNow with w-a-d to move!\n-------------------------------------------------------------------------\nGo here to see Suggestions on the game: https://scratch.mit.edu/projects/459056766/\nReams 2 is out! https://scratch.mit.edu/projects/464262019/\n----------------------------------------------------------------------------\nLove and Fav for more realms!\nFollow me for more games! \nclick to start!\n#32 ON TRENDING!!! THANK YOU GUYS SO MUCH!!!
In this meadow platformer #Game
@Stage\n\nwhen flag clicked\nforever\n play sound [Ahxello - Frisbee.mp3 v] until done\nend\n\n@terrain2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (コスチューム1 v)\nshow\nbroadcast (表示 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [隠せー v]\nhide\n\nwhen flag clicked\nhide variable [時間 v]\n\n@刺\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\n@主人公\n\nwhen flag clicked\nshow\nset size to (50) %\nset drag mode [not draggable v]\ngo to x: (-201) y: (-50)\npoint in direction (90)\nset [ww v] to [0]\nset [ww v] to [0]\nrepeat until <(WWW) = [15]>\n forever\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [w v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [w v] by (1)\n point in direction (90)\n end\n set [w v] to ((w) * (0.9))\n change x by (w)\n if <touching (terrain2 v)?> then\n change y by (1)\n if <touching (terrain2 v)?> then\n change y by (1)\n if <touching (terrain2 v)?> then\n change y by (1)\n if <touching (terrain2 v)?> then\n change y by (1)\n if <touching (terrain2 v)?> then\n change y by (1)\n if <touching (terrain2 v)?> then\n change x by ((w) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(w) > [0]> then\n set [w v] to [-7]\n else\n set [w v] to [7]\n end\n set [w v] to [10]\n else\n set [w v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (terrain2 v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [w v] to [15]\n end\n end\n change y by (1)\n change [w v] by (-1)\n change y by (W)\n if <touching (terrain2 v)?> then\n change y by ((W) * (-1))\n set [w v] to [0]\n end\n hide variable [w v]\n if <(x position) > [230]> then\n if <not <([x position v] of [terrain2 v]) = [30]>> then\n broadcast (next level v)\n set [w v] to [0]\n set [w v] to [0]\n go to x: (-201) y: (-50)\n end\n end\n if <(y position) < [-170]> then\n go to x: (-201) y: (-50)\n end\n if <touching (刺 v)?> then\n play sound [Rip v] until done\n go to x: (-201) y: (-50)\n set [w v] to [0]\n set [w v] to [0]\n end\n if <touching (tire 1 v)?> then\n play sound [Rip v] until done\n go to x: (-201) y: (-50)\n set [w v] to [0]\n set [w v] to [0]\n end\n if <touching (tire 2 v)?> then\n play sound [Rip v] until done\n go to x: (-201) y: (-50)\n set [w v] to [0]\n set [w v] to [0]\n end\n end\nend\n\nplay sound [ニュッ2 v] until done\n\nwhen flag clicked\nforever\n wait (0.000000001) seconds\nend\n\nwhen I receive [隠せー v]\nhide\n\nwhen [space v] key pressed\n\n@くも\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@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@スプライト2\n\nwhen flag clicked\nhide\n\n@スプライト4\n\nwhen flag clicked\nhide\n\n@スプライト3\n\nwhen flag clicked\nhide\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
➽This was made with the image of a meadow. And I did my best! Please spread it! !! Also please ❤️ and ⭐️! Please! Also ask for follow-up! :D\n\n➽ Method of operation:Click in the direction you want to go on a computer, and slide in the direction you want to go on an iPad.\n\n
Sky a Scrolling Platformer || #Games #All
@Stage\n\nwhen flag clicked\nforever\n play sound [Inferno 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 repeat (7)\n broadcast (Next Level v)\n end\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)?> or <touching (trampoline2 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\nend\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@yazı\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\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@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@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@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\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@Spikes3\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@Spikes4\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@Spikes5\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@Spikes6\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@Spikes7\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@Spikes8\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@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\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n go to [front v] layer\n go [forward v] (1) layers\n end\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n go to [front v] layer\n go [forward v] (1) layers\n end\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n go to [front v] layer\n go [forward v] (2) layers\n end\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (gizle skipi v)\n end\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (gizle skipi v)\n end\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (gizle skipi v)\n end\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (gizle skipi v)\n end\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (gizle skipi v)\n end\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (gizle skipi v)\n end\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 (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@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 (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@ağaç3\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@ağaç4\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@ağaç5\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@yazı2\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\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@yazı3\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\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 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 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 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@BACKPACK CONTROL\n\n@Trampoline2\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@thumb\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nshow\n\n
----------------Sky a Scrolling Platformer----------------\nArrow keys or W,A,D to move (Have mobile control)\nFullscreen causes lag\nAll levels are POSSIBLE!\nFull screen causes lag\nI will add more levels\n❌ Advertising\n✅ Comments\n---------------------------------------------------------------\nTags: #Games #All\n5k :)\n\nCredits:\n@griffpatch\n@StratfordJames\n@INorth\n@345969\n\nMusic: Inferno\n\nHere is my another Scrolling Platformer:\nhttps://scratch.mit.edu/projects/459319230\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nhi
Valley ll Scrolling platformer
@Stage\n\n@Player\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [connecting v]\nhide\n\nif <touching (checkpoints v)?> then\n set [__checkpoint x v] to (____SCROLL X)\n set [__checkpoint y v] to (_____SCROLL Y)\nend\nif <touching (water v)?> then\n change [y velocity v] by (-1.1)\n if <(Hs watered?) = [False]> then\n start sound [Splash v]\n set [hs watered? v] to [True]\n end\nelse\n set [hs watered? v] to [False]\nend\nif <touching (bounce v)?> then\n set [y velocity v] to [-25]\n start sound [Bounce pad v]\nend\n\ndefine Platformer physics (side speed) <jump> <right> <left>\nswitch costume to (hitbox v)\nif <right> then\n point in direction (90)\n change [sx v] by ((side speed) * (-1))\nend\nif <left> then\n change [sx v] by (side speed)\n point in direction (-90)\nend\nset [sx v] to ((sx) * (0.75))\nif <[0.1] < ([abs v] of (sx) )> then\n Change X by (round (sx))\nend\nif <<key (space v) pressed?> and <[4] < (In air)>> then\n set [y velocity v] to [1]\nelse\n change [y velocity v] by (1)\nend\nChange Y by (Y velocity) <jump>\nif <jump> then\n if <touching (water v)?> then\n change [y velocity v] by (-1)\n else\n if <(In air) < [4]> then\n set [y velocity v] to [-12]\n if <(In air) < [1]> then\n broadcast (jump v)\n end\n end\n end\nend\nPosition\nswitch costume to (Costume #)\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nset [__checkpoint x v] to [0]\nset [__checkpoint y v] to [0]\nset [_____scroll y v] to [0]\nset [____scroll x v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [x vel v] to [0]\nset [y velocity v] to [0]\nset [is grounded v] to [False]\nset [__is dead?? v] to [False]\nset [in air v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n Platformer physics [3] <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>\n if <(__Is dead??) = [True]> then\n set [is moving v] to [False]\n broadcast (die sound v)\n broadcast (Player death particles v)\n switch costume to (still v)\n set [ghost v] effect to (0)\n set rotation style [all around v]\n repeat (50)\n change [ghost v] effect by (2)\n change y by (3)\n turn right (5) degrees\n end\n set rotation style [left-right v]\n point in direction (90)\n Reset\n set [__is dead?? v] to [False]\n set [ghost v] effect to (0)\n end\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen flag clicked\nhide\n\nbroadcast (Start v)\n\ndefine Reset\nset [__is dead?? v] to [False]\nset [x v] to (__CHECKPOINT X)\nset [y v] to (__CHECKPOINT Y)\nset [_____scroll y v] to (__CHECKPOINT Y)\nset [____scroll x v] to (__CHECKPOINT X)\nset [x vel v] to [0]\nset [y velocity v] to [0]\nset [is moving v] to [False]\nset [is grounded v] to [False]\n\nwhen I receive [die v]\nset [__is dead?? v] to [True]\n\ndefine Position\ngo to x: ((____SCROLL X) - (round (X))) y: (round ((_____SCROLL Y) - (Y)))\nchange [____scroll x v] by (((round (X)) - (____SCROLL X)) / (10))\nchange [_____scroll y v] by (round (((Y) - (_____SCROLL Y)) / (3)))\nif <[0] < (____SCROLL X)> then\n set [____scroll x v] to [0]\nend\nif <[40] < (_____SCROLL Y)> then\n set [_____scroll y v] to [40]\nend\nif <(y position) < [-175]> then\n set [__is dead?? v] to [True]\nend\n\ndefine Change X by (sx)\nchange [x v] by (sx)\nPosition in script\nif <touching (ground v)?> then\n repeat (8)\n change [y v] by (-1)\n Position in script\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (8)\n set [sx v] to [0]\n repeat until <not <touching (ground v)?>>\n if <[0] < (sx)> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position in script\n end\nend\n\ndefine Position in script\ngo to x: ((____SCROLL X) - (X)) y: ((_____SCROLL Y) - (Y))\n\ndefine Change Y by (sy) <jump?>\nchange [y v] by (sy)\nPosition in script\nchange [in air v] by (1)\nset [is grounded v] to [False]\nrepeat until <not <touching (ground v)?>>\n if <[0] < (sy)> then\n change [y v] by (-1)\n set [in air v] to [0]\n else\n change [y v] by (1)\n end\n Position in script\n set [y velocity v] to [0]\nend\nset [is moving v] to [False]\nif <(In air) < [4]> then\n set [is grounded v] to [True]\nend\nif <[0.1] < ([abs v] of (sx) )> then\n set [is moving v] to [True]\nend\nSense\n\nset [_____scroll y v] to [-1200]\nset [____scroll x v] to [-8100]\nset [y v] to (_____SCROLL Y)\nset [x v] to (____SCROLL X)\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset [costume # v] to [2]\nforever\n if <<key (space v) pressed?> and <[4] < (In air)>> then\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> or <key (a v) pressed?>> or <key (d v) pressed?>>> then\n set [costume # v] to [8]\n else\n set [costume # v] to [9]\n end\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [costume # v] to [2]\n wait until <not <(In air) = [0]>>\n repeat until <(In air) = [0]>\n Update while in air\n end\n else\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> or <key (a v) pressed?>> or <key (d v) pressed?>>> then\n set [costume # v] to [3]\n else\n set [costume # v] to [2]\n end\n end\n end\nend\n\ndefine Sense\nif <touching (death v)?> then\n set [__is dead?? v] to [True]\nend\nif <touching (death2 v)?> then\n set [__is dead?? v] to [True]\nend\nif <touching (enemies v)?> then\n set [__is dead?? v] to [True]\nend\nif <touching (saws v)?> then\n set [__is dead?? v] to [True]\nend\nif <touching (checkpoints v)?> then\n set [__checkpoint x v] to (____SCROLL X)\n set [__checkpoint y v] to (_____SCROLL Y)\nend\nif <touching (water v)?> then\n change [y velocity v] by (-1.1)\n if <(Hs watered?) = [False]> then\n broadcast (splash v)\n set [hs watered? v] to [True]\n end\nelse\n set [hs watered? v] to [False]\nend\n\nset [costume # v] to [2]\n\ndefine Update while in air\nif <((([abs v] of (Y velocity) ) / (Y velocity)) * (-1)) = [1]> then\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> or <key (a v) pressed?>> or <key (d v) pressed?>>> then\n set [costume # v] to [6]\n else\n set [costume # v] to [4]\n end\nelse\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> or <key (a v) pressed?>> or <key (d v) pressed?>>> then\n set [costume # v] to [7]\n else\n set [costume # v] to [5]\n end\nend\nif <<key (space v) pressed?> and <[4] < (In air)>> then\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> or <key (a v) pressed?>> or <key (d v) pressed?>>> then\n set [costume # v] to [8]\n else\n set [costume # v] to [9]\n end\nend\n\nwhen I receive [bounce v]\nset [y velocity v] to [-25]\n\nwhen I receive [start v]\n\nwhen I receive [talk v]\nthink (@USERNAME@) for (4.5) seconds\n\nwhen I receive [start v]\nforever\n set [scrollx v] to (____SCROLL X)\n set [scrolly v] to (____SCROLL X)\nend\n\n@Ground\n\ndefine Go to (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<((round ((x) * (10))) / (10)) = ((round ((x position) * (10))) / (10))> and <((round ((y) * (10))) / (10)) = ((round ((y position) * (10))) / (10))>> then\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nSetup level\n\nwhen flag clicked\nhide\nhide variable [player time v]\n\nwhen I start as a clone\nforever\n Go to ((____SCROLL X) - (X)) ((_____SCROLL Y) - (Y))\n go to [front v] layer\n go [backward v] (20) layers\nend\n\ndefine Setup level\nswitch costume to (costume2 v)\nCreate platform [0] [0]\nCreate platform [-480] [0]\nCreate platform [-960] [0]\nCreate platform [-1440] [0]\nCreate platform [-1920] [0]\nCreate platform [-2400] [0]\nCreate platform [-2880] [0]\nCreate platform [-3360] [0]\nCreate platform [-3840] [0]\nCreate platform [-4320] [0]\nCreate platform [-4800] [0]\nCreate platform [-5280] [-500]\nCreate platform [-5760] [-500]\nCreate platform [-6720] [-590]\nCreate platform [-7200] [-200]\nCreate platform [-7680] [-100]\n\nset [i v] to [0]\n\nchange [i v] by (-480)\n\ndefine Create platform (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nset [_____player has key?? v] to [True]\n\nwhen I receive [+1 v]\n\n@saws\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<((round ((x) * (10))) / (10)) = ((round ((x position) * (10))) / (10))> and <((round ((y) * (10))) / (10)) = ((round ((y position) * (10))) / (10))>> then\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nSetup level\n\nwhen flag clicked\nhide\nhide variable [player time v]\nset [___coins v] to [0]\n\nwhen I start as a clone\nforever\n Go to ((____SCROLL X) - (X)) ((_____SCROLL Y) - (Y))\n turn right (8) degrees\n go to [front v] layer\n go [backward v] (60) layers\nend\n\ndefine Setup level\nset [i v] to [0]\nswitch costume to (saw v)\nCreate platform [-1000] [20]\nCreate platform [-2630] [-270]\nCreate platform [-3800] [-330]\nCreate platform [-4100] [-390]\nCreate platform [-6500] [-330]\n\ndefine Create platform (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Menu\n\nwhen flag clicked\nhide\n\ndefine Setup main menu\nswitch costume to (dot v)\nset size to (100) %\nswitch costume to (backing v)\nset [main menu instructions?? v] to [False]\nset [type v] to [1]\ncreate clone of (_myself_ v)\nset [type v] to [2]\ncreate clone of (_myself_ v)\nset [type v] to [3]\ncreate clone of (_myself_ v)\nset [type v] to [4]\ncreate clone of (_myself_ v)\nset [type v] to [5]\ncreate clone of (_myself_ v)\nset [type v] to [6]\ncreate clone of (_myself_ v)\nset [type v] to [7]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Type) = [1]> then\n forever\n switch costume to (menu backing v)\n go to x: (0) y: (0)\n set [ghost v] effect to (7)\n go to [back v] layer\n go [forward v] (10) layers\n end\nelse\n if <(Type) = [2]> then\n forever\n switch costume to (menu text v)\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n go to [back v] layer\n go [forward v] (20) layers\n end\n else\n if <(Type) = [3]> then\n forever\n switch costume to (play button v)\n go to x: (-80) y: (20)\n set [ghost v] effect to (0)\n go to [front v] layer\n end\n else\n if <(Type) = [4]> then\n forever\n switch costume to (play button backing v)\n go to x: (-80) y: (20)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n broadcast (Start v)\n broadcast (Remove main menu v)\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (100)\n end\n go to [front v] layer\n go [backward v] (10) layers\n end\n else\n if <(Type) = [5]> then\n forever\n switch costume to (info button2 v)\n go to x: (-80) y: (-40)\n set [ghost v] effect to (0)\n go to [front v] layer\n end\n else\n if <(Type) = [6]> then\n forever\n switch costume to (info button backing2 v)\n go to x: (-80) y: (-40)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [main menu instructions?? v] to [True]\n end\n else\n set [ghost v] effect to (100)\n end\n go to [front v] layer\n go [backward v] (10) layers\n end\n else\n if <(Type) = [7]> then\n forever\n switch costume to (instructions v)\n go to x: (0) y: (0)\n if <(Main menu instructions??) = [True]> then\n show\n else\n hide\n end\n if <mouse down?> then\n set [main menu instructions?? v] to [False]\n end\n go to [front v] layer\n end\n end\n end\n end\n end\n end\n end\nend\ndelete this clone\n\nwhen I receive [remove main menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [message1 v]\nshow\nset [ghost v] effect to (0)\nSetup main menu\nswitch costume to (dot v)\nset size to (120) %\nforever\n switch costume to (backing v)\n go to x: ((mouse x) / (10)) y: ((mouse y) / (10))\n go to [back v] layer\nend\n\n@Checkpoints\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<((round ((x) * (10))) / (10)) = ((round ((x position) * (10))) / (10))> and <((round ((y) * (10))) / (10)) = ((round ((y position) * (10))) / (10))>> then\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nSetup level\n\nwhen flag clicked\nhide\nhide variable [player time v]\n\nwhen I start as a clone\nset [color v] effect to (0)\nforever\n Go to ((____SCROLL X) - (X)) ((_____SCROLL Y) - (Y))\n Detect <touching (player v)?>\n go to [front v] layer\n go [backward v] (1234690-09876534879834775) layers\nend\n\ndefine Setup level\nset [i v] to [-1550]\nswitch costume to (platform 1 v)\nrepeat (3)\n Create platform (I) [-100]\n change [i v] by (-480)\n next costume\nend\nset [i v] to [-4000]\nswitch costume to (platform 1 v)\nrepeat (3)\n Create platform (I) [-400]\n change [i v] by (-480)\n next costume\nend\n\ndefine Create platform (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nset [_____player has key?? v] to [True]\n\ndefine Detect <player?>\nif <player?> then\n set [color v] effect to (-50)\nend\n\n@Sound\n\nwhen I start as a clone\nswitch costume to (backing v)\nshow\nforever\n go to x: (180) y: (150)\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n if <(Music ON/OFF ??) = [Off]> then\n set [music on/off ?? v] to [On]\n broadcast (unmute v)\n else\n set [music on/off ?? v] to [Off]\n broadcast (mute v)\n end\n wait until <not <mouse down?>>\n end\n else\n set size to (100) %\n end\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [music on/off ?? v] to [On]\ncreate clone of (_myself_ v)\nswitch costume to (on v)\nshow\nforever\n go to x: (180) y: (150)\n if <(Music ON/OFF ??) = [On]> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\n go to [front v] layer\nend\n\n@Screen effects\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Coins\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<((round ((x) * (10))) / (10)) = ((round ((x position) * (10))) / (10))> and <((round ((y) * (10))) / (10)) = ((round ((y position) * (10))) / (10))>> then\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nSetup level\n\nwhen flag clicked\nhide\nhide variable [player time v]\nset [___coins v] to [0]\n\nwhen I start as a clone\nforever\n Go to ((____SCROLL X) - (X)) ((_____SCROLL Y) - (Y))\n Sense <touching (player v)?>\n change [y v] by (([cos v] of ((timer) * (120)) ) * (0.7))\n go to [front v] layer\n go [backward v] (20) layers\nend\n\ndefine Setup level\nset [i v] to [0]\nswitch costume to (coin v)\nCreate platform [-100] [40]\nCreate platform [-200] [-20]\nCreate platform [-480] [-60]\nCreate platform [-600] [-60]\nCreate platform [-1280] [80]\nCreate platform [-1380] [100]\nCreate platform [-1900] [20]\nCreate platform [-2390] [-170]\nCreate platform [-2390] [-200]\nCreate platform [-2390] [-230]\nCreate platform [-2800] [-280]\nCreate platform [-3300] [-300]\nCreate platform [-4000] [-330]\n\ndefine Create platform (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine Sense <player>\nif <player> then\n broadcast (+1 v)\n broadcast (coin v)\n change [___coins v] by (1)\n delete this clone\nend\n\n@Death\n\nwhen I start as a clone\nforever\n Go to ((____SCROLL X) - (X)) ((_____SCROLL Y) - (Y))\n change [y v] by (([cos v] of (((timer) + (offset)) * (120)) ) * (0.7))\n set [ghost v] effect to (60)\n go to [front v] layer\n go [backward v] (30) layers\nend\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<((round ((x) * (10))) / (10)) = ((round ((x position) * (10))) / (10))> and <((round ((y) * (10))) / (10)) = ((round ((y position) * (10))) / (10))>> then\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nSetup level\n\nwhen flag clicked\nhide\nhide variable [player time v]\n\nwhen I start as a clone\nforever\n Go to ((____SCROLL X) - (X)) ((_____SCROLL Y) - (Y))\n go to [back v] layer\n go [forward v] (20) layers\nend\n\ndefine Setup level\nset [i v] to [-480]\nswitch costume to (platform 1 v)\nrepeat (1)\n repeat (3)\n set [offset v] to [-1]\n Create platform (I) [0]\n change [offset v] by (1)\n end\n change [i v] by (-480)\n next costume\nend\nset [i v] to [-2000]\nswitch costume to (platform 2 v)\nrepeat (1)\n repeat (3)\n set [offset v] to [-1]\n Create platform (I) [0]\n change [offset v] by (1)\n end\n change [i v] by (-480)\n next costume\nend\nset [i v] to [-5030]\nswitch costume to (platform 3 v)\nrepeat (1)\n repeat (3)\n set [offset v] to [-1]\n Create platform (I) [0]\n change [offset v] by (1)\n end\n change [i v] by (-480)\n next costume\nend\nset [i v] to [-7150]\nswitch costume to (platform 5 v)\nrepeat (1)\n repeat (3)\n set [offset v] to [-1]\n Create platform (I) [0]\n change [offset v] by (1)\n end\n change [i v] by (-480)\n next costume\nend\n\ndefine Create platform (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nset [_____player has key?? v] to [True]\n\n@Bounce\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<((round ((x) * (10))) / (10)) = ((round ((x position) * (10))) / (10))> and <((round ((y) * (10))) / (10)) = ((round ((y position) * (10))) / (10))>> then\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nSetup level\n\nwhen flag clicked\nhide\nhide variable [player time v]\n\nwhen I start as a clone\nforever\n Go to ((____SCROLL X) - (X)) ((_____SCROLL Y) - (Y))\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <([y v] of [player v]) < [-1]>> then\n switch costume to (platform 2 v)\n broadcast (BOUNCE v)\n wait (0.1) seconds\n switch costume to (platform 7 v)\n end\n end\n go to [front v] layer\n go [forward v] (30) layers\nend\n\ndefine Setup level\nswitch costume to (platform 7 v)\nCreate platform [-2390] [-120]\nCreate platform [-4000] [-410]\n\ndefine Create platform (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nset [_____player has key?? v] to [True]\n\n@Death2\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<((round ((x) * (10))) / (10)) = ((round ((x position) * (10))) / (10))> and <((round ((y) * (10))) / (10)) = ((round ((y position) * (10))) / (10))>> then\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nSetup level\n\nwhen flag clicked\nhide\nhide variable [player time v]\n\nwhen I start as a clone\nforever\n Go to ((____SCROLL X) - (X)) ((_____SCROLL Y) - (Y))\n go to [front v] layer\n go [forward v] (20) layers\nend\n\ndefine Setup level\nswitch costume to (level 1 3 v)\nCreate platform [-1400] [0]\nCreate platform [-3400] [-200]\nCreate platform [-4200] [-200]\nCreate platform [-7000] [-330]\n\ndefine Create platform (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nset [_____player has key?? v] to [True]\n\n@ThumbnailSprite2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Water \n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<((round ((x) * (10))) / (10)) = ((round ((x position) * (10))) / (10))> and <((round ((y) * (10))) / (10)) = ((round ((y position) * (10))) / (10))>> then\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nSetup level\n\nwhen flag clicked\nhide\nhide variable [player time v]\n\nwhen I start as a clone\nforever\n Go to ((____SCROLL X) - (X)) ((_____SCROLL Y) - (Y))\n change [y v] by (([cos v] of (((timer) + (I)) * (120)) ) * (0.7))\n set [ghost v] effect to (50)\n go to [front v] layer\n go [backward v] (30) layers\nend\n\ndefine Setup level\nswitch costume to (platform 1 v)\nset [i v] to [-1]\nrepeat (1)\n Create platform [-1090] [0]\n change [i v] by (1)\nend\nswitch costume to (platform 2 v)\nset [i v] to [-1]\nrepeat (3)\n Create platform [-3850] [-3]\n change [i v] by (1)\nend\nswitch costume to (platform 3 v)\nset [i v] to [-1]\nrepeat (3)\n Create platform [-6000] [-3]\n change [i v] by (1)\nend\n\ndefine Create platform (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nset [_____player has key?? v] to [True]\n\n@score\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n set size to ((((([cos v] of ((timer) * (120)) ) * (6)) - (y position)) * (0.3)) + (200)) %\n change y by ((((([cos v] of (((timer) + ((digits) / (8))) * (120)) ) * (6)) - (y position)) * (0.3)) + (40))\n turn right ((((90) + (([cos v] of (((timer) + ((digits) / (8))) * (110)) ) * (5))) - (direction)) * (.4)) degrees\n if <not <(length of (Coiiins)) < (digits)>> then\n switch costume to (letter (digits) of (Coiiins))\n show\n else\n hide\n end\n set x to (((16) * (digits)) - (200))\nend\n\ndefine Print (no)\nrepeat (length of (no))\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n set [coiiins v] to (coins)\nend\n\nwhen I receive [start v]\nhide\ngo to x: (0) y: (0)\nset [digits v] to [0]\nhide\nrepeat (40)\n Print (Coiiins)\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [+1 v]\nset [ghost v] effect to (0)\nswitch costume to (+1 v)\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [+3 v]\nset [ghost v] effect to (0)\nswitch costume to (+2 v)\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@backing\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<((round ((x) * (10))) / (10)) = ((round ((x position) * (10))) / (10))> and <((round ((y) * (10))) / (10)) = ((round ((y position) * (10))) / (10))>> then\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nSetup level\n\nwhen flag clicked\nhide\nhide variable [player time v]\n\nwhen I start as a clone\nforever\n Go to (((____SCROLL X) / (10)) - (X)) (((_____SCROLL Y) / (8)) - (Y))\n go to [back v] layer\n go [backward v] (12345678580-) layers\nend\n\ndefine Setup level\nswitch costume to (parallax v)\nCreate platform [0] [-100]\n\ndefine Create platform (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nset [_____player has key?? v] to [True]\n\n@sound\n\nwhen I receive [coin v]\nif <(Music ON/OFF ??) = [On]> then\n start sound [Coin v]\nend\n\nwhen I receive [bounce v]\nif <(Music ON/OFF ??) = [On]> then\n start sound [Bounce pad v]\nend\n\nwhen I receive [die sound v]\nif <(Music ON/OFF ??) = [On]> then\n start sound [Oops v]\nend\n\nwhen I receive [jump v]\nif <(Music ON/OFF ??) = [On]> then\n start sound [smw_jump v]\nend\n\nwhen I receive [splash v]\nif <(Music ON/OFF ??) = [On]> then\n play sound [Splash v] until done\nend\n\n@game \n\nwhen I receive [start v]\nset [chat open???????? v] to [closed]\nforever\n if <key (t v) pressed?> then\n if <(chat open????????) = [open]> then\n set [chat open???????? v] to [closed]\n wait (1) seconds\n wait until <key (t v) pressed?>\n else\n broadcast (chat v)\n set [chat open???????? v] to [open]\n wait (1) seconds\n wait until <key (t v) pressed?>\n end\n end\nend\n\n@sun\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@clouds\n\nwhen I receive [start v]\nforever\n if <touching (_edge_ v)?> then\n create clone of (_myself_ v)\n wait (30) seconds\n end\nend\n\nwhen I receive [start v]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (36) y: (28)\nforever\n change x by (0.2)\n show\n go to [front v] layer\n go [backward v] (30) layers\n set [ghost v] effect to (50)\nend\n\n@Ground2\n\ndefine Go to (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<((round ((x) * (10))) / (10)) = ((round ((x position) * (10))) / (10))> and <((round ((y) * (10))) / (10)) = ((round ((y position) * (10))) / (10))>> then\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nSetup level\n\nwhen flag clicked\nhide\nhide variable [player time v]\n\nwhen I start as a clone\nforever\n Go to ((____SCROLL X) - (X)) ((_____SCROLL Y) - (Y))\n go to [back v] layer\n go [forward v] (20) layers\nend\n\ndefine Setup level\nswitch costume to (costume2 v)\nCreate platform [0] [0]\nCreate platform [-480] [0]\nCreate platform [-960] [0]\nCreate platform [-1440] [0]\nCreate platform [-1920] [0]\nCreate platform [-2400] [0]\nCreate platform [-2880] [0]\nCreate platform [-3360] [0]\nCreate platform [-3840] [0]\nCreate platform [-4320] [0]\nCreate platform [-4800] [0]\nCreate platform [-5280] [-500]\nCreate platform [-5760] [-500]\nCreate platform [-6720] [-590]\n\nset [i v] to [0]\n\nchange [i v] by (-480)\n\ndefine Create platform (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nset [_____player has key?? v] to [True]\n\n@star\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<((round ((x) * (10))) / (10)) = ((round ((x position) * (10))) / (10))> and <((round ((y) * (10))) / (10)) = ((round ((y position) * (10))) / (10))>> then\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nSetup level\n\nwhen flag clicked\nhide\nhide variable [player time v]\nset [___coins v] to [0]\n\nwhen I start as a clone\nforever\n Go to ((____SCROLL X) - (X)) ((_____SCROLL Y) - (Y))\n Sense <touching (player v)?>\n change [y v] by (([cos v] of ((timer) * (120)) ) * (0.7))\n go to [front v] layer\n go [backward v] (20) layers\nend\n\ndefine Setup level\nset [i v] to [0]\nswitch costume to (coin v)\nCreate platform [-7600] [-100]\n\ndefine Create platform (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine Sense <player>\nif <player> then\n broadcast (WIN!! v)\n delete this clone\nend\n\n@AlertsUI\n\nwhen I receive [afk v]\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [win!! v]\nset [win v] to [1]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\ndraw (round (TIME)) [1]\ngo to x: (0) y: (0)\nwait (3) seconds\nset [@id v] to [button]\ncreate clone of (_myself_ v)\n\ndraw (join (exp) (join [/] [40])) [0]\n\nwhen I receive [start v]\nset [time v] to [0]\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\ndefine draw (i) (c)\nclear graphic effects\nif <(c) = [1]> then\n go to x: ((2) - (((length of (i)) + (5)) * (5.5))) y: (-54)\n set size to (80) %\n set [@id v] to [null]\n switch costume to (time v)\n create clone of (_myself_ v)\n change x by (50)\n change y by (3)\nelse\n if <(i) = [0/40]> then\n go to x: (16) y: (-76)\n else\n go to x: (20) y: (-76)\n end\n set size to (100) %\n set [@id v] to [null]\n switch costume to (exp v)\n create clone of (_myself_ v)\n if <(i) = [0/40]> then\n change x by (-53)\n change y by (3)\n else\n change x by (-63)\n change y by (3)\n end\nend\nset size to (27) %\nset [brightness v] effect to (20)\nset [c_! v] to [1]\nrepeat (length of (i))\n switch costume to (join (letter (c_!) of (i)) [a])\n set [@id v] to [null]\n create clone of (_myself_ v)\n change [c_! v] by (1)\n if <<(costume [name v]) = [/a]> or <(costume [name v]) = [1a]>> then\n change x by (9)\n else\n change x by (12)\n end\nend\nset size to (100) %\nswitch costume to (win screen v)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I start as a clone\nif <(@id) = [null]> then\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n end\nelse\n if <(@id) = [button]> then\n go to x: (0) y: (0)\n switch costume to (continue00 v)\n show\n set size to (80) %\n set [ghost v] effect to (100)\n repeat until <(size) > [99]>\n change [ghost v] effect by (-10)\n change size by (((102) - (size)) / (7))\n go to [front v] layer\n end\n forever\n go to [front v] layer\n switch costume to (c1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (continue10 v)\n if <mouse down?> then\n set [win v] to [0]\n broadcast (hide v)\n set [click2 v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n switch costume to (c2 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (continue01 v)\n if <mouse down?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n switch costume to (continue00 v)\n end\n end\n end\n else\n if <(@id) = [lovefav]> then\n go to x: (0) y: (0)\n show\n switch costume to (lovefav v)\n set [ghost v] effect to (100)\n set size to (50) %\n repeat until <(size) > [100]>\n go to [front v] layer\n change size by (((102) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (2) seconds\n repeat until <(size) < [50]>\n go to [front v] layer\n change size by (((size) - (110)) / (8))\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen I receive [hide v]\ngo to x: (1) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [win v] to [0]\nset [exit v] to [reg]\nhide\nset [pause v] to [0]\nwait (1) seconds\nforever\n if <(lives) < [1]> then\n wait (0.3) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n switch costume to (over v)\n show\n go to [front v] layer\n set size to (50) %\n set [pause v] to [1]\n repeat until <(size) > [100]>\n go to [front v] layer\n change size by (((102) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (1) seconds\n repeat until <(size) < [50]>\n go to [front v] layer\n change size by (((size) - (110)) / (8))\n change [ghost v] effect by (10)\n end\n set [lives v] to [2]\n set [coins v] to [0]\n set [pause v] to [0]\n broadcast (reset v)\n end\nend\n\nwhen I receive [alert v]\nset [@id v] to [lovefav]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [forward v] (21345671345780098765432123456944444444444444444444444444444444444444444444444444406543223456890) layers\nend\n\nwhen I start as a clone\n\nwhen I receive [win!! v]\nforever\n go to [front v] layer\n go [forward v] (213456713457880098765432123456944444444444444444444444444444444444444444444444444406543223456890) layers\nend\n\n@Intro2\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\nstart sound [Prismo - Stronger v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\nbroadcast (message1 v)\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\n
•Valley•\n •A Multiplayer Scrolling Platformer•\n\nlook at https://scratch.mi t.edu/projects/451207709/\nreshshared to add a intro!\nCan we get this top loved?\nMY BEST GAME SO FOR SO PLS HEART, FAV, AND FOLLOW!\n\n❌ANY ADDS WILL ME DELETED\n⛔TELL ME ANY GLICHES OR PROBLEMS \n Instructions\nWelcome to the Vᴀʟʟᴇʏ! Collect coins to buy items from the shop. Make sure to watch out for dangers like, spikes, lava, and saws! Enjoy :)\n         ✦✦ How to play ✦✦\n➜ Collect coins, use them to buy items in the shop\n➜ Press the SPACE key to activate a parachute. \n➜ [N] to turn on/off names\n\n ✦✦ Credits ✦✦\n➜ @StratfordJames for tons of art and some code\n➜ @GameDev46 for tons on code\n➜ @suhalo_351 for the coin counter\n➜@-pickleanimator- for intro\n➜ Rest by me\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Games #art #all #kimj12 #GameDev46 #platformer #scrolling
Elements | A Scrolling Platformer--1 #Games
@Stage\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nrepeat (10)\n erase all\nend\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nset volume to (100) %\nforever\n play sound [Sunlight v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v) and wait\n\nwhen I receive [ohhh yeahhh secret bunkie time v]\nswitch backdrop to (backdrop3 v)\n\n@Player\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest dying\nBouce?\nrepeat until <not <<touching (platforms v)?> or <touching (sprite2 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)\nBouce?\nPosition\nTest dying\nif <<touching (platforms v)?> or <touching (sprite2 v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platforms v)?> or <touching (sprite2 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) + (20))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platforms v)?> or <touching (sprite2 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 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) + (20))>>> then\n if <[4] > (in air)> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nif <(LEVEL) = [1]> then\n set [scroll x v] to (x)\nend\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(LEVEL) = [1]> then\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-160]> then\n set [exit v] to [die]\nend\nif <touching (platforms4 v)?> then\n start sound [Big Boing v]\n set [sy v] to [30]\nend\nif <(LEVEL) = [2]> then\n set [check v] to [0]\nend\n\nwhen flag clicked\nset [check v] to [0]\nbroadcast (green flag v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [playgame v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n broadcast (tick v)\n Tick\n end\n if <(EXIT) = [win]> then\n win\n else\n die\n end\nend\n\ndefine Game on\nif <(LEVEL) = [1]> then\n if <(Check) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(Check) = [1]> then\n set [x v] to [2850]\n set [y v] to [200]\n end\n if <(Check) = [2]> then\n set [x v] to [4585]\n set [y v] to [50]\n end\n if <(Check) = [3]> then\n set [x v] to [1605]\n set [y v] to [200]\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 [scroll y v] to [0]\n set [scroll x v] to [0]\n point in direction (90)\n set size to (100) %\n set [ghost v] effect to (0)\n show\nend\nif <(LEVEL) = [2]> then\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 point in direction (90)\n set size to (100) %\n set [ghost v] effect to (0)\n show\n broadcast (boss fight v)\nend\n\ndefine win\nrepeat (10)\n turn right (36) degrees\n change size by (-10)\n change [ghost v] effect by (10)\nend\nhide\nchange [level v] by (1)\nif <(LEVEL) = [2]> then\n set [check v] to [0]\nend\nwait (1) seconds\n\ndefine die\nset [exit v] to []\nset rotation style [all around v]\nrepeat (10)\n turn right (36) degrees\n change size by (-10)\n change [ghost v] effect by (10)\nend\nset rotation style [left-right v]\nhide\nwait (.5) seconds\nset [exit v] to []\n\ndefine Test dying\nif <touching (platforms3 v)?> then\n start sound [Crunch v]\n set [exit v] to [die]\nend\nif <touching (sprite3 v)?> then\n start sound [Crunch v]\n set [exit v] to [die]\nend\nif <touching (sprite4 v)?> then\n start sound [Crunch v]\n set [exit v] to [die]\nend\n\ndefine Bouce?\n\nwhen I receive [start v]\nbroadcast (playgame v) and wait\n\nwhen I receive [boss fight v]\ngo to x: (-165) y: (-54)\n\nwhen flag clicked\nsay [You have received the elemental power of size and also your one and only teleportation magic!!!] for (4) seconds\n\nwhen I receive [elemental power v]\nforever\n if <key (down arrow v) pressed?> then\n create clone of (sprite1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (apple v)?> then\n die\n end\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n create clone of (sprite1 v)\n end\nend\n\nwhen flag clicked\nset [☁ thus you have played >:d muahahhaha v] to [1]\n\nwhen flag clicked\nforever\n if <key (t v) pressed?> then\n go to (random position v)\n end\n if <key (space v) pressed?> then\n set size to (0) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#805100)?> then\n change [level v] by (1)\n broadcast (ohhh yeahhh secret bunkie time v)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <touching (<<(x position) = [-242]> and <(y position) = [181]>> v)?> then\n go to (platforms6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (<<(x position) = [-242]> and <(y position) = [-5]>> v)?> then\n go to (platforms6 v)\n end\nend\n\n@Platforms\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 [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n clone [450] [0]\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (11 v)\n\nwhen I receive [ohhh yeahhh secret bunkie time v]\nswitch costume to (11 v)\n\nwhen [6 v] key pressed\nbroadcast (ohhh yeahhh secret bunkie time v)\n\n@THumber nail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\n@Platforms2\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 [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n clone [450] [0]\nelse\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nset volume to (100) %\nhide\ngo to [back v] layer\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (11 v)\n\nwhen I receive [ohhh yeahhh secret bunkie time v]\nforever\n hide\nend\n\n@Platforms3\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 [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n clone [450] [0]\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (11 v)\n\n@Platforms4\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 [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n clone [450] [0]\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (11 v)\n\n@Platforms6\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [check v] to [2]\nend\nif <(Check) = [2]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (50)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n clone [450] [0]\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (11 v)\n\nstart sound [Connect v]\n\n@Platforms7\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [check v] to [3]\nend\nif <<(Check) = [3]> or <<(Check) = [1]> or <(Check) = [2]>>> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (50)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n clone [450] [0]\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (11 v)\n\nstart sound [Connect v]\n\n@Platforms5\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [check v] to [1]\nend\nif <<(Check) = [1]> or <(Check) = [2]>> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (50)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n clone [450] [0]\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (11 v)\n\nstart sound [Connect v]\n\n@intro\n\nwhen flag clicked\nhide\nrepeat (10)\n wait (.1) seconds\n set [intro v] to [0]\n create clone of (_myself_ v)\nend\nwait (.1) seconds\nset [intro v] to [1]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [intro v] to [2]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [intro v] to [3]\ncreate clone of (_myself_ v)\nwait (.5) seconds\nset [intro v] to [4]\ncreate clone of (_myself_ v)\nrepeat (10)\n wait (.01) seconds\n set [intro v] to [5]\n create clone of (_myself_ v)\n wait (.01) seconds\n set [intro v] to [6]\n create clone of (_myself_ v)\nend\nwait (.01) seconds\nset [intro v] to [7]\ncreate clone of (_myself_ v)\nwait (.01) seconds\nset [intro v] to [8]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [intro v] to [9]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nif <(intro) = [1]> then\n switch costume to (costume2 v)\n go to x: (372) y: (419)\n glide (.3) secs to x: (-33) y: (-35)\n wait (.1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nshow\nif <(intro) = [2]> then\n switch costume to (costume2 v)\n go to x: (372) y: (419)\n glide (.3) secs to x: (-33) y: (-35)\n wait (.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nshow\nif <(intro) = [3]> then\n set size to (0) %\n switch costume to (costume 4 v)\n go to x: (0) y: (419)\n glide (.3) secs to x: (0) y: (0)\n repeat (10)\n change size by (10)\n end\n set size to (100) %\nend\n\nwhen I start as a clone\nshow\nif <(intro) = [3]> then\n set size to (0) %\n switch costume to (costume 4 v)\n go to x: (0) y: (419)\n glide (.3) secs to x: (0) y: (0)\n repeat (10)\n change size by (10)\n end\n set size to (100) %\n wait (4.5) seconds\n repeat (10)\n wait (.01) seconds\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nchange size by (10)\nset size to (100) %\n\ndelete this clone\n\nwhen I start as a clone\nshow\nif <(intro) = [4]> then\n set size to (0) %\n switch costume to (costume1 v)\n go to x: (0) y: (419)\n glide (.3) secs to x: (0) y: (0)\n repeat (10)\n change size by (10)\n end\n set size to (100) %\n wait (4.5) seconds\n broadcast (start v)\n repeat (10)\n wait (.01) seconds\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nshow\nif <(intro) = [4]> then\n wait (.9) seconds\n forever\n set size to (100) %\n repeat (10)\n wait (.01) seconds\n change size by (10)\n end\n repeat (10)\n wait (.01) seconds\n change size by (-10)\n end\n end\nend\n\nwhen I start as a clone\nshow\nif <(intro) = [4]> then\n wait (.9) seconds\n forever\n point in direction (90)\n repeat (2)\n wait (.01) seconds\n turn right (15) degrees\n end\n repeat (4)\n wait (.01) seconds\n turn left (15) degrees\n end\n repeat (2)\n wait (.01) seconds\n turn left (-15) degrees\n end\n end\nend\n\nwhen I start as a clone\nshow\nif <(intro) = [5]> then\n switch costume to (costume 5 v)\n go to x: (0) y: (0)\n glide (1) secs to x: (250) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nshow\nif <(intro) = [7]> then\n hide\n wait (1) seconds\n switch costume to (costume 7 v)\n go to x: (300) y: (0)\n glide (1) secs to x: (0) y: (0)\n wait (1) seconds\n wait (1.1) seconds\n repeat (10)\n wait (.01) seconds\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nshow\nif <(intro) = [9]> then\n hide\n wait (1) seconds\n switch costume to (costume 9 v)\n go to x: (300) y: (0)\n glide (1) secs to x: (0) y: (0)\n wait (1) seconds\n repeat (10)\n wait (.01) seconds\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwait (1.1) seconds\n\nwhen I start as a clone\nshow\nif <(intro) = [8]> then\n hide\n wait (1) seconds\n switch costume to (costume 8 v)\n go to x: (-300) y: ()\n glide (1) secs to x: (0) y: (0)\n wait (1) seconds\n wait (1) seconds\n repeat (10)\n wait (.01) seconds\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nrepeat (10)\nend\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Super intro v]\n\n
Featured on my games for the week\n Advertise Friendly! \n\n------------------------Elements------------------\n\n______________________A__________________\n\n\n-----------------------Scrolling--------------------\n\n__________________Platformer______________\n\n---------------------------1-------------------------\n\n ~ READ ALL BELOW ~\n ---------------INSTRUCTIONS------------\n\n---W,A,S,D or Arrow Keys or to use mobile mode just hold your finger.\n\n---Telaporation might not work but it gets 1 millisecond to like almost everywhere and it can touch a checkpoint so when a checkpoint is near just press t if you have the element or you can hold t while in spikes and you might not die while crossing!\n\n\n\n\n---Space to use your elemental power, let go of space button to undo the power also .\n\n--Jump on the trampoline as high as you can and touch the sign that says Elements a platform, if you want to make your power complete.\n\n\n\n\n\n\n\n\n\n\n\n
☁️Candy Cane Lane || Scrolling Multiplayer Holiday Platformer☁️ #Games #All
@Stage\n\nwhen I receive [startup v]\nswitch backdrop to (connecting v)\nstop all sounds\nforever\n play sound [Sia - Candy Cane Lane \(1\) v] until done\nend\n\n@Player\n\nwhen I receive [play v]\nset [distance v] to [0]\nset rotation style [left-right v]\ngo to x: (-100) y: (100)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (.5)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-.5)\n point in direction (-90)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (.95))\n if <touching (floor v)?> then\n change y by (1)\n if <touching (floor v)?> then\n change y by (1)\n if <touching (floor v)?> then\n change y by (1)\n if <touching (floor v)?> then\n change y by (1)\n if <touching (floor v)?> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <(Jump?) = [1]>> 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 [16]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (floor v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (floor v)?> then\n if <<key (up arrow v) pressed?> or <(Jump?) = [1]>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n set [my x v] to (round (x position))\n set [my y v] to (round (y position))\nend\n\nwhen I receive [play v]\nshow\nforever\n if <<((y position) + (60)) < (mouse y)> and <mouse down?>> then\n set [jump? v] to [1]\n else\n set [jump? v] to [0]\n end\n if <<(x position) < (mouse x)> and <mouse down?>> then\n change [xv v] by (.5)\n point in direction (90)\n end\n if <<(mouse x) < (x position)> and <mouse down?>> then\n change [xv v] by (-.5)\n point in direction (-90)\n end\nend\n\nwhen I receive [play v]\nforever\n if <(x position) > [50]> then\n set x to (50)\n set [scroll r v] to ((Xv) * (-1))\n change [distance v] by (Xv)\n else\n set [scroll r v] to [0]\n end\n go to [front v] layer\nend\n\nwhen I receive [play v]\nset [delete v] to [N]\nforever\n if <touching (hazards v)?> then\n set [distance v] to [0]\n set [delete v] to [Y]\n broadcast (Play v)\n wait (.05) seconds\n set [delete v] to [N]\n end\nend\n\nwhen I receive [play2 v]\nset [distance v] to [2200]\nset rotation style [left-right v]\ngo to x: (-100) y: (100)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\nhide\n\n@Cloud Stuff\n\nwhen I receive [ready v]\nforever\n wait (10) seconds\n set [☁ p1 v] to [0]\n set [☁ p2 v] to [0]\n set [☁ p3 v] to [0]\n set [☁ p4 v] to [0]\n set [☁ p5 v] to [0]\n set [☁ p6 v] to [0]\n set [☁ p7 v] to [0]\n set [☁ p8 v] to [0]\n set [☁ p9 v] to [0]\nend\n\nwhen I receive [ready v]\nforever\n set [decode v] to [14]\n set [letter v] to []\n repeat ((length of (☁ P1)) - (9))\n set [letter v] to (join (Letter) (letter ((join (letter (Decode) of (☁ P1)) (letter ((Decode) + (1)) of (☁ P1))) - (9)) of [ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-_]))\n change [decode v] by (2)\n end\n replace item (1) of [players v] with (Letter)\n set [p1 name v] to (Letter)\n set [decode v] to [14]\n set [letter v] to []\n repeat ((length of (☁ P2)) - (9))\n set [letter v] to (join (Letter) (letter ((join (letter (Decode) of (☁ P2)) (letter ((Decode) + (1)) of (☁ P2))) - (9)) of [ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-_]))\n change [decode v] by (2)\n end\n replace item (2) of [players v] with (Letter)\n set [p2 name v] to (Letter)\n set [decode v] to [14]\n set [letter v] to []\n repeat ((length of (☁ P3)) - (9))\n set [letter v] to (join (Letter) (letter ((join (letter (Decode) of (☁ P3)) (letter ((Decode) + (1)) of (☁ P3))) - (9)) of [ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-_]))\n change [decode v] by (2)\n end\n replace item (3) of [players v] with (Letter)\n set [p3 name v] to (Letter)\n set [decode v] to [14]\n set [letter v] to []\n repeat ((length of (☁ P4)) - (9))\n set [letter v] to (join (Letter) (letter ((join (letter (Decode) of (☁ P4)) (letter ((Decode) + (1)) of (☁ P4))) - (9)) of [ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-_]))\n change [decode v] by (2)\n end\n replace item (4) of [players v] with (Letter)\n set [p4 name v] to (Letter)\n set [decode v] to [14]\n set [letter v] to []\n repeat ((length of (☁ P5)) - (9))\n set [letter v] to (join (Letter) (letter ((join (letter (Decode) of (☁ P5)) (letter ((Decode) + (1)) of (☁ P5))) - (9)) of [ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-_]))\n change [decode v] by (2)\n end\n replace item (5) of [players v] with (Letter)\n set [p5 name v] to (Letter)\n set [decode v] to [14]\n set [letter v] to []\n repeat ((length of (☁ P6)) - (9))\n set [letter v] to (join (Letter) (letter ((join (letter (Decode) of (☁ P6)) (letter ((Decode) + (1)) of (☁ P6))) - (9)) of [ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-_]))\n change [decode v] by (2)\n end\n replace item (6) of [players v] with (Letter)\n set [p6 name v] to (Letter)\n set [decode v] to [14]\n set [letter v] to []\n repeat ((length of (☁ P7)) - (9))\n set [letter v] to (join (Letter) (letter ((join (letter (Decode) of (☁ P7)) (letter ((Decode) + (1)) of (☁ P7))) - (9)) of [ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-_]))\n change [decode v] by (2)\n end\n replace item (7) of [players v] with (Letter)\n set [p7 name v] to (Letter)\n set [decode v] to [14]\n set [letter v] to []\n repeat ((length of (☁ P8)) - (9))\n set [letter v] to (join (Letter) (letter ((join (letter (Decode) of (☁ P8)) (letter ((Decode) + (1)) of (☁ P8))) - (9)) of [ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-_]))\n change [decode v] by (2)\n end\n replace item (8) of [players v] with (Letter)\n set [p8 name v] to (Letter)\n repeat ((length of (☁ P9)) - (9))\n set [letter v] to (join (Letter) (letter ((join (letter (Decode) of (☁ P9)) (letter ((Decode) + (1)) of (☁ P9))) - (9)) of [ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890-_]))\n change [decode v] by (2)\n end\n replace item (9) of [players v] with (Letter)\n set [p9name v] to (Letter)\nend\n\nwhen I receive [startup v]\nstop [other scripts in sprite v]\nbroadcast (Go v)\nwait (7) seconds\nset [user code v] to []\nset [on v] to [1]\nset [user code v] to ((item # of (letter (On) of (username)) in [letters/numbers v]) + (9))\nrepeat ((length of (username)) - (1))\n change [on v] by (1)\n set [user code v] to (join (User Code) ((item # of (letter (On) of (username)) in [letters/numbers v]) + (9)))\nend\nbroadcast (Ready v)\ndelete all of [players v]\nrepeat (9)\n add [ ] to [players v]\nend\n\nwhen I receive [go v]\nset [distance v] to [0]\nshow list [players v]\ndelete all of [players v]\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p7 v] to [0]\nset [☁ p8 v] to [0]\nset [☁ p9 v] to [0]\nset [id v] to [0]\nif <not <(username) = []>> then\n wait (5) seconds\n if <[10] > (☁ P1)> then\n set [id v] to [1]\n else\n if <[10] > (☁ P2)> then\n set [id v] to [2]\n else\n if <[10] > (☁ P3)> then\n set [id v] to [3]\n else\n if <[10] > (☁ P4)> then\n set [id v] to [4]\n else\n if <[10] > (☁ P5)> then\n set [id v] to [5]\n else\n if <[10] > (☁ P6)> then\n set [id v] to [6]\n else\n if <[10] > (☁ P7)> then\n set [id v] to [7]\n else\n broadcast (Full v)\n stop [all v]\n end\n end\n end\n end\n end\n end\n end\nelse\n broadcast (Fail v) and wait\n stop [all v]\nend\n\nwhen I receive [ready v]\nset [distance v] to [0]\nwait (1) seconds\nforever\n if <(ID) = [1]> then\n set [☁ p1 v] to (join (join (join ((round ([abs v] of (Distance) )) - (-10000)) (join (Level) (join ((My Y) + (500)) ((My x) + (500))))) (Appearance)) (User Code))\n end\nend\n\nwhen I receive [ready v]\nset [distance v] to [0]\nwait (1) seconds\nforever\n if <(ID) = [2]> then\n set [☁ p2 v] to (join (join (join ((round ([abs v] of (Distance) )) - (-10000)) (join (Level) (join ((My Y) + (500)) ((My x) + (500))))) (Appearance)) (User Code))\n end\nend\n\nwhen I receive [ready v]\nforever\n set [p1distance v] to ((join (join (join (join (letter (1) of (☁ P1)) (letter (2) of (☁ P1))) (letter (3) of (☁ P1))) (letter (4) of (☁ P1))) (letter (5) of (☁ P1))) - (10000))\nend\n\nwhen I receive [ready v]\nset [distance v] to [0]\nwait (1) seconds\nforever\n if <(ID) = [3]> then\n set [☁ p3 v] to (join (join (join ((round ([abs v] of (Distance) )) - (-10000)) (join (Level) (join ((My Y) + (500)) ((My x) + (500))))) (Appearance)) (User Code))\n end\nend\n\nwhen I receive [ready v]\nforever\n set [p2distance v] to ((join (join (join (join (letter (1) of (☁ P2)) (letter (2) of (☁ P2))) (letter (3) of (☁ P2))) (letter (4) of (☁ P2))) (letter (5) of (☁ P2))) - (10000))\nend\n\nwhen I receive [ready v]\nforever\n set [p3distance v] to ((join (join (join (join (letter (1) of (☁ P3)) (letter (2) of (☁ P3))) (letter (3) of (☁ P3))) (letter (4) of (☁ P3))) (letter (5) of (☁ P3))) - (10000))\nend\n\nwhen I receive [ready v]\nset [distance v] to [0]\nwait (1) seconds\nforever\n if <(ID) = [4]> then\n set [☁ p4 v] to (join (join (join ((round ([abs v] of (Distance) )) - (-10000)) (join (Level) (join ((My Y) + (500)) ((My x) + (500))))) (Appearance)) (User Code))\n end\nend\n\nwhen I receive [ready v]\nforever\n set [p4distance v] to ((join (join (join (join (letter (1) of (☁ P4)) (letter (2) of (☁ P4))) (letter (3) of (☁ P4))) (letter (4) of (☁ P4))) (letter (5) of (☁ P4))) - (10000))\nend\n\nwhen I receive [ready v]\nforever\n set [p5distance v] to ((join (join (join (join (letter (1) of (☁ P5)) (letter (2) of (☁ P5))) (letter (3) of (☁ P5))) (letter (4) of (☁ P5))) (letter (5) of (☁ P5))) - (10000))\nend\n\nwhen I receive [ready v]\nforever\n set [p6distance v] to ((join (join (join (join (letter (1) of (☁ P6)) (letter (2) of (☁ P6))) (letter (3) of (☁ P6))) (letter (4) of (☁ P6))) (letter (5) of (☁ P6))) - (10000))\nend\n\nwhen I receive [ready v]\nforever\n set [p7distance v] to ((join (join (join (join (letter (1) of (☁ P7)) (letter (2) of (☁ P7))) (letter (3) of (☁ P7))) (letter (4) of (☁ P7))) (letter (5) of (☁ P7))) - (10000))\nend\n\nwhen I receive [ready v]\nforever\n set [p8distance v] to ((join (join (join (join (letter (1) of (☁ P8)) (letter (2) of (☁ P8))) (letter (3) of (☁ P8))) (letter (4) of (☁ P8))) (letter (5) of (☁ P8))) - (10000))\nend\n\nwhen I receive [ready v]\nforever\n set [p9distance v] to ((join (join (join (join (letter (1) of (☁ P9)) (letter (2) of (☁ P9))) (letter (3) of (☁ P9))) (letter (4) of (☁ P9))) (letter (5) of (☁ P9))) - (10000))\nend\n\nwhen I receive [ready v]\nbroadcast (Play v)\n\nwhen I receive [ready v]\nset [distance v] to [0]\nwait (1) seconds\nforever\n if <(ID) = [5]> then\n set [☁ p5 v] to (join (join (join ((round ([abs v] of (Distance) )) - (-10000)) (join (Level) (join ((My Y) + (500)) ((My x) + (500))))) (Appearance)) (User Code))\n end\nend\n\nwhen I receive [ready v]\nset [distance v] to [0]\nwait (1) seconds\nforever\n if <(ID) = [6]> then\n set [☁ p6 v] to (join (join (join ((round ([abs v] of (Distance) )) - (-10000)) (join (Level) (join ((My Y) + (500)) ((My x) + (500))))) (Appearance)) (User Code))\n end\nend\n\nwhen I receive [ready v]\nset [distance v] to [0]\nwait (1) seconds\nforever\n if <(ID) = [7]> then\n set [☁ p7 v] to (join (join (join ((round ([abs v] of (Distance) )) - (-10000)) (join (Level) (join ((My Y) + (500)) ((My x) + (500))))) (Appearance)) (User Code))\n end\nend\n\nwhen I receive [ready v]\nset [distance v] to [0]\nwait (1) seconds\nforever\n if <(ID) = [8]> then\n set [☁ p8 v] to (join (join (join ((round ([abs v] of (Distance) )) - (-10000)) (join (Level) (join ((My Y) + (500)) ((My x) + (500))))) (Appearance)) (User Code))\n end\nend\n\nwhen I receive [ready v]\nset [distance v] to [0]\nwait (1) seconds\nforever\n if <(ID) = [9]> then\n set [☁ p9 v] to (join (join (join ((round ([abs v] of (Distance) )) - (-10000)) (join (Level) (join ((My Y) + (500)) ((My x) + (500))))) (Appearance)) (User Code))\n end\nend\n\n@Cloud Stuff2\n\nwhen I receive [letters v]\nset [distance v] to [0]\nwait (1) seconds\n\nforever\n if <(ID) = [1]> then\n set [☁ p1 v] to (join (join (join ((round (([abs v] of (Distance) ) / (30))) - (-200)) (join (Level) (join ((My Y) + (500)) ((My x) + (500))))) (Appearance)) (Decode1))\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [letters v]\nforever\n if <(ID) = [1]> then\n forever\n if <[10] < (☁ 2P2)> then\n set [p2distance v] to (join (letter (1) of (☁ 2P2)) (join (letter (2) of (☁ 2P2)) (letter (3) of (☁ 2P2))))\n set [realp2 v] to (((P2Distance) * (30)) + (-200))\n else\n set [p2distance v] to [0]\n end\n end\n end\nend\n\nwhen I receive [letters v]\nset [distance v] to [0]\nwait (1) seconds\nforever\n if <(ID) = [2]> then\n set [☁ 2p2 v] to (join (join ((round (([abs v] of (Distance) ) / (30))) - (-200)) (join (Level) (join ((My Y) + (500)) ((My x) + (500))))) (Decode1))\n end\nend\n\nwhen I receive [letters v]\nset [distance v] to [0]\nwait (1) seconds\nforever\n if <(ID) = [3]> then\n set [☁ 5p3 v] to (join (join ((round (([abs v] of (Distance) ) / (30))) - (-200)) (join (Level) (join ((My Y) + (500)) ((My x) + (500))))) (Decode1))\n end\nend\n\nwhen [s v] key pressed\nhide list [players v]\nwait (1) seconds\nwait until <key (s v) pressed?>\nshow list [players v]\n\nwhen I receive [letters v]\nset [on v] to [1]\nset [decode1 v] to ((item # of (letter (On) of (username)) in [letters/numbers v]) + (9))\nrepeat ((length of (username)) - (1))\n change [on v] by (1)\n set [decode1 v] to (join (Decode1) ((item # of (letter (On) of (username)) in [letters/numbers v]) + (9)))\nend\n\nwhen flag clicked\nforever\n if <[10] < (☁ P2)> then\n insert [2] at (1) of [players online v] \n else\n delete (item # of [2] in [active1 v]) of [players online v]\n end\nend\n\nwhen flag clicked\nforever\n if <key (i v) pressed?> then\n show variable [id v]\n wait (1) seconds\n else\n hide variable [id v]\n end\nend\n\nwhen flag clicked\nshow list [players v]\n\nwhen [space v] key pressed\nhide list [players v]\nwait (1) seconds\nwait until <key (space v) pressed?>\nshow list [players v]\n\n@Floor\n\nwhen I receive [play2 v]\nstop [other scripts in sprite v]\nreset timer\nset [clonex v] to [0]\nwait (.11) seconds\nswitch costume to (costume5 v)\nwait (.1) seconds\ngo to x: (194) y: (-152)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\nnext costume\ngo to x: (665) y: (-152)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I receive [play3 v]\nstop [other scripts in sprite v]\nreset timer\nset [clonex v] to [0]\nwait (.11) seconds\nswitch costume to (costume17 v)\nwait (.1) seconds\ngo to x: (194) y: (-152)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\nnext costume\ngo to x: (665) y: (-152)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nreset timer\nwait (.11) seconds\nset [clonex v] to [0]\nswitch costume to (costume1 v)\nwait (.1) seconds\ngo to x: (194) y: (-152)\ncreate clone of (_myself_ v)\nwait until <(Clonex) < [-170]>\nnext costume\ngo to x: (665) y: (-152)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\nnext costume\ngo to x: (665) y: (-152)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\n\nwhen I start as a clone\nshow\nforever\n change x by (Scroll r)\n set [clonex v] to (x position)\n if <(delete) = [Y]> then\n delete this clone\n end\n if <(x position) < [-632]> then\n delete this clone\n end\nend\n\nwhen I receive [fade 2 v]\nhide\n\n@P1\n\nwhen flag clicked\nhide\n\n\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n if <<not <(ID) = [1]>> and <(☁ P1) > [50]>> then\n show\n set x to ((((round ((Distance) + ())) - ((P1Distance) + ((1) * ((join (letter (10) of (☁ P1)) (join (letter (11) of (☁ P1)) (letter (12) of (☁ P1)))) - (500))))) * (-1)) / (1))\n set y to ((join (letter (7) of (☁ P1)) (join (letter (8) of (☁ P1)) (letter (9) of (☁ P1)))) - (500))\n end\nend\n\nbroadcast (Someone joined v)\n\nwhen flag clicked\nforever\n if <<not <(ID) = [1]>> and <(☁ P1) > [50]>> then\n think (P1 Name) for (10) seconds\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [240]> or <[-240] > (x position)>> then\n hide\n else\n end\nend\n\n@P2\n\nwhen flag clicked\nhide\n\n\n\nwhen flag clicked\nhide\n\nbroadcast (Someone joined v)\n\nwhen flag clicked\nforever\n if <<not <(ID) = [2]>> and <(☁ P2) > [50]>> then\n think (P2 Name) for (10) seconds\n else\n hide\n end\nend\n\nwhen I receive [play v]\nforever\n if <<not <(ID) = [2]>> and <(☁ P2) > [50]>> then\n show\n set x to ((((round ((Distance) + ())) - ((P2Distance) + ((1) * ((join (letter (10) of (☁ P2)) (join (letter (11) of (☁ P2)) (letter (12) of (☁ P2)))) - (500))))) * (-1)) / (1))\n set y to ((join (letter (7) of (☁ P2)) (join (letter (8) of (☁ P2)) (letter (9) of (☁ P2)))) - (500))\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [240]> or <[-240] > (x position)>> then\n hide\n else\n show\n broadcast (Someone joined v)\n end\nend\n\n@P3\n\nwhen flag clicked\nhide\n\n\n\nwhen flag clicked\nhide\n\nbroadcast (Someone joined v)\n\nwhen flag clicked\nforever\n if <<not <(ID) = [3]>> and <(☁ P3) > [50]>> then\n think (P3 Name) for (10) seconds\n else\n hide\n end\nend\n\nwhen I receive [play v]\nforever\n if <<not <(ID) = [3]>> and <(☁ P3) > [50]>> then\n show\n set x to ((((round ((Distance) + ())) - ((P3Distance) + ((1) * ((join (letter (10) of (☁ P3)) (join (letter (11) of (☁ P3)) (letter (12) of (☁ P3)))) - (500))))) * (-1)) / (1))\n set y to ((join (letter (7) of (☁ P3)) (join (letter (8) of (☁ P3)) (letter (9) of (☁ P3)))) - (500))\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [240]> or <[-240] > (x position)>> then\n hide\n else\n show\n broadcast (Someone joined v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [240]> or <[-240] > (x position)>> then\n hide\n else\n show\n broadcast (Someone joined v)\n end\nend\n\n@P4\n\nwhen flag clicked\nhide\n\n\n\nwhen flag clicked\nhide\n\nthink [Hmm...]\n\nbroadcast (Someone joined v)\n\nwhen flag clicked\nforever\n if <<not <(ID) = [4]>> and <(☁ P4) > [50]>> then\n think (P4 Name) for (10) seconds\n else\n hide\n end\nend\n\nwhen I receive [play v]\nforever\n if <<not <(ID) = [4]>> and <(☁ P4) > [50]>> then\n show\n set x to ((((round ((Distance) + ())) - ((P4Distance) + ((1) * ((join (letter (10) of (☁ P4)) (join (letter (11) of (☁ P4)) (letter (12) of (☁ P4)))) - (500))))) * (-1)) / (1))\n set y to ((join (letter (7) of (☁ P4)) (join (letter (8) of (☁ P4)) (letter (9) of (☁ P4)))) - (500))\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [240]> or <[-240] > (x position)>> then\n hide\n else\n broadcast (Someone joined v)\n end\nend\n\n@P5\n\nwhen flag clicked\nhide\n\n\n\nwhen flag clicked\nhide\n\nthink [Hmm...]\n\nbroadcast (Someone joined v)\n\nwhen flag clicked\nforever\n if <<not <(ID) = [5]>> and <(☁ P5) > [50]>> then\n think (P5 Name) for (10) seconds\n else\n hide\n end\nend\n\nwhen I receive [play v]\nforever\n if <<not <(ID) = [5]>> and <(☁ P5) > [50]>> then\n show\n set x to ((((round ((Distance) + ())) - ((P5Distance) + ((1) * ((join (letter (10) of (☁ P5)) (join (letter (11) of (☁ P5)) (letter (12) of (☁ P5)))) - (500))))) * (-1)) / (1))\n set y to ((join (letter (7) of (☁ P5)) (join (letter (8) of (☁ P5)) (letter (9) of (☁ P5)))) - (500))\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [240]> or <[-240] > (x position)>> then\n hide\n else\n end\nend\n\n@P6\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nthink [Hmm...]\n\nwhen flag clicked\nforever\n if <<not <(ID) = [6]>> and <(☁ P6) > [50]>> then\n think (P6 Name) for (10) seconds\n else\n hide\n end\nend\n\nwhen I receive [play v]\nforever\n if <<not <(ID) = [6]>> and <(☁ P6) > [50]>> then\n show\n set x to ((((round ((Distance) + ())) - ((P6Distance) + ((1) * ((join (letter (10) of (☁ P6)) (join (letter (11) of (☁ P6)) (letter (12) of (☁ P6)))) - (500))))) * (-1)) / (1))\n set y to ((join (letter (7) of (☁ P6)) (join (letter (8) of (☁ P6)) (letter (9) of (☁ P6)))) - (500))\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [240]> or <[-240] > (x position)>> then\n hide\n else\n end\nend\n\n@P7\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<not <(ID) = [7]>> and <(☁ P7) > [50]>> then\n think (P7 Name) for (10) seconds\n else\n hide\n end\nend\n\nwhen I receive [play v]\nforever\n if <<not <(ID) = [7]>> and <(☁ P7) > [50]>> then\n show\n set x to ((((round ((Distance) + ())) - ((P7Distance) + ((1) * ((join (letter (10) of (☁ P7)) (join (letter (11) of (☁ P7)) (letter (12) of (☁ P7)))) - (500))))) * (-1)) / (1))\n set y to ((join (letter (7) of (☁ P7)) (join (letter (8) of (☁ P7)) (letter (9) of (☁ P7)))) - (500))\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [240]> or <[-240] > (x position)>> then\n hide\n else\n end\nend\n\n@P8\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<not <(ID) = [8]>> and <(☁ P8) > [50]>> then\n think (P8 Name) for (10) seconds\n else\n hide\n end\nend\n\nwhen I receive [play v]\nforever\n if <<not <(ID) = [8]>> and <(☁ P8) > [50]>> then\n show\n set x to ((((round ((Distance) + ())) - ((P8Distance) + ((1) * ((join (letter (10) of (☁ P8)) (join (letter (11) of (☁ P8)) (letter (12) of (☁ P8)))) - (500))))) * (-1)) / (1))\n set y to ((join (letter (7) of (☁ P8)) (join (letter (8) of (☁ P8)) (letter (9) of (☁ P8)))) - (500))\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [240]> or <[-240] > (x position)>> then\n hide\n else\n end\nend\n\n@P9\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<not <(ID) = [9]>> and <(☁ P9) > [50]>> then\n think (P9Name) for (10) seconds\n else\n hide\n end\nend\n\nwhen I receive [play v]\nforever\n if <<not <(ID) = [9]>> and <(☁ P9) > [50]>> then\n show\n set x to ((((round ((Distance) + ())) - ((P9Distance) + ((1) * ((join (letter (10) of (☁ P9)) (join (letter (11) of (☁ P9)) (letter (12) of (☁ P9)))) - (500))))) * (-1)) / (1))\n set y to ((join (letter (7) of (☁ P9)) (join (letter (8) of (☁ P9)) (letter (9) of (☁ P9)))) - (500))\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) > [240]> or <[-240] > (x position)>> then\n hide\n end\nend\n\n@Loading\n\nwhen I start as a clone\nrepeat (33)\n change [ghost v] effect by (2.7)\nend\ndelete this clone\n\nwhen I receive [startup v]\nswitch backdrop to (connecting v)\nshow\npoint in direction (90)\nrepeat (40)\n create clone of (_myself_ v)\n turn right (36) degrees\n wait (.1) seconds\nend\nswitch backdrop to (backdrop2 v)\nhide\nplay sound [Connect v] until done\n\nwhen flag clicked\nhide\n\n@Sprite1\n\n@Foreground\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nreset timer\nwait (.11) seconds\nset [clonex v] to [0]\nswitch costume to (costume1 v)\nwait (.1) seconds\ngo to x: (194) y: (-152)\ncreate clone of (_myself_ v)\nwait until <(Clonex) < [-170]>\nnext costume\ngo to x: (665) y: (-152)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\nnext costume\ngo to x: (665) y: (-152)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\n\nwhen I start as a clone\nshow\nforever\n change x by ((Scroll r) * (1.5))\n if <(delete) = [Y]> then\n delete this clone\n end\n if <(x position) < [-632]> then\n delete this clone\n end\n go to [front v] layer\nend\n\nwhen I receive [fade 2 v]\nhide\n\nwhen I receive [play2 v]\nstop [other scripts in sprite v]\nreset timer\nset [clonex v] to [0]\nwait (.11) seconds\nswitch costume to (costume5 v)\nwait (.1) seconds\ngo to x: (194) y: (-152)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\nnext costume\ngo to x: (665) y: (-152)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\n\n@Background\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nreset timer\nwait (.11) seconds\nset [clonex v] to [0]\nswitch costume to (costume1 v)\nwait (.1) seconds\ngo to x: (100) y: (-152)\ncreate clone of (_myself_ v)\nwait until <(Clonex) < [-170]>\ngo to x: (637) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (637) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (637) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (637) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (637) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\nnext costume\ngo to x: (665) y: (-152)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\n\nwhen I start as a clone\ngo to x: (637) y: (-152)\nshow\nforever\n change x by ((Scroll r) / (2))\n if <(delete) = [Y]> then\n delete this clone\n end\n if <(x position) < [-632]> then\n delete this clone\n end\n go to [back v] layer\nend\n\nwhen I receive [fade 2 v]\nhide\n\nwhen I receive [play2 v]\nstop [other scripts in sprite v]\nreset timer\nset [clonex v] to [0]\nwait (.11) seconds\nswitch costume to (costume4 v)\nwait (.1) seconds\ngo to x: (-100) y: (-152)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\nnext costume\ngo to x: (665) y: (-152)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\n\n@Hazards\n\nwhen I receive [play2 v]\nstop [other scripts in sprite v]\nreset timer\nset [clonex v] to [0]\nwait (.11) seconds\nswitch costume to (costume4 v)\nwait (.1) seconds\ngo to x: (194) y: (-152)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\nnext costume\ngo to x: (665) y: (-152)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nreset timer\nwait (.11) seconds\nset [clonex v] to [0]\nswitch costume to (costume1 v)\nwait (.1) seconds\ngo to x: (194) y: (-152)\ncreate clone of (_myself_ v)\nwait until <(Clonex) < [-170]>\nnext costume\ngo to x: (665) y: (-152)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\nnext costume\ngo to x: (665) y: (-152)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (0) seconds\nwait until <(Clonex) < [-170]>\ngo to x: (659) y: (-152)\nnext costume\ncreate clone of (_myself_ v)\nwait (.1) seconds\n\nwhen I start as a clone\nshow\nforever\n change x by (Scroll r)\n set [clonex v] to (x position)\n if <(delete) = [Y]> then\n delete this clone\n end\n if <(x position) < [-632]> then\n delete this clone\n end\nend\n\nwhen I receive [fade 2 v]\nhide\n\n@Thing\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@IntroPen\n\nwhen flag clicked\nreset timer\nswitch backdrop to (backdrop1 v)\nset pen size to (2)\nrepeat until <(timer) > [5]>\n Render\nend\nbroadcast (Startup v)\nerase all\n\ndefine Render\nchange pen (color v) by (5)\nerase all\ngo to x: (-200) y: (0)\npen down\ngo to x: (-175) y: (pick random (-5) to (5))\ngo to x: (-150) y: (pick random (-5) to (5))\npen up\ngo to x: ((-150) + (pick random (-5) to (5))) y: (-50)\npen down\ngo to x: ((-150) + (pick random (-5) to (5))) y: (0)\ngo to x: ((-150) + (pick random (-5) to (5))) y: (50)\ngo to x: (-125) y: ((50) + (pick random (-10) to (5)))\ngo to x: ((-125) + (pick random (-5) to (5))) y: (0)\ngo to x: ((-150) + (pick random (-5) to (5))) y: (0)\npen up\ngo to x: ((-110) + (pick random (-5) to (5))) y: (50)\npen down\ngo to x: ((-110) + (pick random (-5) to (5))) y: (0)\ngo to x: ((-110) + (pick random (-5) to (5))) y: (-50)\npen up\ngo to x: ((-65) + (pick random (-5) to (5))) y: (50)\npen down\ngo to x: (-90) y: ((50) + (pick random (-5) to (5)))\ngo to x: ((-90) + (pick random (-5) to (5))) y: (-50)\ngo to x: (-65) y: ((-50) + (pick random (-5) to (5)))\npen up\ngo to x: (-55) y: ((50) + (pick random (-5) to (5)))\npen down\ngo to x: (-35) y: ((50) + (pick random (-5) to (5)))\ngo to x: (-35) y: ((-50) + (pick random (-5) to (5)))\ngo to x: (-55) y: ((-50) + (pick random (-5) to (5)))\ngo to x: (-55) y: ((50) + (pick random (-5) to (5)))\npen up\ngo to x: (-25) y: ((0) + (pick random (-5) to (5)))\npen down\ngo to x: (-20) y: ((-50) + (pick random (-5) to (5)))\ngo to x: (-15) y: ((0) + (pick random (-5) to (5)))\npen up\ngo to x: (10) y: ((0) + (pick random (-5) to (5)))\npen down\ngo to x: (0) y: ((0) + (pick random (-5) to (5)))\ngo to x: (0) y: ((-25) + (pick random (-5) to (5)))\ngo to x: (10) y: ((-25) + (pick random (-5) to (5)))\ngo to x: (10) y: ((-50) + (pick random (-5) to (5)))\ngo to x: (0) y: ((-50) + (pick random (-5) to (5)))\npen up\ngo to x: (25) y: ((-50) + (pick random (-5) to (5)))\npen down\ngo to x: (25) y: ((50) + (pick random (-5) to (5)))\ngo to x: (50) y: ((-50) + (pick random (-5) to (5)))\ngo to x: (50) y: ((50) + (pick random (-5) to (5)))\npen up\ngo to x: ((65) + (pick random (-5) to (5))) y: (-50)\npen down\ngo to x: (80) y: ((50) + (pick random (-5) to (5)))\ngo to x: ((100) + (pick random (-5) to (5))) y: (-50)\npen up\ngo to x: ((90) + (pick random (-5) to (5))) y: (0)\npen down\ngo to x: ((75) + (pick random (-5) to (5))) y: (0)\npen up\ngo to x: (105) y: ((-50) + (pick random (-5) to (5)))\npen down\ngo to x: (105) y: ((50) + (pick random (-5) to (5)))\ngo to x: (130) y: ((-50) + (pick random (-5) to (5)))\ngo to x: (130) y: ((50) + (pick random (-5) to (5)))\npen up\ngo to x: (135) y: ((50) + (pick random (-5) to (5)))\npen down\ngo to x: (135) y: ((-50) + (pick random (-5) to (5)))\ngo to x: (155) y: ((-50) + (pick random (-5) to (5)))\ngo to x: (155) y: ((50) + (pick random (-5) to (5)))\ngo to x: (135) y: ((50) + (pick random (-5) to (5)))\npen up\ngo to x: (155) y: ((0) + (pick random (-5) to (5)))\npen down\ngo to x: (175) y: ((0) + (pick random (-5) to (5)))\ngo to x: (200) y: (0)\npen up\n\nwhen flag clicked\nreset timer\nrepeat until <(timer) > [5]>\n play sound [Buzz Caylecheng72 v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nforever\n wait (.05) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (180)\nset size to (pick random (100) to (225)) %\nrepeat (100)\n change y by ((size) / (-90))\nend\nrepeat until <touching (_edge_ v)?>\n change y by ((size) / (-90))\nend\nrepeat (1)\n change y by ((size) / (-90))\nend\ndelete this clone\n\n
If it just shows thumbnail, then that means 'server full'. Go to the single player edition linked in Notes and Credits!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n❄️ Welcome to my latest project, a Cloud Multiplayer Platformer! I spent a lot of time on it! See notes and credits to view my engine! If you enjoy this game, then check out this Multiplayer Racing Game: https://scratch.mit.edu/projects/453432017/ ❄️ \n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nʜᴏᴡ ᴛᴏ ᴘʟᴀʏ:\n-ᴄᴜʀꜱᴏʀ ᴋᴇʏꜱ ᴛᴏ ᴍᴏᴠᴇ\n-ᴛᴏᴜᴄʜ ᴏɴ ᴍᴏʙɪʟᴇ\n-ᴅᴏɴ'ᴛ ʜɪᴛ 'Candy Spikes'\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nɪᴛ ɪꜱ 100% ᴘᴏꜱꜱɪʙʟᴇ ᴏɴ ʙᴏᴛʜ ᴄᴏᴍᴘᴜᴛᴇʀ ᴀɴᴅ ᴍᴏʙɪʟᴇ!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nᴛʜᴀɴᴋꜱ ꜰᴏʀ ᴘʟᴀʏɪɴɢ!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Candycane #Games #All #Trending
(WIP) Platformer Creator || A Platformer Creator
@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Sunrise \(1\) 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 (Win v)\n end\nend\n\nchange [level v] by (1)\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 (10)\n change [ghost v] effect by (10)\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\n\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 (grass block v)?> or <touching (dirt block v)?>> then\n change y by (2)\n if <<touching (grass block v)?> or <touching (dirt block v)?>> then\n change y by (2)\n if <<touching (grass block v)?> or <touching (dirt block v)?>> then\n change y by (2)\n if <<touching (grass block v)?> or <touching (dirt block v)?>> then\n change y by (2)\n if <<touching (grass block v)?> or <touching (dirt block v)?>> then\n change y by (2)\n if <<touching (grass block v)?> or <touching (dirt block 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 (grass block v)?> or <touching (dirt block 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 (grass block v)?> or <touching (dirt block 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 (lava block 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 (trampoline block v)?> then\n broadcast (trampoline bounce v)\n set [y v v] to [17]\n end\nend\n\nwhen flag clicked\nshow\n\nforever\n erase all\n pen down\n set pen color to (#8ccdff)\nend\n\nwhen flag clicked\nsay (join (x position) (y position)) for () seconds\n\nwhen flag clicked\nforever\n set tempo to (mouse y)\nend\n\nwhen flag clicked\nset voice to (tenor v)::tts\nspeak []::tts\n\nwhen flag clicked\nset [color v] effect to (translate [0] to ((mouse x) v)::translate)\nset [color v] effect to ()\n\n@Grass Block\n\nwhen flag clicked\nshow\nforever\n repeat until <mouse down?>\n go to x: (mouse x) y: (mouse y)\n end\nend\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (mouse x) y: (mouse y)\nforever\n show\nend\n\nwhen I receive [grass v]\nshow\n\nwhen I receive [dirt v]\nhide\n\nwhen I receive [lava v]\nhide\n\nwhen I receive [trampoline v]\nhide\n\nwhen I receive [fake v]\nhide\n\nwhen I receive [play v]\nhide\n\n@Grass Label\n\nwhen flag clicked\ngo to x: (-195) y: (132)\nswitch costume to (2 v)\n\nwhen this sprite clicked\nswitch costume to (2 v)\nbroadcast (Grass v)\n\nwhen I receive [dirt v]\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [lava v]\nswitch costume to (1 v)\n\nwhen I receive [lava v]\nswitch costume to (1 v)\n\nwhen I receive [trampoline v]\nswitch costume to (1 v)\n\nwhen I receive [fake v]\nswitch costume to (1 v)\n\n@Dirt Block\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen I receive [grass v]\nhide\n\nwhen I receive [dirt v]\nshow\n\nwhen I start as a clone\ngo to x: (mouse x) y: (mouse y)\nforever\n show\nend\n\nwhen flag clicked\nforever\n repeat until <mouse down?>\n go to x: (mouse x) y: (mouse y)\n end\nend\n\nwhen I receive [lava v]\nhide\n\nwhen I receive [trampoline v]\nhide\n\nwhen I receive [fake v]\nhide\n\nwhen I receive [play v]\nhide\n\n@Dirt Label\n\nwhen flag clicked\ngo to x: (-195) y: (83)\nswitch costume to (1 v)\n\nwhen this sprite clicked\nswitch costume to (2 v)\nbroadcast (Dirt v)\n\nwhen I receive [dirt v]\nswitch costume to (2 v)\n\nwhen I receive [grass v]\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [lava v]\nswitch costume to (1 v)\n\nwhen I receive [trampoline v]\nswitch costume to (1 v)\n\nwhen I receive [fake v]\nswitch costume to (1 v)\n\n@Lava Block\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen I receive [grass v]\nhide\n\nwhen I receive [lava v]\nshow\n\nwhen I start as a clone\ngo to x: (mouse x) y: (mouse y)\nforever\n show\nend\n\nwhen flag clicked\nforever\n repeat until <mouse down?>\n go to x: (mouse x) y: (mouse y)\n end\nend\n\nwhen I receive [trampoline v]\nhide\n\nwhen I receive [fake v]\nhide\n\nwhen I receive [play v]\nhide\n\n@Lava Label\n\nwhen flag clicked\ngo to x: (-195) y: (35)\nswitch costume to (1 v)\n\nwhen this sprite clicked\nswitch costume to (2 v)\nbroadcast (Lava v)\n\nwhen I receive [lava v]\nswitch costume to (2 v)\n\nwhen I receive [grass v]\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [dirt v]\nswitch costume to (1 v)\n\nwhen I receive [trampoline v]\nswitch costume to (1 v)\n\nwhen I receive [fake v]\nswitch costume to (1 v)\n\n@Trampoline Block\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen I receive [grass v]\nhide\n\nwhen I receive [trampoline v]\nshow\n\nwhen I start as a clone\ngo to x: (mouse x) y: (mouse y)\nforever\n show\nend\n\nwhen flag clicked\nforever\n repeat until <mouse down?>\n go to x: (mouse x) y: (mouse y)\n end\nend\n\nwhen I receive [dirt v]\nshow\n\nwhen I receive [lava v]\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [trampoline bounce v]\nif <touching (player v)?> then\n repeat (11)\n next costume\n end\nend\n\nwhen I receive [fake v]\nhide\n\nwhen I receive [play v]\nhide\n\n@Trampoline Label\n\nwhen flag clicked\ngo to x: (-195) y: (-13)\nswitch costume to (1 v)\n\nwhen this sprite clicked\nswitch costume to (2 v)\nbroadcast (Trampoline v)\n\nwhen I receive [trampoline v]\nswitch costume to (2 v)\n\nwhen I receive [grass v]\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [dirt v]\nswitch costume to (1 v)\n\nwhen I receive [lava v]\nswitch costume to (1 v)\n\nwhen I receive [fake v]\nswitch costume to (1 v)\n\n@Fake Block\n\nwhen flag clicked\nshow\nforever\n repeat until <mouse down?>\n go to x: (mouse x) y: (mouse y)\n end\nend\n\nwhen this sprite clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (mouse x) y: (mouse y)\nforever\n show\nend\n\nwhen I receive [grass v]\nhide\n\nwhen I receive [dirt v]\nhide\n\nwhen I receive [lava v]\nhide\n\nwhen I receive [trampoline v]\nhide\n\nwhen I receive [fake v]\nshow\n\nwhen flag clicked\nforever\n set [ghost v] effect to (10)\nend\n\nwhen I receive [play v]\nhide\n\n@Fake Label\n\nwhen flag clicked\ngo to x: (-195) y: (-57)\nswitch costume to (1 v)\n\nwhen this sprite clicked\nswitch costume to (2 v)\nbroadcast (Fake v)\n\nwhen I receive [dirt v]\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [lava v]\nswitch costume to (1 v)\n\nwhen I receive [lava v]\nswitch costume to (1 v)\n\nwhen I receive [trampoline v]\nswitch costume to (1 v)\n\nwhen I receive [fake v]\nswitch costume to (2 v)\n\nwhen I receive [grass v]\nswitch costume to (1 v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nwait (0.2) seconds\nrepeat (10)\n change [blur v] effect by (10)\n change [saturation v] effect by (-10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nrepeat until <(x position) > [239]>\n change x by (30)\nend\nhide\n\nwhen flag clicked\n\nwait (0.2) seconds\nforever\n change x by (30)\nend\n\n@Save Button\n\nwhen flag clicked\n\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\nask [Do you have a save code?] and wait\nif <<(answer) = [Yes]> or <(answer) = [yes]>> then\n ask [Type the save code in.] and wait\n if <(answer) = (save code)> then\n broadcast (save v)\n else\n if <<<(answer) = [I don't remember.]> or <(answer) = [I don't remember]>> or <<(answer) = [I do not remember]> or <(answer) = [I do not remember.]>>> then\n say [Save code: NQS3O] for (pick random (2.5) to (4)) seconds\n end\n end\nend\n\nwhen this sprite clicked\nnext costume\nwait (pick random (0.08) to (0.25)) seconds\nnext costume\n\nwhen this sprite clicked\nsay (join [Save Code: ] (save code)) for (4) seconds\n\nwhen flag clicked\nset [save code v] to <<[] = [NQS3O]> or <[] = [UAN8S]>>\n\n@Play Button\n\nwhen this sprite clicked\nnext costume\nwait (pick random (0.08) to (0.25)) seconds\nnext costume\n\nwhen this sprite clicked\nbroadcast (Play v)\n\nwhen flag clicked\nif <<(mouse x) = (x position)> and <(mouse y) = (y position)>> then\n set [brightness v] effect to (10)\nend\n\n
Finally! After 530+ blocks placed and 4+ hours put into it, I am finally finished!\n\nChoose what block to place in the menu starting from the top left.\nPlace down the block wherever you want.\nThis is work in progress.\nI would really appreciate it if you leave a love or something, this took a lot of effort to make.
Pixel Platformer
@Stage\n\nwhen flag clicked\nset [\(bg\) bgnum v] to [1]\nset [\(bg\) musicnum v] to [1]\nset [\(bg\) testing? v] to [false]\nset [\(settings\)volumemusic v] to [50]\nset [\(settings\)volumesound v] to [50]\nset [pixelate v] effect to (100)\nswitch backdrop to (forest v)\nstop all sounds\nset volume to (100) %\nwait (0.1) seconds\nforever\n set volume to (\(Settings\)VolumeMusic) %\n switch backdrop to (\(BG\) BGNum)\n if <<key (t v) pressed?> and <(Game Mode) = [testing]>> then\n if <(\(BG\) Testing?) = [true]> then\n set [\(bg\) testing? v] to [false]\n set [pixelate v] effect to (100)\n else\n set [\(bg\) testing? v] to [true]\n set [\(bg\) bgnum v] to [9]\n clear graphic effects\n end\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen flag clicked\nbroadcast (\(BG\)InitialiseAll v) and wait\nInitializeFPS\nforever\n broadcast (\(BG\)DoFrameWork v) and wait\n CalculateFPS\nend\n\ndefine InitializeFPS\nset [\(bg\)prevtime v] to (timer)\nset [\(bg\)framecount v] to [0]\nset [\(fps\) v] to [0]\n\ndefine CalculateFPS\nchange [\(bg\)framecount v] by (1)\nif <(timer) > ((\(BG\)PrevTime) + (1))> then\n set [\(fps\) v] to (round ((\(BG\)FrameCount) / ((timer) - (\(BG\)PrevTime))))\n set [\(bg\)prevtime v] to (timer)\n set [\(bg\)framecount v] to [0]\nend\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n play sound (\(BG\) MusicNum) until done\nend\n\nwhen I receive [start v]\nforever\n if <(\(BG\) Testing?) = [false]> then\n if <<(Level) > [0]> and <(Level) < [6]>> then\n set [\(bg\) bgnum v] to [1]\n set [\(bg\) musicnum v] to [2]\n end\n if <<(Level) > [5]> and <(Level) < [11]>> then\n set [\(bg\) bgnum v] to [2]\n set [\(bg\) musicnum v] to [3]\n end\n if <<(Level) > [10]> and <(Level) < [16]>> then\n set [\(bg\) bgnum v] to [3]\n set [\(bg\) musicnum v] to [4]\n end\n if <<(Level) > [15]> and <(Level) < [21]>> then\n set [\(bg\) bgnum v] to [4]\n set [\(bg\) musicnum v] to [5]\n end\n if <<(Level) > [20]> and <(Level) < [26]>> then\n set [\(bg\) bgnum v] to [5]\n set [\(bg\) musicnum v] to [6]\n change [color v] effect by (1)\n set [pixelate v] effect to (pick random (100) to (100.1))\n end\n if <(Level) = [26]> then\n set [\(bg\) bgnum v] to [6]\n set [\(bg\) musicnum v] to [7]\n set [pixelate v] effect to (100)\n set [color v] effect to (0)\n end\n if <(Level) = [27]> then\n set [\(bg\) bgnum v] to [7]\n set [\(bg\) musicnum v] to [8]\n end\n if <(Level) = [28]> then\n set [\(bg\) bgnum v] to [8]\n set [\(bg\) musicnum v] to [9]\n end\n if <<(Level) > [28]> and <(Level) < [33]>> then\n set [\(bg\) bgnum v] to [1]\n set [\(bg\) musicnum v] to [10]\n end\n end\nend\n\nwhen I receive [start v]\nrepeat (25)\n change volume by (-4)\nend\nstop all sounds\nwait (3) seconds\nrepeat (25)\n change volume by (4)\nend\nwait until <<(Level) > [0]> and <(Level) < [6]>>\nstop all sounds\nwait until <<(Level) > [5]> and <(Level) < [11]>>\nstop all sounds\nwait until <<(Level) > [10]> and <(Level) < [16]>>\nstop all sounds\nwait until <<(Level) > [15]> and <(Level) < [21]>>\nstop all sounds\nwait until <<(Level) > [20]> and <(Level) < [26]>>\nstop all sounds\nwait until <(Level) = [26]>\nstop all sounds\nwait until <(Level) = [27]>\nstop all sounds\nwait until <(Level) = [28]>\nstop all sounds\n\n@Blank\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (2.5_bitmap v)\nhide\nclear graphic effects\nset [ghost v] effect to (100)\nshow list [set portal binds v]\nset [thumbnail1 v] to [1]\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [wingame v]\nwait (1) seconds\nwait until <(Level) = [28]>\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (100)\nwait (5) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (2.5) seconds\nbroadcast (Credits v)\nswitch costume to (2.5_bitmap v)\n\nhide list [blueportalparticle v]\n\nhide variable [mousepostion v]\nhide variable [mousegrid\(30x30\) v]\nhide variable [level v]\n\nwhen I receive [attack v]\n\nswitch costume to ( v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-5)\nend\nwait (2.5) seconds\nrepeat (10)\n change [ghost v] effect by (5)\nend\nhide\n\nhide variable [\(player\)speed v]\nhide variable [\(player\)jumpheight v]\nhide variable [\(player\)gravity v]\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n if <<key (space v) pressed?> and <(username) = [01EXE]>> then\n if <(Thumbnail1) = [2]> then\n set [thumbnail1 v] to [1]\n switch costume to (2.5_bitmap v)\n clear graphic effects\n else\n set [ghost v] effect to (100)\n set [thumbnail1 v] to [2]\n end\n wait (0.1) seconds\n end\n if <(Playing?) = [True]> then\n if <(Game Mode) = [testing]> then\n if <key (m v) pressed?> then\n ask [Set Level To:] and wait\n if <not <(answer) = []>> then\n set [level v] to (answer)\n stop all sounds\n end\n end\n if <key (e v) pressed?> then\n if <key (r v) pressed?> then\n hide variable [mousepostion v]\n hide variable [mousegrid\(30x30\) v]\n hide variable [level v]\n hide variable [\(fps\) v]\n show variable [xplayer v]\n show variable [yplayer v]\n show variable [\(player\)speed v]\n show variable [\(player\)jumpheight v]\n show variable [\(player\)gravity v]\n else\n set [mousepostion v] to (join [\(] (join (mouse x) (join [, ] (join (mouse y) [\)]))))\n set [mousegrid\(30x30\) v] to (join [\(] (join ((round ((mouse x) / (30))) * (30)) (join [, ] (join ((round ((mouse y) / (30))) * (30)) [\)]))))\n show variable [mousepostion v]\n show variable [mousegrid\(30x30\) v]\n show variable [level v]\n show variable [\(fps\) v]\n hide variable [xplayer v]\n hide variable [yplayer v]\n hide variable [\(player\)speed v]\n hide variable [\(player\)jumpheight v]\n hide variable [\(player\)gravity v]\n end\n else\n hide variable [mousepostion v]\n hide variable [mousegrid\(30x30\) v]\n hide variable [level v]\n hide variable [\(fps\) v]\n hide variable [xplayer v]\n hide variable [yplayer v]\n hide variable [\(player\)speed v]\n hide variable [\(player\)jumpheight v]\n hide variable [\(player\)gravity v]\n end\n if <key (b v) pressed?> then\n hide list [set portal binds v]\n add [1 - Blue Portal Particle \(sets the blue particle position\)] to [set portal binds v]\n add [2 - Blue Portal Particle Direction \(sets the blue particle direction\)] to [set portal binds v]\n add [3 - Orange Portal Particle \(sets the orange particle position] to [set portal binds v]\n add [4 - Orange Portal Particle Direction \(sets the orange particle direction\)] to [set portal binds v]\n add [5 - Portal Mechanics \(sets player movement upon portal teleportation\)] to [set portal binds v]\n ask [] and wait\n delete all of [set portal binds v]\n show list [set portal binds v]\n wait (0.5) seconds\n if <(answer) = [1]> then\n ask (join [Set Blue Particle X-Position To] (join [ \(level - ] (join (Level) (join [, pos. - ] (join (item (Level) of [blueportalparticle v]) [\)]))))) and wait\n replace item (Level) of [blueportalparticle v] with (answer)\n ask (join [Set Blue Particle Y-Position To] (join [ \(level - ] (join (Level) (join [, pos. - ] (join (item ((Level) + (32)) of [blueportalparticle v]) [\)]))))) and wait\n replace item ((Level) + (32)) of [blueportalparticle v] with (answer)\n else\n if <(answer) = [2]> then\n ask (join [Set Blue Particle Direction To] (join [ \(level - ] (join (Level) (join [, dir. - ] (join (item (Level) of [blueportalparticledirection v]) [\)]))))) and wait\n replace item (Level) of [blueportalparticledirection v] with (answer)\n else\n if <(answer) = [3]> then\n ask (join [Set Orange Particle X-Position To] (join [ \(level - ] (join (Level) (join [, pos. - ] (join (item (Level) of [orangeportalparticle v]) [\)]))))) and wait\n replace item (Level) of [orangeportalparticle v] with (answer)\n ask (join [Set Orange Particle Y-Position To] (join [ \(level - ] (join (Level) (join [, pos. - ] (join (item ((Level) + (32)) of [orangeportalparticle v]) [\)]))))) and wait\n replace item ((Level) + (32)) of [orangeportalparticle v] with (answer)\n else\n if <(answer) = [4]> then\n ask (join [Set Orange Particle Direction To] (join [ \(level - ] (join (Level) (join [, dir. - ] (join (item (Level) of [orangeportalparticledirection v]) [\)]))))) and wait\n replace item (Level) of [orangeportalparticledirection v] with (answer)\n else\n if <(answer) = [5]> then\n ask (join [Set Portal Mechanics To] (join [ \(level - ] (join (Level) (join [, value - ] (join (item (Level) of [portalmechs v]) [\)]))))) and wait\n replace item (Level) of [portalmechs v] with (answer)\n end\n end\n end\n end\n end\n end\n end\n if <key (n v) pressed?> then\n ask [This Stops The Entire Game, Are You Sure? Y|N] and wait\n if <(letter (1) of (answer)) = [y]> then\n stop [all v]\n end\n end\n end\nend\n\n@Menu\n\nwhen flag clicked\nhide\nswitch costume to (main v)\ngo to [front v] layer\ngo [forward v] (1) layers\nclear graphic effects\nset size to (500) %\nset [menu v] to [Main]\nset [playing? v] to [False]\nset [tutorial? v] to [False]\nset [clone# v] to [0]\nhide variable [speedruntimer v]\nClone [9]\nshow\nif <(username) = [01EXE]> then\n set [game mode v] to [testing]\nelse\n set [game mode v] to [Normal]\nend\nrepeat until <(Playing?) = [True]>\n switch costume to (Menu)\nend\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen I start as a clone\nif <(Clone#) = [1]> then\n set size to (1000) %\n clear graphic effects\n set [brightness v] effect to (10)\n switch costume to (hologramofking v)\n go to [front v] layer\n repeat until <(Playing?) = [True]>\n if <(Menu) = [Main]> then\n show\n else\n hide\n end\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\nif <(Clone#) = [2]> then\n switch costume to (tmbuttonntmp v)\n go to [front v] layer\n clear graphic effects\n repeat until <(Playing?) = [True]>\n if <(Menu) = [Main]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (tmbuttontmp v)\n if <mouse down?> then\n set [playing? v] to [True]\n start sound [Smack v]\n end\n else\n switch costume to (tmbuttonntmp v)\n end\n else\n hide\n end\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\n broadcast (Start v)\n delete this clone\nend\nif <(Clone#) = [4]> then\n switch costume to (cbuttonntmp v)\n show\n go to [front v] layer\n clear graphic effects\n repeat until <(Playing?) = [True]>\n if <(Menu) = [Main]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (cbuttontmp v)\n if <mouse down?> then\n set [menu v] to [Controls]\n start sound [Smack v]\n end\n else\n switch costume to (cbuttonntmp v)\n end\n show\n else\n hide\n end\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\nif <(Clone#) = [5]> then\n switch costume to (smbuttonntmp v)\n go to [front v] layer\n clear graphic effects\n repeat until <(Playing?) = [True]>\n if <(Menu) = [Main]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (smbuttontmp v)\n if <mouse down?> then\n set [menu v] to [SupportMe]\n start sound [Smack v]\n end\n else\n switch costume to (smbuttonntmp v)\n end\n show\n else\n hide\n end\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\nif <(Clone#) = [7]> then\n switch costume to (bbuttonntmp v)\n go to [front v] layer\n clear graphic effects\n repeat until <(Playing?) = [True]>\n if <not <(Menu) = [Main]>> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (bbuttontmp v)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <not <(Menu) = [Main]>> then\n set [menu v] to [Main]\n start sound [Smack v]\n hide\n end\n end\n else\n switch costume to (bbuttonntmp v)\n end\n else\n hide\n end\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\nif <(Clone#) = [8]> then\n switch costume to (tbuttonntmp v)\n go to [front v] layer\n clear graphic effects\n repeat until <(Playing?) = [True]>\n if <(Menu) = [Main]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (tbuttontmp v)\n if <mouse down?> then\n set [playing? v] to [True]\n set [tutorial? v] to [True]\n start sound [Smack v]\n end\n else\n switch costume to (tbuttonntmp v)\n end\n else\n hide\n end\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\n broadcast (Start v)\n delete this clone\nend\nif <(Clone#) = [9]> then\n switch costume to (srbuttonntmp v)\n go to [front v] layer\n clear graphic effects\n repeat until <(Playing?) = [True]>\n if <(Menu) = [Main]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (srbuttontmp v)\n if <mouse down?> then\n set [playing? v] to [True]\n set [game mode v] to [Speedrun]\n start sound [Smack v]\n end\n else\n switch costume to (srbuttonntmp v)\n end\n else\n hide\n end\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\n broadcast (Speedrun v)\n broadcast (Start v)\n delete this clone\nend\n\ndefine Clone (cloneamount)\nrepeat (cloneamount)\n change [clone# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [speedrun v]\nreset timer\nshow variable [speedruntimer v]\nif <(Game Mode) = [Speedrun]> then\n show variable [speedruntimer v]\n repeat until <not <(XVel) = [0]>>\n reset timer\n set [speedruntimer v] to [0]\n end\n repeat until <(Level) = [28]>\n set [speedruntimer v] to (timer)\n end\nelse\n hide variable [speedruntimer v]\nend\n\n@Settings\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [\(settings\)graphics v] to [2]\nhide\nset [clone# v] to [0]\nwait until <(Playing?) = [True]>\nrepeat (5)\n change [clone# v] by (1)\n create clone of (_myself_ v)\nend\nshow\nswitch costume to (settings v)\ngo to [back v] layer\ngo [forward v] (7) layers\nset size to (500) %\nset [\(settings\) v] to [1]\n\nwhen I start as a clone\nif <(Clone#) = [1]> then\n go to [front v] layer\n go [backward v] (1) layers\n hide\n set size to (375) %\n forever\n switch costume to (settingsbackground v)\n if <(\(Settings\)) = [2]> then\n show\n else\n hide\n end\n end\nend\nif <(Clone#) = [2]> then\n go to [front v] layer\n go to x: (0) y: (102.5)\n switch costume to (settingsslider v)\n hide\n set size to (250) %\n forever\n if <(\(Settings\)) = [2]> then\n show\n set y to (102.5)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n set x to (mouse x)\n set [\(settings\)volumesound v] to ((x position) + (50))\n if <(x position) > [50]> then\n set x to (50)\n set [\(settings\)volumesound v] to [100]\n end\n if <(x position) < [-50]> then\n set x to (-50)\n set [\(settings\)volumesound v] to [0]\n end\n end\n end\n if <(\(Settings\)) = [2]> then\n show\n else\n hide\n end\n else\n hide\n end\n end\nend\nif <(Clone#) = [3]> then\n go to [front v] layer\n go to x: (0) y: (27.5)\n switch costume to (settingsslider v)\n hide\n set size to (250) %\n forever\n if <(\(Settings\)) = [2]> then\n show\n set y to (27.5)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n set x to (mouse x)\n set [\(settings\)volumemusic v] to ((x position) + (50))\n if <(x position) > [50]> then\n set x to (50)\n set [\(settings\)volumemusic v] to [100]\n end\n if <(x position) < [-50]> then\n set x to (-50)\n set [\(settings\)volumemusic v] to [0]\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone#) = [4]> then\n go to [front v] layer\n go to x: (50) y: (-47.5)\n switch costume to (settingsslider v)\n hide\n set size to (250) %\n forever\n if <(\(Settings\)) = [2]> then\n show\n set y to (-47.5)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n if <(mouse x) > [1]> then\n set x to (50)\n set [\(settings\)graphics v] to [2]\n end\n if <(mouse x) < [-1]> then\n set x to (-50)\n set [\(settings\)graphics v] to [1]\n end\n end\n end\n else\n hide\n end\n end\nend\nif <(Clone#) = [5]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (testingbuttonnormal v)\n hide\n set size to (500) %\n forever\n switch costume to (join [TestingButton] (Game Mode))\n if <<(\(Settings\)) = [2]> and <not <(Game Mode) = [Speedrun]>>> then\n show\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(Game Mode) = [normal]> then\n set [game mode v] to [testing]\n switch costume to (testingbuttontesting v)\n else\n set [game mode v] to [normal]\n switch costume to (testingbuttonnormal v)\n end\n wait until <not <mouse down?>>\n end\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n if <(Playing?) = [True]> then\n set volume to (\(Settings\)VolumeSound) %\n if <<(Level) = [27]> or <(Level) = [28]>> then\n go to x: (250) y: (180)\n hide\n switch costume to (settings v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n start sound [ v]\n if <(\(Settings\)) = [1]> then\n set [\(settings\) v] to [2]\n go to [front v] layer\n switch costume to (back v)\n else\n set [\(settings\) v] to [1]\n switch costume to (settings v)\n go to [front v] layer\n end\n end\n end\nend\n\n@Player\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Movement Speed: (side movement speed) Friction: (friction) Slopes: (slope)\nchange [yvel v] by (gravity)\nchange y by (YVel)\nif <<touching (level v)?> or <touching (invisiblecollision v)?>> then\n repeat until <not <<touching (level v)?> or <touching (invisiblecollision v)?>>>\n change y by ((([abs v] of (YVel) ) / (YVel)) * (-1))\n end\n set [yvel v] to (<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(([abs v] of (YVel) ) / (YVel)) = [-1]>> * (jump height))\nend\nset [xvel v] to (((XVel) + ((<<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 (XVel)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <<touching (level v)?> or <touching (invisiblecollision v)?>>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <<touching (level v)?> or <touching (invisiblecollision v)?>> then\n change y by (Slope)\n repeat until <not <<touching (level v)?> or <touching (invisiblecollision v)?>>>\n change x by ((([abs v] of (XVel) ) / (XVel)) * (-1))\n end\nend\n\nwhen I start as a clone\nset size to (749) %\nset [ghost v] effect to (50)\nrepeat (13)\n change size by (-50)\nend\ndelete this clone\n\ndefine AssemblePlatform (speed) (jumpheight) (gravity)\nset [\(player\)speed v] to (speed)\nset [\(player\)jumpheight v] to (jumpheight)\nset [\(player\)gravity v] to (gravity)\n\nwhen flag clicked\ngo to x: (-180) y: (-100)\nswitch costume to (playerright v)\n\nAssemblePlatform [3.5] [12.5] [-1]\n\nif <(Level) = [1]> then\n go to x: (-180) y: (-100)\nelse\n go to x: (-220) y: (-130)\nend\n\nhide\n\nshow\n\nif <(Level) = [1]> then\n go to x: (-180) y: (-100)\nend\n\nwhen I receive [start v]\ngo to x: (-180) y: (-100)\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (playerright v)\nshow\nset [xvel v] to [0]\nset [yvel v] to [0]\nAssemblePlatform [3.5] [12.5] [-1]\nif <(Tutorial?) = [True]> then\n set [level v] to [29]\nend\n\nwhen I receive [start v]\nforever\n if <<(\(Settings\)) = [1]> and <(size) = [750]>> then\n if <touching (orb v)?> then\n if <(Level) = [32]> then\n go to x: (-220) y: (-130)\n switch costume to (playerright v)\n go to [back v] layer\n start sound [Orb v]\n broadcast (NewLevel v)\n set [level v] to [1]\n set [xvel v] to [0]\n set [yvel v] to [0]\n else\n go to x: (-220) y: (-130)\n switch costume to (playerright v)\n go to [back v] layer\n start sound [Orb v]\n broadcast (NewLevel v)\n change [level v] by (1)\n set [xvel v] to [0]\n set [yvel v] to [0]\n if <(Level) = [27]> then\n AssemblePlatform [3.5] [12.5] [-1]\n end\n end\n end\n if <<touching (spikes v)?> or <touching (lasers v)?>> then\n if <touching (lasers v)?> then\n set [ghost v] effect to (100)\n start sound [Spikes v]\n add [hurt] to [laserpositions v]\n wait until <not < (laserpositions) contains [0]?>>\n wait (0.1) seconds\n delete (item # of [hurt] in [laserpositions v]) of [laserpositions v]\n go to x: (-220) y: (-130)\n switch costume to (playerright v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(Level) = [1]> then\n go to x: (-180) y: (-100)\n else\n go to x: (-220) y: (-130)\n end\n switch costume to (playerhurt v)\n wait (0.1) seconds\n switch costume to (playerright v)\n start sound [Spikes v]\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\n end\n if <touching (trampoline v)?> then\n start sound [Trampoline v]\n set [yvel v] to [20]\n wait (0.05) seconds\n end\n if <touching (supoline v)?> then\n start sound [Supoline v]\n set [yvel v] to [25]\n wait (0.05) seconds\n end\n if <touching (pusholine v)?> then\n start sound [Trampoline v]\n change [xvel v] by (Direction)\n end\n if <(Level) = [13]> then\n set [direction v] to [-100]\n end\n if <(Level) = [20]> then\n set [direction v] to [-100]\n end\n if <(Level) = [26]> then\n set [direction v] to [100]\n end\n if <<touching (portalblue v)?> and <<touching color (#3b69d3)?> or <touching color (#386ccc)?>>> then\n go to (portalorange v)\n start sound [Portal v]\n set [xvel v] to ((letter (1) of (item ((Level) + (32)) of [portalmechs v])) * (10))\n set [yvel v] to ((letter (2) of (item ((Level) + (32)) of [portalmechs v])) * (10))\n if < (item ((Level) + (32)) of [portalmechs v]) contains [-]?> then\n set [xvel v] to ((XVel) * (-1))\n set [yvel v] to ((YVel) * (-1))\n end\n end\n if <<touching (portalorange v)?> and <touching color (#ff8f47)?>> then\n go to (portalblue v)\n start sound [Portal v]\n set [xvel v] to ((letter (1) of (item (Level) of [portalmechs v])) * (10))\n set [yvel v] to ((letter (2) of (item (Level) of [portalmechs v])) * (10))\n if < (item (Level) of [portalmechs v]) contains [-]?> then\n set [xvel v] to ((XVel) * (-1))\n set [yvel v] to ((YVel) * (-1))\n end\n end\n if <<touching (desertportal v)?> and <touching color (#ffe500)?>> then\n go to x: (-220) y: (-130)\n switch costume to (playerright v)\n go to [back v] layer\n wait (0.1) seconds\n start sound [Portal v]\n change [level v] by (1)\n end\n if <<touching (arcticportal v)?> and <touching color (#e6ffff)?>> then\n go to x: (-220) y: (-130)\n switch costume to (playerright v)\n go to [back v] layer\n wait (0.1) seconds\n start sound [Portal v]\n change [level v] by (1)\n end\n if <<touching (spaceportal v)?> and <touching color (#400080)?>> then\n go to x: (-220) y: (-130)\n switch costume to (playerright v)\n go to [back v] layer\n AssemblePlatform [2] [12.5] [-0.5]\n wait (0.1) seconds\n start sound [Portal v]\n change [level v] by (1)\n end\n if <<touching (glitchedportal v)?> and <touching color (#ff0017)?>> then\n go to x: (-220) y: (-130)\n switch costume to (playerright v)\n go to [back v] layer\n AssemblePlatform [3] [10] [-0.75]\n wait (0.1) seconds\n start sound [Portal v]\n change [level v] by (1)\n end\n if <<touching (oceanportal v)?> and <touching color (#00b0f8)?>> then\n go to x: (-220) y: (-130)\n switch costume to (playerright v)\n go to [back v] layer\n AssemblePlatform [2] [10] [-0.75]\n wait (0.1) seconds\n start sound [Portal v]\n change [level v] by (1)\n if <(y position) > [177]> then\n set y to (160)\n end\n if <(x position) > [232]> then\n set x to (215)\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <<(\(Settings\)) = [1]> and <(size) = [750]>> then\n Platform Gravity: (\(Player\)Gravity) Jump Height: (\(Player\)JumpHeight) Movement Speed: (\(Player\)Speed) Friction: [0.7] Slopes: [8]\nend\n\nwhen flag clicked\nforever\n if <<(\(Settings\)Graphics) = [2]> and <not < (laserpositions) contains [hurt]?>>> then\n create clone of (_myself_ v)\n wait (0) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(size) = [750]> then\n set volume to (\(Settings\)VolumeSound) %\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (playerleft v)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (playerright v)\n end\n if <(Game Mode) = [testing]> then\n if <key (q v) pressed?> then\n set x to (mouse x)\n set y to (mouse y)\n go to [back v] layer\n end\n end\n set [xplayer v] to (x position)\n set [yplayer v] to (y position)\n end\nend\n\n@King\n\nwhen flag clicked\nshow\nset [\(king\)score v] to [0]\nset [kingclone v] to [0]\nset [orbking v] to [0]\nset [kingpower v] to [0]\nset [ghost v] effect to (100)\nset [brightness v] effect to (-100)\ngo to x: (0) y: (50)\nwait (1) seconds\nwait until <(Level) = [27]>\nswitch costume to (king v)\nrepeat (9)\n change [kingclone v] by (1)\n create clone of (_myself_ v)\nend\nwait (5) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nTalk\n\nwhen I start as a clone\nif <(KingClone) = [1]> then\n hide\n go to [front v] layer\n set size to (500) %\n go to x: (0) y: (160)\n switch costume to (bar_0 v)\n clear graphic effects\n wait (23.1) seconds\n show\n repeat until <(\(King\)Score) > [4]>\n if <not <(\(King\)Score) = (letter (5) of (costume [name v]))>> then\n Costume (join [Bar_] (\(King\)Score))\n end\n end\n Costume (join [Bar_] (\(King\)Score))\n wait (6) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(KingClone) = [2]> then\n set [kingpower v] to [3]\n hide\n go to [front v] layer\n set size to (500) %\n go to x: (0) y: (140)\n switch costume to (bar2_3 v)\n clear graphic effects\n wait (23) seconds\n show\n wait (10) seconds\n repeat until <(\(King\)Score) > [4]>\n if <(length of [laserpositions v]) = [1]> then\n if < (laserpositions) contains [hurt]?> then\n if <(KingPower) > [2]> then\n set [kingpower v] to [3]\n end\n if <(KingPower) < [3]> then\n change [kingpower v] by (1)\n Costume (join [Bar2_] (KingPower))\n end\n else\n change [kingpower v] by (-1)\n Costume (join [Bar2_] (KingPower))\n end\n wait (1) seconds\n if <(KingPower) < [1]> then\n wait (5) seconds\n if <not <(\(King\)Score) > [4]>> then\n set [kingpower v] to [3]\n Costume (join [Bar2_] (KingPower))\n end\n end\n end\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <<(KingClone) > [2]> and <(KingClone) < [10]>> then\n set [kingindicatorpos v] to (KingClone)\n hide\n go to [front v] layer\n set size to (250) %\n go to x: (0) y: (-120)\n switch costume to (indicator v)\n clear graphic effects\n wait (20) seconds\n show\n wait (2) seconds\n repeat until <(\(King\)Score) > [4]>\n if <(length of [laserpositions v]) = [0]> then\n wait (0.4) seconds\n repeat until <(x position) = (item ((kingindicatorpos) - (2)) of [laserpositions v])>\n change x by (((item ((kingindicatorpos) - (2)) of [laserpositions v]) - (x position)) * (0.1))\n if <(\(King\)Score) > [4]> then\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\n end\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Talk\nTalk [Who dare comes to my castle!] [2] [0]\nTalk [I am the king of all the lands!] [2] [0]\nbroadcast (King v)\nTalk [Who's this?] [1] [0]\nTalk [Intruder!] [1] [0]\nTalk [Send in the laser beams!] [2] [0]\nset [\(king\)score v] to [0]\nbroadcast (Attack v)\nwait (2.5) seconds\nrepeat until <(\(King\)Score) > [4]>\n if <(\(King\)Score) > [2]> then\n set [color v] effect to (50)\n set [brightness v] effect to ((\(King\)Score) * (10))\n end\n if <touching (orb_2 v)?> then\n Costume [King]\n end\nend\nsay [My Powers...] for (2) seconds\nsay [They Are Frozen!] for (2) seconds\nsay [Nooo!] for (2) seconds\nset [orbking v] to [1]\nwait until <not <(Level) = [27]>>\nhide\nbroadcast (WinGame v)\n\ndefine Talk (text) (duration) (speed)\nset [letter v] to [0]\nset [speak v] to []\nrepeat (length of (text))\n change [letter v] by (1)\n set [speak v] to (join (Speak) (letter (Letter) of (text)))\n say (Speak)\n wait (speed) seconds\nend\nsay (Speak) for (duration) seconds\n\ndefine Costume (#)\nswitch costume to (#)\nchange x by (1)\nchange y by (1)\nwait (0.1) seconds\nchange x by (-2)\nchange y by (-2)\nwait (0.1) seconds\nchange x by (1)\nchange y by (1)\nwait (0.1) seconds\n\nrepeat (10)\n\n@Lasers\n\nwhen flag clicked\nhide\ndelete all of [laserpositions v]\nforever\n set volume to (\(Settings\)VolumeSound) %\nend\n\nwhen I receive [attack v]\nstart sound [Horn v]\nset [\(king\)score v] to [0]\nwait (5) seconds\nrepeat until <(\(King\)Score) > [4]>\n wait until <(length of [laserpositions v]) = [0]>\n wait (0.1) seconds\n if <(KingPower) > [0]> then\n repeat (7)\n create clone of (_myself_ v)\n end\n end\nend\nwait until <(Level) = [28]>\nstop all sounds\n\nwhen I start as a clone\nset volume to (\(Settings\)VolumeSound) %\nstart sound [Pop v]\nshow\nset x to (pick random (-210) to (210))\nset [ghost v] effect to (100)\nif <(x position) > [0]> then\n go to x: (((round ((x position) / (60))) * (60)) + (30)) y: (500)\nelse\n go to x: (((round ((x position) / (60))) * (60)) - (30)) y: (500)\nend\nif <touching ((join [Las] [ers]) v)?> then\n recorrect\nend\nadd (x position) to [laserpositions v]\nset [color v] effect to (pick random (1) to (200))\nwait (2) seconds\nforever\n change y by (((-150) - (y position)) * (0.2))\n change [ghost v] effect by (((-100) - ((y position) + (50))) * (0.1))\n set volume to (\(Settings\)VolumeSound) %\n if <(y position) < [-149]> then\n wait (1) seconds\n delete (item # of (x position) in [laserpositions v]) of [laserpositions v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\ndelete this clone\n\nstart sound [Smack v]\n\nif <(\(King\)Score) > [49]> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwait (1) seconds\n\ndefine recorrect\nrepeat until <not <touching ((join [Las] [ers]) v)?>>\n set x to (pick random (-210) to (210))\n if <(x position) > [0]> then\n go to x: (((round ((x position) / (60))) * (60)) + (30)) y: (500)\n else\n go to x: (((round ((x position) / (60))) * (60)) - (30)) y: (500)\n end\nend\n\ndelete all of [laserpositions v]\n\ndelete (1) of [blueportalparticle v]\n\nwait (0.1) seconds\ndelete this clone\n\nadd [hurt] to [laserpositions v]\n\n\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (level1 v)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [tick v]\nswitch costume to (Level)\n\n@NoColObj\n\nwhen flag clicked\nwait (1) seconds\nset size to (750) %\nclear graphic effects\ngo to [front v] layer\ngo [backward v] (25) layers\nforever\n if <<(Level) > [20]> and <(Level) < [26]>> then\n repeat until <<(Level) > [25]> or <(Level) < [21]>>\n set [pixelate v] effect to (pick random (1) to (5))\n end\n clear graphic effects\n end\nend\n\nwhen I receive [tick v]\nswitch costume to (Level)\n\n@Spikes\n\nwhen flag clicked\npoint in direction (90)\nshow\nclear graphic effects\nforever\n if <not <<(Level) > [16]> and <(Level) < [21]>>> then\n go to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) > [16]> and <(Level) < [21]>> then\n repeat until <not <<(Level) > [16]> and <(Level) < [21]>>>\n go to x: (0) y: (-4)\n wait (1) seconds\n start sound [Boom v]\n repeat (5)\n change y by (3.8)\n end\n go to x: (0) y: (15)\n wait (1) seconds\n start sound [Boom v]\n repeat (5)\n change y by (-3.8)\n end\n go to x: (0) y: (-4)\n end\n end\n if <<(Level) > [20]> and <(Level) < [26]>> then\n repeat until <not <<(Level) > [20]> and <(Level) < [26]>>>\n set [pixelate v] effect to (pick random (1) to (5))\n end\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) > [16]> and <(Level) < [21]>> then\n set volume to (\(Settings\)VolumeSound) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [\(spikes\)1 v]\nwait until <(Level) = [21]>\nrepeat until <(Level) = [26]>\n wait (1) seconds\n set [color v] effect to (pick random (1) to (100))\nend\nclear graphic effects\n\nwhen I receive [tick v]\nswitch costume to (Level)\n\n@InvisibleCollision\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nset [ghost v] effect to (100)\n\n@Shadows\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (50)\n\nwhen I receive [tick v]\nswitch costume to (Level)\n\n@Orb\n\nwhen flag clicked\nshow\nset [level v] to [1]\nset rotation style [all around v]\ngo to [back v] layer\nforever\n if <(\(Settings\)Graphics) = [2]> then\n next costume\n turn right (15) degrees\n wait (0.001) seconds\n else\n next costume\n turn right (15) degrees\n wait (0.001) seconds\n end\nend\n\nwhen flag clicked\nshow\nwait until <(Playing?) = [True]>\nreplace item (91) of [orb pos v] with [1]\nforever\n set volume to (\(Settings\)VolumeSound) %\n go to x: (item (Level) of [orb pos v]) y: (item ((Level) + (32)) of [orb pos v])\n if <(item ((Level) + (64)) of [orb pos v]) = [1]> then\n hide\n else\n show\n end\n if <<<(Level) = [27]> and <(\(King\)Score) > [4]>> and <(item (91) of [orb pos v]) = [1]>> then\n wait (7) seconds\n replace item (91) of [orb pos v] with []\n end\n if <(Game Mode) = [testing]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <mouse down?>>\n go to (mouse-pointer v)\n replace item (Level) of [orb pos v] with (x position)\n replace item ((Level) + (32)) of [orb pos v] with (y position)\n end\n end\n if <key (l v) pressed?> then\n if <(item ((Level) + (64)) of [orb pos v]) = [0]> then\n replace item ((Level) + (64)) of [orb pos v] with [1]\n else\n replace item ((Level) + (64)) of [orb pos v] with [0]\n end\n wait until <not <key (l v) pressed?>>\n end\n end\nend\n\nif <(Level) = [30]> then\n go to x: (120) y: (-90)\n show\nend\nif <(Level) = [31]> then\n go to x: (150) y: (90)\n show\nend\nif <(Level) = [32]> then\n go to x: (150) y: (-90)\n show\nend\nif <(Level) = [1]> then\n go to x: (200) y: (-90)\n show\nend\nif <(Level) = [2]> then\n go to x: (-50) y: (100)\n show\nend\nif <(Level) = [3]> then\n go to x: (200) y: (145)\n show\nend\nif <(Level) = [4]> then\n go to x: (-75) y: (75)\n show\nend\nif <(Level) = [5]> then\n hide\nend\nif <(Level) = [6]> then\n go to x: (215) y: (60)\n show\nend\nif <(Level) = [7]> then\n go to x: (170) y: (-90)\n show\nend\nif <(Level) = [8]> then\n go to x: (170) y: (-45)\n show\nend\nif <(Level) = [9]> then\n go to x: (15) y: (-120)\n show\nend\nif <(Level) = [10]> then\n hide\nend\nif <(Level) = [11]> then\n go to x: (150) y: (-60)\n show\nend\nif <(Level) = [12]> then\n go to x: (180) y: (60)\n show\nend\nif <(Level) = [13]> then\n go to x: (-60) y: (75)\n show\nend\nif <(Level) = [14]> then\n go to x: (-180) y: (60)\n show\nend\nif <(Level) = [15]> then\n hide\nend\nif <(Level) = [16]> then\n go to x: (200) y: (-105)\n show\nend\nif <(Level) = [17]> then\n go to x: (200) y: (-105)\n show\nend\nif <(Level) = [18]> then\n go to x: (180) y: (-100)\n show\nend\nif <(Level) = [19]> then\n go to x: (-200) y: (35)\n show\nend\nif <(Level) = [20]> then\n hide\nend\nif <(Level) = [21]> then\n go to x: (150) y: (-90)\n show\nend\nif <(Level) = [22]> then\n go to x: (-50) y: (100)\n show\nend\nif <(Level) = [23]> then\n go to x: (-200) y: (50)\n show\nend\nif <(Level) = [24]> then\n go to x: (200) y: (50)\n show\nend\nif <(Level) = [25]> then\n hide\nend\nif <(Level) = [26]> then\n go to x: (200) y: (130)\n show\nend\nif <(Level) = [27]> then\n hide\n AssemblePlatform [3.5] [12.5] [-1]\n go to x: (200) y: (-90)\n wait until <(OrbKing) = [1]>\n show\nend\nif <(Level) = [28]> then\n hide\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n if <(\(Settings\)Graphics) = [2]> then\n wait (0.001) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nwait until <(Level) = [21]>\nrepeat until <(Level) = [26]>\n set [color v] effect to (pick random (0) to (100))\nend\nclear graphic effects\n\n@Trampoline\n\nwhen I receive [tick v]\nswitch costume to (Level)\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Supoline\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [tick v]\nswitch costume to (Level)\n\n@Pusholine\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [tick v]\nswitch costume to (Level)\n\n@PortalBlue\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (6) layers\nforever\n if <(Level) = [8]> then\n go to x: (-120) y: (105)\n end\n if <(Level) = [9]> then\n go to x: (-180) y: (0)\n end\n if <(Level) = [10]> then\n go to x: (165) y: (0)\n end\n if <(Level) = [15]> then\n go to x: (195) y: (-90)\n end\n if <(Level) = [26]> then\n go to x: (-15) y: (150)\n end\n if <(Level) = [31]> then\n go to x: (165) y: (-90)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<not <(item (Level) of [blueportalparticledirection v]) = [0]>> and <(\(Settings\)Graphics) = [2]>> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\nset size to (1000) %\nset [ghost v] effect to (50)\nswitch costume to (particle v)\nif <(item (Level) of [blueportalparticledirection v]) = [y]> then\n go to x: (pick random ((item (Level) of [blueportalparticle v]) - (50)) to ((item (Level) of [blueportalparticle v]) + (50))) y: ((item ((Level) + (32)) of [blueportalparticle v]) - (30))\n glide (1) secs to x: (item (Level) of [blueportalparticle v]) y: ((item ((Level) + (32)) of [blueportalparticle v]) + (25))\n delete this clone\nelse\n if <(item (Level) of [blueportalparticledirection v]) = [-y]> then\n go to x: (pick random ((item (Level) of [blueportalparticle v]) - (50)) to ((item (Level) of [blueportalparticle v]) + (50))) y: ((item ((Level) + (32)) of [blueportalparticle v]) + (30))\n glide (1) secs to x: (item (Level) of [blueportalparticle v]) y: ((item ((Level) + (32)) of [blueportalparticle v]) - (25))\n delete this clone\n end\nend\nif <(item (Level) of [blueportalparticledirection v]) = [x]> then\n go to x: ((item (Level) of [blueportalparticle v]) - (30)) y: (pick random ((item ((Level) + (32)) of [blueportalparticle v]) - (50)) to ((item ((Level) + (32)) of [blueportalparticle v]) + (30)))\n glide (1) secs to x: ((item (Level) of [blueportalparticle v]) + (25)) y: (item ((Level) + (32)) of [blueportalparticle v])\n delete this clone\nelse\n if <(item (Level) of [blueportalparticledirection v]) = [-x]> then\n go to x: ((item (Level) of [blueportalparticle v]) + (30)) y: (pick random ((item ((Level) + (32)) of [blueportalparticle v]) - (50)) to ((item ((Level) + (32)) of [blueportalparticle v]) + (30)))\n glide (1) secs to x: ((item (Level) of [blueportalparticle v]) - (25)) y: (item ((Level) + (32)) of [blueportalparticle v])\n delete this clone\n end\nend\n\nadd [0] to [blueportalparticledirection v]\nadd [0] to [blueportalparticledirectionbackup v]\n\nwhen I start as a clone\nset [levelcount v] to (Level)\nrepeat until <(item (Level) of [orangeportalparticledirection v]) = [0]>\n if <not <(LevelCount) = (Level)>> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [tick v]\nif <(size) = [750]> then\n switch costume to (Level)\nend\n\n@PortalOrange\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n go to x: (165) y: (60)\n end\n if <(Level) = [9]> then\n go to x: (0) y: (120)\n end\n if <(Level) = [10]> then\n go to x: (30) y: (0)\n end\n if <(Level) = [15]> then\n go to x: (120) y: (125)\n end\n if <(Level) = [26]> then\n go to x: (75) y: (45)\n end\n if <(Level) = [31]> then\n go to x: (-105) y: (60)\n end\nend\n\nadd [0] to [orangeportalparticledirection v]\n\nwhen I receive [start v]\nforever\n if <<not <(item (Level) of [orangeportalparticledirection v]) = [0]>> and <(\(Settings\)Graphics) = [2]>> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\nset size to (1000) %\nset [ghost v] effect to (50)\nswitch costume to (particle v)\nif <(item (Level) of [orangeportalparticledirection v]) = [y]> then\n go to x: (pick random ((item (Level) of [orangeportalparticle v]) - (50)) to ((item (Level) of [orangeportalparticle v]) + (50))) y: ((item ((Level) + (32)) of [orangeportalparticle v]) - (30))\n glide (1) secs to x: (item (Level) of [orangeportalparticle v]) y: ((item ((Level) + (32)) of [orangeportalparticle v]) + (25))\n delete this clone\nelse\n if <(item (Level) of [orangeportalparticledirection v]) = [-y]> then\n go to x: (pick random ((item (Level) of [orangeportalparticle v]) - (50)) to ((item (Level) of [orangeportalparticle v]) + (50))) y: ((item ((Level) + (32)) of [orangeportalparticle v]) + (30))\n glide (1) secs to x: (item (Level) of [orangeportalparticle v]) y: ((item ((Level) + (32)) of [orangeportalparticle v]) - (25))\n delete this clone\n end\nend\nif <(item (Level) of [orangeportalparticledirection v]) = [x]> then\n go to x: ((item (Level) of [orangeportalparticle v]) - (30)) y: (pick random ((item ((Level) + (32)) of [orangeportalparticle v]) - (50)) to ((item ((Level) + (32)) of [orangeportalparticle v]) + (30)))\n glide (1) secs to x: ((item (Level) of [orangeportalparticle v]) + (25)) y: (item ((Level) + (32)) of [orangeportalparticle v])\n delete this clone\nelse\n if <(item (Level) of [orangeportalparticledirection v]) = [-x]> then\n go to x: ((item (Level) of [orangeportalparticle v]) + (30)) y: (pick random ((item ((Level) + (32)) of [orangeportalparticle v]) - (50)) to ((item ((Level) + (32)) of [orangeportalparticle v]) + (30)))\n glide (1) secs to x: ((item (Level) of [orangeportalparticle v]) - (25)) y: (item ((Level) + (32)) of [orangeportalparticle v])\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [levelcount v] to (Level)\nrepeat until <(item (Level) of [orangeportalparticledirection v]) = [0]>\n if <not <(LevelCount) = (Level)>> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [tick v]\nif <(size) = [750]> then\n switch costume to (Level)\nend\n\n@DesertPortal\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nset size to (1000) %\nset [ghost v] effect to (50)\nswitch costume to (particle v)\ngo to x: (155) y: (pick random (-25) to (-125))\nglide (1) secs to x: (205) y: (-75)\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <(Level) = [5]>> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nforever\n if <<(Level) = [5]> and <(\(Settings\)Graphics) = [2]>> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\nend\n\nforever\n set [levelcount v] to (mouse y)\nend\n\nwhen I receive [tick v]\nif <(size) = [750]> then\n switch costume to (Level)\nend\n\n@ArcticPortal\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <<(Level) = [10]> and <(\(Settings\)Graphics) = [2]>> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\nset size to (1000) %\nset [ghost v] effect to (50)\nswitch costume to (particle v)\ngo to x: (190) y: (pick random (70) to (170))\nglide (1) secs to x: (220) y: (120)\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <(Level) = [10]>> then\n delete this clone\n end\nend\n\nwhen I receive [tick v]\nif <(size) = [750]> then\n switch costume to (Level)\nend\n\n@SpacePortal\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <<(Level) = [15]> and <(\(Settings\)Graphics) = [2]>> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\nset size to (1000) %\nset [ghost v] effect to (50)\nswitch costume to (particle v)\ngo to x: (0) y: (pick random (90) to (150))\nglide (1) secs to x: (55) y: (120)\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <(Level) = [15]>> then\n delete this clone\n end\nend\n\nwhen I receive [tick v]\nif <(size) = [750]> then\n switch costume to (Level)\nend\n\n@Snow\n\nwhen flag clicked\nforever\n if <(\(Settings\)Graphics) = [2]> then\n if <<(Level) > [10]> and <(Level) < [16]>> then\n hide\n switch costume to (level28 v)\n create clone of (_myself_ v)\n end\n end\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nforever\n if <<(Level) < [10]> or <(Level) > [15]>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(pick random (1) to (2)) = [2]> then\n forever\n turn right (5) degrees\n end\nelse\n forever\n turn left (5) degrees\n end\nend\n\nwhen I start as a clone\nif <<(Level) > [10]> and <(Level) < [16]>> then\n go to x: (pick random (-250) to (250)) y: (180)\n point in direction (pick random (135) to (215))\n set [ghost v] effect to (pick random (0) to (75))\n set size to (pick random (500) to (1500)) %\n show\n glide (2.5) secs to x: (pick random (-250) to (250)) y: (-180)\n delete this clone\nend\n\n@GlitchedPortal\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n wait (0.05) seconds\n set [pixelate v] effect to (pick random (1) to (10))\n set [fisheye v] effect to (pick random (1) to (50))\n if <<(Level) = [20]> and <(\(Settings\)Graphics) = [2]>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset size to (1000) %\nset [ghost v] effect to (50)\nswitch costume to (particle v)\ngo to x: (pick random (-130) to (-230)) y: (5)\nglide (1) secs to x: (-180) y: (-55)\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <(Level) = [20]>> then\n delete this clone\n end\n set [color v] effect to (pick random (1) to (100))\nend\n\nwhen I receive [tick v]\nif <(size) = [750]> then\n switch costume to (Level)\nend\n\n@OceanPortal\n\nwhen I start as a clone\nset size to (1000) %\nset [ghost v] effect to (50)\nswitch costume to (particle v)\ngo to x: (-175) y: (pick random (10) to (110))\nglide (1) secs to x: (-205) y: (60)\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <(Level) = [25]>> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nforever\n if <<(Level) = [25]> and <(\(Settings\)Graphics) = [2]>> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [tick v]\nif <(size) = [750]> then\n switch costume to (Level)\nend\n\n@Orb_2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\n\ncreate clone of (_myself_ v)\nmove (15) steps\nif on edge, bounce\n\nwhen I start as a clone\nset [ghost v] effect to (40)\nset size to (pick random (500) to (2500)) %\nswitch costume to (trail v)\nrepeat (10)\n change [ghost v] effect by (5)\n move (3) steps\n point in direction (pick random (([direction v] of (join [Orb_] [2])) + (90)) to (([direction v] of (join [Orb_] [2])) + (270)))\nend\ndelete this clone\n\nwait () seconds\n\nwhen I receive [attack v]\nrepeat until <(\(King\)Score) > [4]>\n wait until <(KingPower) < [1]>\n switch costume to (costume1 v)\n set [ghost v] effect to (0)\n set size to (750) %\n show\n go to x: (pick random (-240) to (240)) y: (180)\n if <(x position) > [0]> then\n go to x: (((round ((x position) / (60))) * (60)) + (30)) y: (500)\n else\n go to x: (((round ((x position) / (60))) * (60)) - (30)) y: (500)\n end\n repeat until <<(y position) < [0.1]> or <touching (player v)?>>\n change y by (((0) - (y position)) * (0.1))\n turn right (10) degrees\n create clone of (_myself_ v)\n end\n repeat (100)\n turn right (10) degrees\n change y by (1)\n change [ghost v] effect by (1)\n create clone of (_myself_ v)\n if <touching (player v)?> then\n point towards (king v)\n switch costume to (main v)\n set [ghost v] effect to (0)\n set size to (250) %\n start sound [Zoop v]\n repeat until <touching (king v)?>\n move (15) steps\n create clone of (_myself_ v)\n end\n change [\(king\)score v] by (1)\n hide\n set y to (180)\n end\n end\n wait (5) seconds\n hide\nend\n\nwait (0.1) seconds\n\n
Wizard quest- A platformer! #Games #Art #pixel
@Stage\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n@Terrain\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n switch costume to (x)\nend\n\ngo to x: (0) y: (0)\nset size to (100) %\nshow\ngo to [front v] layer\nswitch costume to (1 v)\nif <(username) = [Bill-0]> then\n next costume\nend\n\nwhen flag clicked\nset [x v] to [1]\n\nshow\n\nwhen flag clicked\nwait (2) seconds\nshow\n\nwhen flag clicked\nwait (5) seconds\nshow\n\nwhen I receive [bye bye v]\nshow\n\nwhen flag clicked\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n play sound [A Step Sideways v] until done\nend\n\nwhen [m v] key pressed\n\nset volume to (0) %\n\n@Player3\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to x: (-172) y: (-90)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n physics (11) (0.8) (0) (1) (11) (8)\nend\n\nrepeat ([abs v] of (y vel) )\n if <touching (terrain v)?> then\n change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n end\nend\nif <touching (terrain v)?> then\n change y by (y vel)\nend\n\ndefine physics (jump height) (friction) (ceiling cling?) (slopes?) (wall jump horizontal power) (wall jump vertical power)\nchange y by (y vel)\nif <touching (terrain v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (terrain v)?> then\n change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n end\n end\n if <touching (terrain v)?> then\n change y by (y vel)\n end\n if <<<(y vel) < [0.01]> or <(ceiling cling?) = [1]>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (-1)\nend\nset rotation style [left-right v]\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [x vel v] by (1)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (costume6 v)\n point in direction (90)\n change [x vel v] by (-1)\nend\nchange x by (x vel)\nif <touching (terrain v)?> then\n if <(slopes?) = [1]> then\n set [old_y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (terrain v)?> then\n change y by (1)\n end\n end\n if <touching (terrain v)?> then\n set y to (old_y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (terrain v)?> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n if <touching (terrain v)?> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\n end\n else\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (terrain v)?> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n if <touching (terrain v)?> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<not <(wall jump horizontal power) = [0]>> and <not <(wall jump vertical power) = [0]>>>> then\n change y by (-1)\n if <touching (terrain v)?> then\n change y by (1)\n else\n change y by (1)\n change x by (1)\n if <<touching (terrain v)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [x vel v] to (([abs v] of (wall jump horizontal power) ) * (-1))\n set [y vel v] to (wall jump vertical power)\n end\n change x by (-2)\n if <<touching (terrain v)?> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n set [x vel v] to ([abs v] of (wall jump horizontal power) )\n set [y vel v] to (wall jump vertical power)\n end\n change x by (1)\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nset [old_y v] to (y position)\nrepeat (([abs v] of (x vel) ) + (1))\n if <touching (terrain v)?> then\n change y by (1)\n end\nend\nif <touching (terrain v)?> then\n set y to (old_y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (terrain v)?> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n if <touching (terrain v)?> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(x position) = [239]> then\n go to x: (-172) y: (-90)\n change [x v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-182) y: (-152)\n end\nend\n\nset x to (-219)\nchange y by (-140)\n\nwhen [space v] key pressed\nnext costume\n\nwhen flag clicked\ngo to x: (-196) y: (-96)\n\nwhen flag clicked\nif <touching color (#e6e030)?> then\n go to x: (-238) y: (-167)\nend\n\ngo to x: (-172) y: (-90)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n physics (11) (0.8) (0) (1) (11) (8)\nend\n\nwhen [down arrow v] key pressed\nswitch costume to (costume5 v)\n\nwhen flag clicked\nforever\n if <(y position) = [-186]> then\n go to x: (-172) y: (-90)\n end\nend\n\nshow\n\nwhen flag clicked\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (costume1 v)\n wait (0.06) seconds\n switch costume to (costume2 v)\n wait (0.06) seconds\n switch costume to (costume5 v)\n wait (0.06) seconds\n switch costume to (costume3 v)\n wait (0.06) seconds\n switch costume to (costume4 v)\n end\nend\n\nnext costume\n\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n next costume\n wait (0.06) seconds\nend\n\nnext costume\nswitch costume to (costume3 v)\nnext costume\nswitch costume to (costume4 v)\n\nwhen flag clicked\nforever\n play sound [Mishap v] until done\nend\n\nwhen [space v] key pressed\nstop all sounds\nset volume to (0) %\n\nset volume to (0) %\n\n
#Bill
Phantom Platformer Ⅰ || A Scroll Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (a v)\nwait until <(User 状態) = [1]>\nswitch backdrop to (b v) and wait\n\nwhen I receive [stgo! v]\nforever\n start sound [Treenan v]\n wait (243) seconds\nend\n\n@User\n\ndefine Mov\nshow\nchange [yp v] by (-1)\nif <key (l v) pressed?> then\n broadcast (Bomb v)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[29] < (mouse x)>>>> then\n change [xp v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-29]>>>> then\n change [xp v] by (-1)\nend\nset [xp v] to ((XP) * (0.9))\nchange x by (XP)\nrepeat (6)\n if <touching (zone v)?> then\n change y by (1)\n end\nend\nif <touching (zone v)?> then\n change y by (-5)\n ErrorX (() - ((XP) / ([abs v] of (XP) ))) ([ceiling v] of ([abs v] of (XP) ) )\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <<[0] = (mouse y)> or <[0] < (mouse y)>>>> then\n set [yp v] to ((R) - (88))\n set [xp v] to ((7) - (<(XP) > [0]> * (13)))\n broadcast (Spin v)\n else\n set [xp v] to [0]\n end\nend\nchange y by (YP)\nif <touching (zone v)?> then\n ErrorY (() - ((YP) / ([abs v] of (YP) ))) ([ceiling v] of ([abs v] of (YP) ) )\nend\nchange y by (-1)\nif <<touching (zone v)?> and <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <<[0] = (mouse y)> or <[0] < (mouse y)>>>>> then\n set [yp v] to ((R) - (85))\n broadcast (Spin v)\nend\nchange y by (1)\nif <<(User Y) < [-400]> or <touching (out v)?>> then\n Re:START by Oborou\nend\nOUT\nbroadcast (Loop! v)\nif <touching (out v)?> then\n Re:START by Oborou\nend\n\nwhen I receive [power v]\nwait until <(User 状態) = [2]>\nMov\n\ndefine OUT\nchange [user x v] by ((x position) - ((User X) - (Flow X)))\nchange [user y v] by ((y position) - (((User Y) - (Flow Y)) - (20)))\nchange [flow x v] by ([floor v] of (((User X) - (Flow X)) * (0.1)) )\nchange [flow y v] by ([floor v] of (((User Y) - (Flow Y)) * (0.2)) )\nset x to ((User X) - (Flow X))\nset y to (((User Y) - (Flow Y)) - (20))\n\ndefine ErrorX (xdir) (xcot)\nif <(XP) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (zone v)?>> or <(i) = ((xcot) + (1))>>\n change [i v] by (1)\n change x by (xdir)\nend\nchange x by ((0) - ((xdir) * (((xcot) + (1)) * <<(i) = ((xcot) + (1))> and <touching (zone v)?>>)))\n\ndefine ErrorY (ydir) (ycot)\nif <(YP) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (zone v)?>> or <(i) = ((ycot) + (1))>>\n change [i v] by (1)\n change y by (ydir)\nend\nchange y by ((0) - ((ydir) * (((ycot) + (1)) * <<(i) = ((ycot) + (1))> and <touching (zone v)?>>)))\nset [yp v] to [0]\n\ndefine Re:START by Oborou\nclear graphic effects\ngo to [front v] layer\nshow\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xp v] to [0]\nset [yp v] to [0]\nset [user x v] to [0]\nset [user y v] to [0]\nset [flow x v] to [0]\nset [flow y v] to [0]\n\nwhen I receive [stgo! v]\ngo to [front v] layer\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [user x v] to [0]\nset [user y v] to [0]\nset [xp v] to [0]\nset [yp v] to [0]\nset [flow x v] to [-200]\nset [flow y v] to [-20]\nclear graphic effects\nshow\n\nwhen flag clicked\ngo to [back v] layer\nset [r v] to [100]\nhide\n\nwhen I receive [stgo! v]\nforever\n change [color v] effect by (0.4)\nend\n\nwhen I receive [bomb v]\nwait (2) seconds\nRe:START by Oborou\n\nwhen I receive [bomb v]\nchange [ghost v] effect by (100)\n\nwhen I receive [spin v]\nif <(Spin) = [0]> then\n if <[0] < (XP)> then\n repeat (20)\n turn right (4.5) degrees\n end\n wait (0.3) seconds\n if <not <<(direction) = [-90]> or <<(direction) = [0]> or <<(direction) = [90]> or <(direction) = [180]>>>>> then\n point in direction (90)\n end\n else\n repeat (20)\n turn left (4.5) degrees\n end\n wait (0.3) seconds\n if <not <<(direction) = [-90]> or <<(direction) = [0]> or <<(direction) = [90]> or <(direction) = [180]>>>>> then\n point in direction (90)\n end\n end\nend\nif <(Spin) = [1]> then\n point in direction (90)\nend\n\nwhen I receive [stgo! v]\nset [spin v] to [0]\nforever\n if <(Spin) = [0]> then\n if <key (n v) pressed?> then\n set [spin v] to [1]\n wait (0.2) seconds\n else\n set [spin v] to [0]\n end\n end\n if <(Spin) = [1]> then\n if <key (n v) pressed?> then\n set [spin v] to [0]\n wait (0.2) seconds\n else\n set [spin v] to [1]\n end\n end\nend\n\n@Zone\n\ndefine STG (x) (y) (num)\nswitch costume to (1 v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to ((num) + (1))\nset [n v] to ((num) + (1))\ncreate clone of (_myself_ v)\n\ndefine Mov (x) (y)\nswitch costume to (1 v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < ([abs v] of (x) )> or <([abs v] of (y position) ) < ([abs v] of (y) )>> then\n hide\nelse\n show\nend\nswitch costume to (N)\n\nwhen I receive [loop! v]\nif <(costume [number v]) = [1]> then\n broadcast (Power v)\nelse\n Mov ((X) - (Flow X)) ((Y) - (Flow Y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [stgo! v]\nhide\nSTG ((R) * (0)) ((R) * (0)) [1]\nSTG ((R) * (4.2)) ((R) * (0)) [2]\nSTG ((R) * (8.4)) ((R) * (0)) [3]\nSTG ((R) * (12.6)) ((R) * (0)) [4]\nSTG ((R) * (16.8)) ((R) * (0)) [5]\nSTG ((R) * (21)) ((R) * (0)) [6]\nSTG ((R) * (25.2)) ((R) * (0)) [7]\nSTG ((R) * (29.4)) ((R) * (0)) [8]\nSTG ((R) * (33.6)) ((R) * (0)) [9]\nSTG ((R) * (37.8)) ((R) * (0)) [10]\nSTG ((R) * (42)) ((R) * (0)) [11]\nSTG ((R) * (46.2)) ((R) * (0)) [12]\nSTG ((R) * (50.4)) ((R) * (0)) [13]\nSTG ((R) * (54.6)) ((R) * (0)) [14]\nSTG ((R) * (58.8)) ((R) * (0)) [15]\nswitch costume to (1 v)\nbroadcast (Power v)\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n@OUT\n\ndefine STG (x) (y) (num)\nswitch costume to (1 v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to ((num) + (1))\nset [n v] to ((num) + (1))\ncreate clone of (_myself_ v)\n\ndefine Mov (x) (y)\nswitch costume to (1 v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < ([abs v] of (x) )> or <([abs v] of (y position) ) < ([abs v] of (y) )>> then\n hide\nelse\n show\nend\nswitch costume to (N)\n\nwhen I receive [loop! v]\nif <(costume [number v]) = [1]> then\n broadcast (Power v)\nelse\n Mov ((X) - (Flow X)) ((Y) - (Flow Y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [stgo! v]\nhide\nSTG ((R) * (0)) ((R) * (0)) [1]\nSTG ((R) * (4.2)) ((R) * (0)) [2]\nSTG ((R) * (8.4)) ((R) * (0)) [3]\nSTG ((R) * (12.6)) ((R) * (0)) [4]\nSTG ((R) * (16.8)) ((R) * (0)) [5]\nSTG ((R) * (21)) ((R) * (0)) [6]\nSTG ((R) * (25.2)) ((R) * (0)) [7]\nSTG ((R) * (29.4)) ((R) * (0)) [8]\nSTG ((R) * (33.6)) ((R) * (0)) [9]\nSTG ((R) * (37.8)) ((R) * (0)) [10]\nSTG ((R) * (42)) ((R) * (0)) [11]\nSTG ((R) * (46.2)) ((R) * (0)) [12]\nSTG ((R) * (50.4)) ((R) * (0)) [13]\nSTG ((R) * (54.6)) ((R) * (0)) [14]\nSTG ((R) * (58.8)) ((R) * (0)) [15]\nswitch costume to (1 v)\nbroadcast (Power v)\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n@Flow\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n switch costume to (<)\n set x to ((S') + (((R) * (4.82)) * ((<) - (1))))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [stgo! v]\nforever\n if <((S') / ((R) * (4.82))) < (round ((S') / ((R) * (4.82))))> then\n set [< v] to ((1) + (round ((S') / ((R) * (-4.82)))))\n else\n set [< v] to (round ((S') / ((R) * (-4.82))))\n end\nend\n\nwhen I receive [stgo! v]\nset [s' v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [<2 v] by (-0.5)\n end\n if <key (left arrow v) pressed?> then\n change [<2 v] by (0.5)\n end\n set [<2 v] to ((0.9) * (<2))\n change [s' v] by (<2)\nend\n\n@Flow2\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n switch costume to (<)\n set x to ((S') + (((R) * (4.82)) * (<)))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@背景 Ball\n\nwhen I receive [start v]\npen up\nswitch backdrop to (背景2 v)\nforever\n set pen size to (pick random (15) to (55))\n set pen (color v) to (pick random (1) to (99))\n set pen (saturation v) to (pick random (60) to (99))\n set pen (transparency v) to (pick random (40) to (70))\n go to x: (pick random (-240) to (240)) y: (-200)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\npen down\nglide (pick random (4) to (7)) secs to x: (pick random (-240) to (240)) y: (200)\ndelete this clone\n\nwhen I receive [start v]\nforever\n erase all\nend\n\n@Logo\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nset size to (500) %\nswitch costume to (logo v)\nshow\nrepeat (30)\n change size by (-2)\nend\nwait (3) seconds\nhide\n\nwhen I start as a clone\nset size to (0) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (30)\n change size by (6)\n change [ghost v] effect by (-3.1)\nend\nwait (3) seconds\nhide\nset [user 状態 v] to [2]\ndelete this clone\n\nwhen I receive [start v]\nwait (4) seconds\nbroadcast (STGO! v)\n\n@Effect\n\nwhen flag clicked\nhide\n\nwhen I receive [stgo! v]\nforever\n if <<[5] < ([abs v] of (XP) )> or <[5] < ([abs v] of (YP) )>> then\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (0)\n switch costume to (ef v)\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [user v]) y: ([y position v] of [user v])\nend\n\nwhen I start as a clone\nshow\nrepeat (20)\n change size by (-2.5)\n change [ghost v] effect by (5)\n change x by (() - (XP))\n move (2) steps\nend\ndelete this clone\n\nwhen I receive [stgo! v]\nforever\n change [color v] effect by (0.4)\nend\n\n@Effect2\n\nwhen flag clicked\nhide\n\nwhen I receive [spin v]\nset size to (0) %\nset [ghost v] effect to (0)\nif <[0.5] < (timer)> then\n create clone of (_myself_ v)\n reset timer\nend\n\nwhen I start as a clone\nshow\nrepeat (20)\n change size by (15)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [spin v]\nforever\n go to x: ([x position v] of [user v]) y: ([y position v] of [user v])\nend\n\n@Bomb\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\n\nwhen I receive [bomb v]\nshow\nrepeat (20)\n point in direction (pick random (0) to (360))\n create clone of (_myself_ v)\n point in direction (pick random (0) to (360))\n create clone of (_myself_ v)\n point in direction (pick random (0) to (360))\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [user v]) y: ([y position v] of [user v])\nend\n\nwhen I start as a clone\nrepeat (30)\n change [ghost v] effect by (-3)\n move (pick random (3) to (7)) steps\nend\ndelete this clone\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Oborou イ文字\n\nwhen flag clicked\nclear graphic effects\nwait (2) seconds\nset size to (100) %\npoint in direction (90)\nset [ghost v] effect to (100)\nhide\ngo to x: (-150) y: (-120)\nswitch costume to (o v)\ncreate clone of (_myself_ v)\nnext costume\nchange x by (80)\ncreate clone of (_myself_ v)\nnext costume\nchange x by (60)\ncreate clone of (_myself_ v)\nnext costume\nchange x by (60)\ncreate clone of (_myself_ v)\nnext costume\nchange x by (60)\ncreate clone of (_myself_ v)\nnext costume\nchange x by (60)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nrepeat (50)\n change size by (-1.5)\n change [ghost v] effect by (-1.5)\nend\nwait (((7) - (costume [number v])) * (0.15)) seconds\nswitch costume to ((costume [number v]) + (18))\nrepeat (30)\n change size by (1.4)\n change [ghost v] effect by (2)\nend\nswitch costume to ((costume [number v]) - (6))\nrepeat (30)\n change size by (-1)\n change [ghost v] effect by (() - ((100) / (3)))\nend\nrepeat (30)\n change [brightness v] effect by (-3)\nend\nswitch costume to ((costume [number v]) - (6))\nrepeat (20)\n change [brightness v] effect by (5)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat until <(UserManage) = [1]>\n go to [front v] layer\nend\n\n@Intro\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [number v]) = [1]> then\n point in direction (0)\n go to x: (-500) y: (-500)\n repeat until <(round (y position)) = [0]>\n change x by (((Var) - (x position)) / (5)) change y by ((() - (y position)) / (5)) turn (((90) - (direction)) / (5))\n end\n wait [1.75]\n set [brightness v] effect to (-100)\nelse\n if <(costume [number v]) = [2]> then\n switch costume to (pick random (2) to (3))\n set size to (pick random (50) to (150)) %\n go to (random position v)\n set [var v] to (pick random (0.1) to (0.5))\n point in direction (pick random (1) to (360))\n set [ghost v] effect to (125)\n if <(costume [number v]) = [2]> then\n repeat (50)\n change [ghost v] effect by (-2)\n move (Var) steps\n end\n repeat ((Var) * (100))\n move (Var) steps\n end\n repeat (50)\n change [ghost v] effect by (2)\n move (Var) steps\n end\n delete this clone\n else\n repeat (50)\n change [ghost v] effect by (-1)\n move (Var) steps\n end\n repeat ((Var) * (100))\n move (Var) steps\n end\n repeat (50)\n change [ghost v] effect by (1)\n move (Var) steps\n end\n delete this clone\n end\n else\n if <(costume [number v]) = [5]> then\n point in direction (90)\n set size to (100) %\n go to x: (75) y: (0)\n set [var v] to [75]\n forever\n change [var v] by (-150)\n repeat (15)\n change x by (((Var) - (x position)) / (3)) change y by [] turn []\n if <(x position) < [-290]> then\n delete this clone\n end\n end\n end\n else\n if <(costume [number v]) = [6]> then\n point in direction (90)\n set size to (100) %\n go to x: (-75) y: (0)\n set [var v] to [-75]\n forever\n change [var v] by (150)\n repeat (15)\n change x by (((Var) - (x position)) / (3)) change y by [] turn []\n if <[290] < (x position)> then\n delete this clone\n end\n end\n end\n else\n if <(costume [number v]) = [4]> then\n set [color v] effect to ((current [hour v]) + (pick random (0) to (5.0)))\n set [var v] to [0]\n set size to (0) %\n switch costume to (icon v)\n point in direction (180)\n repeat (35)\n go to [front v] layer\n change [color v] effect by (1)\n set [var v] to (((Var) * (0.65)) + (((150) - (size)) / (2)))\n change x by [] change y by [] turn (((90) - (direction)) / (4))\n change size by (Var)\n end\n set [var v] to [0]\n repeat (40)\n change [color v] effect by (1)\n point in direction ((90) + (([tan v] of (Var) ) / (0.3)))\n change [var v] by (4.6)\n end\n wait [4.9]\n set [var v] to [0]\n repeat (40)\n change [color v] effect by (1)\n point in direction ((90) + (([tan v] of (Var) ) / (0.3)))\n change [var v] by (4.6)\n end\n point in direction (90)\n wait [7]\n set [var v] to [0]\n repeat (40)\n change [color v] effect by (1)\n point in direction ((90) + (([tan v] of (Var) ) / (0.3)))\n change [var v] by (4.6)\n end\n point in direction (90)\n else\n if <(costume [number v]) = [8]> then\n point in direction (0)\n go to x: (-500) y: (-500)\n repeat until <(round (y position)) = [0]>\n change x by (((Var) - (x position)) / (5)) change y by ((() - (y position)) / (5)) turn (((90) - (direction)) / (5))\n end\n wait (1) seconds\n repeat (25)\n turn right (((direction) - (89)) / (5)) degrees\n change x by ((direction) - (90))\n change [ghost v] effect by (4)\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\ndefine change x by (x) change y by (y) turn (di)\nchange x by (x)\nchange y by (y)\nturn right (di) degrees\n\ndefine wait (time)\nwait until <(time) < (timer)>\n\ndefine allow\nswitch costume to (allow v)\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n wait (1) seconds\n forever\n change size by (50)\n repeat (14)\n change size by (((150) - (size)) / (3))\n go to [front v] layer\n end\n end\nelse\n if <(costume [number v]) = [8]> then\n forever\n go to [front v] layer\n end\n end\nend\n\nwhen I start as a clone\nif <not <(costume [number v]) = [8]>> then\n forever\n if <[10] < (timer)> then\n broadcast (START v)\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nerase all\nset [usermanage v] to [0]\nhide\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nreset timer\nstart sound [RetroVision-Campfire-NCS-Release2 v]\nset [brightness v] effect to (-50)\nswitch costume to (card v)\nset [var v] to [-225]\nrepeat (5)\n create clone of (_myself_ v)\n change [var v] by (120)\n change [brightness v] effect by (10)\n wait (0.05) seconds\nend\nclear graphic effects\nwait [1.75]\nswitch costume to (icon v)\ncreate clone of (_myself_ v)\nrepeat until <[9] < (timer)>\n allow\n switch costume to (dot v)\n create clone of (_myself_ v)\n wait (0.45) seconds\nend\nset [brightness v] effect to (-50)\nswitch costume to (card2 v)\nset [var v] to [-225]\nrepeat (5)\n create clone of (_myself_ v)\n change [var v] by (120)\n wait (0.05) seconds\n change [brightness v] effect by (10)\nend\n\n
You can skip Intro by click or tap!\nBlue block >Safe\nRed block >OUT\n<PC>\n[Space],[Up],[W],[Click Upside]: Go up!(ジャンプ)\n[Right],[D],[Click Rightside]: Go next!(進む)\n[Left],[A],[Click Leftside]: Go back!(戻る)\n[L]: Back to the beginning!(最初に戻る)\n[N]: Stop/Restart spin!(スピン)\n\n<Mobile>\n[Tap Upside]: Go up!(ジャンプ)\n[Tap Rightside]: Go next!(進む)\n[Tap Leftside]: Go back!(戻る)
Snowy - Platformer #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Blank\n\n@Player\n\nwhen flag clicked\nswitch costume to (player v)\ngo [backward v] (99) layers\nhide\nset volume to (50) %\nset [level v] to [1]\nset [deaths v] to [0]\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <not <(Transition>) = [1]>> then\n if <not <touching (water v)?>> then\n change [y velocity 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 [x velocity v] by (speed)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by ((0) - (speed))\n end\n set [x velocity v] to ((X Velocity) * (friction))\n change x by (X Velocity)\n set [slope v] to [0]\n if <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\n end\n if <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n set [x velocity v] to [0]\n end\n change y by (Y Velocity)\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to [0]\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 (level v)?>> then\n if <not <touching (water v)?>> then\n set [y velocity v] to (jump height)\n end\n end\n change y by (1)\n if <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (0.8)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y velocity v] by (-0.8)\n end\n if <touching (water v)?> then\n if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n change [y velocity v] by (-0.2)\n end\n end\n end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (jump rings v)?> then\n set [y velocity v] to [12]\n end\nend\n\ndefine Detection\nif <<(x position) = [240]> and <not <(Level) = [21]>>> then\n set [level v] to ((Level) + (1))\n broadcast (Next level v)\n broadcast (Create Clone v)\n broadcast (Next v)\n start sound [Ding Sound Effect v]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-215) y: (-70)\nend\nif <<<<<<touching (danger v)?> or <touching (cold water v)?>> or <touching (saws v)?>> or <<<touching (upspikes v)?> or <touching (downspikes v)?>> or <touching (acid v)?>>> or <<touching color (#fb6d6f)?> or >> and <not <(CHEAT) = [1]>>> then\n start sound [Crunch v]\n broadcast (died v)\n set [deaths v] to ((DEATHS) + (1))\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Move v)\nend\nif <touching (bounce pad v)?> then\n start sound [Big Boing v]\n set [y velocity v] to [17]\nend\nif <touching (trampolines v)?> then\n set [y velocity v] to [16]\nend\n\nwhen I receive [intro done v]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\ngo to x: (-215) y: (-78)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platformer Physics [1.95] [0.79] [12.5]\n Detection\nend\n\nwhen flag clicked\nforever\n Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n set [cheat v] to [1]\n wait (0.3) seconds\nelse\n if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n set [cheat v] to [0]\n wait (0.3) seconds\n end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nstart sound [Oops v]\nset [deaths v] to ((DEATHS) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-215) y: (-70)\n\nbroadcast (Restart v)\n\nwhen I receive [jump v]\nset [y velocity v] to [8]\n\nwhen I receive [transition v]\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [intro done v]\nset [transition> v] to [0]\n\nwhen I start as a clone\nrepeat (10)\n set [ghost v] effect to (0)\nend\ndelete this clone\n\nforever\n create clone of (_myself_ v)\nend\n\nchange [y velocity v] by (1)\n\nset [y velocity v] to [-1]\n\nwhen I receive [intro done v]\nwait until <(Level) = [10]>\ngo to x: (-215) y: (31)\n\nwhen I receive [move v]\nif <(Level) = [10]> then\n go to x: (-215) y: (31)\nelse\n if <(Level) = [13]> then\n go to x: (-192) y: (-60)\n else\n go to x: (-215) y: (-70)\n end\nend\n\nbroadcast (died v)\n\nwait until \n\nwhen I receive [create clone v]\n\nrepeat (3)\n hide\n wait (0.11) seconds\n show\n wait (0.11) seconds\nend\nhide\nwait (0.11) seconds\nshow\n\nwhen I receive [intro done v]\nwait until <(Level) = [13]>\ngo to x: (-192) y: (-60)\n\nwhen I receive [intro done v]\nwait (2) seconds\ngo [forward v] (55) layers\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [right v]\nnext costume\n\n@Level\n\ngo [backward v] (33) layers\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\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\n@text\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (2.4) seconds\ngo to x: (0) y: (-60)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nset [rotation v] to [-10]\nrepeat (70)\n change [ghost v] effect by (rotation)\n change [rotation v] by (-1)\n wait (0.01) seconds\nend\nset [ghost v] effect to (0)\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [start game v]\nhide\n\n@Intro\n\nwhen flag clicked\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nstart sound [Never Mind v]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (-90)\nset size to (300) %\nset [sine v] to [30]\nrepeat (40)\n change size by (((100) - (size)) * (1))\n turn right (((90) - (direction)) * (0.18)) degrees\nend\nset [glide v] to [7]\nrepeat (20)\n change y by ((glide) - (1))\n change [glide v] by (-0.34)\nend\nwait (5.8) seconds\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n clear graphic effects\n show\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n switch costume to (bg v)\nelse\n if <(id) = [2]> then\n id 2\n else\n if <(id) = [3]> then\n id 3\n else\n id 4\n end\n end\nend\n\ndefine id 2\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (dot v)\nend\nbroadcast (Start Game v)\n\nwhen I receive [start game v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine id 3\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.2) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (smaller dot v)\nend\n\ndefine id 4\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.4) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (crazy dot v)\n turn left (1) degrees\nend\n\nbroadcast (Intro Done v)\n\n@Text/Timer\n\nwhen flag clicked\nhide variable [timer v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [st v]\nset [timer v] to [0]\nshow variable [timer v]\nwait until <<key (a v) pressed?> or <<key (b v) pressed?> or <<key (c v) pressed?> or <<key (d v) pressed?> or <<key (e v) pressed?> or <<key (f v) pressed?> or <<key (g v) pressed?> or <<key (any v) pressed?> or <mouse down?>>>>>>>>>\nreset timer\nrepeat until <(Level) = [21]>\n set [timer v] to ((round ((timer) * (10))) / (10))\nend\n\nwait until <<key (a v) pressed?> or <<key (b v) pressed?> or <<key (c v) pressed?> or <<key (d v) pressed?> or <<key (e v) pressed?> or <<key (f v) pressed?> or <<key (g v) pressed?> or <<key (any v) pressed?> or <mouse down?>>>>>>>>>\n\nwait until <<key (a v) pressed?> or <<key (b v) pressed?> or <<key (c v) pressed?> or <<key (d v) pressed?> or <<key (e v) pressed?> or <<key (f v) pressed?> or <<key (g v) pressed?> or <<key (any v) pressed?> or <mouse down?>>>>>>>>>\nwait until <<key (a v) pressed?> or <<key (b v) pressed?> or <<key (c v) pressed?> or <<key (d v) pressed?> or <<key (e v) pressed?> or <<key (f v) pressed?> or <<key (g v) pressed?> or <<key (any v) pressed?> or <mouse down?>>>>>>>>>\nwait until <<key (a v) pressed?> or <<key (b v) pressed?> or <<key (c v) pressed?> or <<key (d v) pressed?> or <<key (e v) pressed?> or <<key (f v) pressed?> or <<key (g v) pressed?> or <<key (any v) pressed?> or <mouse down?>>>>>>>>>\nwait until <<key (a v) pressed?> or <<key (b v) pressed?> or <<key (c v) pressed?> or <<key (d v) pressed?> or <<key (e v) pressed?> or <<key (f v) pressed?> or <<key (g v) pressed?> or <<key (any v) pressed?> or <mouse down?>>>>>>>>>\nwait until <<key (a v) pressed?> or <<key (b v) pressed?> or <<key (c v) pressed?> or <<key (d v) pressed?> or <<key (e v) pressed?> or <<key (f v) pressed?> or <<key (g v) pressed?> or <<key (any v) pressed?> or <mouse down?>>>>>>>>>\nwait until <<key (a v) pressed?> or <<key (b v) pressed?> or <<key (c v) pressed?> or <<key (d v) pressed?> or <<key (e v) pressed?> or <<key (f v) pressed?> or <<key (g v) pressed?> or <<key (any v) pressed?> or <mouse down?>>>>>>>>>\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [s v]\nstop [other scripts in sprite v]\nset [timer v] to [Skipped]\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Decoration\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go [backward v] (7) layers\n switch costume to (Level)\nend\n\nchange [level v] by (-1)\n\n@Cold Water\n\nwhen I start as a clone\ngo [backward v] (1) layers\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (Level)\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Saws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n Clone At X: [-130] [-93] At Size: [110]\n Clone At X: [81] [-105] At Size: [110]\nend\nif <(Level) = [5]> then\n Clone At X: [200] [-100] At Size: [110]\nend\nif <(Level) = [6]> then\n Clone At X: [120] [40] At Size: [100]\nend\nif <(Level) = [7]> then\n Clone At X: [11] [-84] At Size: [105]\nend\nif <(Level) = [8]> then\n Clone At X: [-48] [-178] At Size: [150]\n Clone At X: [154] [-178] At Size: [150]\nend\nif <(Level) = [10]> then\n Clone At X: [37] [-107] At Size: [100]\n Clone At X: [80] [-178] At Size: [130]\nend\nif <(Level) = [12]> then\n Clone At X: [135] [45] At Size: [120]\nend\nif <(Level) = [13]> then\n Clone At X: [209] [-97] At Size: [110]\n Clone At X: [209] [115] At Size: [90]\nend\nif <(Level) = [14]> then\n Clone At X: [216] [-102] At Size: [120]\nend\nif <(Level) = [15]> then\n Clone At X: [-85] [92] At Size: [80]\n Clone At X: [217] [-99] At Size: [110]\nend\nif <(Level) = [17]> then\n Clone At X: [-150] [-100] At Size: [90]\n Clone At X: [131] [79] At Size: [110]\nend\nif <(Level) = [18]> then\n Clone At X: [-175] [50] At Size: [100]\n Clone At X: [142] [108] At Size: [100]\nend\n\nwhen I start as a clone\nswitch costume to (2 v)\nshow\ngo [backward v] (50) layers\nforever\n turn right (3.5) degrees\nend\n\nClone At X: [4] [135] At Size: [100]\n\nwhen [m v] key pressed\nset [mx v] to (mouse x)\nset [my v] to (mouse y)\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go [backward v] (77) layers\n switch costume to (Level)\n set [ghost v] effect to (30)\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nset [ghost v] effect to (30)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Skip\n\nwhen I receive [intro done v]\nwait until <(Level) = [20]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [20]>\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nwait (0.8) seconds\n\nwhen this sprite clicked\nbroadcast (s v)\nbroadcast (Transition v)\nbroadcast (Next v)\nbroadcast (Create Clone v)\nchange [level v] by (1)\n\n@Skip Cooldown\n\nwhen I receive [transition v]\nshow\ngo to [front v] layer\ngo to [front v] layer\nwait (0.8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nbroadcast (Transition v)\n\n@Music Button\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nwait until <(Level) = [20]>\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start game v]\nwait (0.8) seconds\nset volume to (30) %\nforever\n play sound [Namice - Dreams v] until done\n play sound [Chris Henry - Flash v] until done\n play sound [Travel The Galaxy \(HD\) v] until done\nend\n\nwhen this sprite clicked\nif <(volume) = [30]> then\n switch costume to ((costume [number v]) + (1))\n set volume to (0) %\nelse\n switch costume to ((costume [number v]) - (1))\n set volume to (30) %\nend\n\nwhen flag clicked\nwait until <(Level) = [20]>\nhide\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [side v] to (pick random (1) to (2))\nshow\nset [ghost v] effect to (pick random (20) to (25))\ngo to [back v] layer\nswitch costume to (pick random (1) to (2))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-290]>\n go to [back v] layer\n change x by (-0.5)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [270]>\n go to [back v] layer\n change x by (0.5)\n end\n delete this clone\nend\n\nwhen I receive [intro done v]\nforever\n create clone of (_myself_ v)\n wait (pick random (40) to (50)) seconds\nend\n\n@UpSpikes\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen flag clicked\nwait until <(Level) = [11]>\nnext costume\n\nwhen flag clicked\nwait until <(Level) = [10]>\nrepeat until <not <(Level) = [10]>>\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (-10)\n glide (0.2) secs to x: (0) y: (-40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (-10)\nend\n\nwhen flag clicked\nwait until <(Level) = [11]>\nrepeat until <not <(Level) = [11]>>\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (-10)\n glide (0.2) secs to x: (0) y: (-40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (-10)\nend\n\nwhen flag clicked\nwait until <(Level) = [12]>\nnext costume\n\nwhen flag clicked\nwait until <(Level) = [13]>\nrepeat until <not <(Level) = [13]>>\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (-10)\n glide (0.2) secs to x: (0) y: (-40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (-10)\nend\n\nwhen flag clicked\nwait until <(Level) = [14]>\nrepeat until <not <(Level) = [14]>>\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (-10)\n glide (0.2) secs to x: (0) y: (-40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (-10)\nend\n\nwhen flag clicked\nwait until <(Level) = [15]>\nrepeat until <not <(Level) = [15]>>\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (-10)\n glide (0.2) secs to x: (0) y: (-40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (-10)\nend\n\nwhen flag clicked\nwait until <(Level) = [17]>\nrepeat until <not <(Level) = [17]>>\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (-10)\n glide (0.2) secs to x: (0) y: (-40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (-10)\nend\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\n switch costume to (Level)\nend\n\n@DownSpikes\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen flag clicked\nwait until <(Level) = [10]>\nrepeat until <not <(Level) = [10]>>\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (10)\n glide (0.2) secs to x: (0) y: (40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (10)\nend\n\nwhen flag clicked\nwait until <(Level) = [11]>\nnext costume\n\nwhen flag clicked\nwait until <(Level) = [12]>\nnext costume\n\nwhen flag clicked\nwait until <(Level) = [11]>\nrepeat until <not <(Level) = [11]>>\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (10)\n glide (0.2) secs to x: (0) y: (40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (10)\nend\n\nwhen flag clicked\nwait until <(Level) = [15]>\nrepeat until <not <(Level) = [15]>>\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (10)\n glide (0.2) secs to x: (0) y: (40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (10)\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nwait until <(Level) = [17]>\nrepeat until <not <(Level) = [17]>>\n switch costume to (Level)\n set size to (100) %\n go to x: (0) y: (10)\n glide (0.2) secs to x: (0) y: (40)\n wait (0.6) seconds\n glide (0.4) secs to x: (0) y: (10)\nend\n\n@Snow\n\nwhen I start as a clone\nshow\nchange size by (pick random (1) to (20))\ngo to x: (pick random (-240) to (240)) y: (180)\nglide (pick random (5) to (9)) secs to x: (pick random (-240) to (240)) y: (-180)\ndelete this clone\n\nwhen I receive [start game v]\nwait (0.5) seconds\nhide\ngo [backward v] (1) layers\nforever\n if <(SCREEN) = [1]> then\n create clone of (_myself_ v)\n wait (0.05) seconds\n else\n create clone of (_myself_ v)\n wait (0.07) seconds\n end\nend\n\ndefine Snow\nSnow\n\nwhen I start as a clone\nforever\n if <touching (water v)?> then\n delete this clone\n end\n if <<touching color (#fdfdfd)?> and <(SCREEN) = [1]>> then\n delete this clone\n end\n if <(SCREEN) = [0]> then\n go [backward v] (10) layers\n end\nend\n\ndelete this clone\n\ngo [backward v] (1) layers\n\n@Bounce Pad\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n go [backward v] (5) layers\n switch costume to (Level)\nend\n\n@Level Shading\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nshow\nshow\nforever\n go [backward v] (44) layers\n set [ghost v] effect to (45)\n switch costume to (Level)\nend\n\n@Transitions\n\nwhen I receive [died v]\ncreate clone of (_myself_ v)\n\ndefine thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((4100) - (size)) / (4))\nset [size v] to (size)\nswitch costume to (thing v)\n\ndefine other thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((410) - (size)) / (6))\nset [size v] to (size)\nswitch costume to (weird thing v)\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [transition> v] to [1]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nset [size v] to [100]\nrepeat until <(size) > [4080]>\n thing\nend\nset size to (10) %\nset [size v] to [10]\nrepeat until <(size) > [400]>\n other thing\nend\nhide\nbroadcast (Move v)\nset [transition> v] to [0]\ndelete this clone\n\n@Next Level\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [next level v]\nset [transition> v] to [1]\ngo to [front v] layer\nclear graphic effects\nshow\ngo to x: (5000) y: (0)\nrepeat until <(round (x position)) = [0]>\n go to [front v] layer\n change x by (((0) - (x position)) / (4))\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [transition> v] to [0]\n\n@Jump Rings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [12]> then\n Clone At X: [15] [122] At Size: [85]\nend\nif <(Level) = [13]> then\n Clone At X: [-22] [65] At Size: [85]\nend\nif <(Level) = [14]> then\n Clone At X: [55] [73] At Size: [85]\nend\nif <(Level) = [16]> then\n Clone At X: [-90] [40] At Size: [85]\nend\nif <(Level) = [18]> then\n Clone At X: [-62] [110] At Size: [85]\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\ngo [backward v] (50) layers\nforever\n if <touching (player v)?> then\n set [brightness v] effect to (15)\n wait (0.1) seconds\n else\n set [brightness v] effect to (0)\n end\nend\n\nClone At X: [80] [-178] At Size: [130]\n\nbroadcast (Next v)\n\n@Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nset [screen v] to [1]\ngo [backward v] (11) layers\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nwait (0.1) seconds\nshow\ngo [forward v] (9) layers\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n change [titleturn v] by (1)\n end\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <(SCREEN) = [0]> then\n go [backward v] (6) layers\n end\nend\n\n@Play Button\n\nwhen I receive [start game v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nset [screen v] to [0]\nbroadcast (Transition v)\nbroadcast (Intro Done v)\nbroadcast (st v)\n\nwhen I receive [start game v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <not <(IN) = [1]>>> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [start game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((85) - (size)) / (5))\n set [brightness v] effect to (20)\n else\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\n@Play Character\n\nwhen I receive [start game v]\nforever\n if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n if <<(SCREEN) = [1]> and <not <(IN) = [1]>>> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nnext costume\nbroadcast (Next cos v)\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [right v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start game v]\nshow\ngo [forward v] (6) layers\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((89) - (size)) / (5))\n if <<mouse down?> and <not <(IN) = [1]>>> then\n start sound [Low Boing v]\n repeat (3)\n change size by (-3)\n end\n repeat (3)\n change size by (3)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((76) - (size)) / (5))\n end\nend\n\nnext costume\nbroadcast (Next cos v)\n\nwhen I receive [start game v]\nshow\ngo [forward v] (6) layers\nforever\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (8)))\nend\n\n@Left\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((95) - (size)) / (5))\n if <<mouse down?> and <not <(IN) = [1]>>> then\n broadcast (left v)\n wait until <not <mouse down?>>\n end\n else\n change size by (((75) - (size)) / (5))\n end\nend\n\nnext costume\n\nwhen I receive [start game v]\nforever\n if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n if <(SCREEN) = [1]> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\n@Right\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((95) - (size)) / (5))\n if <<mouse down?> and <not <(IN) = [1]>>> then\n broadcast (right v)\n wait until <not <mouse down?>>\n end\n else\n change size by (((75) - (size)) / (5))\n end\nend\n\nnext costume\n\nwhen I receive [start game v]\nforever\n if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n if <(SCREEN) = [1]> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\n@instructions\n\nwhen I receive [start game v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <not <(IN) = [1]>>> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [start game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((85) - (size)) / (5))\n set [brightness v] effect to (20)\n if <<<mouse down?> and <not <(IN) = [1]>>> and <(SCREEN) = [1]>> then\n broadcast (in v)\n end\n else\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\n@title screen\n\nwhen flag clicked\nset [in v] to [0]\nhide\n\nwhen I receive [in v]\nset [in v] to [1]\nshow\nclear graphic effects\nset size to (10) %\ngo to [front v] layer\nrepeat (20)\n change size by (((100) - (size)) / (5))\nend\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [in v] to [0]\n\n@Lasers\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (-106) y: (3)\ngo to [back v] layer\nwait until <(Level) = [16]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [16]>>\n go to [back v] layer\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [17]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [17]>\nhide\n\ndefine Bug Fixing\nif <(Level) = [17]> then\n hide\nend\n\nwhen flag clicked\nforever\n Bug Fixing\nend\n\n@Lasers2\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nwait until <(Level) = [18]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [18]>>\n go to [back v] layer\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [19]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [19]>\nhide\n\ndefine Bug Fixing\nif <(Level) = [9]> then\n hide\nend\n\nwhen flag clicked\nforever\n Bug Fixing\nend\n\n
INSTRUCTIONS:\n- Press the character at the start to change the colour.\n- Arrow keys, WASD or Mobile controls to move.\n- Avoid spikes, super cold water, and saws! Be careful, as some spikes move!\n - Bounce pads make you jump really high!\n- Swim in not so cold water.\n- Get to the far right to advance to the next level.\n- Mute music by clicking the mute button. Press again to unmute. \n- Skip a level by pressing the button.
My first game - Adventurer - A mobile platformer #games #all
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(Level) = [11]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [12]> then\n switch backdrop to (backdrop3 v)\n end\n if <(Level) = [16]> then\n switch backdrop to (backdrop4 v)\n end\n if <(Level) = [17]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\nset [level v] to [1]\n\ndefine Player Physics\ngo to [front v] layer\ngo [backward v] (85) layers\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [playerx v] by (1)\n switch costume to (player - right v)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [playerx v] by (-1)\n switch costume to (player - left v)\nend\nif <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>>>>>> then\n switch costume to (player - normal v)\nend\nchange x by (PlayerX)\nif <touching (platforms v)?> then\n change x by ((PlayerX) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(PlayerX) > [0]> then\n set [playerx v] to [-15]\n set [playery v] to [10]\n else\n set [playerx v] to [15]\n set [playery v] to [10]\n end\n else\n set [playerx v] to [0]\n end\nelse\n set [playerx v] to ((PlayerX) * (0.8))\nend\nchange y by (PlayerY)\nif <touching (platforms v)?> then\n change y by ((PlayerY) * (-1))\n set [playery 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 switch costume to (player - up v)\n if <(Jumping?) = [yes]> then\n set [playery v] to [12]\n set [jumping? v] to [no]\n end\n end\nelse\n change [playery v] by (-1)\n set [jumping? v] to [yes]\nend\nif <(x position) > [239]> then\n change [level v] by (1)\n go to x: (-190) y: (0)\n set [playerx v] to [0]\n set [playery v] to [0]\nend\nif <<touching (jump v)?> or <<touching (jump2 v)?> or <touching (jump3 v)?>>> then\n if <(Jumping?) = [yes]> then\n set [playery v] to [16]\n set [jumping? v] to [no]\n end\nend\nif <touching (danger v)?> then\n go to x: (-190) y: (0)\n set [playerx v] to [0]\n set [playery v] to [0]\nend\nif <<touching color (#0c9e00)?> or <touching color (#77c22d)?>> then\n broadcast (End v)\n hide\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n wait until <not <key (s v) pressed?>>\n change [level v] by (1)\n go to x: (-190) y: (0)\n set [playerx v] to [0]\n set [playery v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n go to x: (-190) y: (0)\n set [playerx v] to [0]\n set [playery v] to [0]\n end\nend\n\nwhen I receive [start v]\nshow\npoint in direction (90)\ngo to x: (-190) y: (0)\nset [playerx v] to [0]\nset [playery v] to [0]\nforever\n Player Physics\nend\n\n@Platforms\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\n@Jump\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n if <(Level) = [3]> then\n show\n go to x: (0) y: (-28)\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [8]> then\n show\n go to x: (0) y: (-28)\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [14]> then\n show\n go to x: (0) y: (-23)\n end\n if <(Level) = [15]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (7)\n next costume\n end\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Danger\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\n@Texts\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\n@Jump2\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n if <(Level) = [8]> then\n show\n go to x: (-131) y: (-28)\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [14]> then\n show\n go to x: (40) y: (-23)\n end\n if <(Level) = [15]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (7)\n next costume\n end\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Jump3\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n if <(Level) = [8]> then\n show\n go to x: (131) y: (-28)\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [14]> then\n show\n go to x: (-40) y: (-23)\n end\n if <(Level) = [15]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (7)\n next costume\n end\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Light\n\nwhen flag clicked\nshow\nhide variable [battery v]\nset [battery v] to [100]\nset [flashlight on? v] to [no]\nset [ghost v] effect to (40)\nswitch costume to (costume2 v)\nforever\n go to (player v)\n if <key (f v) pressed?> then\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <(Flashlight On?) = [yes]> then\n wait (2) seconds\n change [battery v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [flashlight on? v] to [yes]\n else\n set [flashlight on? v] to [no]\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nshow variable [battery v]\nforever\n if <(Battery) < [1]> then\n switch costume to (costume2 v)\n hide variable [battery v]\n stop [this script v]\n end\nend\n\n@End\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\nforever\n set x to ([cos v] of (((mouse x) * (mouse y)) - ((x position) * (y position))) )\n set y to ([cos v] of (((x position) * (y position)) - ((mouse x) * (mouse y))) )\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nwait (3) seconds\nrepeat (30)\n change [ghost v] effect by (5)\nend\nbroadcast (Start v)\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [10]> then\n show\n go to x: (0) y: (0)\n go to [back v] layer\n go [backward v] (80) layers\n end\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen I receive [start v]\nhide\n\n
Hello and welcome to my first game (Adventurer - A mobile platformer) :)\nControls:\n<^> or WASD keys to move\nMobile friendly\nAvoid lava and spikes\nPress f to switch on and off flashlight\nPress s to skip a level\nPress r to restart\nNote: READ STORY FIRST\nStory:\nYou were getting really bored. So suddenly you decided to have an adventure! You went on a strange and lonely land where there were no one. Millions and millions of years ago, someone put some trampolines and spikes there. And the place is so hot that there is also some lava. But fearlessly, you moved on. But then came a tunnel and almost got lost when suddenly you remembered that you had a torch - A flickering one which discharges its battery as soon as being switched on. So can you pass this challenge and become famous??? Let's see...\nGood luck :)\nYou can support me by leaving a ⭐ and a ❤️, and if you enjoyed it thoroughly then leaving a follow!
Unnamed 3D Platformer
@Stage\n\nwhen I receive [system: rendering tick v]\nswitch backdrop to (Current Level)\n\nwhen I receive [end credits v]\nswitch backdrop to (skybox 4 v)\n\n@Controller\n\nwhen flag clicked\nset [current level v] to [1]\nbroadcast (Init: Objects v) and wait\nbroadcast (Init: Collisions v) and wait\nbroadcast (Init: Player v) and wait\nbroadcast (Init: Renderer v) and wait\nwait (0) seconds\nbroadcast (System: Loaded v)\n\nwhen I receive [system: loaded v]\nforever\n broadcast (System: Update Player v) and wait\n broadcast (System: Update Objects v) and wait\n broadcast (System: Rendering Tick v) and wait\n if <(Touching Flag?) = [1]> then\n broadcast (Course Cleared v)\n end\nend\n\nwhen I receive [course cleared v]\nstop [other scripts in sprite v]\nchange [current level v] by (1)\nif <(Current Level) = [5]> then\n erase all\n broadcast (End Credits v) and wait\nelse\n broadcast (Init: Objects v) and wait\n broadcast (Init: Collisions v) and wait\n broadcast (Init: Player v) and wait\n wait (0) seconds\n broadcast (System: Loaded v)\nend\n\n@Objects\n\ndefine Add Point (x) (y) (z)\nadd (x) to [point data: x v]\nadd (y) to [point data: y v]\nadd (z) to [point data: z v]\nchange [point index v] by (1)\n\ndefine Add Triangle Surface (p1) (p2) (p3) Color (r) (g) (b)\nadd ((p1) + (Number of Points)) to [surfaces: p1 v]\nadd ((p2) + (Number of Points)) to [surfaces: p2 v]\nadd ((p3) + (Number of Points)) to [surfaces: p3 v]\nadd [] to [surfaces: diameter v]\nadd [1] to [surfaces: type v]\nadd (r) to [surfaces: r v]\nadd (g) to [surfaces: g v]\nadd (b) to [surfaces: b v]\n\ndefine Clear Object Data\ndelete all of [objects: x v]\ndelete all of [objects: y v]\ndelete all of [objects: z v]\ndelete all of [objects: rot x v]\ndelete all of [objects: rot y v]\ndelete all of [objects: rot z v]\ndelete all of [objects: point index v]\ndelete all of [objects: sign? v]\ndelete all of [signs: text # v]\ndelete all of [objects: enemy? v]\ndelete all of [enemies: x1 v]\ndelete all of [enemies: y1 v]\ndelete all of [enemies: z1 v]\ndelete all of [enemies: x2 v]\ndelete all of [enemies: y2 v]\ndelete all of [enemies: z2 v]\ndelete all of [objects: coin? v]\ndelete all of [objects: flag? v]\ndelete all of [point data: x v]\ndelete all of [point data: y v]\ndelete all of [point data: z v]\ndelete all of [surfaces: p1 v]\ndelete all of [surfaces: p2 v]\ndelete all of [surfaces: p3 v]\ndelete all of [surfaces: diameter v]\ndelete all of [surfaces: type v]\ndelete all of [surfaces: r v]\ndelete all of [surfaces: g v]\ndelete all of [surfaces: b v]\n\nwhen I receive [init: objects v]\nClear Object Data\nif <(Current Level) = [1]> then\n Init Player\n Init Level 1\n Init Sign [-30] [100] [0] [0] [90] [0] Text # [1]\n Init Sign [-30] [100] [100] [0] [90] [0] Text # [2]\n Init Sign [-30] [100] [300] [0] [90] [0] Text # [3]\n Init Sign [-200] [150] [430] [0] [0] [0] Text # [4]\n Init Enemy [-400] [220] [650] [-400] [220] [450]\n Init Flag [-200] [250] [700]\nend\nif <(Current Level) = [2]> then\n Init Player\n Init Level 2\n Init Sign [-30] [100] [0] [0] [90] [0] Text # [5]\n Init Sign [100] [400] [220] [0] [0] [0] Text # [6]\n Init Coin [225] [425] [300]\n Init Coin [225] [425] [350]\n Init Coin [225] [425] [400]\n Init Enemy [-125] [470] [600] [-275] [470] [600]\n Init Flag [-250] [500] [800]\nend\nif <(Current Level) = [3]> then\n Init Player\n Init Level 3\n Init Coin [25] [175] [200]\n Init Coin [150] [250] [350]\n Init Coin [300] [325] [175]\n Init Sign [150] [400] [145] [0] [0] [0] Text # [7]\n Init Enemy [-100] [420] [125] [-250] [420] [125]\n Init Enemy [-225] [445] [450] [-225] [445] [300]\n Init Enemy [50] [470] [550] [-100] [470] [550]\n Init Flag [200] [475] [650]\nend\nif <(Current Level) = [4]> then\n Init Player\n Init Level 4\n Init Sign [-30] [175] [200] [0] [90] [0] Text # [8]\n Init Enemy [0] [270] [375] [0] [270] [525]\n Init Enemy [325] [345] [500] [175] [345] [500]\n Init Coin [350] [400] [300]\n Init Coin [350] [475] [100]\n Init Flag [300] [550] [-100]\nend\n\ndefine Begin Object (x) (y) (z) (rot x) (rot y) (rot z)\nadd (x) to [objects: x v]\nadd (y) to [objects: y v]\nadd (z) to [objects: z v]\nadd (rot x) to [objects: rot x v]\nadd (rot y) to [objects: rot y v]\nadd (rot z) to [objects: rot z v]\nset [point index v] to [0]\nset [number of points v] to (length of [point data: x v])\n\ndefine End Object <sign?> <enemy?> <coin?> <flag?>\nadd (Point Index) to [objects: point index v]\nadd (<sign?> + ()) to [objects: sign? v]\nadd (<enemy?> + ()) to [objects: enemy? v]\nadd (<coin?> + ()) to [objects: coin? v]\nadd (<flag?> + ()) to [objects: flag? v]\nif <not <sign?>> then\n add [] to [signs: text # v]\nend\nif <not <enemy?>> then\n add [] to [enemies: x1 v]\n add [] to [enemies: y1 v]\n add [] to [enemies: z1 v]\n add [] to [enemies: x2 v]\n add [] to [enemies: y2 v]\n add [] to [enemies: z2 v]\nend\n\ndefine Init Player\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [20] [20] [20]\nAdd Point [20] [-20] [20]\nAdd Point [-20] [-20] [20]\nAdd Point [-20] [20] [20]\nAdd Point [20] [20] [-20]\nAdd Point [20] [-20] [-20]\nAdd Point [-20] [-20] [-20]\nAdd Point [-20] [20] [-20]\nAdd Triangle Surface [1] [2] [6] Color [0] [0] [255]\nAdd Triangle Surface [6] [5] [1] Color [0] [0] [255]\nAdd Triangle Surface [3] [4] [8] Color [0] [0] [255]\nAdd Triangle Surface [8] [7] [3] Color [0] [0] [255]\nAdd Triangle Surface [8] [4] [1] Color [0] [0] [255]\nAdd Triangle Surface [1] [5] [8] Color [0] [0] [255]\nAdd Triangle Surface [3] [2] [1] Color [0] [0] [255]\nAdd Triangle Surface [1] [4] [3] Color [0] [0] [255]\nAdd Triangle Surface [5] [6] [7] Color [0] [0] [255]\nAdd Triangle Surface [7] [8] [5] Color [0] [0] [255]\nEnd Object <> <> <> <>\n\nClear Object Data\n\ndefine Init Sign (x) (y) (z) (rot x) (rot y) (rot z) Text # (text #)\nBegin Object (x) (y) (z) (rot x) (rot y) (rot z)\nAdd Point [30] [50] [5]\nAdd Point [30] [10] [5]\nAdd Point [-30] [10] [5]\nAdd Point [-30] [50] [5]\nAdd Point [30] [50] [-5]\nAdd Point [30] [10] [-5]\nAdd Point [-30] [10] [-5]\nAdd Point [-30] [50] [-5]\nAdd Point [5] [10] [5]\nAdd Point [5] [0] [5]\nAdd Point [-5] [0] [5]\nAdd Point [-5] [10] [5]\nAdd Point [5] [10] [-5]\nAdd Point [5] [0] [-5]\nAdd Point [-5] [0] [-5]\nAdd Point [-5] [10] [-5]\nAdd Triangle Surface [1] [2] [6] Color [139] [69] [19]\nAdd Triangle Surface [6] [5] [1] Color [139] [69] [19]\nAdd Triangle Surface [3] [4] [8] Color [139] [69] [19]\nAdd Triangle Surface [8] [7] [3] Color [139] [69] [19]\nAdd Triangle Surface [8] [4] [1] Color [139] [69] [45]\nAdd Triangle Surface [1] [5] [8] Color [139] [69] [45]\nAdd Triangle Surface [2] [3] [7] Color [139] [69] [45]\nAdd Triangle Surface [7] [6] [2] Color [139] [69] [45]\nAdd Triangle Surface [3] [2] [1] Color [139] [69] [45]\nAdd Triangle Surface [1] [4] [3] Color [139] [69] [45]\nAdd Triangle Surface [5] [6] [7] Color [139] [69] [45]\nAdd Triangle Surface [7] [8] [5] Color [139] [69] [45]\nAdd Triangle Surface [9] [10] [14] Color [205] [133] [63]\nAdd Triangle Surface [14] [13] [9] Color [205] [133] [63]\nAdd Triangle Surface [11] [12] [16] Color [205] [133] [63]\nAdd Triangle Surface [16] [15] [11] Color [205] [133] [63]\nAdd Triangle Surface [11] [10] [9] Color [205] [133] [63]\nAdd Triangle Surface [9] [12] [11] Color [205] [133] [63]\nAdd Triangle Surface [13] [14] [15] Color [205] [133] [63]\nAdd Triangle Surface [15] [16] [13] Color [205] [133] [63]\nEnd Object <> <> <>\nadd (text #) to [signs: text # v]\n\ndefine Init Enemy (x1) (y1) (z1) (x2) (y2) (z2)\nBegin Object (x1) (y1) (z1) [0] [0] [0]\nAdd Point [20] [20] [20]\nAdd Point [20] [-20] [20]\nAdd Point [-20] [-20] [20]\nAdd Point [-20] [20] [20]\nAdd Point [20] [20] [-20]\nAdd Point [20] [-20] [-20]\nAdd Point [-20] [-20] [-20]\nAdd Point [-20] [20] [-20]\nAdd Triangle Surface [1] [2] [6] Color [255] [0] [0]\nAdd Triangle Surface [6] [5] [1] Color [255] [0] [0]\nAdd Triangle Surface [3] [4] [8] Color [255] [0] [0]\nAdd Triangle Surface [8] [7] [3] Color [255] [0] [0]\nAdd Triangle Surface [8] [4] [1] Color [255] [0] [0]\nAdd Triangle Surface [1] [5] [8] Color [255] [0] [0]\nAdd Triangle Surface [3] [2] [1] Color [255] [0] [0]\nAdd Triangle Surface [1] [4] [3] Color [255] [0] [0]\nAdd Triangle Surface [5] [6] [7] Color [255] [0] [0]\nAdd Triangle Surface [7] [8] [5] Color [255] [0] [0]\nEnd Object <> <> <>\nadd (x1) to [enemies: x1 v]\nadd (y1) to [enemies: y1 v]\nadd (z1) to [enemies: z1 v]\nadd (x2) to [enemies: x2 v]\nadd (y2) to [enemies: y2 v]\nadd (z2) to [enemies: z2 v]\n\ndefine Init Coin (x) (y) (z)\nBegin Object (x) (y) (z) [0] [0] [0]\nAdd Point [20] [32] [0]\nAdd Point [10] [16] [0]\nAdd Point [-10] [16] [0]\nAdd Point [-20] [32] [0]\nAdd Point [-10] [50] [0]\nAdd Point [10] [50] [0]\nAdd Triangle Surface [1] [2] [3] Color [255] [215] [0]\nAdd Triangle Surface [3] [4] [5] Color [255] [215] [0]\nAdd Triangle Surface [5] [6] [1] Color [255] [215] [0]\nAdd Triangle Surface [1] [3] [5] Color [255] [215] [0]\nAdd Triangle Surface [3] [2] [1] Color [255] [215] [0]\nAdd Triangle Surface [5] [4] [3] Color [255] [215] [0]\nAdd Triangle Surface [1] [6] [5] Color [255] [215] [0]\nAdd Triangle Surface [5] [3] [1] Color [255] [215] [0]\nEnd Object <> <> <>\n\ndefine Add Line Surface (p1) (p2) Width (width) Color (r) (g) (b)\nadd ((p1) + (Number of Points)) to [surfaces: p1 v]\nadd ((p2) + (Number of Points)) to [surfaces: p2 v]\nadd [] to [surfaces: p3 v]\nadd (width) to [surfaces: diameter v]\nadd [2] to [surfaces: type v]\nadd (r) to [surfaces: r v]\nadd (g) to [surfaces: g v]\nadd (b) to [surfaces: b v]\n\ndefine Add Sphere Surface (point) Diameter (diameter) Color (r) (g) (b)\nadd ((point) + (Number of Points)) to [surfaces: p1 v]\nadd [] to [surfaces: p2 v]\nadd [] to [surfaces: p3 v]\nadd (diameter) to [surfaces: diameter v]\nadd [3] to [surfaces: type v]\nadd (r) to [surfaces: r v]\nadd (g) to [surfaces: g v]\nadd (b) to [surfaces: b v]\n\ndefine Init Flag (x) (y) (z)\nBegin Object (x) (y) (z) [0] [0] [0]\nAdd Point [0] [0] [0]\nAdd Point [0] [70] [0]\nAdd Point [0] [65] [0]\nAdd Point [0] [45] [0]\nAdd Point [30] [55] [0]\nAdd Line Surface [1] [2] Width [5] Color [205] [133] [63]\nAdd Triangle Surface [5] [4] [3] Color [255] [0] [0]\nAdd Triangle Surface [3] [4] [5] Color [255] [0] [0]\nEnd Object <> <> <> \n\ndefine Init Level 1\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [50] [100] [150]\nAdd Point [50] [0] [150]\nAdd Point [-50] [0] [150]\nAdd Point [-50] [100] [150]\nAdd Point [50] [100] [-50]\nAdd Point [50] [0] [-50]\nAdd Point [-50] [0] [-50]\nAdd Point [-50] [100] [-50]\nAdd Triangle Surface [1] [2] [6] Color [160] [82] [45]\nAdd Triangle Surface [6] [5] [1] Color [160] [82] [45]\nAdd Triangle Surface [3] [4] [8] Color [160] [82] [45]\nAdd Triangle Surface [8] [7] [3] Color [160] [82] [45]\nAdd Triangle Surface [8] [4] [1] Color [50] [205] [50]\nAdd Triangle Surface [1] [5] [8] Color [50] [205] [50]\nAdd Triangle Surface [3] [2] [1] Color [160] [82] [45]\nAdd Triangle Surface [1] [4] [3] Color [160] [82] [45]\nAdd Triangle Surface [5] [6] [7] Color [160] [82] [45]\nAdd Triangle Surface [7] [8] [5] Color [160] [82] [45]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [50] [100] [500]\nAdd Point [50] [0] [500]\nAdd Point [-50] [0] [500]\nAdd Point [-50] [100] [500]\nAdd Point [50] [100] [250]\nAdd Point [50] [0] [250]\nAdd Point [-50] [0] [250]\nAdd Point [-50] [100] [250]\nAdd Triangle Surface [1] [2] [6] Color [160] [82] [45]\nAdd Triangle Surface [6] [5] [1] Color [160] [82] [45]\nAdd Triangle Surface [3] [4] [8] Color [160] [82] [45]\nAdd Triangle Surface [8] [7] [3] Color [160] [82] [45]\nAdd Triangle Surface [8] [4] [1] Color [50] [205] [50]\nAdd Triangle Surface [1] [5] [8] Color [50] [205] [50]\nAdd Triangle Surface [3] [2] [1] Color [160] [82] [45]\nAdd Triangle Surface [1] [4] [3] Color [160] [82] [45]\nAdd Triangle Surface [5] [6] [7] Color [160] [82] [45]\nAdd Triangle Surface [7] [8] [5] Color [160] [82] [45]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [-50] [150] [500]\nAdd Point [-50] [0] [500]\nAdd Point [-250] [0] [500]\nAdd Point [-250] [150] [500]\nAdd Point [-50] [150] [400]\nAdd Point [-50] [0] [400]\nAdd Point [-250] [0] [400]\nAdd Point [-250] [150] [400]\nAdd Triangle Surface [1] [2] [6] Color [160] [82] [45]\nAdd Triangle Surface [6] [5] [1] Color [160] [82] [45]\nAdd Triangle Surface [3] [4] [8] Color [160] [82] [45]\nAdd Triangle Surface [8] [7] [3] Color [160] [82] [45]\nAdd Triangle Surface [8] [4] [1] Color [50] [205] [50]\nAdd Triangle Surface [1] [5] [8] Color [50] [205] [50]\nAdd Triangle Surface [3] [2] [1] Color [160] [82] [45]\nAdd Triangle Surface [1] [4] [3] Color [160] [82] [45]\nAdd Triangle Surface [5] [6] [7] Color [160] [82] [45]\nAdd Triangle Surface [7] [8] [5] Color [160] [82] [45]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [-350] [200] [700]\nAdd Point [-350] [0] [700]\nAdd Point [-450] [0] [700]\nAdd Point [-450] [200] [700]\nAdd Point [-350] [200] [400]\nAdd Point [-350] [0] [400]\nAdd Point [-450] [0] [400]\nAdd Point [-450] [200] [400]\nAdd Triangle Surface [1] [2] [6] Color [160] [82] [45]\nAdd Triangle Surface [6] [5] [1] Color [160] [82] [45]\nAdd Triangle Surface [3] [4] [8] Color [160] [82] [45]\nAdd Triangle Surface [8] [7] [3] Color [160] [82] [45]\nAdd Triangle Surface [8] [4] [1] Color [50] [205] [50]\nAdd Triangle Surface [1] [5] [8] Color [50] [205] [50]\nAdd Triangle Surface [3] [2] [1] Color [160] [82] [45]\nAdd Triangle Surface [1] [4] [3] Color [160] [82] [45]\nAdd Triangle Surface [5] [6] [7] Color [160] [82] [45]\nAdd Triangle Surface [7] [8] [5] Color [160] [82] [45]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [-150] [250] [750]\nAdd Point [-150] [0] [750]\nAdd Point [-250] [0] [750]\nAdd Point [-250] [250] [750]\nAdd Point [-150] [250] [650]\nAdd Point [-150] [0] [650]\nAdd Point [-250] [0] [650]\nAdd Point [-250] [250] [650]\nAdd Triangle Surface [1] [2] [6] Color [160] [82] [45]\nAdd Triangle Surface [6] [5] [1] Color [160] [82] [45]\nAdd Triangle Surface [3] [4] [8] Color [160] [82] [45]\nAdd Triangle Surface [8] [7] [3] Color [160] [82] [45]\nAdd Triangle Surface [8] [4] [1] Color [50] [205] [50]\nAdd Triangle Surface [1] [5] [8] Color [50] [205] [50]\nAdd Triangle Surface [3] [2] [1] Color [160] [82] [45]\nAdd Triangle Surface [1] [4] [3] Color [160] [82] [45]\nAdd Triangle Surface [5] [6] [7] Color [160] [82] [45]\nAdd Triangle Surface [7] [8] [5] Color [160] [82] [45]\nEnd Object <> <> <> <>\n\ndefine Init Level 2\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [50] [100] [50]\nAdd Point [50] [0] [50]\nAdd Point [-50] [0] [50]\nAdd Point [-50] [100] [50]\nAdd Point [50] [100] [-50]\nAdd Point [50] [0] [-50]\nAdd Point [-50] [0] [-50]\nAdd Point [-50] [100] [-50]\nAdd Triangle Surface [1] [2] [6] Color [204] [163] [102]\nAdd Triangle Surface [6] [5] [1] Color [204] [163] [102]\nAdd Triangle Surface [3] [4] [8] Color [204] [163] [102]\nAdd Triangle Surface [8] [7] [3] Color [204] [163] [102]\nAdd Triangle Surface [8] [4] [1] Color [248] [204] [127]\nAdd Triangle Surface [1] [5] [8] Color [248] [204] [127]\nAdd Triangle Surface [3] [2] [1] Color [204] [163] [102]\nAdd Triangle Surface [1] [4] [3] Color [204] [163] [102]\nAdd Triangle Surface [5] [6] [7] Color [204] [163] [102]\nAdd Triangle Surface [7] [8] [5] Color [204] [163] [102]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [50] [150] [250]\nAdd Point [50] [0] [250]\nAdd Point [-50] [0] [250]\nAdd Point [-50] [150] [250]\nAdd Point [50] [150] [150]\nAdd Point [50] [0] [150]\nAdd Point [-50] [0] [150]\nAdd Point [-50] [150] [150]\nAdd Triangle Surface [8] [4] [1] Color [248] [204] [127]\nAdd Triangle Surface [1] [5] [8] Color [248] [204] [127]\nAdd Triangle Surface [3] [2] [1] Color [204] [163] [102]\nAdd Triangle Surface [1] [4] [3] Color [204] [163] [102]\nAdd Triangle Surface [5] [6] [7] Color [204] [163] [102]\nAdd Triangle Surface [7] [8] [5] Color [204] [163] [102]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [150] [400] [250]\nAdd Point [150] [0] [250]\nAdd Point [50] [0] [250]\nAdd Point [50] [400] [250]\nAdd Point [150] [400] [150]\nAdd Point [150] [0] [150]\nAdd Point [50] [0] [150]\nAdd Point [50] [400] [150]\nAdd Triangle Surface [1] [2] [6] Color [204] [163] [102]\nAdd Triangle Surface [6] [5] [1] Color [204] [163] [102]\nAdd Triangle Surface [3] [4] [8] Color [204] [163] [102]\nAdd Triangle Surface [8] [7] [3] Color [204] [163] [102]\nAdd Triangle Surface [8] [4] [1] Color [248] [204] [127]\nAdd Triangle Surface [1] [5] [8] Color [248] [204] [127]\nAdd Triangle Surface [3] [2] [1] Color [204] [163] [102]\nAdd Triangle Surface [1] [4] [3] Color [204] [163] [102]\nAdd Triangle Surface [5] [6] [7] Color [204] [163] [102]\nAdd Triangle Surface [7] [8] [5] Color [204] [163] [102]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [-50] [350] [250]\nAdd Point [-50] [0] [250]\nAdd Point [-150] [0] [250]\nAdd Point [-150] [350] [250]\nAdd Point [-50] [350] [150]\nAdd Point [-50] [0] [150]\nAdd Point [-150] [0] [150]\nAdd Point [-150] [350] [150]\nAdd Triangle Surface [1] [2] [6] Color [204] [163] [102]\nAdd Triangle Surface [6] [5] [1] Color [204] [163] [102]\nAdd Triangle Surface [3] [4] [8] Color [204] [163] [102]\nAdd Triangle Surface [8] [7] [3] Color [204] [163] [102]\nAdd Triangle Surface [8] [4] [1] Color [248] [204] [127]\nAdd Triangle Surface [1] [5] [8] Color [248] [204] [127]\nAdd Triangle Surface [3] [2] [1] Color [204] [163] [102]\nAdd Triangle Surface [1] [4] [3] Color [204] [163] [102]\nAdd Triangle Surface [5] [6] [7] Color [204] [163] [102]\nAdd Triangle Surface [7] [8] [5] Color [204] [163] [102]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [275] [425] [450]\nAdd Point [275] [0] [450]\nAdd Point [175] [0] [450]\nAdd Point [175] [425] [450]\nAdd Point [275] [425] [250]\nAdd Point [275] [0] [250]\nAdd Point [175] [0] [250]\nAdd Point [175] [425] [250]\nAdd Triangle Surface [1] [2] [6] Color [204] [163] [102]\nAdd Triangle Surface [6] [5] [1] Color [204] [163] [102]\nAdd Triangle Surface [3] [4] [8] Color [204] [163] [102]\nAdd Triangle Surface [8] [7] [3] Color [204] [163] [102]\nAdd Triangle Surface [8] [4] [1] Color [248] [204] [127]\nAdd Triangle Surface [1] [5] [8] Color [248] [204] [127]\nAdd Triangle Surface [3] [2] [1] Color [204] [163] [102]\nAdd Triangle Surface [1] [4] [3] Color [204] [163] [102]\nAdd Triangle Surface [5] [6] [7] Color [204] [163] [102]\nAdd Triangle Surface [7] [8] [5] Color [204] [163] [102]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [150] [450] [650]\nAdd Point [150] [0] [650]\nAdd Point [50] [0] [650]\nAdd Point [50] [450] [650]\nAdd Point [150] [450] [550]\nAdd Point [150] [0] [550]\nAdd Point [50] [0] [550]\nAdd Point [50] [450] [550]\nAdd Triangle Surface [1] [2] [6] Color [204] [163] [102]\nAdd Triangle Surface [6] [5] [1] Color [204] [163] [102]\nAdd Triangle Surface [3] [4] [8] Color [204] [163] [102]\nAdd Triangle Surface [8] [7] [3] Color [204] [163] [102]\nAdd Triangle Surface [8] [4] [1] Color [248] [204] [127]\nAdd Triangle Surface [1] [5] [8] Color [248] [204] [127]\nAdd Triangle Surface [3] [2] [1] Color [204] [163] [102]\nAdd Triangle Surface [1] [4] [3] Color [204] [163] [102]\nAdd Triangle Surface [5] [6] [7] Color [204] [163] [102]\nAdd Triangle Surface [7] [8] [5] Color [204] [163] [102]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [50] [500] [650]\nAdd Point [50] [0] [650]\nAdd Point [0] [0] [650]\nAdd Point [0] [500] [650]\nAdd Point [50] [500] [550]\nAdd Point [50] [0] [550]\nAdd Point [0] [0] [550]\nAdd Point [0] [500] [550]\nAdd Triangle Surface [1] [2] [6] Color [204] [163] [102]\nAdd Triangle Surface [6] [5] [1] Color [204] [163] [102]\nAdd Triangle Surface [3] [4] [8] Color [204] [163] [102]\nAdd Triangle Surface [8] [7] [3] Color [204] [163] [102]\nAdd Triangle Surface [8] [4] [1] Color [248] [204] [127]\nAdd Triangle Surface [1] [5] [8] Color [248] [204] [127]\nAdd Triangle Surface [3] [2] [1] Color [204] [163] [102]\nAdd Triangle Surface [1] [4] [3] Color [204] [163] [102]\nAdd Triangle Surface [5] [6] [7] Color [204] [163] [102]\nAdd Triangle Surface [7] [8] [5] Color [204] [163] [102]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [-100] [450] [650]\nAdd Point [-100] [0] [650]\nAdd Point [-300] [0] [650]\nAdd Point [-300] [450] [650]\nAdd Point [-100] [450] [550]\nAdd Point [-100] [0] [550]\nAdd Point [-300] [0] [550]\nAdd Point [-300] [450] [550]\nAdd Triangle Surface [1] [2] [6] Color [204] [163] [102]\nAdd Triangle Surface [6] [5] [1] Color [204] [163] [102]\nAdd Triangle Surface [3] [4] [8] Color [204] [163] [102]\nAdd Triangle Surface [8] [7] [3] Color [204] [163] [102]\nAdd Triangle Surface [8] [4] [1] Color [248] [204] [127]\nAdd Triangle Surface [1] [5] [8] Color [248] [204] [127]\nAdd Triangle Surface [3] [2] [1] Color [204] [163] [102]\nAdd Triangle Surface [1] [4] [3] Color [204] [163] [102]\nAdd Triangle Surface [5] [6] [7] Color [204] [163] [102]\nAdd Triangle Surface [7] [8] [5] Color [204] [163] [102]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [-200] [500] [850]\nAdd Point [-200] [0] [850]\nAdd Point [-300] [0] [850]\nAdd Point [-300] [500] [850]\nAdd Point [-200] [500] [750]\nAdd Point [-200] [0] [750]\nAdd Point [-300] [0] [750]\nAdd Point [-300] [500] [750]\nAdd Triangle Surface [1] [2] [6] Color [204] [163] [102]\nAdd Triangle Surface [6] [5] [1] Color [204] [163] [102]\nAdd Triangle Surface [3] [4] [8] Color [204] [163] [102]\nAdd Triangle Surface [8] [7] [3] Color [204] [163] [102]\nAdd Triangle Surface [8] [4] [1] Color [248] [204] [127]\nAdd Triangle Surface [1] [5] [8] Color [248] [204] [127]\nAdd Triangle Surface [3] [2] [1] Color [204] [163] [102]\nAdd Triangle Surface [1] [4] [3] Color [204] [163] [102]\nAdd Triangle Surface [5] [6] [7] Color [204] [163] [102]\nAdd Triangle Surface [7] [8] [5] Color [204] [163] [102]\nEnd Object <> <> <> <>\n\ndefine Init Level 3\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [50] [100] [50]\nAdd Point [50] [0] [50]\nAdd Point [-50] [0] [50]\nAdd Point [-50] [100] [50]\nAdd Point [50] [100] [-50]\nAdd Point [50] [0] [-50]\nAdd Point [-50] [0] [-50]\nAdd Point [-50] [100] [-50]\nAdd Triangle Surface [1] [2] [6] Color [81] [130] [153]\nAdd Triangle Surface [6] [5] [1] Color [81] [130] [153]\nAdd Triangle Surface [3] [4] [8] Color [81] [130] [153]\nAdd Triangle Surface [8] [7] [3] Color [81] [130] [153]\nAdd Triangle Surface [8] [4] [1] Color [122] [195] [229]\nAdd Triangle Surface [1] [5] [8] Color [122] [195] [229]\nAdd Triangle Surface [3] [2] [1] Color [81] [130] [153]\nAdd Triangle Surface [1] [4] [3] Color [81] [130] [153]\nAdd Triangle Surface [5] [6] [7] Color [81] [130] [153]\nAdd Triangle Surface [7] [8] [5] Color [81] [130] [153]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [75] [175] [250]\nAdd Point [75] [0] [250]\nAdd Point [-25] [0] [250]\nAdd Point [-25] [175] [250]\nAdd Point [75] [175] [150]\nAdd Point [75] [0] [150]\nAdd Point [-25] [0] [150]\nAdd Point [-25] [175] [150]\nAdd Triangle Surface [1] [2] [6] Color [81] [130] [153]\nAdd Triangle Surface [6] [5] [1] Color [81] [130] [153]\nAdd Triangle Surface [3] [4] [8] Color [81] [130] [153]\nAdd Triangle Surface [8] [7] [3] Color [81] [130] [153]\nAdd Triangle Surface [8] [4] [1] Color [122] [195] [229]\nAdd Triangle Surface [1] [5] [8] Color [122] [195] [229]\nAdd Triangle Surface [3] [2] [1] Color [81] [130] [153]\nAdd Triangle Surface [1] [4] [3] Color [81] [130] [153]\nAdd Triangle Surface [5] [6] [7] Color [81] [130] [153]\nAdd Triangle Surface [7] [8] [5] Color [81] [130] [153]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [200] [250] [400]\nAdd Point [200] [0] [400]\nAdd Point [100] [0] [400]\nAdd Point [100] [250] [400]\nAdd Point [200] [250] [300]\nAdd Point [200] [0] [300]\nAdd Point [100] [0] [300]\nAdd Point [100] [250] [300]\nAdd Triangle Surface [1] [2] [6] Color [81] [130] [153]\nAdd Triangle Surface [6] [5] [1] Color [81] [130] [153]\nAdd Triangle Surface [3] [4] [8] Color [81] [130] [153]\nAdd Triangle Surface [8] [7] [3] Color [81] [130] [153]\nAdd Triangle Surface [8] [4] [1] Color [122] [195] [229]\nAdd Triangle Surface [1] [5] [8] Color [122] [195] [229]\nAdd Triangle Surface [3] [2] [1] Color [81] [130] [153]\nAdd Triangle Surface [1] [4] [3] Color [81] [130] [153]\nAdd Triangle Surface [5] [6] [7] Color [81] [130] [153]\nAdd Triangle Surface [7] [8] [5] Color [81] [130] [153]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [350] [325] [225]\nAdd Point [350] [0] [225]\nAdd Point [250] [0] [225]\nAdd Point [250] [325] [225]\nAdd Point [350] [325] [125]\nAdd Point [350] [0] [125]\nAdd Point [250] [0] [125]\nAdd Point [250] [325] [125]\nAdd Triangle Surface [1] [2] [6] Color [81] [130] [153]\nAdd Triangle Surface [6] [5] [1] Color [81] [130] [153]\nAdd Triangle Surface [3] [4] [8] Color [81] [130] [153]\nAdd Triangle Surface [8] [7] [3] Color [81] [130] [153]\nAdd Triangle Surface [8] [4] [1] Color [122] [195] [229]\nAdd Triangle Surface [1] [5] [8] Color [122] [195] [229]\nAdd Triangle Surface [3] [2] [1] Color [81] [130] [153]\nAdd Triangle Surface [1] [4] [3] Color [81] [130] [153]\nAdd Triangle Surface [5] [6] [7] Color [81] [130] [153]\nAdd Triangle Surface [7] [8] [5] Color [81] [130] [153]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [200] [400] [175]\nAdd Point [200] [0] [175]\nAdd Point [100] [0] [175]\nAdd Point [100] [400] [175]\nAdd Point [200] [400] [75]\nAdd Point [200] [0] [75]\nAdd Point [100] [0] [75]\nAdd Point [100] [400] [75]\nAdd Triangle Surface [1] [2] [6] Color [81] [130] [153]\nAdd Triangle Surface [6] [5] [1] Color [81] [130] [153]\nAdd Triangle Surface [3] [4] [8] Color [81] [130] [153]\nAdd Triangle Surface [8] [7] [3] Color [81] [130] [153]\nAdd Triangle Surface [8] [4] [1] Color [122] [195] [229]\nAdd Triangle Surface [1] [5] [8] Color [122] [195] [229]\nAdd Triangle Surface [3] [2] [1] Color [81] [130] [153]\nAdd Triangle Surface [1] [4] [3] Color [81] [130] [153]\nAdd Triangle Surface [5] [6] [7] Color [81] [130] [153]\nAdd Triangle Surface [7] [8] [5] Color [81] [130] [153]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [-75] [400] [175]\nAdd Point [-75] [0] [175]\nAdd Point [-275] [0] [175]\nAdd Point [-275] [400] [175]\nAdd Point [-75] [400] [75]\nAdd Point [-75] [0] [75]\nAdd Point [-275] [0] [75]\nAdd Point [-275] [400] [75]\nAdd Triangle Surface [1] [2] [6] Color [81] [130] [153]\nAdd Triangle Surface [6] [5] [1] Color [81] [130] [153]\nAdd Triangle Surface [3] [4] [8] Color [81] [130] [153]\nAdd Triangle Surface [8] [7] [3] Color [81] [130] [153]\nAdd Triangle Surface [8] [4] [1] Color [122] [195] [229]\nAdd Triangle Surface [1] [5] [8] Color [122] [195] [229]\nAdd Triangle Surface [3] [2] [1] Color [81] [130] [153]\nAdd Triangle Surface [1] [4] [3] Color [81] [130] [153]\nAdd Triangle Surface [5] [6] [7] Color [81] [130] [153]\nAdd Triangle Surface [7] [8] [5] Color [81] [130] [153]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [-175] [425] [475]\nAdd Point [-175] [0] [475]\nAdd Point [-275] [0] [475]\nAdd Point [-275] [425] [475]\nAdd Point [-175] [425] [275]\nAdd Point [-175] [0] [275]\nAdd Point [-275] [0] [275]\nAdd Point [-275] [425] [275]\nAdd Triangle Surface [1] [2] [6] Color [81] [130] [153]\nAdd Triangle Surface [6] [5] [1] Color [81] [130] [153]\nAdd Triangle Surface [3] [4] [8] Color [81] [130] [153]\nAdd Triangle Surface [8] [7] [3] Color [81] [130] [153]\nAdd Triangle Surface [8] [4] [1] Color [122] [195] [229]\nAdd Triangle Surface [1] [5] [8] Color [122] [195] [229]\nAdd Triangle Surface [3] [2] [1] Color [81] [130] [153]\nAdd Triangle Surface [1] [4] [3] Color [81] [130] [153]\nAdd Triangle Surface [5] [6] [7] Color [81] [130] [153]\nAdd Triangle Surface [7] [8] [5] Color [81] [130] [153]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [75] [450] [600]\nAdd Point [75] [0] [600]\nAdd Point [-125] [0] [600]\nAdd Point [-125] [450] [600]\nAdd Point [75] [450] [500]\nAdd Point [75] [0] [500]\nAdd Point [-125] [0] [500]\nAdd Point [-125] [450] [500]\nAdd Triangle Surface [1] [2] [6] Color [81] [130] [153]\nAdd Triangle Surface [6] [5] [1] Color [81] [130] [153]\nAdd Triangle Surface [3] [4] [8] Color [81] [130] [153]\nAdd Triangle Surface [8] [7] [3] Color [81] [130] [153]\nAdd Triangle Surface [8] [4] [1] Color [122] [195] [229]\nAdd Triangle Surface [1] [5] [8] Color [122] [195] [229]\nAdd Triangle Surface [3] [2] [1] Color [81] [130] [153]\nAdd Triangle Surface [1] [4] [3] Color [81] [130] [153]\nAdd Triangle Surface [5] [6] [7] Color [81] [130] [153]\nAdd Triangle Surface [7] [8] [5] Color [81] [130] [153]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [250] [475] [700]\nAdd Point [250] [0] [700]\nAdd Point [150] [0] [700]\nAdd Point [150] [475] [700]\nAdd Point [250] [475] [600]\nAdd Point [250] [0] [600]\nAdd Point [150] [0] [600]\nAdd Point [150] [475] [600]\nAdd Triangle Surface [1] [2] [6] Color [81] [130] [153]\nAdd Triangle Surface [6] [5] [1] Color [81] [130] [153]\nAdd Triangle Surface [3] [4] [8] Color [81] [130] [153]\nAdd Triangle Surface [8] [7] [3] Color [81] [130] [153]\nAdd Triangle Surface [8] [4] [1] Color [122] [195] [229]\nAdd Triangle Surface [1] [5] [8] Color [122] [195] [229]\nAdd Triangle Surface [3] [2] [1] Color [81] [130] [153]\nAdd Triangle Surface [1] [4] [3] Color [81] [130] [153]\nAdd Triangle Surface [5] [6] [7] Color [81] [130] [153]\nAdd Triangle Surface [7] [8] [5] Color [81] [130] [153]\nEnd Object <> <> <> <>\n\ndefine Init Level 4\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [50] [100] [50]\nAdd Point [50] [0] [50]\nAdd Point [-50] [0] [50]\nAdd Point [-50] [100] [50]\nAdd Point [50] [100] [-50]\nAdd Point [50] [0] [-50]\nAdd Point [-50] [0] [-50]\nAdd Point [-50] [100] [-50]\nAdd Triangle Surface [1] [2] [6] Color [128] [128] [128]\nAdd Triangle Surface [6] [5] [1] Color [128] [128] [128]\nAdd Triangle Surface [3] [4] [8] Color [128] [128] [128]\nAdd Triangle Surface [8] [7] [3] Color [128] [128] [128]\nAdd Triangle Surface [8] [4] [1] Color [192] [192] [192]\nAdd Triangle Surface [1] [5] [8] Color [192] [192] [192]\nAdd Triangle Surface [3] [2] [1] Color [128] [128] [128]\nAdd Triangle Surface [1] [4] [3] Color [128] [128] [128]\nAdd Triangle Surface [5] [6] [7] Color [128] [128] [128]\nAdd Triangle Surface [7] [8] [5] Color [128] [128] [128]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [50] [175] [250]\nAdd Point [50] [0] [250]\nAdd Point [-50] [0] [250]\nAdd Point [-50] [175] [250]\nAdd Point [50] [175] [150]\nAdd Point [50] [0] [150]\nAdd Point [-50] [0] [150]\nAdd Point [-50] [175] [150]\nAdd Triangle Surface [1] [2] [6] Color [128] [128] [128]\nAdd Triangle Surface [6] [5] [1] Color [128] [128] [128]\nAdd Triangle Surface [3] [4] [8] Color [128] [128] [128]\nAdd Triangle Surface [8] [7] [3] Color [128] [128] [128]\nAdd Triangle Surface [8] [4] [1] Color [192] [192] [192]\nAdd Triangle Surface [1] [5] [8] Color [192] [192] [192]\nAdd Triangle Surface [3] [2] [1] Color [128] [128] [128]\nAdd Triangle Surface [1] [4] [3] Color [128] [128] [128]\nAdd Triangle Surface [5] [6] [7] Color [128] [128] [128]\nAdd Triangle Surface [7] [8] [5] Color [128] [128] [128]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [50] [250] [550]\nAdd Point [50] [0] [550]\nAdd Point [-50] [0] [550]\nAdd Point [-50] [250] [550]\nAdd Point [50] [250] [350]\nAdd Point [50] [0] [350]\nAdd Point [-50] [0] [350]\nAdd Point [-50] [250] [350]\nAdd Triangle Surface [1] [2] [6] Color [128] [128] [128]\nAdd Triangle Surface [6] [5] [1] Color [128] [128] [128]\nAdd Triangle Surface [3] [4] [8] Color [128] [128] [128]\nAdd Triangle Surface [8] [7] [3] Color [128] [128] [128]\nAdd Triangle Surface [8] [4] [1] Color [192] [192] [192]\nAdd Triangle Surface [1] [5] [8] Color [192] [192] [192]\nAdd Triangle Surface [3] [2] [1] Color [128] [128] [128]\nAdd Triangle Surface [1] [4] [3] Color [128] [128] [128]\nAdd Triangle Surface [5] [6] [7] Color [128] [128] [128]\nAdd Triangle Surface [7] [8] [5] Color [128] [128] [128]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [350] [325] [550]\nAdd Point [350] [0] [550]\nAdd Point [150] [0] [550]\nAdd Point [150] [325] [550]\nAdd Point [350] [325] [450]\nAdd Point [350] [0] [450]\nAdd Point [150] [0] [450]\nAdd Point [150] [325] [450]\nAdd Triangle Surface [1] [2] [6] Color [128] [128] [128]\nAdd Triangle Surface [6] [5] [1] Color [128] [128] [128]\nAdd Triangle Surface [3] [4] [8] Color [128] [128] [128]\nAdd Triangle Surface [8] [7] [3] Color [128] [128] [128]\nAdd Triangle Surface [8] [4] [1] Color [192] [192] [192]\nAdd Triangle Surface [1] [5] [8] Color [192] [192] [192]\nAdd Triangle Surface [3] [2] [1] Color [128] [128] [128]\nAdd Triangle Surface [1] [4] [3] Color [128] [128] [128]\nAdd Triangle Surface [5] [6] [7] Color [128] [128] [128]\nAdd Triangle Surface [7] [8] [5] Color [128] [128] [128]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [400] [400] [350]\nAdd Point [400] [0] [350]\nAdd Point [300] [0] [350]\nAdd Point [300] [400] [350]\nAdd Point [400] [400] [250]\nAdd Point [400] [0] [250]\nAdd Point [300] [0] [250]\nAdd Point [300] [400] [250]\nAdd Triangle Surface [1] [2] [6] Color [128] [128] [128]\nAdd Triangle Surface [6] [5] [1] Color [128] [128] [128]\nAdd Triangle Surface [3] [4] [8] Color [128] [128] [128]\nAdd Triangle Surface [8] [7] [3] Color [128] [128] [128]\nAdd Triangle Surface [8] [4] [1] Color [192] [192] [192]\nAdd Triangle Surface [1] [5] [8] Color [192] [192] [192]\nAdd Triangle Surface [3] [2] [1] Color [128] [128] [128]\nAdd Triangle Surface [1] [4] [3] Color [128] [128] [128]\nAdd Triangle Surface [5] [6] [7] Color [128] [128] [128]\nAdd Triangle Surface [7] [8] [5] Color [128] [128] [128]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [400] [475] [150]\nAdd Point [400] [0] [150]\nAdd Point [300] [0] [150]\nAdd Point [300] [475] [150]\nAdd Point [400] [475] [50]\nAdd Point [400] [0] [50]\nAdd Point [300] [0] [50]\nAdd Point [300] [475] [50]\nAdd Triangle Surface [1] [2] [6] Color [128] [128] [128]\nAdd Triangle Surface [6] [5] [1] Color [128] [128] [128]\nAdd Triangle Surface [3] [4] [8] Color [128] [128] [128]\nAdd Triangle Surface [8] [7] [3] Color [128] [128] [128]\nAdd Triangle Surface [8] [4] [1] Color [192] [192] [192]\nAdd Triangle Surface [1] [5] [8] Color [192] [192] [192]\nAdd Triangle Surface [3] [2] [1] Color [128] [128] [128]\nAdd Triangle Surface [1] [4] [3] Color [128] [128] [128]\nAdd Triangle Surface [5] [6] [7] Color [128] [128] [128]\nAdd Triangle Surface [7] [8] [5] Color [128] [128] [128]\nEnd Object <> <> <> <>\nBegin Object [0] [0] [0] [0] [0] [0]\nAdd Point [350] [550] [-150]\nAdd Point [350] [0] [-150]\nAdd Point [350] [0] [-50]\nAdd Point [350] [550] [-50]\nAdd Point [250] [550] [-150]\nAdd Point [250] [0] [-150]\nAdd Point [250] [0] [-50]\nAdd Point [250] [550] [-50]\nAdd Triangle Surface [1] [2] [6] Color [128] [128] [128]\nAdd Triangle Surface [6] [5] [1] Color [128] [128] [128]\nAdd Triangle Surface [3] [4] [8] Color [128] [128] [128]\nAdd Triangle Surface [8] [7] [3] Color [128] [128] [128]\nAdd Triangle Surface [8] [4] [1] Color [192] [192] [192]\nAdd Triangle Surface [1] [5] [8] Color [192] [192] [192]\nAdd Triangle Surface [3] [2] [1] Color [128] [128] [128]\nAdd Triangle Surface [1] [4] [3] Color [128] [128] [128]\nAdd Triangle Surface [5] [6] [7] Color [128] [128] [128]\nAdd Triangle Surface [7] [8] [5] Color [128] [128] [128]\nEnd Object <> <> <> <>\n\n@Collisions\n\nwhen I receive [init: collisions v]\nClear Collisions\nif <(Current Level) = [1]> then\n Init Level 1\nend\nif <(Current Level) = [2]> then\n Init Level 2\nend\nif <(Current Level) = [3]> then\n Init Level 3\nend\nif <(Current Level) = [4]> then\n Init Level 4\nend\n\ndefine Clear Collisions\ndelete all of [collisions boxes: x1 v]\ndelete all of [collisions boxes: y1 v]\ndelete all of [collisions boxes: z1 v]\ndelete all of [collisions boxes: x2 v]\ndelete all of [collisions boxes: y2 v]\ndelete all of [collisions boxes: z2 v]\n\ndefine Add Collision Box (x1) (y1) (z1) (x2) (y2) (z2)\nadd (x1) to [collisions boxes: x1 v]\nadd (y1) to [collisions boxes: y1 v]\nadd (z1) to [collisions boxes: z1 v]\nadd (x2) to [collisions boxes: x2 v]\nadd (y2) to [collisions boxes: y2 v]\nadd (z2) to [collisions boxes: z2 v]\n\nClear Collisions\n\ndefine Init Level 1\nAdd Collision Box [50] [100] [150] [-50] [0] [-50]\nAdd Collision Box [50] [100] [500] [-50] [0] [250]\nAdd Collision Box [-50] [150] [500] [-250] [0] [400]\nAdd Collision Box [-350] [200] [700] [-450] [0] [400]\nAdd Collision Box [-150] [250] [750] [-250] [0] [650]\n\ndefine Init Level 2\nAdd Collision Box [50] [100] [50] [-50] [0] [-50]\nAdd Collision Box [50] [150] [250] [-50] [0] [150]\nAdd Collision Box [150] [400] [250] [50] [0] [150]\nAdd Collision Box [-50] [350] [250] [-150] [0] [150]\nAdd Collision Box [275] [425] [450] [175] [0] [250]\nAdd Collision Box [150] [450] [650] [50] [0] [550]\nAdd Collision Box [50] [500] [650] [0] [0] [550]\nAdd Collision Box [-100] [450] [650] [-300] [0] [550]\nAdd Collision Box [-200] [500] [850] [-300] [0] [750]\n\ndefine Init Level 3\nAdd Collision Box [50] [100] [50] [-50] [0] [-50]\nAdd Collision Box [75] [175] [250] [-25] [0] [150]\nAdd Collision Box [200] [250] [400] [100] [0] [300]\nAdd Collision Box [350] [325] [225] [250] [0] [125]\nAdd Collision Box [200] [400] [175] [100] [0] [75]\nAdd Collision Box [-75] [400] [175] [-275] [0] [75]\nAdd Collision Box [-175] [425] [475] [-275] [0] [275]\nAdd Collision Box [75] [450] [600] [-125] [0] [500]\nAdd Collision Box [250] [475] [700] [150] [0] [600]\n\ndefine Init Level 4\nAdd Collision Box [50] [100] [50] [-50] [0] [-50]\nAdd Collision Box [50] [175] [250] [-50] [0] [150]\nAdd Collision Box [50] [250] [550] [-50] [0] [350]\nAdd Collision Box [350] [325] [550] [150] [0] [450]\nAdd Collision Box [400] [400] [350] [300] [0] [250]\nAdd Collision Box [400] [475] [150] [300] [0] [50]\nAdd Collision Box [350] [550] [-50] [250] [0] [-150]\n\n@Player\n\ndefine Delete Object (object)\nif <<(object) < [1]> or <(object) > (length of [objects: x v])>> then\n stop [this script v]\nend\nset [index 1 v] to [1]\nset [index 2 v] to [1]\nrepeat ((object) - (1))\n change [index 2 v] by (item (Index 1) of [objects: point index v])\n change [index 1 v] by (1)\nend\nset [index 1 v] to [1]\nrepeat (length of [surfaces: p1 v])\n if <<(item (Index 1) of [surfaces: p1 v]) > ((Index 2) + ((item (object) of [objects: point index v]) - (1)))> or <<(item (Index 1) of [surfaces: p2 v]) > ((Index 2) + ((item (object) of [objects: point index v]) - (1)))> or <(item (Index 1) of [surfaces: p3 v]) > ((Index 2) + ((item (object) of [objects: point index v]) - (1)))>>> then\n replace item (Index 1) of [surfaces: p1 v] with ((item (Index 1) of [surfaces: p1 v]) - (item (object) of [objects: point index v]))\n replace item (Index 1) of [surfaces: p2 v] with ((item (Index 1) of [surfaces: p2 v]) - (item (object) of [objects: point index v]))\n replace item (Index 1) of [surfaces: p3 v] with ((item (Index 1) of [surfaces: p3 v]) - (item (object) of [objects: point index v]))\n change [index 1 v] by (1)\n else\n if <<not <(item (Index 1) of [surfaces: p1 v]) < (Index 2)>> or <<not <(item (Index 1) of [surfaces: p2 v]) < (Index 2)>> or <not <(item (Index 1) of [surfaces: p3 v]) < (Index 2)>>>> then\n delete (Index 1) of [surfaces: p1 v]\n delete (Index 1) of [surfaces: p2 v]\n delete (Index 1) of [surfaces: p3 v]\n delete (Index 1) of [surfaces: diameter v]\n delete (Index 1) of [surfaces: type v]\n delete (Index 1) of [surfaces: r v]\n delete (Index 1) of [surfaces: g v]\n delete (Index 1) of [surfaces: b v]\n else\n change [index 1 v] by (1)\n end\n end\nend\nrepeat (item (object) of [objects: point index v])\n delete (Index 2) of [point data: x v]\n delete (Index 2) of [point data: y v]\n delete (Index 2) of [point data: z v]\nend\ndelete (object) of [objects: x v]\ndelete (object) of [objects: y v]\ndelete (object) of [objects: z v]\ndelete (object) of [objects: rot x v]\ndelete (object) of [objects: rot y v]\ndelete (object) of [objects: rot z v]\ndelete (object) of [objects: point index v]\ndelete (object) of [objects: sign? v]\ndelete (object) of [signs: text # v]\ndelete (object) of [objects: enemy? v]\ndelete (object) of [enemies: x1 v]\ndelete (object) of [enemies: y1 v]\ndelete (object) of [enemies: z1 v]\ndelete (object) of [enemies: x2 v]\ndelete (object) of [enemies: y2 v]\ndelete (object) of [enemies: z2 v]\ndelete (object) of [objects: coin? v]\ndelete (object) of [objects: flag? v]\n\nwhen I receive [init: player v]\nset [player: x v] to [0]\nset [player: y v] to [120]\nset [player: z v] to [0]\nset [player: vel x v] to [0]\nset [player: vel y v] to [0]\nset [player: vel z v] to [0]\nset [falling? v] to [3]\nset [camera: x v] to [0]\nset [camera: y v] to [0]\nset [camera: z v] to [0]\nset [camera: rot x v] to [-25]\nset [camera: rot y v] to [0]\n\nwhen I receive [system: update player v]\nif <not <(Wall Jump) > [0]>> then\n if <key (w v) pressed?> then\n change [player: vel x v] by ((1.5) * ([sin v] of (Camera: Rot Y) ))\n change [player: vel z v] by ((1.5) * ([cos v] of (Camera: Rot Y) ))\n end\n if <key (s v) pressed?> then\n change [player: vel x v] by ((-1.5) * ([sin v] of (Camera: Rot Y) ))\n change [player: vel z v] by ((-1.5) * ([cos v] of (Camera: Rot Y) ))\n end\n if <key (a v) pressed?> then\n change [player: vel x v] by ((-1.5) * ([cos v] of (Camera: Rot Y) ))\n change [player: vel z v] by ((1.5) * ([sin v] of (Camera: Rot Y) ))\n end\n if <key (d v) pressed?> then\n change [player: vel x v] by ((1.5) * ([cos v] of (Camera: Rot Y) ))\n change [player: vel z v] by ((-1.5) * ([sin v] of (Camera: Rot Y) ))\n end\nend\nif <<key (space v) pressed?> and <(Falling?) < [3]>> then\n set [player: vel y v] to [12]\nend\nif <key (up arrow v) pressed?> then\n change [camera: rot x v] by (5)\nend\nif <key (down arrow v) pressed?> then\n change [camera: rot x v] by (-5)\nend\nif <key (left arrow v) pressed?> then\n change [camera: rot y v] by (-5)\nend\nif <key (right arrow v) pressed?> then\n change [camera: rot y v] by (5)\nend\nif <(Camera: Rot X) > [0]> then\n set [camera: rot x v] to [0]\nend\nif <(Camera: Rot X) < [-90]> then\n set [camera: rot x v] to [-90]\nend\nUpdate Player\nTest if Touching Enemy\nif <<(Touching Enemy?) = [1]> or <(Player: Y) < [0]>> then\n set [player: x v] to [0]\n set [player: y v] to [120]\n set [player: z v] to [0]\n set [player: vel x v] to [0]\n set [player: vel y v] to [0]\n set [player: vel z v] to [0]\n set [falling? v] to [3]\n set [camera: x v] to [0]\n set [camera: y v] to [0]\n set [camera: z v] to [0]\n set [camera: rot x v] to [-25]\n set [camera: rot y v] to [0]\nend\nTest if Touching Flag\nset [camera: x v] to ((Player: X) + ((250) * (([sin v] of ((0) - (Camera: Rot Y)) ) * ([cos v] of (Camera: Rot X) ))))\nset [camera: y v] to ((Player: Y) - ((250) * ([sin v] of (Camera: Rot X) )))\nset [camera: z v] to ((Player: Z) + ((-250) * (([cos v] of ((0) - (Camera: Rot Y)) ) * ([cos v] of (Camera: Rot X) ))))\n\ndefine Update Player\nchange [player: x v] by (Player: Vel X)\nTest for Collision\nif <(In Collision Box?) = [1]> then\n repeat until <not <(In Collision Box?) = [1]>>\n if <(Player: Vel X) > [0]> then\n change [player: x v] by (-1)\n else\n change [player: x v] by (1)\n end\n Test for Collision\n end\n if <<key (space v) pressed?> and <([abs v] of (Player: Vel X) ) > [3]>> then\n if <(Wall Jump) = [0]> then\n set [player: vel x v] to ((-1.2) * (Player: Vel X))\n set [player: vel y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [16]\n end\n else\n set [player: vel x v] to [0]\n end\nend\nif <not <(Wall Jump) > [0]>> then\n set [player: vel x v] to ((Player: Vel X) * (0.7))\nend\nchange [player: y v] by (Player: Vel Y)\nchange [falling? v] by (1)\nTest for Collision\nif <(In Collision Box?) = [1]> then\n repeat until <not <(In Collision Box?) = [1]>>\n if <(Player: Vel Y) > [0]> then\n change [player: y v] by (-1)\n else\n change [player: y v] by (1)\n end\n Test for Collision\n end\n set [falling? v] to [0]\n set [player: vel y v] to [0]\nend\nchange [player: vel y v] by (-1)\nchange [player: z v] by (Player: Vel Z)\nTest for Collision\nif <(In Collision Box?) = [1]> then\n repeat until <not <(In Collision Box?) = [1]>>\n if <(Player: Vel Z) > [0]> then\n change [player: z v] by (-1)\n else\n change [player: z v] by (1)\n end\n Test for Collision\n end\n if <<key (space v) pressed?> and <([abs v] of (Player: Vel Z) ) > [3]>> then\n if <(Wall Jump) = [0]> then\n set [player: vel z v] to ((-1.2) * (Player: Vel Z))\n set [player: vel y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [16]\n end\n else\n set [player: vel z v] to [0]\n end\nend\nif <not <(Wall Jump) > [0]>> then\n set [player: vel z v] to ((Player: Vel Z) * (0.7))\nend\nif <(Wall Jump) > [0]> then\n change [wall jump v] by (-1)\nend\n\ndefine Test if Touching Enemy\nset [touching enemy? v] to [0]\nset [index 1 v] to [1]\nrepeat (length of [objects: x v])\n if <(item (Index 1) of [objects: enemy? v]) = [1]> then\n if <<((Player: X) - (20)) < ((item (Index 1) of [objects: x v]) + (20))> and <((Player: X) + (20)) > ((item (Index 1) of [objects: x v]) - (20))>> then\n if <<((Player: Y) - (20)) < ((item (Index 1) of [objects: y v]) + (20))> and <((Player: Y) + (20)) > ((item (Index 1) of [objects: y v]) - (20))>> then\n if <<((Player: Z) - (20)) < ((item (Index 1) of [objects: z v]) + (20))> and <((Player: Z) + (20)) > ((item (Index 1) of [objects: z v]) - (20))>> then\n if <(Player: Vel Y) < [-1]> then\n Delete Object (Index 1)\n set [player: vel y v] to [10]\n else\n set [touching enemy? v] to [1]\n end\n end\n end\n end\n end\n change [index 1 v] by (1)\nend\n\ndefine Test if Touching Flag\nset [touching flag? v] to [0]\nset [index 1 v] to [1]\nrepeat (length of [objects: x v])\n if <(item (Index 1) of [objects: flag? v]) = [1]> then\n if <<((Player: X) - (20)) < ((item (Index 1) of [objects: x v]) + (10))> and <((Player: X) + (20)) > ((item (Index 1) of [objects: x v]) - (10))>> then\n if <<((Player: Y) - (20)) < ((item (Index 1) of [objects: y v]) + (70))> and <((Player: Y) + (20)) > (item (Index 1) of [objects: y v])>> then\n if <<((Player: Z) - (20)) < ((item (Index 1) of [objects: z v]) + (10))> and <((Player: Z) + (20)) > ((item (Index 1) of [objects: z v]) - (10))>> then\n set [touching flag? v] to [1]\n end\n end\n end\n end\n change [index 1 v] by (1)\nend\n\ndefine Test for Collision\nset [in collision box? v] to [0]\nset [index 1 v] to [1]\nrepeat (length of [collisions boxes: x1 v])\n if <<((Player: X) - (20)) < (item (Index 1) of [collisions boxes: x1 v])> and <((Player: X) + (20)) > (item (Index 1) of [collisions boxes: x2 v])>> then\n if <<((Player: Y) - (20)) < (item (Index 1) of [collisions boxes: y1 v])> and <((Player: Y) + (20)) > (item (Index 1) of [collisions boxes: y2 v])>> then\n if <<((Player: Z) - (20)) < (item (Index 1) of [collisions boxes: z1 v])> and <((Player: Z) + (20)) > (item (Index 1) of [collisions boxes: z2 v])>> then\n set [in collision box? v] to [1]\n end\n end\n end\n change [index 1 v] by (1)\nend\n\nchange [camera: x v] by ((5) * ((<key (w v) pressed?> - <key (s v) pressed?>) * ([sin v] of (Camera: Rot Y) )))\nchange [camera: z v] by ((5) * ((<key (w v) pressed?> - <key (s v) pressed?>) * ([cos v] of (Camera: Rot Y) )))\nchange [camera: x v] by ((5) * ((<key (d v) pressed?> - <key (a v) pressed?>) * ([cos v] of (Camera: Rot Y) )))\nchange [camera: z v] by ((-5) * ((<key (d v) pressed?> - <key (a v) pressed?>) * ([sin v] of (Camera: Rot Y) )))\nchange [camera: y v] by ((5) * (<key (e v) pressed?> - <key (q v) pressed?>))\nchange [camera: rot x v] by ((5) * (<key (up arrow v) pressed?> - <key (down arrow v) pressed?>))\nchange [camera: rot y v] by ((5) * (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>))\n\n@Runtime\n\nwhen I receive [system: update objects v]\nMove Object [1] to (Player: X) (Player: Y) (Player: Z)\nUpdate Signs\nUpdate Enemies\nUpdate Coins\n\ndefine Move Object (object) to (x) (y) (z)\nreplace item (object) of [objects: x v] with (x)\nreplace item (object) of [objects: y v] with (y)\nreplace item (object) of [objects: z v] with (z)\n\ndefine Rotate Object (object) to (rot x) (rot y)\nreplace item (object) of [objects: rot x v] with (rot x)\nreplace item (object) of [objects: rot y v] with (rot y)\n\ndefine Calculate Distance (x1) (y1) (z1) (x2) (y2) (z2)\nset [distance v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + ((((y1) - (y2)) * ((y1) - (y2))) + (((z1) - (z2)) * ((z1) - (z2))))) )\n\ndefine Delete Object (object)\nif <<(object) < [1]> or <(object) > (length of [objects: x v])>> then\n stop [this script v]\nend\nset [index 1 v] to [1]\nset [index 2 v] to [1]\nrepeat ((object) - (1))\n change [index 2 v] by (item (Index 1) of [objects: point index v])\n change [index 1 v] by (1)\nend\nset [index 1 v] to [1]\nrepeat (length of [surfaces: p1 v])\n if <<(item (Index 1) of [surfaces: p1 v]) > ((Index 2) + ((item (object) of [objects: point index v]) - (1)))> or <<(item (Index 1) of [surfaces: p2 v]) > ((Index 2) + ((item (object) of [objects: point index v]) - (1)))> or <(item (Index 1) of [surfaces: p3 v]) > ((Index 2) + ((item (object) of [objects: point index v]) - (1)))>>> then\n replace item (Index 1) of [surfaces: p1 v] with ((item (Index 1) of [surfaces: p1 v]) - (item (object) of [objects: point index v]))\n replace item (Index 1) of [surfaces: p2 v] with ((item (Index 1) of [surfaces: p2 v]) - (item (object) of [objects: point index v]))\n replace item (Index 1) of [surfaces: p3 v] with ((item (Index 1) of [surfaces: p3 v]) - (item (object) of [objects: point index v]))\n change [index 1 v] by (1)\n else\n if <<not <(item (Index 1) of [surfaces: p1 v]) < (Index 2)>> or <<not <(item (Index 1) of [surfaces: p2 v]) < (Index 2)>> or <not <(item (Index 1) of [surfaces: p3 v]) < (Index 2)>>>> then\n delete (Index 1) of [surfaces: p1 v]\n delete (Index 1) of [surfaces: p2 v]\n delete (Index 1) of [surfaces: p3 v]\n delete (Index 1) of [surfaces: diameter v]\n delete (Index 1) of [surfaces: type v]\n delete (Index 1) of [surfaces: r v]\n delete (Index 1) of [surfaces: g v]\n delete (Index 1) of [surfaces: b v]\n else\n change [index 1 v] by (1)\n end\n end\nend\nrepeat (item (object) of [objects: point index v])\n delete (Index 2) of [point data: x v]\n delete (Index 2) of [point data: y v]\n delete (Index 2) of [point data: z v]\nend\ndelete (object) of [objects: x v]\ndelete (object) of [objects: y v]\ndelete (object) of [objects: z v]\ndelete (object) of [objects: rot x v]\ndelete (object) of [objects: rot y v]\ndelete (object) of [objects: rot z v]\ndelete (object) of [objects: point index v]\ndelete (object) of [objects: sign? v]\ndelete (object) of [signs: text # v]\ndelete (object) of [objects: enemy? v]\ndelete (object) of [enemies: x1 v]\ndelete (object) of [enemies: y1 v]\ndelete (object) of [enemies: z1 v]\ndelete (object) of [enemies: x2 v]\ndelete (object) of [enemies: y2 v]\ndelete (object) of [enemies: z2 v]\ndelete (object) of [objects: coin? v]\ndelete (object) of [objects: flag? v]\n\ndefine Update Signs\nset [nearest sign v] to []\nset [index 1 v] to [1]\nrepeat (length of [objects: x v])\n if <(item (Index 1) of [objects: sign? v]) = [1]> then\n Calculate Distance (item (Index 1) of [objects: x v]) (item (Index 1) of [objects: y v]) (item (Index 1) of [objects: z v]) (Player: X) (Player: Y) (Player: Z)\n if <(Distance) < [75]> then\n set [nearest sign v] to (item (Index 1) of [signs: text # v])\n end\n end\n change [index 1 v] by (1)\nend\n\ndefine Update Enemies\nset [index 1 v] to [1]\nrepeat (length of [objects: x v])\n if <(item (Index 1) of [objects: enemy? v]) = [1]> then\n Update Enemy (item (Index 1) of [enemies: x1 v]) (item (Index 1) of [enemies: y1 v]) (item (Index 1) of [enemies: z1 v]) (item (Index 1) of [enemies: x2 v]) (item (Index 1) of [enemies: y2 v]) (item (Index 1) of [enemies: z2 v])\n end\n change [index 1 v] by (1)\nend\n\ndefine Update Enemy (x1) (y1) (z1) (x2) (y2) (z2)\nset [temp speed v] to (([sin v] of ((timer) * (50)) ) + (1))\nMove Object (Index 1) to (((((x2) - (x1)) / (2)) * (Temp Speed)) + (x1)) (((((y2) - (y1)) / (2)) * (Temp Speed)) + (y1)) (((((z2) - (z1)) / (2)) * (Temp Speed)) + (z1))\n\ndefine Update Coins\nset [index 1 v] to [1]\nrepeat (length of [objects: x v])\n if <(item (Index 1) of [objects: coin? v]) = [1]> then\n Rotate Object (Index 1) to [0] ((timer) * (150))\n Calculate Distance (item (Index 1) of [objects: x v]) (item (Index 1) of [objects: y v]) (item (Index 1) of [objects: z v]) (Player: X) (Player: Y) (Player: Z)\n if <(Distance) < [40]> then\n Delete Object (Index 1)\n end\n end\n change [index 1 v] by (1)\nend\n\n@Renderer\n\ndefine Transform All Points\nCalculate View Matrix\ndelete all of [point data: x' v]\ndelete all of [point data: y' v]\ndelete all of [point data: z' v]\ndelete all of [screen: x v]\ndelete all of [screen: y v]\nset [index 1 v] to [1]\nset [index 2 v] to [1]\nrepeat (length of [objects: x v])\n Calculate World Matrix ((0) - (item (Index 1) of [objects: rot x v])) ((0) - (item (Index 1) of [objects: rot y v])) ((0) - (item (Index 1) of [objects: rot z v]))\n repeat (item (Index 1) of [objects: point index v])\n Transform Point (item (Index 2) of [point data: x v]) (item (Index 2) of [point data: y v]) (item (Index 2) of [point data: z v])\n Project Point (length of [point data: x' v])\n change [index 2 v] by (1)\n end\n change [index 1 v] by (1)\nend\n\ndefine Render Surfaces\nerase all\nSort Surfaces\nif <(Current Level) = [4]> then\n Set Pen Color to RGB [200] [0] [0]\n Render Plane ((0) - ((240) * ([tan v] of (Camera: Rot X) )))\nend\nset [index 1 v] to [1]\nrepeat (length of [surfaces: order v])\n set [index 2 v] to (item (Index 1) of [surfaces: order v])\n set [index 3 v] to (item (Index 2) of [clipped surfaces: perent v])\n Set Pen Color to RGB (item (Index 3) of [surfaces: r v]) (item (Index 3) of [surfaces: g v]) (item (Index 3) of [surfaces: b v])\n if <(item (Index 3) of [surfaces: type v]) = [1]> then\n Render Triangle Surface (item (Index 2) of [clipped surfaces: p1 v]) (item (Index 2) of [clipped surfaces: p2 v]) (item (Index 2) of [clipped surfaces: p3 v])\n else\n if <(item (Index 3) of [surfaces: type v]) = [2]> then\n Render Line Surface (item (Index 2) of [clipped surfaces: p1 v]) (item (Index 2) of [clipped surfaces: p2 v]) Width (item (Index 3) of [surfaces: diameter v])\n else\n if <(item (Index 3) of [surfaces: type v]) = [3]> then\n Render Sphere Surface (item (Index 2) of [clipped surfaces: p1 v]) Diameter (item (Index 3) of [surfaces: diameter v])\n end\n end\n end\n change [index 1 v] by (1)\nend\n\ndefine Calculate View Matrix\nset [view matrix: 11 v] to ([cos v] of (Camera: Rot Y) )\nset [view matrix: 12 v] to [0]\nset [view matrix: 13 v] to ((0) - ([sin v] of (Camera: Rot Y) ))\nset [view matrix: 21 v] to ((0) - (([sin v] of (Camera: Rot Y) ) * ([sin v] of (Camera: Rot X) )))\nset [view matrix: 22 v] to ([cos v] of (Camera: Rot X) )\nset [view matrix: 23 v] to ((0) - (([cos v] of (Camera: Rot Y) ) * ([sin v] of (Camera: Rot X) )))\nset [view matrix: 31 v] to (([sin v] of (Camera: Rot Y) ) * ([cos v] of (Camera: Rot X) ))\nset [view matrix: 32 v] to ([sin v] of (Camera: Rot X) )\nset [view matrix: 33 v] to (([cos v] of (Camera: Rot Y) ) * ([cos v] of (Camera: Rot X) ))\n\ndefine Transform Point (x) (y) (z)\ndelete all of [temp list v]\nApply World Transformations (x) (y) (z)\nApply View Transformations (item (1) of [temp list v]) (item (2) of [temp list v]) (item (3) of [temp list v])\nadd (item (1) of [temp list v]) to [point data: x' v]\nadd (item (2) of [temp list v]) to [point data: y' v]\nadd (item (3) of [temp list v]) to [point data: z' v]\n\ndefine Project Point (point)\nadd (((item (point) of [point data: x' v]) / (item (point) of [point data: z' v])) * (240)) to [screen: x v]\nadd (((item (point) of [point data: y' v]) / (item (point) of [point data: z' v])) * (240)) to [screen: y v]\n\ndefine Render Triangle Surface (p1) (p2) (p3)\nFill Triangle (item (p1) of [screen: x v]) (item (p1) of [screen: y v]) (item (p2) of [screen: x v]) (item (p2) of [screen: y v]) (item (p3) of [screen: x v]) (item (p3) of [screen: y v]) Resolution [1]\n\ndefine Fill Triangle (ax) (ay) (bx) (by) (cx) (cy) Resolution (resolution)\nset [triangle fill: 2 v] to ([sqrt v] of ((((cx) - (bx)) * ((cx) - (bx))) + (((cy) - (by)) * ((cy) - (by)))) )\nset [triangle fill: 3 v] to ([sqrt v] of ((((cx) - (ax)) * ((cx) - (ax))) + (((cy) - (ay)) * ((cy) - (ay)))) )\nset [triangle fill: 4 v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\nset [triangle fill: 1 v] to (((Triangle Fill: 2) + ((Triangle Fill: 3) + (Triangle Fill: 4))) / (2))\nset [triangle fill: 0 v] to ((2) * ([sqrt v] of ((((Triangle Fill: 1) - (Triangle Fill: 2)) * (((Triangle Fill: 1) - (Triangle Fill: 3)) * ((Triangle Fill: 1) - (Triangle Fill: 4)))) / (Triangle Fill: 1)) ))\nchange [triangle fill: 1 v] by (Triangle Fill: 1)\ngo to x: ((((Triangle Fill: 2) * (ax)) + (((Triangle Fill: 3) * (bx)) + ((Triangle Fill: 4) * (cx)))) / (Triangle Fill: 1)) y: ((((Triangle Fill: 2) * (ay)) + (((Triangle Fill: 3) * (by)) + ((Triangle Fill: 4) * (cy)))) / (Triangle Fill: 1))\nset pen size to (Triangle Fill: 0)\npen down\nif <(Triangle Fill: 0) > [0]> then\n if <<(Triangle Fill: 3) < (Triangle Fill: 2)> or <(Triangle Fill: 4) < (Triangle Fill: 2)>> then\n if <<(Triangle Fill: 2) < (Triangle Fill: 3)> or <(Triangle Fill: 4) < (Triangle Fill: 3)>> then\n set [triangle fill: 1 v] to ((x position) - (cx))\n set [triangle fill: 2 v] to ((y position) - (cy))\n else\n set [triangle fill: 1 v] to ((x position) - (bx))\n set [triangle fill: 2 v] to ((y position) - (by))\n end\n else\n set [triangle fill: 1 v] to ((x position) - (ax))\n set [triangle fill: 2 v] to ((y position) - (ay))\n end\n set [triangle fill: 1 v] to (([sqrt v] of (((Triangle Fill: 1) * (Triangle Fill: 1)) + ((Triangle Fill: 2) * (Triangle Fill: 2))) ) / ((Triangle Fill: 0) / (2)))\n set [triangle fill: 8 v] to (((Triangle Fill: 1) * (resolution)) / ((Triangle Fill: 1) - (1)))\n set [triangle fill: 1 v] to ((0.5) - ((0.5) / (Triangle Fill: 1)))\n set [triangle fill: 2 v] to (((x position) - (ax)) / (Triangle Fill: 0))\n set [triangle fill: 3 v] to (((y position) - (ay)) / (Triangle Fill: 0))\n set [triangle fill: 4 v] to (((x position) - (bx)) / (Triangle Fill: 0))\n set [triangle fill: 5 v] to (((y position) - (by)) / (Triangle Fill: 0))\n set [triangle fill: 6 v] to (((x position) - (cx)) / (Triangle Fill: 0))\n set [triangle fill: 7 v] to (((y position) - (cy)) / (Triangle Fill: 0))\n repeat ([floor v] of (([log v] of ((1) / (Triangle Fill: 0)) ) / ([log v] of (Triangle Fill: 1) )) )\n set [triangle fill: 0 v] to ((Triangle Fill: 1) * (Triangle Fill: 0))\n set pen size to ((Triangle Fill: 0) + (0.5))\n go to x: ((ax) + ((Triangle Fill: 0) * (Triangle Fill: 2))) y: ((ay) + ((Triangle Fill: 0) * (Triangle Fill: 3)))\n go to x: ((bx) + ((Triangle Fill: 0) * (Triangle Fill: 4))) y: ((by) + ((Triangle Fill: 0) * (Triangle Fill: 5)))\n go to x: ((cx) + ((Triangle Fill: 0) * (Triangle Fill: 6))) y: ((cy) + ((Triangle Fill: 0) * (Triangle Fill: 7)))\n go to x: ((ax) + ((Triangle Fill: 0) * (Triangle Fill: 2))) y: ((ay) + ((Triangle Fill: 0) * (Triangle Fill: 3)))\n end\nend\nset pen size to (resolution)\ngo to x: (ax) y: (ay)\ngo to x: (bx) y: (by)\ngo to x: (cx) y: (cy)\ngo to x: (ax) y: (ay)\npen up\n\ndefine Sort Surfaces\nTransform All Points\ndelete all of [surfaces: depth v]\ndelete all of [surfaces: order v]\ndelete all of [clipped surfaces: p1 v]\ndelete all of [clipped surfaces: p2 v]\ndelete all of [clipped surfaces: p3 v]\ndelete all of [clipped surfaces: perent v]\nset [index 1 v] to [1]\nrepeat (length of [surfaces: p1 v])\n if <(item (Index 1) of [surfaces: type v]) = [1]> then\n Load Triangle Surface (item (Index 1) of [surfaces: p1 v]) (item (Index 1) of [surfaces: p2 v]) (item (Index 1) of [surfaces: p3 v])\n else\n if <(item (Index 1) of [surfaces: type v]) = [2]> then\n Load Line Surface (item (Index 1) of [surfaces: p1 v]) (item (Index 1) of [surfaces: p2 v])\n else\n if <(item (Index 1) of [surfaces: type v]) = [3]> then\n Load Sphere Surface (item (Index 1) of [surfaces: p1 v])\n end\n end\n end\n change [index 1 v] by (1)\nend\nMerge Sort (length of [surfaces: depth v])\n\ndefine Load Triangle Surface (p1) (p2) (p3)\ndelete all of [temp list v]\nClip (item (p1) of [point data: x' v]) (item (p1) of [point data: y' v]) (item (p1) of [point data: z' v]) (item (p2) of [point data: x' v]) (item (p2) of [point data: y' v]) (item (p2) of [point data: z' v]) (p1)\nClip (item (p2) of [point data: x' v]) (item (p2) of [point data: y' v]) (item (p2) of [point data: z' v]) (item (p3) of [point data: x' v]) (item (p3) of [point data: y' v]) (item (p3) of [point data: z' v]) (p2)\nClip (item (p3) of [point data: x' v]) (item (p3) of [point data: y' v]) (item (p3) of [point data: z' v]) (item (p1) of [point data: x' v]) (item (p1) of [point data: y' v]) (item (p1) of [point data: z' v]) (p3)\nif <(length of [temp list v]) > [2]> then\n Add Clipped Triangle Surface (item (1) of [temp list v]) (item (2) of [temp list v]) (item (3) of [temp list v])\n if <(length of [temp list v]) = [4]> then\n Add Clipped Triangle Surface (item (3) of [temp list v]) (item (4) of [temp list v]) (item (1) of [temp list v])\n end\nend\n\ndefine Merge Sort (length)\nset [group size v] to [1]\nrepeat ([ceiling v] of (([log v] of (length) ) / ([log v] of (2) )) )\n set [group size v] to ((Group Size) * (2))\n Merge All Groups (Group Size) (length)\nend\n\ndefine Merge All Groups (gs) (ll)\nset [ig v] to [0]\nrepeat ([floor v] of ((ll) / (gs)) )\n change [ig v] by (1)\n Merge (((gs) * ((iG) - (1))) + (1)) ((gs) * ((iG) - (0.5))) and (((gs) * ((iG) - (0.5))) + (1)) ((gs) * (iG))\nend\nif <(((ll) mod (gs)) / (gs)) > [0.5]> then\n change [ig v] by (1)\n Merge (((gs) * ((iG) - (1))) + (1)) ((gs) * ((iG) - (0.5))) and (((gs) * ((iG) - (0.5))) + (1)) (ll)\nend\n\ndefine Merge (a min) (a max) and (b min) (b max)\nset [ib v] to (b min)\nrepeat (((a max) - (a min)) + (1))\n repeat until <<(item (a min) of [surfaces: depth v]) > (item (iB) of [surfaces: depth v])> or <(iB) > (b max)>>\n change [ib v] by (1)\n end\n insert (item (a min) of [surfaces: depth v]) at (iB) of [surfaces: depth v] \n delete (a min) of [surfaces: depth v]\n insert (item (a min) of [surfaces: order v]) at (iB) of [surfaces: order v] \n delete (a min) of [surfaces: order v]\nend\n\ndefine Set Pen Color to RGB (r) (g) (b)\nset pen color to (((r) * (65536)) + (((g) * (256)) + (b)))\n\nwhen I receive [init: renderer v]\nswitch costume to (dot v)\nset size to (50000) %\nswitch costume to (big rect v)\n\nwhen I receive [system: rendering tick v]\nRender Surfaces\n\ndefine Clip (x1) (y1) (z1) (x2) (y2) (z2) (point)\nif <(z1) > [1]> then\n add (point) to [temp list v]\nend\nif <(((z1) - (1)) * ((z2) - (1))) < [0]> then\n add ((x1) - ((((x1) - (x2)) / ((z1) - (z2))) * ((z1) - (1)))) to [point data: x' v]\n add ((y1) - ((((y1) - (y2)) / ((z1) - (z2))) * ((z1) - (1)))) to [point data: y' v]\n add [1] to [point data: z' v]\n Project Point (length of [point data: x' v])\n add (length of [screen: x v]) to [temp list v]\nend\n\ndefine Add Clipped Triangle Surface (p1) (p2) (p3)\nif <[0] > ((((item (p2) of [screen: x v]) - (item (p1) of [screen: x v])) * ((item (p3) of [screen: y v]) - (item (p1) of [screen: y v]))) - (((item (p3) of [screen: x v]) - (item (p1) of [screen: x v])) * ((item (p2) of [screen: y v]) - (item (p1) of [screen: y v]))))> then\n add (p1) to [clipped surfaces: p1 v]\n add (p2) to [clipped surfaces: p2 v]\n add (p3) to [clipped surfaces: p3 v]\n add (Index 1) to [clipped surfaces: perent v]\n add (((item (p1) of [point data: z' v]) + ((item (p2) of [point data: z' v]) + (item (p3) of [point data: z' v]))) / (3)) to [surfaces: depth v]\n add (length of [clipped surfaces: p1 v]) to [surfaces: order v]\nend\n\ndefine Calculate World Matrix (rot x) (rot y) (rot z)\nset [world matrix: 11 v] to (([cos v] of (rot y) ) * ([cos v] of (rot z) ))\nset [world matrix: 12 v] to ((([sin v] of (rot x) ) * (([sin v] of (rot y) ) * ([cos v] of (rot z) ))) - (([cos v] of (rot x) ) * ([sin v] of (rot z) )))\nset [world matrix: 13 v] to ((([cos v] of (rot x) ) * (([sin v] of (rot y) ) * ([cos v] of (rot z) ))) + (([sin v] of (rot x) ) * ([sin v] of (rot z) )))\nset [world matrix: 21 v] to (([cos v] of (rot y) ) * ([sin v] of (rot z) ))\nset [world matrix: 22 v] to ((([sin v] of (rot x) ) * (([sin v] of (rot y) ) * ([sin v] of (rot z) ))) + (([cos v] of (rot x) ) * ([cos v] of (rot z) )))\nset [world matrix: 23 v] to ((([cos v] of (rot x) ) * (([sin v] of (rot y) ) * ([sin v] of (rot z) ))) - (([sin v] of (rot x) ) * ([cos v] of (rot z) )))\nset [world matrix: 31 v] to ((0) - ([sin v] of (rot y) ))\nset [world matrix: 32 v] to (([sin v] of (rot x) ) * ([cos v] of (rot y) ))\nset [world matrix: 33 v] to (([cos v] of (rot x) ) * ([cos v] of (rot y) ))\n\ndefine Apply World Transformations (x) (y) (z)\nadd ((((x) * (World Matrix: 11)) + (((y) * (World Matrix: 12)) + ((z) * (World Matrix: 13)))) + (item (Index 1) of [objects: x v])) to [temp list v]\nadd ((((x) * (World Matrix: 21)) + (((y) * (World Matrix: 22)) + ((z) * (World Matrix: 23)))) + (item (Index 1) of [objects: y v])) to [temp list v]\nadd ((((x) * (World Matrix: 31)) + (((y) * (World Matrix: 32)) + ((z) * (World Matrix: 33)))) + (item (Index 1) of [objects: z v])) to [temp list v]\n\ndefine Apply View Transformations (x) (y) (z)\nreplace item (1) of [temp list v] with ((((x) - (Camera: X)) * (View Matrix: 11)) + ((((y) - (Camera: Y)) * (View Matrix: 12)) + (((z) - (Camera: Z)) * (View Matrix: 13))))\nreplace item (2) of [temp list v] with ((((x) - (Camera: X)) * (View Matrix: 21)) + ((((y) - (Camera: Y)) * (View Matrix: 22)) + (((z) - (Camera: Z)) * (View Matrix: 23))))\nreplace item (3) of [temp list v] with ((((x) - (Camera: X)) * (View Matrix: 31)) + ((((y) - (Camera: Y)) * (View Matrix: 32)) + (((z) - (Camera: Z)) * (View Matrix: 33))))\n\ndefine Render Line Surface (p1) (p2) Width (width)\nset pen size to (((((width) * (480)) / (((item (p1) of [point data: z' v]) + (item (p2) of [point data: z' v])) / (2))) / (2)) + (0.5))\ngo to x: (item (p1) of [screen: x v]) y: (item (p1) of [screen: y v])\npen down\ngo to x: (item (p2) of [screen: x v]) y: (item (p2) of [screen: y v])\npen up\n\ndefine Render Sphere Surface (point) Diameter (diameter)\nset pen size to (((((diameter) * (480)) / (item (point) of [point data: z' v])) / (2)) + (0.5))\ngo to x: (item (point) of [screen: x v]) y: (item (point) of [screen: y v])\npen down\npen up\n\ndefine Load Line Surface (p1) (p2)\ndelete all of [temp list v]\nClip (item (p1) of [point data: x' v]) (item (p1) of [point data: y' v]) (item (p1) of [point data: z' v]) (item (p2) of [point data: x' v]) (item (p2) of [point data: y' v]) (item (p2) of [point data: z' v]) (p1)\nClip (item (p2) of [point data: x' v]) (item (p2) of [point data: y' v]) (item (p2) of [point data: z' v]) (item (p1) of [point data: x' v]) (item (p1) of [point data: y' v]) (item (p1) of [point data: z' v]) (p2)\nif <(length of [temp list v]) > [1]> then\n add (item (1) of [temp list v]) to [clipped surfaces: p1 v]\n add (item (2) of [temp list v]) to [clipped surfaces: p2 v]\n add [] to [clipped surfaces: p3 v]\n add (Index 1) to [clipped surfaces: perent v]\n add (((item (item (1) of [temp list v]) of [point data: z' v]) + (item (item (2) of [temp list v]) of [point data: z' v])) / (2)) to [surfaces: depth v]\n add (length of [clipped surfaces: p1 v]) to [surfaces: order v]\nend\n\ndefine Load Sphere Surface (point)\nif <(item (point) of [point data: z' v]) > [1]> then\n add (point) to [clipped surfaces: p1 v]\n add [] to [clipped surfaces: p2 v]\n add [] to [clipped surfaces: p3 v]\n add (Index 1) to [clipped surfaces: perent v]\n add (item (point) of [point data: z' v]) to [surfaces: depth v]\n add (length of [clipped surfaces: p1 v]) to [surfaces: order v]\nend\n\ndefine Render Plane (y)\nif <(y) > [-180]> then\n if <(y) < [180]> then\n Fill Triangle [240] (y) [240] [-180] [-240] [-180] Resolution [1]\n Fill Triangle [-240] [-180] [-240] (y) [240] (y) Resolution [1]\n else\n Fill Triangle [240] [180] [240] [-180] [-240] [-180] Resolution [1]\n Fill Triangle [-240] [-180] [-240] [180] [240] [180] Resolution [1]\n end\nend\n\n@Signs\n\nwhen I receive [system: rendering tick v]\nif <not <(Nearest Sign) = []>> then\n switch costume to (Nearest Sign)\n show\nelse\n hide\nend\n\nwhen flag clicked\ngo to x: (0) y: (-150)\nhide\n\n@End Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [end credits v]\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@Audio\n\nwhen flag clicked\nforever\n play sound [Dreadbox Typhon - One Synth Ambient_Cinematic Track v] until done\nend\n\nwhen I receive [end credits v]\nstop [other scripts in sprite v]\nstop all sounds\n\n
THE PLATFORMER//mobile freindly
@Stage\n\n@Sprite1\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 point in direction (90)\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 point in direction (-135)\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 <<touching (lava v)?> or <touching (saw2 v)?>>> or <touching (saw1 v)?>> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n Place Player: [-200] [0] Set Size To: [40]\n set [x v] to [0]\n set [y v] to [0]\n set [ghost v] effect to (0)\n end\n if <(x position) > [230]> then\n broadcast (@cheekyscuola's Transition v)\n wait (0.5) seconds\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n Place Player: [-200] [0] Set Size To: [40]\n end\n if <touching (sprite1 v)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [restart v]\nPlace Player: [-200] [500] Set Size To: [100]\n\nwhen flag clicked\nset [level v] to [1]\nshow\nPlace Player: [-200] [500] 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 Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (-135)\n\nwhen flag clicked\nforever\n set size to (73) %\nend\n\nwhen flag clicked\nforever\n play sound [1000 Cuts v] until done\nend\n\n@67098379_60x60\n\nwhen flag clicked\nhide\n\n@Level\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\n
AND THAT DEAERT THAT YOU CAN NOT PASS IS THE END OF PLATFORMER XD
☁ Grassland - Multiplayer Scrolling Platformer #All #Games #Art
@Stage\n\n@@Blank\n\n@@Player\n\nwhen [timer v] > (Timer)\nif <(My Player #) = [1]> then\n set [☁ p1 v] to []\n set [my player # v] to []\nelse\n if <(My Player #) = [2]> then\n set [☁ p2 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [3]> then\n set [☁ p3 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [4]> then\n set [☁ p4 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [5]> then\n set [☁ p5 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [6]> then\n set [☁ p6 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [7]> then\n set [☁ p7 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [8]> then\n set [☁ p8 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [9]> then\n set [☁ p9 v] to []\n set [my player # v] to []\n else\n set [☁ p10 v] to []\n set [my player # v] to []\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (1))\nend\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]\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)\nPositon ((X) - (Scroll X)) ((Y) - (Scroll Y))\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 Positon ((X) - (Scroll X)) ((Y) - (Scroll Y))\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 <not <touching (water v)?>> 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 (-2.3)\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 (2.3)\n end\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 <not <touching (water v)?>> then\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 (JumpBoost)\n end\n end\n if <(Sy) > [-20]> then\n change [sy v] by (-2)\n end\n Change Player Y By (Sy)\nend\nTest Die\nchange [scroll x v] by (round (((X) - (Scroll X)) / (8.5)))\nif <(Scroll X) < [0]> then\n set [scroll x v] to [0]\nend\nif <[15000] < (Scroll X)> then\n set [scroll x v] to [15000]\nend\nchange [scroll y v] by (round (((Y) - (Scroll Y)) / (8.5)))\nif <(Scroll Y) < [0]> then\n set [scroll y v] to [0]\nend\nPositon ((X) - (Scroll X)) ((Y) - (Scroll Y))\nif <(Y) < [-175]> then\n set [exit v] to [die]\n set [coins v] to [0]\nend\nPositon ((X) - (Scroll X)) ((Y) - (Scroll Y))\n\ndefine GAME - DIE\nset [exit v] to []\nhide\n\ndefine Test Die\nif <touching (@danger v)?> then\n set [exit v] to [die]\n set [coins v] to [0]\nend\n\ndefine Change Player X By (sx)\nchange [x v] by (sx)\nPositon ((X) - (Scroll X)) ((Y) - (Scroll Y))\nif <touching (@platform v)?> then\n repeat (18)\n change [y v] by (1)\n Positon ((X) - (Scroll X)) ((Y) - (Scroll Y))\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 Positon ((X) - (Scroll X)) ((Y) - (Scroll Y))\n end\nend\n\nwhen flag clicked\nset [max players v] to [10]\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 broadcast (joined v)\nelse\n broadcast (full v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (Encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (Encoded) [00])\n\nwhen I receive [green flag 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 Data\n SendData [1]\n end\n end\n if <(Exit) = [win]> then\n Game-Win\n else\n GAME - DIE\n end\nend\n\ndefine SendData (id)\nset [encoded v] to []\nwrite (item (id) of [encode val v]) to encoded\nwrite (item ((id) + (1)) of [encode val v]) to encoded\nwrite (item ((id) + (2)) of [encode val v]) to encoded\nwrite (item ((id) + (3)) of [encode val v]) to encoded\nif <(My Player #) = [1]> then\n set [☁ p1 v] to (Encoded)\nend\nif <(My Player #) = [2]> then\n set [☁ p2 v] to (Encoded)\nend\nif <(My Player #) = [3]> then\n set [☁ p3 v] to (Encoded)\nend\nif <(My Player #) = [4]> then\n set [☁ p4 v] to (Encoded)\nend\nif <(My Player #) = [5]> then\n set [☁ p5 v] to (Encoded)\nend\nif <(My Player #) = [6]> then\n set [☁ p6 v] to (Encoded)\nend\nif <(My Player #) = [7]> then\n set [☁ p7 v] to (Encoded)\nend\nif <(My Player #) = [8]> then\n set [☁ p8 v] to (Encoded)\nend\nif <(My Player #) = [9]> then\n set [☁ p9 v] to (Encoded)\nend\nif <(My Player #) = [10]> then\n set [☁ p10 v] to (Encoded)\nend\n\nwhen flag clicked\nset [jumpboost v] to [18]\n\nwhen I receive [green flag v]\nset [coins v] to [0]\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (10))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (10))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n Test Die\nend\n\ndefine Positon (x) (y)\nset x to ((((([abs v] of (x) ) - ([abs v] of (x) )) + (x)) * (x)) / (x))\nset y to ((((([abs v] of (y) ) - ([abs v] of (y) )) + (y)) * (y)) / (y))\n\ndefine Data\ndelete all of [encode val v]\nadd (username) to [encode val v]\nadd (round ((timer) * (10))) to [encode val v]\nadd (X) to [encode val v]\nadd (Y) to [encode val v]\n\ndefine Position\ngo to x: ((X) - (Scroll X)) y: ((Y) - (Scroll Y))\n\nwhen flag clicked\nwait (3) seconds\nset [@! v] to (join (((Scroll X) / (X)) * (@!)) ((Scroll Y) / (Y)))\n\n@@Other_Players\n\ndefine begin decode of (encode)\nset [encoded 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 (Encoded)) (letter ((letter #) + (1)) of (Encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (Value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (90)\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 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 [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\ndelete all of [opponent cloud v]\nbegin decode of (Value)\nvalue=read from encode\nadd (Value) to [opponent cloud v]\nvalue=read from encode\nvalue=read from encode\nadd (Value) to [opponent cloud v]\nvalue=read from encode\nadd (Value) to [opponent cloud v]\nsay (item (1) of [opponent cloud v])\nset x to ((item (2) of [opponent cloud v]) - (Scroll X))\nset y to ((item (3) of [opponent cloud v]) - (Scroll Y))\nif <<<(y position) < [-170]> or <[170] < (y position)>> or <<(x position) < [-230]> or <[230] < (x position)>>> then\n set rotation style [all around v]\n set size to (40) %\n say []\n switch costume to (arrow v)\n point towards (@blank v)\n point in direction (([atan v] of ((x position) / (y position)) ) + (<not <[0] > (y position)>> * (((((80) * (2)) + (40)) / (2)) + (80))))\n if on edge, bounce\nelse\n set size to (100) %\n go to [front v] layer\n set rotation style [left-right v]\n switch costume to (costume2 v)\nend\nvalue=read from encode\n\n\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 [x v]\n\n\nwhen flag clicked\nwait (3) seconds\n\n\n\nforever\n if <(round ((Value) - (Scroll X))) > [150]> then\n switch costume to (a1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [forward v] (4) layers\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@@Shop_Buy\n\nwhen I receive [shop v]\nglide (.3) secs to x: (0) y: (-120)\nforever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n change [yoyo v] by (1)\n hide\n end\nend\n\nwhen I receive [shop v]\nglide (.5) secs to x: (0) y: (-120)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (0) y: (-120)\nforever\n go to [front v] layer\nend\n\nwhen I receive [yyeyszdf v]\nshow\nforever\n go to [front v] layer\n go [forward v] (100000000000) layers\n if <<<<mouse down?> and <touching (mouse-pointer v)?>> and <<(COINS) > [30]> or <(COINS) = [30]>>> and <(costume [number v]) = [1]>> then\n switch costume to (costume2 v)\n set [jumpboost v] to [21]\n set [coins v] to ((COINS) - (30))\n end\nend\n\n@@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (10)\n go to [front v] layer\n go [forward v] (10000000000000000) layers\n go [forward v] (10000000000000000) layers\n go to [front v] layer\n go [forward v] (10000000000000000) layers\n go [forward v] (10000000000000000) layers\nend\n\n@@Shop_Interface\n\nwhen flag clicked\ngo to [front v] layer\nset [yoyo v] to [0]\ngo to x: (0) y: (-300)\nhide\n\nwhen I receive [shop v]\nswitch costume to (shop v)\nshow\nglide (.3) secs to x: (0) y: (-120)\nbroadcast (yyeyszdf v)\nforever\n go to [front v] layer\n go [forward v] (500) layers\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n change [yoyo v] by (1)\n glide (.3) secs to x: (0) y: (-300)\n hide\n end\nend\n\nchange y by (((y position) - (-120)) / (2))\n\nchange y by (((-300) - (y position)) / (2))\n\n@@Shop_Button\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\n go [forward v] (100) layers\n set size to (100) %\nend\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [112]>\n change size by (2)\n end\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (SHOP v)\n end\nend\n\n@@Connecting_Art\n\nwhen flag clicked\nset [@c v] to [1]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\ngo to x: (143) y: (150)\nswitch costume to (connecting v)\nwait (0.4) seconds\nrepeat (40)\n change y by (((130) - (y position)) / (9))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nswitch costume to (connected v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (16)\nend\nforever\n stop [this script v]\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nrepeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (16)\nend\nforever\n stop [this script v]\nend\n\nwhen flag clicked\nrepeat (5)\n go to [front v] layer\nend\n\n@@Platform\n\nGo to [] []\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) + ((0) - (Scroll X))) ((y) + ((0) - (Scroll Y)))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nif <(Level) = [1]> then\n Clone At X [335] Y [0]\n Clone At X [335] Y [0]\n Clone At X [335] Y [0]\n Clone At X [335] Y [0]\n Clone At X [335] Y [0]\n Clone At X [335] Y [0]\n Clone At X [335] Y [0]\n Clone At X [335] Y [0]\n Clone At X [335] Y [0]\n Clone At X [335] Y [0]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\n Clone At X [335] Y [50]\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\nswitch costume to (1 v)\n\nbroadcast (SETUP v)\n\nClone At X [2214] Y [100]\n\nClone At X [180] Y [-370]\n\nswitch costume to (1 v)\n\nswitch costume to (1 1 v)\nswitch costume to (1 2 v)\nswitch costume to (1 3 v)\nswitch costume to (1 4 v)\nswitch costume to (1 6 v)\nswitch costume to (1 5 v)\nswitch costume to (1 7 v)\nswitch costume to (1 8 v)\n\nswitch costume to (1 9 v)\n\nswitch costume to (1 11 v)\n\nClone At X [-400] Y [0]\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\n\nforever\n\nset rotation style [all around v]\nset size to (40) %\nsay []\nswitch costume to (arrow v)\npoint towards (@blank v)\npoint in direction (90)\nif on edge, bounce\nif then\n hide\nelse\n show\nend\n\nClone At X [335] Y [0]\n\n@@Coins\n\nwhen I receive [green flag v]\n\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (Scroll X)) ((y) - (Scroll Y))\n\ndefine POSTION (x) (y)\nset rotation style [left-right v]\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE (sx) (sy)\npoint in direction (90)\nset [x v] to (sx)\nset [y v] to (sy)\nset [startx v] to (sx)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nforever\n if <<touching (@player v)?> and <(Sy) < [0]>> then\n delete this clone\n else\n broadcast (-1 Life v)\n wait until <not <touching (@player v)?>>\n end\nend\n\ndefine Smooth Gliding (end)\npoint in direction ((direction) * (-1))\nrepeat until <(round (x)) = (end)>\n change [x v] by (((end) - (x)) / (10))\nend\n\nstop [this script v]\n\nwhen I receive [setup v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (coin v)\n CLONE [40] [20]\n CLONE [120] [20]\n CLONE [200] [20]\n CLONE [638] [166]\n CLONE [718] [166]\n CLONE [1070] [10]\n CLONE [1150] [10]\n CLONE [2003] [183]\n CLONE [2632] [176]\n CLONE [2712] [176]\n CLONE [2792] [176]\n CLONE [4102] [195]\n CLONE [4182] [195]\n CLONE [4262] [195]\n CLONE [4342] [195]\n CLONE [5330] [345]\n CLONE [5722] [395]\n CLONE [5802] [395]\n CLONE [5882] [395]\n CLONE [5962] [395]\n CLONE [6074] [449]\n CLONE [6154] [449]\n CLONE [6234] [449]\n CLONE [7298] [802]\n CLONE [7378] [802]\n CLONE [7458] [802]\n CLONE [7538] [802]\n CLONE [8032] [893]\n CLONE [8835] [925]\n CLONE [9231] [957]\nend\nset [x v] to [-99999]\n\nwhen I receive [die player v]\n\nset [ghost v] effect to (100)\ndelete this clone\n\nwhen flag clicked\nset [clone v] to [2]\n\nbroadcast (-1 Life v)\n\nchange [lives v] by (-1)\n\nwhen I start as a clone\nforever\n if <touching (@player v)?> then\n change [coins v] by (1)\n delete this clone\n end\n wait until <not <touching (@player v)?>>\nend\n\nif <<(Sy) < [0]> and <([y position v] of [@player v]) > ((y position) + (15))>> then\n\nwhen flag clicked\nset [coins v] to [0]\nswitch costume to (red2 v)\nset size to (110) %\nhide\n\n@@You_Win\n\nwhen flag clicked\nhide\n\nwhen I receive [winnnsssss!!!! v]\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat (50)\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)\nforever\n set [ghost v] effect to (0)\n go to [front v] layer\n if <<key (space v) pressed?> or <mouse down?>> then\n repeat (10)\n change [ghost v] effect by (10)\n hide\n stop [this script v]\n end\n end\nend\n\n@@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (Scroll X)) ((y) - (Scroll Y))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n go to [back v] layer\n CLONE AT X [240] 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\n if <(costume [number v]) = [3]> then\n turn left (5) degrees\n end\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nforever\n\n@@Coin_Number\n\nwhen flag clicked\nset size to (60) %\nhide\nset [x position of numbers v] to [150]\nset [the number v] to [1]\nset [maximum length v] to [5]\nset [width between numbers v] to [22]\ngo to x: (x position of numbers) y: (135)\nrepeat (maximum length)\n set [the number v] to (COINS)\n create clone of (_myself_ v)\n change x by (width between numbers)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n switch costume to (letter ((((x position) - (x position of numbers)) / (width between numbers)) + (1)) of (COINS))\n if <(letter ((((x position) - (x position of numbers)) / (width between numbers)) + (1)) of (COINS)) = []> then\n hide\n else\n show\n end\nend\n\n@Music\n\nwhen flag clicked\nforever\n set volume to (40) %\n play sound [JJD - Velocity v] until done\n play sound [3 - Fresh v] until done\n play sound [Avicii - Levels \(128 kbps\) v] until done\nend\n\n@@Coin_Display\n\n@@Art\n\nPosition [] []\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) + ((0) - (Scroll X))) ((y) + ((0) - (Scroll Y)))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nif <(Level) = [1]> then\n Clone At X [335] Y [0]\n Clone At X [335] Y [0]\n Clone At X [335] Y [0]\n Clone At X [335] 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\nswitch costume to (1 v)\n\nbroadcast (SETUP v)\n\nClone At X [2214] Y [100]\n\nClone At X [180] Y [-370]\n\nswitch costume to (1 v)\n\nswitch costume to (1 1 v)\nswitch costume to (1 2 v)\nswitch costume to (1 3 v)\nswitch costume to (1 4 v)\nswitch costume to (1 6 v)\nswitch costume to (1 5 v)\nswitch costume to (1 7 v)\nswitch costume to (1 8 v)\n\nswitch costume to (1 9 v)\n\nswitch costume to (1 11 v)\n\nClone At X [-400] Y [0]\n\nwhen flag clicked\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@@End_Star\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (Scroll X)) ((y) - (Scroll Y))\n\ndefine POSTION (x) (y)\nset rotation style [left-right v]\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE (sx) (sy)\npoint in direction (90)\nset [x v] to (sx)\nset [y v] to (sy)\nset [startx v] to (sx)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nforever\n if <<touching (@player v)?> and <(Sy) < [0]>> then\n delete this clone\n else\n broadcast (-1 Life v)\n wait until <not <touching (@player v)?>>\n end\nend\n\ndefine Smooth Gliding (end)\npoint in direction ((direction) * (-1))\nrepeat until <(round (x)) = (end)>\n change [x v] by (((end) - (x)) / (10))\nend\n\nstop [this script v]\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (str v)\n CLONE [9390] [1000]\nend\nset [x v] to [-99999]\n\nswitch costume to (red2 v)\n\nwhen I receive [die player v]\n\nhide\n\nset [ghost v] effect to (100)\ndelete this clone\n\nwhen flag clicked\nset [clone v] to [2]\n\nbroadcast (-1 Life v)\n\nchange [lives v] by (-1)\n\nwhen I start as a clone\nforever\n if <touching (@player v)?> then\n broadcast (WINNNSSSSS!!!! v)\n delete this clone\n end\n wait until <not <touching (@player v)?>>\nend\n\nif <<(Sy) < [0]> and <([y position v] of [@player v]) > ((y position) + (15))>> then\n\nset size to (110) %\n\nwhen flag clicked\nset [coins v] to [0]\n\ndelete this clone\n\n@@Credits Screen\n\nwhen flag clicked\ngo to [front v] layer\nset [yoyo v] to [0]\ngo to x: (0) y: (-300)\nhide\n\nchange y by (((y position) - (-120)) / (2))\n\nchange y by (((-300) - (y position)) / (2))\n\nwhen I receive [credit v]\nswitch costume to (shop v)\nshow\nglide (.3) secs to x: (0) y: (-120)\nforever\n go to [front v] layer\n go [forward v] (500) layers\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n change [yoyo v] by (1)\n glide (.3) secs to x: (0) y: (-300)\n hide\n end\nend\n\n@@Credit Button\n\nwhen flag clicked\nrepeat (2)\n set [brightness v] effect to (0)\n show\n go to [front v] layer\n set size to (100) %\nend\nforever\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n wait until <not <touching (mouse-pointer v)?>>\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\nrepeat until <(size) = [112]>\n change size by (2)\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (credit v)\n end\nend\n\n
★ Grassland ★\nMultiplayer Scrolling Platformer\n\n✿ How To Play: ✿\n➜ Use Arrow Keys Or Mobile to Move\n➜ Do Not Fall Off A Cliff\n➜ Play With Others In Multiplayer\n➜ Get To The Star To Win!\n➜ Buy Upgades In The Shop\n\n✦ Info ✦\n✔ 10 Player Multiplayer (Must Be Scratcher to Use)\n✔ Scrolling Platformer\n✔ Over 1600 Blocks\n✔ 20+ Hours of Work\n\n⚠️ Advertising is Reported ⚠️ \n\nPlease ❤️ and ⭐ this for future games\n\nTags :\n#All #All #All #All #All #All #All #All #All #All #All #All\n#Games #Games #Games #Games #Games #Games\n#Art #Art #Art #Art #Art #Art #Art #Art #Art #Art #Art\n
#Night#Forest/A platformer #G...
@Stage\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nset [total dead v] to [0]\ngo to x: (-156) y: (77)\nbroadcast (Restart v)\nset [level v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xvel v] by (1)\n end\n set [xvel v] to ((xvel) * (0.9))\n change x by (xvel)\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (-4)\n change x by ((xvel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(xvel) > [0]> then\n set [xvel v] to [-10]\n else\n set [xvel v] to [10]\n end\n set [yvel v] to [15]\n else\n set [xvel v] to [0]\n end\n end\n if <touching (sprite2 v)?> then\n change [yvel v] by (-0.5)\n else\n change [yvel v] by (-1)\n end\n change y by (yvel)\n if <touching (sprite1 v)?> then\n change y by ((yvel) - ((yvel) * (2)))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching (sprite2 v)?> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to [2]\n end\n else\n if <<touching (sprite1 v)?> and <key (up arrow v) pressed?>> then\n set [yvel v] to [12]\n end\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [230]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <touching (diken v)?> then\n broadcast (Restart v)\n end\n if <touching (zıplatma v)?> then\n set [yvel v] to [19]\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nclear graphic effects\nrepeat (5)\n change [ghost v] effect by (11)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-156) y: (77)\n\nwhen I receive [second v]\ngo to x: (-158) y: (40)\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n wait (0.0.1) seconds\n stop [all v]\n end\nend\n\nwhen I receive [fi̇rst v]\ngo to x: (2) y: (-87)\n\nwhen flag clicked\nforever\n if <<touching (diken v)?> or <touching (enemy v)?>> then\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n play sound [Unlimited3 v] until done\nend\n\n@Enemy\n\nwhen flag clicked\nset [level v] to [1]\nrepeat until <(Level) > [1]>\n if <(Level) = [1]> then\n show\n go to x: (206) y: (-5)\n wait (0.3) seconds\n repeat until <(Level) > [1]>\n if <([x position v] of [player v]) < (x position)> then\n change [xvel v] by (-1)\n end\n if <(x position) < ([x position v] of [player v])> then\n change [xvel v] by (1)\n end\n set [xvel v] to ((xvel) * (0.9))\n change x by (xvel)\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (-4)\n change x by ((xvel) * (-1))\n if <(([y position v] of [player v]) - (50)) > (y position)> then\n wait (0.0.1) seconds\n if <(xvel) > [0]> then\n set [xvel v] to [-10]\n else\n set [xvel v] to [10]\n end\n set [yvel v] to [15]\n else\n set [xvel v] to [0]\n end\n end\n if <touching (sprite2 v)?> then\n change [yvel v] by (-0.5)\n else\n change [yvel v] by (-1)\n end\n change y by (yvel)\n if <touching (sprite1 v)?> then\n change y by ((yvel) - ((yvel) * (2)))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching (sprite2 v)?> then\n if <(([y position v] of [player v]) - (50)) < (y position)> then\n wait (0.0.1) seconds\n set [yvel v] to [2]\n end\n else\n if <<touching (sprite1 v)?> and <(([y position v] of [player v]) - (40)) < (y position)>> then\n wait (0.0.1) seconds\n set [yvel v] to [12]\n end\n end\n change y by (1)\n if <touching (diken v)?> then\n delete this clone\n end\n if <touching (zıplatma v)?> then\n set [yvel v] to [19]\n end\n if <touching (player v)?> then\n broadcast (Restart v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> or <(Level) = [4]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nrepeat until <(Level) > [4]>\n if <(Level) = [4]> then\n show\n go to x: (189) y: (-105)\n wait (0.0.1) seconds\n repeat until <(Level) > [4]>\n if <([x position v] of [player v]) < (x position)> then\n change [xvel v] by (-1)\n end\n if <(x position) < ([x position v] of [player v])> then\n change [xvel v] by (1)\n end\n set [xvel v] to ((xvel) * (0.9))\n change x by (xvel)\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (1)\n end\n if <touching (sprite1 v)?> then\n change y by (-4)\n change x by ((xvel) * (-1))\n if <(([y position v] of [player v]) - (50)) > (y position)> then\n if <(xvel) > [0]> then\n set [xvel v] to [-10]\n else\n set [xvel v] to [10]\n end\n set [yvel v] to [15]\n else\n set [xvel v] to [0]\n end\n end\n if <touching (sprite2 v)?> then\n change [yvel v] by (-0.5)\n else\n change [yvel v] by (-1)\n end\n change y by (yvel)\n if <touching (sprite1 v)?> then\n change y by ((yvel) - ((yvel) * (2)))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching (sprite2 v)?> then\n if <(([y position v] of [player v]) - (50)) < (y position)> then\n set [yvel v] to [2]\n end\n else\n if <<touching (sprite1 v)?> and <(([y position v] of [player v]) - (40)) < (y position)>> then\n set [yvel v] to [12]\n end\n end\n change y by (1)\n if <touching (diken v)?> then\n delete this clone\n end\n if <touching (zıplatma v)?> then\n set [yvel v] to [19]\n end\n if <touching (player v)?> then\n broadcast (Restart v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (1)\n broadcast (new v)\n end\n end\nend\n\nwhen I receive [new v]\nchange [total dead v] by (1)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(Level) = [1]> then\n go to x: (187) y: (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(Level) = [4]> then\n go to x: (190) y: (-105)\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [sayaç v] to [0]\nforever\n switch costume to (Level)\n if <(costume [number v]) = [5]> then\n broadcast (FİRST v)\n set [sayaç v] to [1]\n go to x: (7) y: (-153)\n end\nend\n\nwhen flag clicked\ngo to x: (-1) y: (-150)\n\nwhen flag clicked\nhide variable [skip time v]\n\nset [☁ best score v] to [30]\n\n@diken\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n go to x: (59) y: (-63)\n show\n go to [front v] layer\n switch costume to (diken v)\n end\n if <(Level) = [3]> then\n go to x: (59) y: (-62)\n show\n go to [front v] layer\n switch costume to (diken5 v)\n end\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (1)\n broadcast (new v)\n end\n end\nend\n\nwhen I receive [new v]\nchange [total dead v] by (1)\n\n@Sprite2\n\nwhen flag clicked\nset [level v] to [1]\nrepeat until <(Level) = [3]>\n repeat until <(Level) = [3]>\n hide\n end\nend\nif <(Level) = [3]> then\n go to x: (-27) y: (-185)\n show\n go to [back v] layer\n set [tide v] to [0]\n forever\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\n end\nend\n\nwhen flag clicked\nforever\n set y to (tide)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (3) y: (48)\n end\n if <(Level) = [2]> then\n go to x: (13) y: (74)\n end\n if <(Level) = [3]> then\n go to x: (-3) y: (62)\n end\nend\n\n@Love fave\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n wait (pick random (5) to (10)) seconds\n switch costume to (costume1 v)\n go to x: (-233) y: (46)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n if <(Level) = [5]> then\n stop [this script v]\n end\nend\n\nwhen I receive [fi̇rst v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nbroadcast (start v)\nwait (1) seconds\n\nwhen this sprite clicked\nchange [skip time v] by (1)\nchange [level v] by (1)\nbroadcast (SECOND v)\n\nwhen I receive [fi̇rst v]\nhide\ngo to x: (-219) y: (149)\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nset [skip time v] to [0]\ngo to x: (-130) y: (-184)\n\n@Sprite5\n\nwhen flag clicked\nforever\n hide\n hide variable [skip time v]\n hide\n hide\nend\n\nwhen I receive [fi̇rst v]\nset [hide v] to [1]\nshow variable [skip time v]\nshow\ngo to [front v] layer\ngo to x: (-66) y: (-106)\ngo to [front v] layer\n\nwhen flag clicked\nplay sound [Unlimited v] until done\n\n@Sprite7\n\nwhen flag clicked\nwait (0.1) seconds\nshow\nrepeat (1)\n go to x: (-77) y: (63)\n repeat (5)\n wait (0.3) seconds\n next costume\n end\n wait (0.1) seconds\n hide\nend\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (2) y: (2)\ngo to [back v] layer\nforever\n go [backward v] (25) layers\nend\n\n@Sprite10\n\nwhen flag clicked\nset [ghost v] effect to (0)\nclear graphic effects\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [fi̇rst v]\nrepeat (10)\n wait (0.1.2) seconds\n change [ghost v] effect by (10)\nend\n\n
Trend?\ngames #?\nmusıc#?\n\nEn:\n[-------Welcome-------]\nHi Everybody!\nThis is my #Night#Forest platformer game.\nYou can use Arrow Keys.\nBecarufull! Enemy is behind for you!!!\nİf you dont complete level you can use Skip button.\nİf this project have 200 love 150 fave #Night#Forest 2 it will come!!\nAll levels are possible.\n\nTr:\n[--------Hoşgeldin-------]\nHerkese Merhaba!\nBu benim #Night#Forest# platform oyunum.\nOk Tuşlarını kullanabilirsin.\nDikkatli ol! Düşman arkanda!!!\nEğer leveli tamamlayamazsan Skip butonunu kullan.\nEğer bu projeye 200 kalp 150 yıldız gelirse #Night#Forest# 2 yi yapacağım.\nBütün leveller mümkündür.\n\nSee you later with my other perfect project!\nBaşka mükemmel bir projemde görüşmek üzere!\n\n_-_-_-;Credits;-_-_-_\n@-XaF- (for music)\n@INorth-(He draw a lots of grapfic)\n @mke2010-(he fix my mistake)\n@4a0012-(he has rest XD)\n@345969-(for draw some sprites)\n@0014049-(for codes)\n\nTags:\n#games#all#music\n\n@PrimeApocalypse fave\n@INorth love and fave\n@--AwesomeCode-- said 'I like your night forest game'\n\nMy other perfect project:\nhttps://scratch.mit.edu/projects/447737422 look it.\n\nTysm guys! It have 200+ love and 185+ fave!
Polluted (multiplayer platformer)
@Stage\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch backdrop to (title v)\n\nwhen I receive [start game v]\nset [ghost v] effect to (0)\nswitch backdrop to (backdrop3 v)\nbroadcast (message1 v)\n\nwhen I receive [you won v]\nswitch backdrop to (backdrop2 v)\n\n@Sprite1\n\nwhen I receive [message1 v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-407)\nrepeat until <(y position) = [-56]>\n change y by ((1.7) + ((level) / (8)))\n wait (0.001) seconds\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nset [ghost v] effect to (0)\n\nwhen I receive [you won v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [deaths v] by (1)\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Block by bubblebee3 v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [you won v]\nset [end v] to [y]\npoint in direction (90)\nshow\nstop [all v]\n\ngo to x: (0) y: (0)\nforever\n wait (.05) seconds\n turn right (7.5) degrees\n wait (.05) seconds\n turn right (7.5) degrees\n wait (.05) seconds\n turn left (7.5) degrees\n wait (.05) seconds\n turn left (7.5) degrees\n turn left (7.5) degrees\n wait (.05) seconds\n turn left (7.5) degrees\n wait (.05) seconds\n turn right (7.5) degrees\n wait (.05) seconds\n turn right (7.5) degrees\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (6) y: (-11)\nshow\n\nwhen I receive [start game v]\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo [backward v] (3) layers\ngo to x: (5) y: (-178)\nhide\nforever\n wait (pick random (.05) to (1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <touching color (#28f300)?> then\n delete this clone\nend\nshow\nset x to (pick random (-213) to (212))\nrepeat (10)\n change y by (4)\nend\nrepeat until \n change y by (4)\nend\ndelete this clone\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite5\n\nwhen this sprite clicked\nbroadcast (start game v)\nhide\n\nwhen flag clicked\ngo to x: (0) y: (-40)\nshow\nset [brightness v] effect to (0)\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\n@opponents\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nsay (value)\nvalue=read from encode\nvalue=read from encode\nset x to (value)\nvalue=read from encode\nset y to (value)\nvalue=read from encode\npoint in direction (value)\nvalue=read from encode\nif <(value) = (level)> 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@Player\n\ndefine Touch Ground <up>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground2 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 [my variable 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 (ground2 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\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [message1 v]\ngo to [front v] layer\ngo to x: (-205) y: (100)\nswitch costume to (costume1 v)\nset rotation style [left-right v]\nset [my variable v] to [0]\nshow\nforever\n change [my variable v] by (-1)\n change y by (my variable)\n Touch Ground <(my variable) > [0]>\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n Walk [-90] [-6]\n else\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n Walk [90] [6]\n else\n set [frame v] to [0]\n end\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [my variable v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n else\n set [jump key v] to [0]\n end\n end\n if <(x position) > [222]> then\n if <(level) < [12]> then\n go to x: (-205) y: (100)\n change [level v] by (1)\n broadcast (message1 v)\n else\n broadcast (You won v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nrepeat until <[] = [1]>\n change [timer v] by (-1)\nend\nstop [all v]\n\nwhen I receive [you won v]\nchange [level v] by (1)\nhide\n\nwhen I receive [message1 v]\nforever\n if <touching color (#00ec08)?> then\n broadcast (message1 v)\n end\nend\n\nwhen I receive [start v]\n\nbroadcast (message1 v)\n\nwhen I receive [begin v]\n\nwhen I receive [begin v]\nforever\n if <(My Player #) > [0]> then\n send cloud data\n end\nend\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n set [☁ p1 v] to [2]\nelse\n set [☁ p1 v] to [3]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen flag clicked\nbroadcast (Play game 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 (direction) to encoded\nwrite (level) to encoded\nset cloud # (My Player #) to (encodied)\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\nwhen [timer v] > (Timer)\nif <(My Player #) = [1]> then\n set [☁ p1 v] to []\n set [my player # v] to []\nelse\n if <(My Player #) = [2]> then\n set [☁ p2 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [3]> then\n set [☁ p3 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [4]> then\n set [☁ p4 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [5]> then\n set [☁ p5 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [6]> then\n set [☁ p6 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [7]> then\n set [☁ p7 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [8]> then\n set [☁ p8 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [9]> then\n set [☁ p9 v] to []\n set [my player # v] to []\n else\n set [☁ p10 v] to []\n set [my player # v] to []\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p7 v] to [0]\nset [☁ p8 v] to [0]\nset [☁ p9 v] to [0]\nset [☁ p10 v] to [0]\n\nwhen flag clicked\nset [time v] to [0]\nset [end v] to [n]\nhide variable [time v]\n\nwhen I receive [start game v]\nshow variable [time v]\nrepeat until <(End) = [y]>\n wait (1) seconds\n change [time v] by (1)\nend\n\n@ground2\n\nwhen I receive [message1 v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (level)\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [you won v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-10)\nforever\n if <(level) = [5]> then\n switch costume to (costume1 v)\n show\n go to [back v] layer\n repeat (12)\n if <(level) = [5]> then\n change y by (1)\n else\n hide\n end\n end\n repeat (12)\n if <(level) = [5]> then\n change y by (-1)\n else\n hide\n end\n end\n hide\n else\n go to x: (42) y: (-116)\n if <(level) = [13]> then\n switch costume to (costume2 v)\n show\n go to [back v] layer\n repeat (12)\n if <(level) = [13]> then\n change y by (1)\n else\n hide\n end\n end\n repeat (12)\n if <(level) = [13]> then\n change y by (-1)\n else\n hide\n end\n end\n else\n hide\n end\n end\nend\n\n@trail\n\nwhen flag clicked\nforever\n set size to (0.1) %\nend\n\nclear graphic effects\n\nwhen flag clicked\nswitch backdrop to (xy-grid-30px v)\nforever\n if <(shape) = [square]> then\n switch costume to (costume1 v)\n else\n if <(shape) = [circle]> then\n switch costume to (costume3 v)\n else\n if <(shape) = [heart]> then\n switch costume to (costume2 v)\n else\n if <(shape) = [star]> then\n switch costume to (costume4 v)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (60) %\nset size to (60) %\nrepeat (25)\n change size by (-1)\n change [ghost v] effect by (6)\n change [pixelate v] effect by (2)\n change [brightness v] effect by (2)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(my variable) = [rainbow]> then\n if <(my variable) = [black]> then\n if <(shape) = [square]> then\n switch costume to (1 v)\n else\n if <(shape) = [circle]> then\n switch costume to (3 v)\n else\n if <(shape) = [heart]> then\n switch costume to (2 v)\n else\n if <(shape) = [star]> then\n switch costume to (4 v)\n end\n end\n end\n end\n set [brightness v] effect to (-80)\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n set size to (60) %\nend\n\nwhen flag clicked\nforever\n if <(my variable) = [black]> then\n if <(shape) = [square]> then\n switch costume to (1 v)\n else\n if <(shape) = [circle]> then\n switch costume to (3 v)\n else\n if <(shape) = [heart]> then\n switch costume to (2 v)\n else\n if <(shape) = [star]> then\n switch costume to (4 v)\n end\n end\n end\n end\n set [brightness v] effect to (-80)\n end\nend\n\nwhen I receive [start game v]\nshow\nforever\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [you won v]\nhide\n\n
--------------------------⚠POLLUTED⚠----------------------------- multiplayer arrow keys to move. Save the Earth from pollution! ❤ and ⭐ if you enjoy!\nNote: mobile friendly. Unshared to fix a couple of glitches and improve level art. Sorry for the inconvenience.
cold platformer
@Stage\n\nwhen flag clicked\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n play sound [Treenan v] until done\nend\n\nswitch backdrop to (背景2 v)\nwait (1) seconds\n\n@Player\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nshow\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\ndefine 動作\npoint in direction (90)\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (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 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 set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (氷 v)?>> then\n start sound [お亡くなり v]\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\nif <touching (goal v)?> then\n broadcast (goal v)\nend\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (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\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <(レベル) = [1]> then\n repeat (1)\n change x by (1)\n end\n repeat (1)\n change x by (-1)\n end\n end\n if <(レベル) = [2]> then\n repeat (1)\n change x by (2)\n end\n repeat (1)\n change x by (-2)\n end\n end\n if <(レベル) = [3]> then\n repeat (1)\n change x by (3)\n end\n repeat (1)\n change x by (-3)\n end\n end\n if <(レベル) = [4]> then\n repeat (1)\n change x by (4)\n end\n repeat (1)\n change x by (-4)\n end\n end\n if <(レベル) = [5]> then\n repeat (1)\n change x by (5)\n end\n repeat (1)\n change x by (-5)\n end\n end\n if <(レベル) = [6]> then\n repeat (1)\n change x by (6)\n end\n repeat (1)\n change x by (-6)\n end\n end\n if <(レベル) = [7]> then\n repeat (1)\n change x by (7)\n end\n repeat (1)\n change x by (-7)\n end\n end\n if <(レベル) = [8]> then\n repeat (1)\n change x by (8)\n end\n repeat (1)\n change x by (-8)\n end\n end\nend\n\nwhen flag clicked\nset [レベル v] to [1]\nset [時間 v] to [0]\nforever\n change [時間 v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(時間) = [10]> then\n set [レベル v] to [1]\n end\n if <(時間) = [25]> then\n set [レベル v] to [2]\n end\n if <(時間) = [40]> then\n set [レベル v] to [3]\n end\n if <(時間) = [50]> then\n set [レベル v] to [4]\n end\n if <(時間) = [60]> then\n set [レベル v] to [5]\n end\n if <(時間) = [80]> then\n set [レベル v] to [6]\n end\n if <(時間) = [100]> then\n set [レベル v] to [7]\n end\n if <(時間) = [150]> then\n set [レベル v] to [8]\n end\nend\n\nwait (1) seconds\n\nwhen I receive [goal v]\n\nhide\n\nstop [this script v]\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\nwhen I receive [goal v]\nhide\nstop [this script v]\n\nhide\n\n@氷\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@Sprite2\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.2) 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\nwhen I receive [goal v]\nhide\n\n@goal\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@win\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat (60)\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)\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen I receive [隠す v]\nhide\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\ngo to [front v] layer\n\nswitch costume to (背景2 v)\n\nwhen [timer v] > (0)\n\n
Use A,D keys or ←,→ keys to move\nUse W key or ↑key to jump\n@ta_ta040さんの作品\nhttps://scratch.mit.edu/projects/463473593/\n時間がたつと段々と震えます!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n今年最後の投稿…
COV-ID 19---PLATFORMER 3
@Stage\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen I receive [level 2 v]\nset [level v] to [2]\n\nwhen I receive [level 3 v]\nset [level v] to [3]\n\nwhen I receive [level 4 v]\nset [level v] to [4]\n\nwhen I receive [level 5 v]\nset [level v] to [5]\n\nwhen I receive [level 6 v]\nset [level v] to [6]\n\nwhen I receive [level 7 v]\nset [level v] to [7]\nswitch backdrop to (boardwalk 2 v)\n\nwhen flag clicked\nswitch backdrop to (boardwalk v)\n\nwhen I receive [level 8 v]\nswitch backdrop to (boardwalk v)\nset [level v] to [8]\n\nwhen I receive [level 9 v]\nset [level v] to [9]\n\nwhen I receive [level 10 v]\nset [level v] to [10]\n\n@Corona Virüs\n\nwhen I receive [start v]\nshow\nset size to (35) %\ngo to x: (-200) y: (-60)\nset [y hızı v] to [0]\nforever\n wait until <not <touching (ekran v)?>>\n change [y hızı v] by (-0.3)\n change y by (Y hızı)\n if <<touching color (#eacd62)?> or <<touching color (#66e5ff)?> or <touching color (#eb6363)?>>> then\n set [y hızı v] to ((Y hızı) * (-0.5))\n change y by (Y hızı)\n if <<touching color (#eacd62)?> or <<touching color (#66e5ff)?> or <touching color (#eb6363)?>>> then\n change y by (Y hızı)\n if <<touching color (#eacd62)?> or <<touching color (#66e5ff)?> or <touching color (#eb6363)?>>> then\n change y by (Y hızı)\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y hızı v] to [8]\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x hızı v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x hızı v] by (-1)\n end\n change x by (X hızı)\n set [x hızı v] to ((X hızı) * (0.8))\n if <<touching color (#eacd62)?> or <<touching color (#66e5ff)?> or <touching color (#eb6363)?>>> then\n set [x hızı v] to ((X hızı) * (-1))\n change x by (X hızı)\n if <<touching color (#eacd62)?> or <<touching color (#66e5ff)?> or <touching color (#eb6363)?>>> then\n change x by (X hızı)\n end\n end\nend\n\nwhen flag clicked\nset [killing v] to [0]\nset size to (100) %\nhide\nwait (4) seconds\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nrepeat (5)\n wait (0.5) seconds\n change [mosaic v] effect by (10)\n change size by (-5)\nend\nwait (1) seconds\ngo to [back v] layer\n\nwhen I receive [start v]\nclear graphic effects\nshow\nset size to (30) %\n\nwhen I receive [level 2 v]\nshow\ngo to x: (-200) y: (50)\n\nwhen I receive [kill v]\nchange [can v] by (-1)\ngo to x: (-200) y: (-75)\nset [killing v] to [1]\nwait (1) seconds\nset [killing v] to [0]\n\nwhen I receive [level 3 v]\nshow\ngo to x: (-200) y: (-50)\n\nwhen I receive [level 4 v]\nshow\ngo to x: (-200) y: (-50)\n\nwhen I receive [level 5 v]\nshow\ngo to x: (-200) y: (-50)\n\nwhen I receive [start v]\nforever\n if <(x position) > [229]> then\n if <(level) = [1]> then\n broadcast (Level 2 v)\n end\n if <(level) = [2]> then\n broadcast (Level 3 v)\n end\n if <(level) = [3]> then\n broadcast (Level 4 v)\n end\n if <(level) = [4]> then\n broadcast (Level 5 v)\n end\n if <(level) = [5]> then\n broadcast (Level 6 v)\n end\n if <(level) = [6]> then\n broadcast (Level 7 v)\n end\n if <(level) = [7]> then\n broadcast (Level 8 v)\n end\n if <(level) = [9]> then\n broadcast (Level 9 v)\n end\n if <(level) = [10]> then\n broadcast (Level 10 v)\n end\n end\nend\n\nwhen I receive [level 6 v]\nshow\ngo to x: (-200) y: (-50)\n\nwhen I receive [level 7 v]\nshow\ngo to x: (-200) y: (-50)\n\nwhen I receive [level 8 v]\nshow\ngo to x: (-200) y: (-60)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(x position) > [229]> then\n change [level v] by (1)\n end\nend\n\nwhen I receive [level 9 v]\nshow\ngo to x: (-200) y: (-50)\nforever\n if <(x position) > [220]> then\n stop [all v]\n end\nend\n\n@Arm 1\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (-400) y: (0)\nglide (1) secs to x: (-100) y: (0)\nwait (1) seconds\nrepeat (10)\n change size by (10)\n change x by (-10)\nend\n\nwhen I receive [start v]\nhide\n\n@Arm 2\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (400) y: (0)\nglide (1) secs to x: (105) y: (0)\nwait (1) seconds\nrepeat (10)\n change size by (10)\n change x by (10)\nend\n\nwhen I receive [start v]\nhide\n\n@Arm 3\n\nwhen flag clicked\ngo to [back v] layer\nwait (0.01) seconds\ngo to [front v] layer\nshow\nset size to (100) %\ngo to x: (400) y: (0)\nrepeat until <(x position) = [105]>\n go to (arm 2 v)\n go to [front v] layer\nend\nwait (1) seconds\nrepeat (10)\n change x by (10)\n change size by (10)\nend\nwait (5.5) seconds\ngo to [back v] layer\n\nwhen I receive [start v]\nhide\n\n@Blackout\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (8) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.1) seconds\nbroadcast (Start v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Skin\n\nwhen flag clicked\ngo to x: (0) y: (-150)\nswitch costume to (skin 1 v)\ngo to [back v] layer\nhide\n\nwhen I receive [level 2 v]\nshow\nswitch costume to (skin 2 v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [level 6 v]\nshow\nswitch costume to (skin 3 v)\n\nwhen I receive [level 8 v]\nshow\nswitch costume to (skin 4 v)\n\nwhen I receive [level 9 v]\nshow\nswitch costume to (skin 5 v)\n\n@Health\n\nwhen flag clicked\ngo to x: (-195) y: (-155)\nhide\n\nwhen I receive [start v]\nset [can v] to [5]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <touching (ekran v)?> then\n set [brightness v] effect to (0)\n end\n if <(CAN) = [5]> then\n say [Canın Zaten Full!]\n else\n say [Canın Fulllemek İçin Reklam İzle!]\n if <touching (ekran v)?> then\n say []\n end\n end\n else\n set [brightness v] effect to (0)\n say []\n if <touching (ekran v)?> then\n set [brightness v] effect to (0)\n end\n end\n if <(CAN) = [5]> then\n switch costume to (heart:5 v)\n end\n if <(CAN) = [4]> then\n switch costume to (heart:4 v)\n end\n if <(CAN) = [3]> then\n switch costume to (heart:3 v)\n end\n if <(CAN) = [2]> then\n switch costume to (heart:2 v)\n end\n if <(CAN) = [1]> then\n switch costume to (heart:1 v)\n wait (0.5) seconds\n switch costume to (heart:1 red v)\n wait (0.5) seconds\n end\n if <(CAN) = [0]> then\n switch costume to (heart:0 v)\n broadcast (!CAN FULLE! v)\n end\n wait until <not <touching (ekran v)?>>\nend\n\nwhen this sprite clicked\nif <touching (ekran v)?> then\n\n@Text 1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (text 1 v)\ngo to x: (-30) y: (150)\n\nwhen I receive [level 2 v]\nshow\nswitch costume to (text 2 v)\ngo to x: (-30) y: (150)\n\nwhen I receive [level 3 v]\nshow\nswitch costume to (text 3 v)\ngo to x: (-60) y: (160)\n\nwhen I receive [level 4 v]\nshow\nswitch costume to (text 4 v)\ngo to x: (0) y: (150)\n\nwhen I receive [level 5 v]\nshow\nswitch costume to (text 5 v)\ngo to x: (0) y: (150)\n\nwhen I receive [level 6 v]\nshow\nswitch costume to (text 6 v)\ngo to x: (0) y: (150)\n\nwhen I receive [level 7 v]\nshow\nswitch costume to (text 7 v)\ngo to x: (0) y: (150)\n\nwhen I receive [level 8 v]\nshow\nswitch costume to (text 8 v)\ngo to x: (0) y: (150)\n\nwhen I receive [level 9 v]\nshow\nswitch costume to (text 9 v)\ngo to x: (0) y: (150)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (-155)\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (level:kol 1 v)\n\nwhen I receive [level 2 v]\nshow\nswitch costume to (level:kol 2 v)\n\nwhen I receive [level 3 v]\nshow\nswitch costume to (level:kol 3 v)\n\nwhen I receive [level 4 v]\nshow\nswitch costume to (level:sinek 1 v)\n\nwhen I receive [level 5 v]\nshow\nswitch costume to (level:sinek 2 v)\n\nwhen I receive [level 6 v]\nshow\nswitch costume to (level:sinek 3 v)\n\nwhen I receive [level 7 v]\nshow\nswitch costume to (level: tişört 1 v)\n\nwhen I receive [level 8 v]\nshow\nswitch costume to (level: tişört 2 v)\n\nwhen I receive [level 9 v]\nshow\nswitch costume to (level: son ;-; v)\n\n@Arrow\n\nwhen flag clicked\nhide\ngo to x: (195) y: (-150)\n\nwhen I receive [start v]\nset [arrow v] to [1]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n say [Seviye geçmek için 1 Hakkın var]\n else\n set [brightness v] effect to (0)\n say []\n end\n if <(Arrow) = [1]> then\n switch costume to (arrow 1 v)\n end\nend\n\nwhen this sprite clicked\nif <(Arrow) = [1]> then\n switch costume to (arrow any v)\n change [level v] by (1)\n set [arrow v] to [0]\n broadcast (Kontrol v)\nelse\n broadcast (???LEVELATLA??? v)\nend\n\nwhen I receive [kontrol v]\nif <(level) = [2]> then\n broadcast (Level 2 v)\nend\nif <(level) = [3]> then\n broadcast (Level 3 v)\nend\nif <(level) = [4]> then\n broadcast (Level 4 v)\nend\nif <(level) = [5]> then\n broadcast (Level 5 v)\nend\nif <(level) = [6]> then\n broadcast (Level 6 v)\nend\nif <(level) = [7]> then\n broadcast (Level 7 v)\nend\nif <(level) = [8]> then\n broadcast (Level 8 v)\nend\nif <(level) = [9]> then\n broadcast (Level 9 v)\nend\nif <(level) = [10]> then\n broadcast (Level 10 v)\nend\n\n@Hair and Teeth\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [level 2 v]\ngo to x: (0) y: (0)\nswitch costume to (hair 1 v)\nshow\nforever\n if <touching (corona virüs v)?> then\n broadcast (Kill v)\n end\nend\n\nwhen I receive [level 3 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [level 5 v]\ngo to x: (0) y: (0)\nswitch costume to (hair 2 v)\nshow\nforever\n if <touching (corona virüs v)?> then\n broadcast (Kill v)\n end\nend\n\nwhen I receive [level 6 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [level 6 v]\ngo to x: (0) y: (0)\nswitch costume to (hair 2 v)\nshow\nforever\n if <touching (corona virüs v)?> then\n broadcast (Kill v)\n end\nend\n\nwhen I receive [level 7 v]\ngo to x: (0) y: (0)\nswitch costume to (hair 4 v)\nshow\nforever\n if <touching (corona virüs v)?> then\n broadcast (Kill v)\n end\nend\n\nwhen I receive [level 8 v]\nhide\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [level 8 v]\nhide\n\nswitch backdrop to (boardwalk 2 v)\n\nwhen I receive [level 9 v]\ngo to x: (0) y: (0)\nswitch costume to (teeth v)\nshow\nforever\n if <touching (corona virüs v)?> then\n broadcast (Kill v)\n end\nend\n\n@Warning\n\nwhen flag clicked\nhide\n\nwhen I receive [kill v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CAN) = [5]> then\n switch costume to (warning 3 v)\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat (10)\n change y by (5)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n if <(CAN) = [1]> then\n switch costume to (warning 2 v)\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat (10)\n change y by (5)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n switch costume to (warning 1 v)\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat (10)\n change y by (5)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n repeat (100)\n change [ghost v] effect by (1)\n end\n delete this clone\n end\nend\n\nwhen I receive [canin full v]\ncreate clone of (_myself_ v)\n\n@FLY 1\n\nwhen flag clicked\nhide\n\nwhen I receive [level 3 v]\nshow\ngo to x: (0) y: (100)\nrepeat until <(level) = [4]>\n wait until <not <touching (ekran v)?>>\n repeat (5)\n change y by (2)\n next costume\n end\n wait (0.1) seconds\n wait until <not <touching (ekran v)?>>\n repeat (5)\n change y by (-2)\n next costume\n end\nend\n\nwhen I receive [level 4 v]\nhide\nstop [this script v]\n\nwhen I receive [level 8 v]\nshow\ngo to x: (-185) y: (82)\nrepeat until <(level) = [9]>\n wait until <not <touching (ekran v)?>>\n repeat (5)\n change y by (2)\n next costume\n end\n wait (0.1) seconds\n wait until <not <touching (ekran v)?>>\n repeat (5)\n change y by (-2)\n next costume\n end\nend\n\nwhen I receive [level 9 v]\nhide\nstop [this script v]\n\n@Acid\n\nwhen flag clicked\nhide\n\nwhen I receive [level 3 v]\nhide\nwait (1) seconds\nrepeat until <(level) = [4]>\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to (fly 1 v)\npoint towards (corona virüs v)\nrepeat until <<touching color (#eacd62)?> or <touching (corona virüs v)?>>\n wait until <not <touching (ekran v)?>>\n move (10) steps\n if <<touching color (#66e5ff)?> or <touching (_edge_ v)?>> then\n delete this clone\n end\n if <touching (corona virüs v)?> then\n broadcast (Kill v)\n end\n if <(Killing) = [1]> then\n repeat (10)\n delete this clone\n end\n wait (1) seconds\n end\nend\ndelete this clone\n\nwhen I receive [level 4 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [level 8 v]\nhide\nwait (1) seconds\nrepeat until <(level) = [4]>\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I receive [level 9 v]\nhide\nstop [other scripts in sprite v]\n\n@FLY 2\n\nwhen flag clicked\nhide\n\nwhen I receive [level 4 v]\nshow\nrepeat until <(level) = [5]>\n wait until <not <touching (ekran v)?>>\n glide (1) secs to x: (-75) y: (120)\n glide (1) secs to x: (-75) y: (-90)\nend\n\nwhen I receive [level 4 v]\nrepeat until <(level) = [5]>\n next costume\n wait (0.1) seconds\n wait until <not <touching (ekran v)?>>\n if <touching (corona virüs v)?> then\n broadcast (Kill v)\n end\nend\n\nwhen I receive [level 5 v]\nrepeat until <(level) = [6]>\n next costume\n wait (0.1) seconds\n wait until <not <touching (ekran v)?>>\n if <touching (corona virüs v)?> then\n broadcast (Kill v)\n end\nend\n\nwhen I receive [level 5 v]\nshow\nrepeat until <(level) = [6]>\n wait until <not <touching (ekran v)?>>\n glide (2) secs to x: (-75) y: (120)\n glide (2) secs to x: (-75) y: (-90)\nend\n\nwhen I receive [level 6 v]\nhide\nstop [other scripts in sprite v]\n\n@FLY 3\n\nwhen flag clicked\nhide\n\nwhen I receive [level 4 v]\nshow\nrepeat until <(level) = [5]>\n wait until <not <touching (ekran v)?>>\n glide (1) secs to x: (100) y: (120)\n glide (1) secs to x: (100) y: (-90)\nend\n\nwhen I receive [level 4 v]\nrepeat until <(level) = [5]>\n next costume\n wait (0.1) seconds\n wait until <not <touching (ekran v)?>>\n if <touching (corona virüs v)?> then\n broadcast (Kill v)\n end\nend\n\nwhen I receive [level 5 v]\nrepeat until <(level) = [6]>\n next costume\n wait (0.1) seconds\n wait until <not <touching (ekran v)?>>\n if <touching (corona virüs v)?> then\n broadcast (Kill v)\n end\nend\n\nwhen I receive [level 5 v]\nshow\nrepeat until <(level) = [6]>\n wait until <not <touching (ekran v)?>>\n glide (2) secs to x: (100) y: (120)\n glide (2) secs to x: (100) y: (-90)\nend\n\nwhen I receive [level 6 v]\nstop [other scripts in sprite v]\nhide\n\n@Kapak Fotosu\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n go to x: (0) y: (-348)\n show\n repeat (35)\n change y by (10)\n end\n stop [all v]\n end\nend\n\n@FLY GUARD\n\nwhen flag clicked\nset [guardi̇an 123 v] to [0]\nhide\n\nwhen I receive [level 6 v]\ngo to x: (100) y: (-20)\nshow\nrepeat until <(level) = [7]>\n wait until <not <touching (ekran v)?>>\n glide (1) secs to x: (100) y: (-95)\n wait until <not <touching (ekran v)?>>\n glide (1) secs to x: (100) y: (-20)\nend\n\nwhen I receive [level 6 v]\ngo to x: (100) y: (-20)\nshow\nrepeat until <(level) = [7]>\n next costume\n wait until <not <touching (ekran v)?>>\n if <(costume [number v]) = [3]> then\n switch costume to (fly 1 v)\n end\n wait (0.1) seconds\nend\n\nwhen I receive [level 7 v]\nhide\n\n@Mızrak\n\nwhen flag clicked\nset [guardi̇an mizrak v] to [0]\nhide\nset size to (50) %\n\nwhen I receive [level 6 v]\nhide\nrepeat until <(level) = [7]>\n if <key (up arrow v) pressed?> then\n wait until <not <touching (ekran v)?>>\n show\n switch costume to (kostüm 1 v)\n point in direction (90)\n go to (fly guard v)\n repeat (40)\n wait until <not <touching (ekran v)?>>\n change x by (-10)\n if <touching (corona virüs v)?> then\n broadcast (Kill v)\n hide\n end\n end\n hide\n end\nend\n\nwhen I receive [level 7 v]\nhide\n\nwhen I start as a clone\nif <(GUARDİAN MIZRAK) = [1]> then\n go to x: (-76) y: (145)\n point in direction (0)\n show\n switch costume to (kostüm 1 v)\n go to (fly guard v)\n repeat (40)\n change x by (-10)\n if <touching (corona virüs v)?> then\n broadcast (Kill v)\n hide\n end\n end\n hide\nend\nif <(GUARDİAN MIZRAK) = [2]> then\n go to x: (-10) y: (110)\n point in direction (0)\n show\n switch costume to (kostüm 1 v)\n go to (fly guard v)\n repeat (40)\n change x by (-10)\n if <touching (corona virüs v)?> then\n broadcast (Kill v)\n hide\n end\n end\n hide\nend\nif <(GUARDİAN MIZRAK) = [3]> then\n go to x: (50) y: (110)\n point in direction (0)\n show\n switch costume to (kostüm 1 v)\n go to (fly guard v)\n repeat (40)\n change x by (-10)\n if <touching (corona virüs v)?> then\n broadcast (Kill v)\n hide\n end\n end\n hide\nend\nif <(GUARDİAN MIZRAK) = [4]> then\n go to x: (110) y: (110)\n point in direction (0)\n show\n switch costume to (kostüm 1 v)\n go to (fly guard v)\n repeat (40)\n change x by (-10)\n if <touching (corona virüs v)?> then\n broadcast (Kill v)\n hide\n end\n end\n hide\nend\n\n@Ekran\n\nwhen I receive [kapat v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [reklam 1 v]\nshow\n\nwhen I receive [???can fulle??? v]\nshow\n\nwhen I receive [reklam 2 v]\nshow\n\nwhen I receive [!can fulle! v]\nshow\n\nwhen I receive [reklam 1 level v]\nshow\n\nwhen I receive [reklam 2 level v]\nshow\n\nwhen I receive [???levelatla??? v]\nshow\n\n@CANINI FULLE\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [???can fulle??? v]\nshow\n\nwhen this sprite clicked\nset [reklam v] to (pick random (1) to (2))\nif <(Reklam) = [1]> then\n broadcast (Reklam 1 v)\n hide\nend\nif <(Reklam) = [2]> then\n broadcast (Reklam 2 v)\n hide\nend\n\nwhen I receive [kapat v]\nhide\n\nwhen I receive [!can fulle! v]\nshow\n\n@Çarpı\n\nwhen flag clicked\nhide\n\nwhen I receive [reklam 1 v]\ngo to x: (195) y: (135)\nshow\nswitch costume to (kostüm 2 v)\ngo to [front v] layer\nwait (1) seconds\ngo to [front v] layer\nwait (18) seconds\nswitch costume to (kostüm 1 v)\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (Kapat v)\n hide\nend\nif <(costume [number v]) = [2]> then\nend\n\nwhen I receive [???can fulle??? v]\nswitch costume to (kostüm 1 v)\nshow\n\nwhen I receive [reklam 2 v]\ngo to x: (195) y: (135)\nshow\nswitch costume to (kostüm 2 v)\ngo to [front v] layer\nwait (1) seconds\ngo to [front v] layer\nwait (10) seconds\nswitch costume to (kostüm 1 v)\n\nwhen I receive [!can fulle! v]\nswitch costume to (kostüm 2 v)\nshow\n\nwhen I receive [reklam 2 level v]\ngo to x: (195) y: (135)\nshow\nswitch costume to (kostüm 2 v)\ngo to [front v] layer\nwait (1) seconds\ngo to [front v] layer\nwait (10) seconds\nswitch costume to (kostüm 1 v)\n\nwhen I receive [reklam 1 level v]\ngo to x: (195) y: (135)\nshow\nswitch costume to (kostüm 2 v)\ngo to [front v] layer\nwait (1) seconds\ngo to [front v] layer\nwait (18) seconds\nswitch costume to (kostüm 1 v)\n\nwhen I receive [???levelatla??? v]\nswitch costume to (kostüm 1 v)\nshow\n\n@Parmak\n\nwhen flag clicked\nhide\n\nwhen I receive [reklam 1 v]\nhide\nwait (17) seconds\nshow\ngo to [front v] layer\ngo to x: (160) y: (0)\npoint in direction (120)\nrepeat (10)\n repeat (25)\n move (1) steps\n end\n repeat (25)\n move (-1) steps\n end\nend\n\nwhen I receive [kapat v]\nhide\n\nwhen I receive [reklam 2 v]\nhide\nwait (5) seconds\nshow\ngo to [front v] layer\ngo to x: (160) y: (0)\npoint in direction (120)\nrepeat (10)\n repeat (25)\n move (1) steps\n end\n repeat (25)\n move (-1) steps\n end\nend\n\nwhen I receive [reklam 2 level v]\nhide\nwait (5) seconds\nshow\ngo to [front v] layer\ngo to x: (160) y: (0)\npoint in direction (120)\nrepeat (10)\n repeat (25)\n move (1) steps\n end\n repeat (25)\n move (-1) steps\n end\nend\n\nwhen I receive [reklam 1 level v]\nhide\nwait (17) seconds\nshow\ngo to [front v] layer\ngo to x: (160) y: (0)\npoint in direction (120)\nrepeat (10)\n repeat (25)\n move (1) steps\n end\n repeat (25)\n move (-1) steps\n end\nend\n\n@REKLAM 1\n\ngo to (random position v)\n\nwhen I receive [reklam 1 v]\nstart sound [coffin dance original l tabutçu reisler l mezar taşırken dans eden adam l2 v]\nwait (17) seconds\nstop all sounds\n\nwhen I receive [reklam 1 v]\nshow\ncreate clone of (_myself_ v)\npoint in direction (90)\nset size to (100) %\nswitch costume to (kostüm 1 v)\nrepeat (500)\n go to x: (pick random (-150) to (150)) y: (pick random (90) to (-90))\n turn right (15) degrees\n set size to (pick random (25) to (100)) %\nend\npoint in direction (90)\nset size to (100) %\nswitch costume to (kapak v)\ngo to x: (0) y: (0)\nset [can v] to [5]\n\nbroadcast (Reklam 1 v)\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (100) %\nswitch costume to (kostüm 3 v)\npoint in direction (90)\nset [ghost v] effect to (25)\nrepeat (500)\n change [color v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [kapat v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [reklam 1 level v]\nshow\ncreate clone of (_myself_ v)\npoint in direction (90)\nset size to (100) %\nswitch costume to (kostüm 1 v)\nrepeat (500)\n go to x: (pick random (-150) to (150)) y: (pick random (90) to (-90))\n turn right (15) degrees\n set size to (pick random (25) to (100)) %\nend\npoint in direction (90)\nset size to (100) %\nswitch costume to (kapak v)\ngo to x: (0) y: (0)\nchange [level v] by (1)\nbroadcast (Kontrol v)\n\nwhen I receive [reklam 1 level v]\nstart sound [coffin dance original l tabutçu reisler l mezar taşırken dans eden adam l2 v]\nwait (17) seconds\nstop all sounds\n\n@REKLAM 2\n\ngo to (random position v)\n\nwhen I receive [reklam 2 v]\nshow\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\npoint in direction (90)\nshow\nswitch costume to (takp v)\nwait (2.5) seconds\nswitch costume to (takp2 v)\nwait (7.5) seconds\nset [can v] to [5]\n\nbroadcast (Reklam 2 v)\n\nwhen I receive [kapat v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (100)\ngo to [front v] layer\nswitch costume to (1 v)\nwait (2) seconds\nrepeat (10)\n change y by (-10)\n change x by (12)\nend\nswitch costume to (2 v)\nstart sound [Click v]\n\nwhen I receive [reklam 2 level v]\nshow\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\npoint in direction (90)\nshow\nswitch costume to (takp v)\nwait (2.5) seconds\nswitch costume to (takp2 v)\nwait (7.5) seconds\nchange [level v] by (1)\nbroadcast (Kontrol v)\n\n@SEVİYE GEÇ\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [???levelatla??? v]\nshow\n\nwhen this sprite clicked\nset [reklam v] to (pick random (1) to (2))\nif <(Reklam) = [1]> then\n broadcast (Reklam 1 Level v)\n hide\nend\nif <(Reklam) = [2]> then\n broadcast (Reklam 2 Level v)\n hide\nend\n\nwhen I receive [kapat v]\nhide\n\nwhen I receive [???levelatla??? v]\nshow\n\n
OK TUŞLARI ile oynanır:\n----------------------------------------------------------------------------\nYukarı: ^ Sağ: >\nAşağı: \/ Sol: <\n----------------------------------------------------------------------------\nSonundaaa 3. Bölümü Trend 1 OwO
COLD A Platformer Game
@Stage\n\nwhen I receive [1 v]\nswitch backdrop to (backdrop2 v)\nforever\n broadcast (Start v)\n play sound [Fade v] until done\nend\n\nwhen I receive [2 v]\nswitch backdrop to (backdrop2 v)\nforever\n broadcast (Start v)\n play sound [Electro Light v] until done\nend\n\nwhen I receive [3 v]\nswitch backdrop to (backdrop2 v)\nforever\n broadcast (Start v)\n play sound [Invincible v] until done\nend\n\nwhen I receive [4 v]\nswitch backdrop to (backdrop2 v)\nbroadcast (Start v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@player\n\nwhen I receive [start v]\nforever\n if <<[240] < (x position)> and <(dead) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [lv v] by (1)\n reset\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead v]\nhide variable [lv v]\nhide variable [yv v]\nhide\n\ndefine reset\nclear graphic effects\npoint in direction (90)\ngo to x: (-220) y: (-16)\nswitch costume to (1 v)\nset [dead v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (20) %\nshow\n\ndefine Dead\nset [dead v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nreset\n\nwhen I start as a clone\nswitch costume to (3 v)\nrepeat (10)\n change [color v] effect by (30)\n change [ghost v] effect by (10)\n change size by (-1.5)\nend\ndelete this clone\n\ndefine Tick\nset [dead v] to [0]\nset [lv v] to [1]\nset size to (20) %\nreset\nforever\n create clone of (_myself_ v)\n go to [front v] layer\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (1 v)\n change [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change x by ((Xv) * (-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) + (10))>>>> 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 [13]\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 (-0.8)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or > then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <touching (spike v)?> then\n Dead\n end\n if <(y position) < [-180]> then\n Dead\n end\nend\n\nwhen I receive [start v]\nTick\n\n@platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nforever\n switch costume to (LV)\nend\n\n@spike\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nswitch costume to (1 v)\n\nwhen I receive [start v]\nforever\n switch costume to (LV)\nend\n\nwhen flag clicked\ngo to x: (35) y: (20)\nhide\n\nwhen I receive [movement v]\nrepeat until <not <(LV) = [12]>>\n go to [front v] layer\n glide (1) secs to x: (36) y: (82)\n wait (.01) seconds\n glide (1) secs to x: (36) y: (19)\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [13]> then\n go to [back v] layer\n end\nend\n\nwhen I receive [start v]\nforever\n wait until <(costume [number v]) = [12]>\n if <(costume [number v]) = [12]> then\n go to [front v] layer\n broadcast (Movement v)\n end\n stop [this script v]\nend\n\nwhen flag clicked\nhide\nset size to (100) %\n\n@Snow\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (240) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (150)\nrepeat (5)\n change [ghost v] effect by (-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\nwhen I receive [start v]\nforever\n wait (.000001) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset size to (6) %\nhide\n\n@words\n\nwhen I receive [start v]\nforever\n switch costume to (LV)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\n@Song one (fade\n\nwhen this sprite clicked\nbroadcast (1 v)\nhide\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nset size to (75) %\nshow\n\n@Song 2 \n\nwhen this sprite clicked\nbroadcast (2 v)\n\nwhen flag clicked\nset size to (75) %\nshow\ngo to [front v] layer\n\nwhen I receive [start v]\nhide\n\n@Song 3\n\nwhen this sprite clicked\nbroadcast (3 v)\n\nwhen flag clicked\nset size to (75) %\nshow\ngo to [front v] layer\n\nwhen I receive [start v]\nhide\n\n@No song\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nset volume to (100) %\nset size to (75) %\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nset volume to (0) %\nbroadcast (4 v)\n\n
Use the arrow keys and avoid spikes and other dangers and reach the end.\n\nA love and like and follow is also appreciated.\n\nGO FOLLOW @DJ_Luky.
Wings of Fire Platformer- The Poison Jungle
@Stage\n\n@Sundew\n\nwhen I receive [start v]\nshow\ngo to x: (-178) y: (-106)\npoint in direction (90)\nswitch costume to (r v)\nset size to (100) %\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (r v)\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (l v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.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 set [yv v] to [15]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\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 [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n Death\n end\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nswitch backdrop to (cover v)\nhide\n\ndefine Death\nrepeat (10)\n change y by (10)\n turn right (15) degrees\n change [ghost v] effect by (10)\n change size by (-10)\nend\ngo to x: (-195) y: (-61)\nrepeat (10)\n turn left (15) degrees\n change [ghost v] effect by (-10)\n change size by (10)\n change y by (-6)\nend\npoint in direction (90)\nset size to (100) %\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-178) y: (-106)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\ngo to [front v] layer\n\nwhen [right arrow v] key pressed\nif <touching (end v)?> then\n broadcast (end v)\n go to x: (-178) y: (-106)\nend\n\nwhen [up arrow v] key pressed\nif <touching (end v)?> then\n broadcast (end v)\n go to x: (-178) y: (-106)\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (cover v)\nhide\n\nwhen I receive [end v]\nnext costume\nif <(costume [name v]) = [win]> then\n broadcast (win v)\nend\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\n\n@End\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\n\nwhen I receive [start v]\nshow\n\n@Button\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\n
In this game, you are a Leafwing in the Poison Jungle. Use arrow keys to move, but avoid plants. They will eat you. :) You can't fly because... you just can't. You can wall jump though!\n\nPlease do not advertise. All advertisements will be removed.
☁ ScratchLand™ [Multiplayer Scrolling Platformer] v2.0
@Stage\n\nwhen [m v] key pressed\nif <(username) = [aarushharish]> then\n show variable [mouse x,y v]\n set [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\nelse\n hide variable [mouse x,y v]\nend\n\nwhen I receive [begin v]\nwait (1) seconds\nset volume to (50) %\nforever\n play sound (pick random (1) to (3)) until done\nend\n\n@Blank\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\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 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\nif <(Checkpoint) = [0]> then\n set [x v] to [-3]\n set [y v] to [-45]\n switch backdrop to (backdrop2 v)\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1047]\n set [y v] to [0]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [2233]\n set [y v] to [144]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [3090]\n set [y v] to [0]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [4307]\n set [y v] to [-80]\n else\n set [x v] to [5347]\n set [y v] to [226]\n end\n end\n end\n end\nend\nset [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\nwait (1) seconds\nchange [level v] by (1)\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\ndefine Player Tick\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]\n Clone at x: [480] y: [0]\n Clone at x: [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 ((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 (spikes v)\n Clone at x: [258] y: [-52]\nend\nset [danger: x v] to [-999999999999999]\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)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\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)\nelse\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [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@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: [67] y: [-70]\n Clone at x: [940] y: [-60]\n Clone at x: [1179] y: [-53]\n Clone at x: [1554] y: [3]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [Coin v]\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]\n Clone at x: [125] y: [138]\n Clone at x: [199] y: [254]\n Clone at x: [474] y: [307]\n Clone at x: [732] y: [271]\n Clone at x: [824] y: [149]\n Clone at x: [1124] y: [51]\n Clone at x: [1462] y: [110]\n Clone at x: [1615] y: [110]\n Clone at x: [1792] y: [110]\n Clone at x: [1917] y: [110]\n Clone at x: [1966] y: [30]\n Clone at x: [1917] y: [-17]\n Clone at x: [1845] y: [-49]\n Clone at x: [1845] y: [-49]\n Clone at x: [1832] y: [-107]\n Clone at x: [1766] y: [-101]\n Clone at x: [1666] y: [-101]\n Clone at x: [1566] y: [-101]\n Clone at x: [2092] y: [-14]\n Clone at x: [2206] y: [-102]\n Clone at x: [2475] y: [-49]\n Clone at x: [2726] y: [-17]\n Clone at x: [2978] y: [22]\n Clone at x: [3204] y: [75]\n Clone at x: [3472] y: [102]\n Clone at x: [3630] y: [-100]\n Clone at x: [3718] y: [-35]\n Clone at x: [3858] y: [31]\n Clone at x: [4015] y: [110]\n Clone at x: [4221] y: [101]\n Clone at x: [4368] y: [165]\n Clone at x: [4604] y: [170]\n Clone at x: [4789] y: [84]\n Clone at x: [5003] y: [29]\n Clone at x: [5052] y: [-100]\n Clone at x: [5159] y: [-44]\n Clone at x: [5268] y: [-69]\n Clone at x: [5377] y: [74]\n Clone at x: [5462] y: [-47]\n Clone at x: [5635] y: [-7]\n Clone at x: [5750] y: [64]\n Clone at x: [5838] y: [95]\n Clone at x: [5960] y: [142]\n Clone at x: [6190] y: [3]\n Clone at x: [6456] y: [-7]\n Clone at x: [6539] y: [-31]\n Clone at x: [6665] y: [-54]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\nchange [coins v] by (1)\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(COLLECTED) = (Coins)> then\n switch costume to (open v)\nelse\n switch costume to (closed v)\nend\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: [10000000000000000000000000000000] y: [-10]\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\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\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)\ngo to [front v] layer\n\nwhen [t v] key pressed\nbroadcast (t v)\n\nwhen I receive [t v]\n\n
Instructions in project. \nSCRATCHLAND 2\nhttps://scratch.mit.edu/projects/476674493/\n\ntook like 20 hours of work\n\n\nlaggy? Try turbowarp: turbowarp.org/419151608/\nor\nforkphurus\nhttps://forkphorus.github.io/#458733482\nComment if you want another sever\n@GoldFernStudios Loved and commented\nJoin my contest \nhttps://scratch.mit.edu/projects/466627523/\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #Games #All #aarushharish\n#platformers #scrollinggame #multiplayer #cloud
[Platformer]Scratch!
@Stage\n\nwhen flag clicked\nforever\n play sound [bgm v] until done\nend\n\n@ばね\n\nwhen backdrop switches to [背景1 v]\nhide\n\nwhen backdrop switches to [背景5 v]\nswitch costume to (コスチューム2 v)\ngo to x: (0) y: (-112)\nshow\n\nwhen backdrop switches to [背景6 v]\nhide\n\nwhen backdrop switches to [背景7 v]\nswitch costume to (コスチューム1 v)\ngo to x: (-109) y: (-112)\nshow\n\nwhen I receive [次へ v]\nhide\n\nwhen backdrop switches to [背景10 v]\nswitch costume to (コスチューム1 v)\ngo to x: (-110) y: (-112)\nshow\n\nwhen backdrop switches to [背景11 v]\nswitch costume to (コスチューム1 v)\ngo to x: (-140) y: (-112)\nshow\n\n@とげ\n\nwhen backdrop switches to [背景1 v]\nhide\n\nwhen backdrop switches to [背景3 v]\nhide\n\nwhen backdrop switches to [背景4 v]\ngo to x: (0) y: (-110)\nswitch costume to (コスチューム4 v)\nshow\n\nwhen backdrop switches to [背景5 v]\ngo to x: (0) y: (-110)\nswitch costume to (コスチューム5 v)\nshow\n\nwhen I receive [効果 v]\nif <(backdrop [number v]) = [5]> then\n hide\nend\n\nwhen I receive [棘を v]\ngo to x: (110) y: (-20)\nswitch costume to (コスチューム3 v)\nshow\ngo to x: (110) y: (-20)\n\nwhen backdrop switches to [背景6 v]\ngo to x: (0) y: (-110)\nswitch costume to (コスチューム6 v)\nshow\n\nwhen backdrop switches to [背景7 v]\ngo to x: (0) y: (-110)\nswitch costume to (コスチューム7 v)\nshow\n\nwhen backdrop switches to [背景8 v]\nhide\n\nwhen backdrop switches to [背景9 v]\ngo to x: (0) y: (-110)\nswitch costume to (コスチューム1 v)\nshow\n\nwhen backdrop switches to [背景10 v]\ngo to x: (0) y: (-10)\nswitch costume to (コスチューム8 v)\nshow\n\nwhen backdrop switches to [背景11 v]\ngo to x: (0) y: (-110)\nswitch costume to (コスチューム9 v)\nshow\nhide list [進め/advanced v]\ndelete all of [進め/advanced v]\nadd [\_/ \_/ \_/] to [進め/advanced v]\nadd [    \_/ \_/] to [進め/advanced v]\nadd [        \_/] to [進め/advanced v]\nadd [] to [進め/advanced v]\nadd [] to [進め/advanced v]\nadd [] to [進め/advanced v]\nadd [] to [進め/advanced v]\nadd [] to [進め/advanced v]\nadd [] to [進め/advanced v]\nadd [        / ̄\] to [進め/advanced v]\nadd [    / ̄\ / ̄\] to [進め/advanced v]\nadd [/ ̄\ / ̄\ / ̄\] to [進め/advanced v]\n\nwhen flag clicked\nshow list [進め/advanced v]\n\nwhen I receive [次へ v]\nshow list [進め/advanced v]\n\nwhen backdrop switches to [背景12 v]\ngo to x: (0) y: (-10)\nswitch costume to (コスチューム10 v)\nshow\n\nwhen backdrop switches to [背景13 v]\nhide\n\n@主人公\n\nwhen flag clicked\nset size to (40) %\nset [止まる? v] to [0]\nset rotation style [left-right v]\nswitch costume to (コスチューム1 v)\ngo to x: (-225) y: (-56)\npoint in direction (90)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<mouse down?> and <(mouse x) > (x position)>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> 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 (地面 v)?> or <touching (地面2 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (地面2 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (地面2 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (地面2 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (地面2 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (地面2 v)?>> then\n change x by ((x) * (-1))\n change y by (-3)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [12.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching (地面 v)?> or <touching (地面2 v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [12.5]\n end\n end\n if <(x position) > [238]> then\n broadcast (次へ v)\n go to x: (-225) y: (-56)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <<[-179] > (y position)> or <touching (とげ v)?>> then\n go to x: (-225) y: (-56)\n set [とげ? v] to [1]\n broadcast (戻される v)\n set [とげ? v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n if <touching (ばね v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\nswitch backdrop to (背景1 v)\ngo [backward v] (0) layers\nhide variable [x v]\nhide variable [y v]\nhide variable [止まる? v]\nhide variable [めも v]\nhide variable [ステージ v]\nhide variable [変数 v]\n\nwhen I receive [次へ v]\nhide\nset [ghost v] effect to (100)\nshow\nwait (1.5) seconds\nmove (-120) steps\nclear graphic effects\n\nwhen I receive [効果 v]\nif <(backdrop [number v]) = [2]> then\n go to x: (150) y: (-36)\nend\nif <(backdrop [number v]) = [3]> then\n set size to (20) %\nend\nif <(backdrop [number v]) = [4]> then\n start sound [ニャー v]\nend\n\nwhen backdrop switches to [背景4 v]\nset size to (40) %\n\nwhen I receive [戻される v]\ngo to x: (-225) y: (-56)\n\nwhen backdrop switches to [背景10 v]\nshow variable [数字1 v]\nshow variable [数字2 v]\nshow variable [ステージ v]\nshow variable [止まる? v]\nshow variable [めも v]\nshow variable [へんすー v]\nshow variable [へんすー? v]\nset [数字1 v] to [変数だけの世界だ。トゲとかが見えなくなってもあきらめないで!!]\nset [数字2 v] to [It's just a world of variables.Don't give up even if you can't see the top]\nset [ステージ v] to [!!]\nset [めも v] to [!!]\nset [止まる? v] to [ここはマグマ。当たらないように。/This is magma. Don't hit me]\nset [へんすー v] to [jump!]\nset [へんすー? v] to [jump!]\n\nwhen flag clicked\nhide variable [数字1 v]\nhide variable [数字2 v]\nhide variable [ステージ v]\nhide variable [止まる? v]\nhide variable [へんすー v]\nhide variable [へんすー? v]\n\nwhen I receive [次へ v]\nhide variable [数字1 v]\nhide variable [数字2 v]\nhide variable [ステージ v]\nhide variable [止まる? v]\nhide variable [めも v]\nhide variable [へんすー v]\nhide variable [へんすー? v]\n\nwhen flag clicked\nshow variable [タイマー v]\nhide variable [☁ 世界記録 v]\nreset timer\nset [タイマー v] to [0]\nset [次へ? v] to [0]\nforever\n if <(次へ?) = [0]> then\n if <not <(backdrop [number v]) = [9]>> then\n change [タイマー v] by (0.05)\n wait (0.05) seconds\n end\n end\nend\n\nwhen backdrop switches to [背景13 v]\nshow variable [☁ 世界記録 v]\nset [次へ? v] to [2]\nif <(タイマー) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイマー)\n set [タイマー v] to [世界記録更新!]\nend\nif <not <(タイマー) = [世界記録更新!]>> then\n set [タイマー v] to []\nend\n\n@地面\n\nwhen flag clicked\nforever\n switch costume to (backdrop [number v])\nend\n\n@次へ\n\nwhen I receive [次へ v]\nset [次へ? v] to [1]\nshow\nswitch costume to (backdrop [number v])\ngo to x: (-600) y: (0)\nglide (0.1) secs to x: (0) y: (0)\nglide (1) secs to x: (10) y: (0)\nglide (0.1) secs to x: (600) y: (0)\nhide\nnext backdrop\nif <(backdrop [number v]) = [2]> then\n broadcast (棘を v)\nend\nset [次へ? v] to [0]\n\nwhen flag clicked\nhide\n\n@ブロック\n\nwhen backdrop switches to [背景2 v]\nshow\nif <(language::translate) = [日本語]> then\n switch costume to (150歩動かす v)\nelse\n switch costume to (move 150 steps v)\nend\ngo to x: (50) y: (-35)\nwait until <touching (主人公 v)?>\nbroadcast (効果 v)\nhide\n\nwhen flag clicked\nset size to (110) %\nhide\n\nwhen backdrop switches to [背景3 v]\nshow\nif <(language::translate) = [日本語]> then\n switch costume to (大きさを20%にする v)\nelse\n switch costume to (set size to 20% v)\nend\ngo to x: (-160) y: (-15)\nwait until <touching (主人公 v)?>\nbroadcast (効果 v)\nhide\n\nwhen backdrop switches to [背景4 v]\nshow\nif <(language::translate) = [日本語]> then\n switch costume to (音を鳴らす v)\nelse\n switch costume to (start sound v)\nend\ngo to x: (0) y: (-30)\nwait until <touching (主人公 v)?>\nbroadcast (効果 v)\nhide\n\nwhen backdrop switches to [背景5 v]\nshow\nif <(language::translate) = [日本語]> then\n switch costume to (このスプライトが v)\nelse\n switch costume to (when this sprite clicked v)\nend\ngo to x: (95) y: (147)\nwait until <touching (主人公 v)?>\nbroadcast (効果 v)\nhide\n\nwhen backdrop switches to [背景6 v]\nshow\nif <(language::translate) = [日本語]> then\n switch costume to (1秒待つ v)\nelse\n switch costume to (wait 1 seconds v)\nend\ngo to x: (0) y: (0)\nset size to (150) %\n\nwhen I receive [次へ v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [背景7 v]\nshow\nif <(language::translate) = [日本語]> then\n switch costume to (タイマー v)\nelse\n switch costume to (timer v)\nend\ngo to x: (-211) y: (11)\nset size to (150) %\nforever\n set [カウント v] to [5]\n repeat (5)\n say (カウント) for (1) seconds\n change [カウント v] by (-1)\n end\n broadcast (戻される v)\nend\n\nwhen backdrop switches to [背景8 v]\nshow\ngo to [back v] layer\nswitch costume to (○+○ v)\ngo to x: (0) y: (43)\nset size to (350) %\n\nwhen I receive [戻される v]\nif <(とげ?) = [0]> then\n if <<(costume [number v]) = [11]> or <(costume [number v]) = [12]>> then\n stop [other scripts in sprite v]\n forever\n set [カウント v] to [5]\n repeat (5)\n say (カウント) for (1) seconds\n change [カウント v] by (-1)\n end\n broadcast (戻される v)\n end\n else\n if <(backdrop [number v]) = [2]> then\n show\n wait until <touching (主人公 v)?>\n broadcast (効果 v)\n hide\n end\n end\nend\n\n@地面2\n\nwhen backdrop switches to [背景6 v]\nhide\nswitch costume to (コスチューム1 v)\ngo to x: (-150) y: (100)\npoint in direction (90)\nrepeat (3)\n create clone of (_myself_ v)\n move (125) steps\n wait (0.2) seconds\nend\n\nwhen flag clicked\nhide\nbroadcast (削除 v)\n\nwhen I receive [削除 v]\ndelete this clone\n\nwhen I start as a clone\nif <(backdrop [number v]) = [6]> then\n show\n forever\n repeat (40)\n change y by (-5)\n if <touching (ブロック v)?> then\n wait (1) seconds\n repeat (12)\n change y by (-5)\n end\n end\n end\n repeat (40)\n change y by (5)\n if <touching (ブロック v)?> then\n wait (1) seconds\n repeat (12)\n change y by (5)\n end\n end\n end\n end\nend\n\nwhen I receive [次へ v]\nbroadcast (削除 v)\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [背景12 v]\nbroadcast (削除 v)\nwait (1) seconds\nhide\nswitch costume to (コスチューム2 v)\ngo to x: (-120) y: (240)\ncreate clone of (_myself_ v)\npoint in direction (70)\nwait (1) seconds\nhide\nswitch costume to (コスチューム3 v)\ngo to x: (-50) y: (240)\ncreate clone of (_myself_ v)\npoint in direction (70)\nwait (1) seconds\nhide\nswitch costume to (コスチューム4 v)\ngo to x: (8) y: (240)\ncreate clone of (_myself_ v)\npoint in direction (70)\nwait (1) seconds\nhide\nswitch costume to (コスチューム5 v)\ngo to x: (40) y: (240)\ncreate clone of (_myself_ v)\npoint in direction (70)\nwait (1) seconds\nhide\nswitch costume to (コスチューム6 v)\ngo to x: (70) y: (240)\ncreate clone of (_myself_ v)\nwait (1) seconds\nhide\nswitch costume to (コスチューム7 v)\ngo to x: (120) y: (240)\ncreate clone of (_myself_ v)\npoint in direction (70)\nwait (1) seconds\nhide\nswitch costume to (コスチューム8 v)\ngo to x: (160) y: (240)\ncreate clone of (_myself_ v)\npoint in direction (70)\nwait (1) seconds\nhide\nswitch costume to (コスチューム9 v)\ngo to x: (200) y: (240)\ncreate clone of (_myself_ v)\npoint in direction (70)\n\nwhen I start as a clone\nif <(backdrop [number v]) = [12]> then\n show\n repeat until <touching (とげ v)?>\n change y by (-5)\n if <touching (地面2 v)?> then\n repeat until <not <touching (地面2 v)?>>\n turn right (2) degrees\n end\n end\n end\nend\n\n@すーじ\n\nwhen backdrop switches to [背景8 v]\nshow\ngo to x: (-40) y: (43)\nforever\n set [数字1 v] to (pick random (1) to (9))\n switch costume to (数字1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [次へ v]\nhide\n\nwhen I receive [効果 v]\nstop [other scripts in sprite v]\n\n@すーじ2\n\nwhen backdrop switches to [背景8 v]\nshow\ngo to x: (46) y: (43)\nforever\n set [数字2 v] to (pick random (1) to (9))\n switch costume to (数字2)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [次へ v]\nhide\n\nwhen I receive [効果 v]\nstop [other scripts in sprite v]\n\n@通れる壁\n\nwhen I receive [次へ v]\nhide\n\nwhen backdrop switches to [背景8 v]\ngo to x: (0) y: (-20)\nshow\nswitch costume to (コスチューム1 v)\nwait until <touching (主人公 v)?>\nbroadcast (効果 v)\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [背景9 v]\ngo to x: (200) y: (-20)\nshow\nswitch costume to (コスチューム2 v)\nforever\n wait until <touching (主人公 v)?>\n if <(([costume name v] of [すーじ v]) + ([costume name v] of [すーじ2 v])) = (join ([costume name v] of [ボタン v]) ([costume name v] of [ボタン2 v]))> then\n hide\n stop [this script v]\n else\n broadcast (戻される v)\n end\nend\n\n@ボタン\n\nwhen backdrop switches to [背景9 v]\ngo to x: (-75) y: (75)\nswitch costume to (0 v)\nshow\nforever\n if <touching (主人公 v)?> then\n next costume\n wait until <not <touching (主人公 v)?>>\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [次へ v]\nhide\nstop [other scripts in sprite v]\n\n@ボタン2\n\nwhen backdrop switches to [背景9 v]\ngo to x: (90) y: (75)\nswitch costume to (0 v)\nshow\nforever\n if <touching (主人公 v)?> then\n next costume\n wait until <not <touching (主人公 v)?>>\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [次へ v]\nhide\nstop [other scripts in sprite v]\n\n@サムネ\n\nwhen flag clicked\nhide\n\n
日本語の説明は下へ\n\nnazokoubou's first platformer!\nMove with arrow keys and taps to aim for the goal!\nBig jump in the spring. Don't hit magma or tosses.\n第2弾→ https://scratch.mit.edu/projects/467611275/\n\nnazokoubou初のプラットフォーマー!\n矢印キー・タップ操作で動かしてゴールを目指せ!\nばねで大ジャンプ。マグマやトゲに当たってはいけない
Plains - 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: (70)\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: (70)\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 [0] [0] [0]\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]\nステージ配置 [2880] [0] [6]\nステージ配置 [3360] [0] [7]\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 IS OUT!! \nhttps://scratch.mit.edu/projects/482257202\n\n\nCollab with @Crystal-25!!\nhttps://scratch.mit.edu/projects/467254797/\nThere is no music!\nArrows key or WASD key or tap to move.\n\nIt's short So if you want Part 2 please love and fave!
Sunny Hills || Multiplayer Platformer #games
@Stage\n\nwhen I receive [tick v]\nswitch backdrop to (backdrop1 v)\nif <<<(PlayerX) < [-1000]> and <(PlayerY) < [850]>> or <(PlayerY) < [500]>> then\n switch backdrop to (backdrop2 v)\nelse\n switch backdrop to (backdrop1 v)\nend\n\nwhen [m v] key pressed\nif <(username) = [Ufhire]> then\n set [mouse v] to (join ((SCROLL X) + (mouse x)) (join [,] ((SCROLL Y) + (mouse y))))\n show variable [mouse v]\nend\n\nwhen flag clicked\nhide variable [mouse v]\nwait (1) seconds\nif <(username) = [Ufhire]> then\n set [coins v] to [8]\nend\n\nset [coins v] to [1]\n\nset [coins v] to [6]\n\n@Interface\n\ndefine Clone (cos) (x) (y)\ncreate clone of (_myself_ v)\nswitch costume to (cos)\nset [x v] to (x)\nset [y v] to (y)\ngo to x: (x) y: (y)\nclear graphic effects\n\nwhen flag clicked\nset [shop v] to [0]\nset [cos v] to []\nset [ccos v] to [M]\nwait (1) seconds\nwait until <(\[INTRO\] Playing) = [false]>\nwait (1) seconds\nshow\nswitch costume to (nothing v)\nClone [shop button] [-180] [160]\nClone [2Heart] [180] [160]\nClone [shop] [0] [0]\nClone [Menu] [0] [0]\nClone [Coin0] [-20] [150]\nClone [Collectable] [20] [150]\nClone [S2] [-70] [0]\nClone [J2] [-25] [0]\nClone [C3] [25] [0]\nClone [B3] [70] [0]\nClone [Q4] [-70] [-50]\nClone [Ö5] [-25] [-50]\nClone [T6] [25] [-50]\nClone [U8] [70] [-50]\nClone [X] [76] [70]\nClone [Nothing] [0] [0]\n\nwhen I start as a clone\nforever\n if <(Continue) = [1]> then\n if < (costume [name v]) contains [Heart]?> then\n switch costume to (join (Life) [Heart])\n end\n if <<<(letter (1) of (costume [name v])) = [C]> and <(letter (2) of (costume [name v])) = [O]>> and <(letter (3) of (costume [name v])) = [i]>> then\n show\n switch costume to (join [Coin] (Coins))\n end\n if <(shop) = [1]> then\n show\n if <<<(costume [name v]) = [shop button]> or < (costume [name v]) contains [Heart]?>> or <(costume [name v]) = (join [Coin] (Coins))>> then\n hide\n end\n else\n if <(shop) = [2]> then\n if <not <<<(costume [name v]) = [shop button]> or < (costume [name v]) contains [Heart]?>> or <(costume [name v]) = (join [Coin] (Coins))>>> then\n change y by (6)\n change [ghost v] effect by (-10)\n show\n else\n set size to (100) %\n set [ghost v] effect to (100)\n if <<(costume [name v]) = [shop button]> or < (costume [name v]) contains [Heart]?>> then\n if <(y position) < [200]> then\n change y by (10)\n end\n else\n if <(y position) < [200]> then\n change y by (10)\n end\n end\n end\n else\n if <(shop) = [3]> then\n if <not <<<(costume [name v]) = [shop button]> or < (costume [name v]) contains [Heart]?>> or <(costume [name v]) = (join [Coin] (Coins))>>> then\n change y by (-6)\n change [ghost v] effect by (10)\n show\n else\n if <<(costume [name v]) = [shop button]> or < (costume [name v]) contains [Heart]?>> then\n if <(y position) < [200]> then\n change y by (10)\n end\n set size to (100) %\n set [ghost v] effect to (100)\n hide\n set [menu show v] to [0]\n else\n if <(y position) < [190]> then\n change y by (10)\n end\n set size to (100) %\n set [ghost v] effect to (100)\n hide\n set [menu show v] to [0]\n end\n end\n else\n if <not <<<(costume [name v]) = [shop button]> or < (costume [name v]) contains [Heart]?>> or <(costume [name v]) = (join [Coin] (Coins))>>> then\n hide\n else\n go to [front v] layer\n go [backward v] (10) layers\n hide\n set [ghost v] effect to (0)\n if <(menu show) = [1]> then\n show\n if <<(costume [name v]) = [shop button]> or < (costume [name v]) contains [Heart]?>> then\n if <[160] < (y position)> then\n change y by (-10)\n end\n else\n if <[150] < (y position)> then\n change y by (-10)\n end\n end\n else\n show\n if <<(costume [name v]) = [shop button]> or < (costume [name v]) contains [Heart]?>> then\n if <(y position) < [200]> then\n change y by (10)\n end\n else\n if <(y position) < [190]> then\n change y by (10)\n else\n go to x: (x position) y: (190)\n end\n end\n if <(y position) > [180]> then\n hide\n else\n show\n end\n end\n end\n end\n end\n end\n if <<touching (mouse-pointer v)?> and <not <<<<(costume [name v]) = [Shop]> or <<(costume [name v]) = [Mouse]> or < (costume [name v]) contains [Heart]?>>> or <(costume [name v]) = [Menu]>> or <(costume [name v]) = (join [Coin] (Coins))>>>> then\n if <(costume [name v]) = [shop button]> then\n set [shop button v] to [1]\n if <mouse down?> then\n broadcast (Open shop v)\n end\n end\n if <mouse down?> then\n if <(costume [name v]) = [X]> then\n if <not <(shop) = [3]>> then\n broadcast (Close Shop v)\n end\n else\n if <<<not <<(costume [name v]) = [shop button]> or < (costume [name v]) contains [Heart]?>>> and <(Coins) > ((letter (2) of (costume [name v])) - (1))>> and <not < (Cos) contains (letter (1) of (costume [name v]))?>>> then\n start sound [536108__eminyildirim__ui-click v]\n wait until <not <mouse down?>>\n change [coins v] by (join [-] (letter (2) of (costume [name v])))\n if <not < (Cos) contains (letter (1) of (costume [name v]))?>> then\n set [cos v] to (join (Cos) (letter (1) of (costume [name v])))\n end\n set [ccos v] to (letter (1) of (costume [name v]))\n else\n if < (Cos) contains (letter (1) of (costume [name v]))?> then\n set [ccos v] to (letter (1) of (costume [name v]))\n end\n end\n end\n end\n set size to ((size) + (((125) - (size)) / (6))) %\n else\n if <(costume [name v]) = [shop button]> then\n set [shop button v] to [0]\n end\n if <not <(costume [name v]) = [Menu]>> then\n set size to ((size) + (((99) - (size)) / (3))) %\n else\n if <<(mouse y) > [140]> and <(shop) = [0]>> then\n set [ghost v] effect to (0)\n show\n set [menu show v] to [1]\n if <[0] < (y position)> then\n change y by (-10)\n end\n else\n if <not <(shop) = [0]>> then\n set [ghost v] effect to (100)\n hide\n go to x: (0) y: (50)\n else\n set [ghost v] effect to (0)\n set [menu show v] to [0]\n show\n if <(y position) < [50]> then\n change y by (10)\n end\n end\n end\n end\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n set [shop text v] to (costume [name v])\n end\nend\n\nwhen I receive [open shop v]\nset [ghost v] effect to (100)\nset [shop v] to [2]\nif <not <(costume [name v]) = [shop button]>> then\n set y to ((y) - (100))\nend\nwait (0.5) seconds\nset [shop v] to [1]\n\nwhen I receive [close shop v]\nset [ghost v] effect to (0)\nset [shop v] to [3]\nif <(costume [name v]) = [shop button]> then\n set y to ((y) - (50))\nend\nif <not <<<(costume [name v]) = [shop button]> or < (costume [name v]) contains [Heart]?>> or <(costume [name v]) = (join [Coin] (Coins))>>> then\n go to x: (x position) y: (y)\nend\nwait (0.5) seconds\nset [shop v] to [0]\nif <(costume [name v]) = [shop button]> then\n set y to (200)\nend\nif <(costume [name v]) = (join [Coin] (Coins))> then\n set y to (190)\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n switch costume to (shop text)\n go to [front v] layer\n set size to (100) %\n set [ghost v] effect to (30)\n if <not <<<<<<(shop text) = [shop]> or <(shop text) = [X]>> or <(shop text) = [shop button]>> or <(shop) = [0]>> or <(shop text) = [Menu]>> or <(shop text) = (join [Coin] (Coins))>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to x: ((mouse x) + (30)) y: ((mouse y) + (25))\nend\n\nwait (0.05) seconds\n\n@Player\n\ndefine Game - Die\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nset [exit v] to []\n\nwhen I receive [green flag v]\nset size to (100) %\nhide\n\nwhen I receive [play game v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine game on\nset [x v] to [0]\nset [y v] to [1030]\nset [scroll x v] to ((x) - (50))\nset [scroll y v] to ((y) + (50))\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [fly v] to [0]\nshow\nset [ghost v] effect to (0)\nset size to (110) %\npoint in direction (90)\n\ndefine Tick\nset [x v] to (round (x))\nset [y v] to (round (y))\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (CCos)\nchange [1235669240951 v] by (1)\nif <(1235669240951) > [2000]> then\n stop [all v]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<(mouse x) > (x position)> and <mouse down?>> and <(shop button) = [0]>>> then\n set [1235669240951 v] to [0]\n if <(shop) = [0]> then\n if <(CCos) = [M]> then\n switch costume to (r v)\n end\n if <(x) < [4000]> then\n if <<<(CCos) = [S]> or <<(CCos) = [J]> or <(CCos) = [Q]>>> or <(CCos) = [U]>> then\n change [sx v] by (2.5)\n else\n change [sx v] by (2)\n end\n end\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<(mouse x) < (x position)> and <mouse down?>> and <(shop button) = [0]>>> then\n set [1235669240951 v] to [0]\n if <(shop) = [0]> then\n if <(CCos) = [M]> then\n switch costume to (l v)\n end\n if <<<(CCos) = [S]> or <<(CCos) = [J]> or <(CCos) = [Q]>>> or <(CCos) = [U]>> then\n change [sx v] by (-2.5)\n else\n change [sx v] by (-2)\n end\n end\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Cange player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<<(mouse y) > (y position)> and <mouse down?>> and <(shop button) = [0]>>> then\n set [1235669240951 v] to [0]\n if <(CCos) = [M]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<(mouse x) < (x position)> and <mouse down?>> and <(shop button) = [0]>>> then\n switch costume to (lu v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<(mouse x) > (x position)> and <mouse down?>> and <(shop button) = [0]>>> then\n switch costume to (ru v)\n else\n switch costume to (p v)\n end\n end\n end\n if <<(CCos) = [T]> or <(CCos) = [U]>> then\n set [jump v] to [0]\n end\n if <(shop) = [0]> then\n if <not <(CCos) = [Ö]>> then\n if <(Jump) < [20]> then\n if <(in air) < [4]> then\n if <<<(CCos) = [B]> or <<(CCos) = [C]> or <(CCos) = [Q]>>> or <(CCos) = [U]>> then\n set [sy v] to [21]\n else\n set [sy v] to [18]\n end\n end\n if <not <<touching (water v)?> or <touching (ladder v)?>>> then\n change [jump v] by (1)\n else\n set [jump v] to [0]\n end\n end\n else\n if <(Jump) < [4]> then\n if <(in air) < [20]> then\n if <(Double Jump) < [2]> then\n if <not <<touching (water v)?> or <touching (ladder v)?>>> then\n set [sy v] to [22]\n broadcast (Double Jump v)\n else\n set [sy v] to [22]\n end\n end\n if <not <<touching (water v)?> or <touching (ladder v)?>>> then\n change [jump v] by (1)\n else\n set [jump v] to [0]\n set [double jump v] to [0]\n end\n end\n end\n end\n end\nelse\n if <(sy) = [0]> then\n set [double jump v] to [0]\n end\n if <(Jump) > [0]> then\n set [jump v] to [0]\n end\nend\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(y position) > (mouse y)> and <mouse down?>>> then\n if <(CCos) = [M]> then\n switch costume to (d v)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<(mouse x) < (x position)> and <mouse down?>> and <(shop button) = [0]>>> then\n switch costume to (ld v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<(mouse x) > (x position)> and <mouse down?>> and <(shop button) = [0]>>> then\n switch costume to (rd v)\n else\n switch costume to (d v)\n end\n end\n end\nend\nif <(sy) > [-15]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\nTest - Die\nif <<(x) < [3900]> and <(x) > [-2200]>> then\n change [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [-1000]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-1000]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nif <not <touching (water v)?>> then\n if <not <touching (ladder v)?>> then\n if <<(username) = [Ufhire]> and <(fly) = [1]>> then\n if <<key (up arrow v) pressed?> or <key (down arrow v) pressed?>> then\n change [y v] by (sy)\n end\n set [in air v] to [0]\n else\n change [y v] by (sy)\n change [in air v] by (1)\n end\n else\n set [in air v] to [0]\n if <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n change [y v] by ((sy) / (2))\n else\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(y position) > (mouse y)> and <mouse down?>>> then\n change [y v] by ((sy) / (2))\n end\n end\n end\nelse\n change [y v] by ((sy) / (5))\n if <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n change [y v] by ((sy) / (4))\n else\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(y position) > (mouse y)> and <mouse down?>>> then\n change [y v] by ((sy) / (3))\n end\n end\n set [in air v] to [0]\nend\nPosition\nrepeat until <not <<touching (platform v)?> or <touching (bridge v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Cange player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<(CCos) = [T]> or <(CCos) = [U]>> then\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 end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Test - Die\n\ndefine Game - Win\nbroadcast (Win v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (1) seconds\n\nwhen flag clicked\nset [max players v] to [9]\nset [my player # v] to [0]\ndelete all of [buffer v]\nwait (0.5) seconds\nwait until <(\[INTRO\] Playing) = [false]>\nwait (1) seconds\nbroadcast (setup - opponents v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Joined v)\nelse\n broadcast (Server Full v)\nend\nbroadcast (begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ 1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ 2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ 3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ 4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ 5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ 6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ 7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ 8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ 9 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n Send Cloud Data\nend\n\ndefine Send Cloud Data\nif <(MY PLAYER #) < [1]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite ((round (timer)) * (10)) to encoded\nwrite (Message) to encoded\nwrite (costume [number v]) to encoded\nwrite (PlayerX) to encoded\nwrite (PlayerY) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [tick v]\nsay (item (Message) of [text v])\n\nwhen I receive [play game v]\nif <(username) = [Ufhire]> then\n set [names v] to [0]\nend\nforever\n if <key (n v) pressed?> then\n if <(Names) = [0]> then\n set [names v] to [1]\n else\n set [names v] to [0]\n end\n wait until <not <key (n v) pressed?>>\n end\nend\n\nwhen I receive [play game v]\nforever\n play sound [Popsicle v] until done\n play sound [Plugged \(post mastering\) v] until done\n play sound [Imperfect v] until done\nend\n\nwhen I receive [tick v]\nset [playerx v] to (x)\nset [playery v] to (y)\n\nwhen I receive [double jump v]\nchange [double jump v] by (1)\nwait (0.1) seconds\n\nwhen I receive [\[intro\] stop intro v]\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\n\nwhen [f v] key pressed\nif <(username) = [Ufhire]> then\n if <(fly) = [0]> then\n set [fly v] to [1]\n else\n set [fly v] to [0]\n end\nend\n\nwhen flag clicked\nset [1235669240951 v] to [0]\n\nwhen I receive [tick v]\nif <(Continue) = [0]> then\n set volume to (0) %\nelse\n set volume to (80) %\nend\n\nif <touching (enemies v)?> then\n if <(item (3) of [e v]) = [True]> then\n broadcast (die v)\n set [exit v] to [die]\n end\nend\n\nwhen I receive [change life v]\nset [ghost v] effect to (0)\nrepeat (5)\n set [ghost v] effect to (100)\n wait (0.2) seconds\n set [ghost v] effect to (0)\n wait (0.2) seconds\nend\n\n@Opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\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 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 (☁ 1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ 2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ 3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ 4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ 5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ 6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ 7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ 8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ 9)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(Names) = [1]> then\n say (value)\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nif <not <(value) = []>> then\n say (item (value) of [text v])\nend\nvalue = read from encoded\nif <<<(x position) > [200]> or <(x position) < [-200]>> or <<(y position) > [160]> or <(y position) < [-160]>>> then\n show\n set rotation style [all around v]\n point towards (player v)\n switch costume to (nothing v)\n if on edge, bounce\n go to [front v] layer\n set size to (80) %\nelse\n set rotation style [left-right v]\n point in direction (90)\n switch costume to (value)\nend\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nset size to (110) %\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\n@Platform\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nswitch costume to (nothing v)\nset size to (100) %\nswitch costume to (nothing v)\nhide\nset [x v] to [0]\nset [y v] to [-1000]\nif <(Level) = [1]> then\n set [ghost v] effect to (0)\n Clone at x: [0] y: [1000]\n Clone at x: [600] y: [770]\n Clone at x: [400] y: [1050]\n Clone at x: [-1500] y: [770]\n Clone at x: [-700] y: [1000]\n Clone at x: [-300] y: [900]\n Clone at x: [-150] y: [1150]\n Clone at x: [-300] y: [700]\n Clone at x: [100] y: [400]\n Clone at x: [0] y: [200]\n Clone at x: [-450] y: [400]\n Clone at x: [850] y: [300]\n Clone at x: [400] y: [200]\n Clone at x: [-400] y: [530]\n Clone at x: [400] y: [600]\n Clone at x: [400] y: [200]\n Clone at x: [-250] y: [-200]\n Clone at x: [-300] y: [-200]\n Clone at x: [-100] y: [-580]\n Clone at x: [-300] y: [-400]\n Clone at x: [-50] y: [-150]\n Clone at x: [750] y: [-700]\n Clone at x: [0] y: [-500]\n Clone at x: [300] y: [-500]\n Clone at x: [300] y: [-200]\n Clone at x: [0] y: [0]\n Clone at x: [200] y: [-200]\n Clone at x: [100] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [-100] y: [200]\n Clone at x: [340] y: [-200]\n Clone at x: [300] y: [200]\n Clone at x: [300] y: [1150]\n Clone at x: [500] y: [1200]\n Clone at x: [400] y: [1300]\n Clone at x: [550] y: [1300]\n set [ghost v] effect to (100)\n Clone at x: [-100] y: [850]\n set [ghost v] effect to (0)\n Clone at x: [-500] y: [850]\n Clone at x: [700] y: [450]\n Clone at x: [500] y: [450]\n Clone at x: [-300] y: [1080]\n set [ghost v] effect to (100)\n Clone at x: [250] y: [1180]\n Clone at x: [200] y: [1350]\n Clone at x: [-500] y: [1400]\n Clone at x: [300] y: [1500]\n Clone at x: [500] y: [1350]\n set [ghost v] effect to (0)\n Clone at x: [-100] y: [850]\n Clone at x: [-100] y: [1800]\n set [ghost v] effect to (100)\n Clone at x: [-300] y: [1900]\n Clone at x: [-300] y: [2000]\n Clone at x: [-300] y: [2050]\n set [ghost v] effect to (0)\n Clone at x: [-300] y: [1950]\n Clone at x: [-500] y: [2050]\n set [ghost v] effect to (100)\n Clone at x: [-300] y: [2100]\n Clone at x: [-300] y: [2000]\n set [ghost v] effect to (0)\n Clone at x: [-500] y: [1900]\n set [ghost v] effect to (100)\n Clone at x: [-250] y: [2000]\n Clone at x: [80] y: [2200]\n Clone at x: [250] y: [2250]\n Clone at x: [-550] y: [2250]\n Clone at x: [-300] y: [2250]\n set [ghost v] effect to (0)\n Clone at x: [-400] y: [2350]\n Clone at x: [-340] y: [2500]\n set [ghost v] effect to (100)\n Clone at x: [-200] y: [2350]\n set [ghost v] effect to (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)\nset [y v] to (y)\nnext costume\n\nset [ghost v] effect to (0)\n\n@Text\n\nwhen I receive [text v]\nwait until <not <key (t v) pressed?>>\nset [text v] to []\nif <(show) = [0]> then\n set [ghost v] effect to (100)\n switch costume to (menu v)\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [show v] to [1]\n broadcast (Setup text v)\nelse\n if <(show) = [1]> then\n set [show v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nset [show v] to [0]\nset [text v] to []\nset [message v] to []\n\nwhen I receive [tick v]\nif <(show) = [1]> then\n change [ghost v] effect by (-10)\nelse\n change [ghost v] effect by (10)\nend\nswitch costume to (text)\nif <key (t v) pressed?> then\n broadcast (Text v)\nend\n\nwhen I receive [write v]\nset [message v] to (item # of (text) in [text v])\nset [text v] to []\nset [show v] to [0]\nglide (0.15) secs to x: (-240) y: (0)\nhide\nwait (4) seconds\nset [message v] to []\n\nwhen I receive [setup text v]\nforever\n if <(show) = [1]> then\n if <key (1 v) pressed?> then\n wait until <not <key (1 v) pressed?>>\n set [text v] to [Hi!]\n broadcast (Write v)\n end\n if <key (2 v) pressed?> then\n wait until <not <key (2 v) pressed?>>\n set [text v] to [Goodbye!]\n broadcast (Write v)\n end\n if <key (3 v) pressed?> then\n wait until <not <key (3 v) pressed?>>\n set [text v] to [Help?]\n broadcast (Write v)\n end\n if <key (4 v) pressed?> then\n wait until <not <key (4 v) pressed?>>\n set [text v] to [Thanks!]\n broadcast (Write v)\n end\n if <key (5 v) pressed?> then\n wait until <not <key (5 v) pressed?>>\n set [text v] to [Yes!]\n broadcast (Write v)\n end\n if <key (6 v) pressed?> then\n wait until <not <key (6 v) pressed?>>\n set [text v] to [No!]\n broadcast (Write v)\n end\n if <key (7 v) pressed?> then\n wait until <not <key (7 v) pressed?>>\n set [text v] to [I can help!]\n broadcast (Write v)\n end\n if <key (8 v) pressed?> then\n wait until <not <key (8 v) pressed?>>\n set [text v] to [Follow me!]\n broadcast (Write v)\n end\n if <key (9 v) pressed?> then\n wait until <not <key (9 v) pressed?>>\n set [text v] to [Nice!]\n broadcast (Write v)\n end\n end\nend\n\n@Exit\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [win v] to [1]\n broadcast (Win v) and wait\nend\n\nwhen I receive [setup v]\nset [win v] to [0]\nhide\nswitch costume to (exit v)\nif <(Level) = [1]> then\n set [x v] to [-400]\n set [y v] to [2500]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(win) = [0]> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen flag clicked\nset [win v] to [0]\n\n@TN\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [red flag var v] to (timer)\nend\n\nwhen [timer v] > (Red Flag Var)\nswitch costume to (nothing v)\nset size to (150) %\nswitch costume to (tn v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n switch costume to (nothing v)\n change [ghost v] effect by (-10)\n change size by (-5)\n switch costume to (tn v)\nend\n\nwhen flag clicked\nset size to (150) %\nhide\n\nwhen I receive [win v]\nset [continue v] to [0]\nswitch costume to (nothing v)\nset size to (150) %\nswitch costume to (win v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n switch costume to (nothing v)\n change [ghost v] effect by (-10)\n change size by (-5)\n switch costume to (win v)\nend\nforever\n if <(Continue) = [0]> then\n show\n change [1235669240951 v] by (2)\n else\n hide\n end\nend\n\n@Water\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset size to (100) %\nhide\nswitch costume to (nothing v)\nset [x v] to [0]\nset [y v] to [-1000]\nif <(Level) = [1]> then\n Water: Clone at x: [480] y: [940] [90]\n Water: Clone at x: [-500] y: [940] [90]\n Water: Clone at x: [3350] y: [900] [90]\n Water: Clone at x: [2750] y: [800] [90]\nend\n\ndefine position (x) (y)\nset size to (100) %\nset [ghost v] effect to (50)\nchange [y v] by (([sin v] of (((days since 2000) * (10000000)) * (join [1.] (costume [number v]))) ) / (1.7))\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Water: Clone at x: (x) y: (y) (degrees)\nrepeat (4)\n create clone of (_myself_ v)\n set [x v] to (x)\n set [y v] to (y)\n next costume\n point in direction (90)\nend\n\nwhen flag clicked\n\n@Potato\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [coins v] to [0]\nset [coins global v] to [0]\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(costume [name v]) = [Collectable]> then\n start sound [Magic Spell v]\n change [coins v] by (1)\n change [coins global v] by (1)\n switch costume to (+1 v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [green flag v]\nbroadcast (reset2 v)\nhide\nset [ghost v] effect to (0)\nswitch costume to (collectable v)\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [-2110] y: [250]\nClone at x: [-1825] y: [-145]\nClone at x: [-1777] y: [-145]\nClone at x: [-777] y: [-600]\nClone at x: [1055] y: [-140]\nClone at x: [1055] y: [50]\nClone at x: [2280] y: [1010]\nClone at x: [2785] y: [617]\nClone at x: [3080] y: [1345]\nClone at x: [1255] y: [1905]\nClone at x: [-2322] y: [1440]\nClone at x: [-1625] y: [1440]\nset [x v] to [-90000]\n\nwhen I receive [reset2 v]\ndelete this clone\n\ninsert (Coins Global) at (1) of [coin v] \ndelete (4) of [coin v]\n\n@Bsckground2\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) / (8)) (((y) - (SCROLL Y)) / (8))\n\nwhen I receive [setup v]\nhide\nset [x v] to [-3000]\nset [y v] to [1200]\nswitch costume to (bakcground v)\nClone at x: [3500] y: [1200]\nClone at x: [3500] y: [1200]\nClone at x: [3500] y: [1200]\nClone at x: [3500] y: [1200]\nClone at x: [3500] y: [1200]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<<(PlayerX) < [-1000]> and <(PlayerY) < [850]>> or <(PlayerY) < [500]>> 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)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\n\nwhen flag clicked\n\n@Ladder\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nswitch costume to (1 v)\nset [x v] to [-1790]\nset [y v] to [700]\nClone at x: [-2110] y: [360] Cos: [2]\nClone at x: [-835] y: [115] Cos: [1]\nClone at x: [-1250] y: [-280] Cos: [1]\nClone at x: [-1580] y: [-300] Cos: [1]\nClone at x: [660] y: [-90] Cos: [2]\nClone at x: [3460] y: [1280] Cos: [2]\nClone at x: [3840] y: [1600] Cos: [2]\nClone at x: [600] y: [2130] Cos: [3]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) Cos: (costume)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (costume)\n\n@Platform3\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nswitch costume to (nothing v)\nset size to (100) %\nswitch costume to (nothing v)\nhide\nset [x v] to [0]\nset [y v] to [-1000]\nif <(Level) = [1]> then\n Clone at x: [0] y: [1000]\n Clone at x: [600] y: [770]\n Clone at x: [400] y: [1050]\n Clone at x: [-1500] y: [770]\n Clone at x: [-700] y: [1000]\n Clone at x: [-300] y: [900]\n Clone at x: [-150] y: [1150]\n Clone at x: [-300] y: [700]\n Clone at x: [100] y: [400]\n Clone at x: [0] y: [200]\n Clone at x: [-450] y: [400]\n Clone at x: [850] y: [300]\n Clone at x: [400] y: [200]\n Clone at x: [-400] y: [530]\n Clone at x: [400] y: [600]\n Clone at x: [400] y: [200]\n Clone at x: [-250] y: [-200]\n Clone at x: [-300] y: [-200]\n Clone at x: [-100] y: [-580]\n Clone at x: [-300] y: [-400]\n Clone at x: [-50] y: [-150]\n Clone at x: [750] y: [-700]\n Clone at x: [0] y: [-500]\n Clone at x: [300] y: [-500]\n Clone at x: [300] y: [-200]\n Clone at x: [0] y: [0]\n Clone at x: [200] y: [-200]\n Clone at x: [100] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [-100] y: [200]\n Clone at x: [340] y: [-200]\n Clone at x: [300] y: [200]\n Clone at x: [300] y: [1150]\n Clone at x: [500] y: [1200]\n Clone at x: [400] y: [1300]\n Clone at x: [550] y: [1300]\n Clone at x: [-100] y: [850]\n Clone at x: [-500] y: [850]\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\n@Coud\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nswitch costume to (nothing v)\nset size to (100) %\nswitch costume to (nothing v)\nhide\nset [x v] to [0]\nset [y v] to [-1000]\nif <(Level) = [1]> then\n Clone at x: [0] y: [1000]\n Clone at x: [600] y: [770]\n Clone at x: [400] y: [1050]\n Clone at x: [-1500] y: [770]\n Clone at x: [-700] y: [1000]\n Clone at x: [-300] y: [900]\n Clone at x: [-150] y: [1150]\n Clone at x: [-300] y: [700]\n Clone at x: [100] y: [400]\n Clone at x: [0] y: [200]\n Clone at x: [-450] y: [400]\n Clone at x: [850] y: [300]\n Clone at x: [400] y: [200]\n Clone at x: [-400] y: [530]\n Clone at x: [400] y: [600]\n Clone at x: [400] y: [200]\n Clone at x: [-250] y: [-200]\n Clone at x: [-300] y: [-200]\n Clone at x: [-100] y: [-580]\n Clone at x: [-300] y: [-400]\n Clone at x: [-50] y: [-150]\n Clone at x: [750] y: [-700]\n Clone at x: [0] y: [-500]\n Clone at x: [300] y: [-500]\n Clone at x: [300] y: [-200]\n Clone at x: [0] y: [0]\n Clone at x: [200] y: [-200]\n Clone at x: [100] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [-100] y: [200]\n Clone at x: [340] y: [-200]\n Clone at x: [300] y: [200]\n Clone at x: [300] y: [1150]\n Clone at x: [500] y: [1200]\n Clone at x: [400] y: [1300]\n Clone at x: [550] y: [1300]\n Clone at x: [-100] y: [850]\n Clone at x: [-500] y: [850]\n Clone at x: [700] y: [450]\n Clone at x: [500] y: [450]\n Clone at x: [-300] y: [1080]\n Clone at x: [250] y: [1180]\n Clone at x: [200] y: [1350]\n Clone at x: [-500] y: [1400]\n Clone at x: [300] y: [1500]\n Clone at x: [500] y: [1350]\n Clone at x: [-100] y: [850]\n Clone at x: [-100] y: [1800]\n Clone at x: [-300] y: [1900]\n Clone at x: [-300] y: [2000]\n Clone at x: [-300] y: [2050]\n Clone at x: [-300] y: [1950]\n Clone at x: [-500] y: [2050]\n Clone at x: [-300] y: [2100]\n Clone at x: [-300] y: [2000]\n Clone at x: [-500] y: [1900]\n Clone at x: [-250] y: [2000]\n Clone at x: [80] y: [2200]\n Clone at x: [250] y: [2250]\n Clone at x: [-550] y: [2250]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nset [ghost v] effect to (20)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\n@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 (sIndex1) 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\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 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]\nset [\[intro\] playing v] to [false]\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 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\nwhen flag clicked\nbroadcast (\[INTRO\] Play intro v)\nforever\n if <mouse down?> then\n broadcast (\[INTRO\] Stop intro v)\n end\nend\n\n@Sprite1\n\nwhen I receive [\[intro\] play intro v]\nshow\n\nwhen I receive [\[intro\] stop intro v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@Server messages\n\nwhen I receive [joined v]\nset [ghost v] effect to (0)\nstart sound [Connect v]\nswitch costume to (connected v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\n\nwhen I receive [join game v]\nswitch costume to (connecting v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nwait (3) seconds\nset [timer v] to [0]\nset [timer v] to [0]\n\nwhen flag clicked\nclear graphic effects\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go [backward v] (8) layers\nend\n\nwhen I receive [server full v]\nset [ghost v] effect to (0)\nswitch costume to (server full v)\nwait (2) seconds\nset [ghost v] effect to (100)\n\n@Interface2\n\ndefine Clone (cos) (x) (y)\ncreate clone of (_myself_ v)\nswitch costume to (cos)\nset [x v] to (x)\nset [y v] to (y)\ngo to x: (x) y: (y)\nclear graphic effects\n\nwhen flag clicked\nset [continue v] to [1]\nhide\nswitch costume to (nothing v)\nwait until <(win) = [1]>\nClone [Bg] [140] [-160]\nClone [No] [160] [-165]\nClone [Yes] [120] [-165]\nClone [Nothing] [0] [0]\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <<(win) = [1]> and <(Continue) = [0]>> then\n show\n if <<touching (mouse-pointer v)?> and <not <(costume [name v]) = [Bg]>>> then\n set size to ((size) + (((125) - (size)) / (4))) %\n else\n set size to ((size) + (((99) - (size)) / (3))) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [name v]) = [No]> then\n stop [all v]\n else\n if <(costume [name v]) = [Yes]> then\n set [continue v] to [1]\n end\n end\n end\n else\n hide\n end\nend\n\n@Enemies\n\nif <(kill enemy) = [0]> then\n if <(enemy touch) = [0]> then\nend\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((ex) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (0)\nhide\nset [kill enemy v] to [0]\nset [change life v] to [0]\nswitch costume to (l v)\nset [life v] to [2]\nset [x v] to [1350]\nset [y v] to [1171]\n\ndefine position (x) (y)\ninsert (ex) at (1) of [cos v] \ndelete (3) of [cos v]\ninsert <touching (player v)?> at (1) of [e v] \ndelete (5) of [e v]\nif <(item (1) of [cos v]) > (item (2) of [cos v])> then\n switch costume to (r v)\nelse\n switch costume to (l v)\nend\ngo to x: (x) y: (y)\nset size to (120) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(kill enemy) = [0]> then\n show\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen flag clicked\nbroadcast (move enermie v)\n\nwhen I receive [tick v]\nset [ex v] to ((x) + (([sin v] of ((days since 2000) * (8000000)) ) * (150)))\nif <touching (player v)?> then\n if <(PlayerY) > ((y) + (30))> then\n if <(item (2) of [e v]) = [false]> then\n if <(kill enemy) = [0]> then\n set [enemy touch v] to [1]\n broadcast (kill enemy v)\n end\n end\n else\n if <(item (3) of [e v]) = [true]> then\n if <(Life) = [1]> then\n if <(change life) = [0]> then\n broadcast (die v)\n set [exit v] to [die]\n end\n else\n if <(change life) = [0]> then\n broadcast (change life v)\n end\n end\n end\n end\nend\n\nwhen I receive [kill enemy v]\nrepeat (3)\n change [y v] by (-8)\nend\nset [kill enemy v] to [1]\nhide\n\nwhen I receive [change life v]\nchange [life v] by (-1)\nset [change life v] to [1]\nwait (3) seconds\nset [change life v] to [0]\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (-500) y: (500)\n\nwhen I receive [die v]\nwait (1) seconds\ngo to x: (-500) y: (500)\nglide (2) secs to x: (500) y: (-500)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Enemies2\n\nif <(kill enemy) = [0]> then\n if <(enemy touch) = [0]> then\nend\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((ex2) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ghost v] effect to (0)\nhide\nset [kill enemy2 v] to [0]\nswitch costume to (l v)\nset [x v] to [2420]\nset [y v] to [2057]\n\ndefine position (x) (y)\ninsert (ex2) at (1) of [cos2 v] \ndelete (3) of [cos2 v]\ninsert <touching (player v)?> at (1) of [e2 v] \ndelete (5) of [e2 v]\nif <(item (1) of [cos v]) > (item (2) of [cos v])> then\n switch costume to (r v)\nelse\n switch costume to (l v)\nend\ngo to x: (x) y: (y)\nset size to (120) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(kill enemy2) = [0]> then\n show\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen flag clicked\nbroadcast (move enermie v)\n\nwhen I receive [tick v]\nset [ex2 v] to ((x) + (([sin v] of ((days since 2000) * (8000000)) ) * (140)))\nif <touching (player v)?> then\n if <(PlayerY) > ((y) + (30))> then\n if <(item (2) of [e2 v]) = [false]> then\n if <(kill enemy2) = [0]> then\n if <(change life) = [0]> then\n set [enemy touch v] to [1]\n broadcast (kill enemy 2 v)\n end\n end\n end\n else\n if <(item (3) of [e2 v]) = [true]> then\n if <(Life) = [1]> then\n if <(change life) = [0]> then\n broadcast (die v)\n set [exit v] to [die]\n end\n else\n if <(change life) = [0]> then\n broadcast (change life v)\n end\n end\n end\n end\nend\n\nwhen I receive [kill enemy 2 v]\nrepeat (3)\n change [y v] by (-8)\nend\nset [kill enemy2 v] to [1]\nhide\n\n
☼ Sυɳɳყ Hιɭɭʂ ☼\n\nHello and welcome to Sυɳɳყ Hιɭɭʂ, my best game so far. Get through a world of fun, including, clouds, water, cave, enemies and hidden coins. You can buy skins in the shop for the coins you find, and also chat and play with others!\n\nPlease help me to get this top loved, and a sequel will then come.\n\n⚠ Don't Advertise! ⚠\n\n\nCan't see any other? The multiplayer works, so you're probably just the only online or a new scratcher.\n\nNote: You need to buy skins to get some of the coins.\n\nThis game includs:\n★ Chat\n★ Mutliplayer\n★ One sprite shop\n★ Hidden Coins\n★ Cave\n★ Enemies\n★ 100+ hours of work\n\n✦ Instructions ✦\n★ Use WASD, arrow keys or tap to move!\n★ Explore the world with friends!\n★ Find hidden coins and buy skins!\n★ Kill enemies by jumping on their head!\n★ Press N to show names!\n★ Press T or press the chat button to chat!\n★ Find the goal!\n\nInformation:\nThere are 12 well hidden coins, but to get some of them, you need to buy skins. There are 8 different scratchers you can choose between. Use your favourite! I have added a cloud variable who tells how many people who have found all coins. Can you be one of them?\n\n✦ Credits ✦\n☁ Thanks to @griffpatch for the engines\n♫ Music from @-Xaf-\n★ Some inspiration from @StratfordJames and @TimMcCool\n★ Epic intro by @Kirbyzaz\n★Thanks to @Suhalo_351 for the contest\n♡ Thanks to @321321em for being my brother. Follow him!\n\nSkins: @Suhalo_351 @JTHEJET @ComplicatedCodes @Benelem12 @QuaXX @StratfordJames @TimMcCool\n@Ufhire(me)\n\nAre you reading all the way to this? Well done!\n\nPlease love, fave and follow to support my hard work and for more!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games #mutliplayer #Ufhire #all #cloud #scrolling #scratch\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#hello
PIRATE - a scrolling platformer // #wszystko
@Stage\n\nwhen flag clicked\nset [scroll x v] to [0]\nbroadcast (piraci v)\nset [ultimate dźwięk v] to [100]\n\nwhen I receive [piraci v]\nstop [other scripts in sprite v]\nstop all sounds\nset volume to (ULTIMATE DŹWIĘK) %\nforever\n if <[5000] < (SCROLL X)> then\n play sound [Naval Action - Sea of Thieves Naval Battle Music Backround Atmosphere Music v] until done\n else\n play sound [Piraci z Gdańska2 v] until done\n end\nend\n\nwhen I receive [kraken v]\nstop [other scripts in sprite v]\nstop all sounds\nset volume to (ULTIMATE DŹWIĘK) %\nforever\n if <[6000] < (SCROLL X)> then\n play sound [\[ Out of Control \] - Chariot Requiem's Theme - Golden Wind OST EXTENDED3 v] until done\n else\n play sound [The Kraken \(song\) v] until done\n end\nend\n\nwhen I receive [tick v]\nif <(muzyka on/off) = [on]> then\n set volume to (ULTIMATE DŹWIĘK) %\nelse\n set volume to (0) %\nend\n\nwhen I receive [reset v]\nif <(item (2) of [punkt respawnu v]) = [270]> then\n stop [other scripts in sprite v]\n stop all sounds\n set volume to (ULTIMATE DŹWIĘK) %\n forever\n play sound [The Kraken \(song\) v] until done\n end\nend\n\nwhen [m v] key pressed\nif <(muzyka on/off) = [on]> then\n set [muzyka on/off v] to [off]\nelse\n set [muzyka on/off v] to [on]\nend\n\nwhen flag clicked\nset [muzyka on/off v] to [on]\n\n@gracz\n\nwhen [r v] key pressed\nreplace item (1) of [punkt respawnu v] with [0]\nreplace item (2) of [punkt respawnu v] with [28]\nreset timer\nset [speedrun? v] to [tak]\nset [exit v] to [die]\n\nbroadcast (tryb speedrunu v)\n\nwhen flag clicked\nset [speedrun? v] to [nie]\n\nwhen I receive [armata! v]\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 [stoper v.2 v] 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) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n broadcast (ŚMIERĆ v)\n Game - Die\n end\nend\n\ndefine Game On\nif <(speedrun?) = [tak]> then\n replace item (1) of [punkt respawnu v] with [0]\n replace item (2) of [punkt respawnu v] with [28]\n reset timer\n broadcast (tryb speedrunu v)\nend\nset [scroll x v] to (item (1) of [punkt respawnu v])\nset [scroll y v] to (item (2) of [punkt respawnu v])\nset [y v] to (item (2) of [punkt respawnu v])\nset [x v] to (item (1) of [punkt respawnu v])\nif <(item (1) of [punkt respawnu v]) = [0]> then\n broadcast (piraci v)\nend\nif <(item (1) of [punkt respawnu v]) = [4150]> then\n broadcast (Kraken v)\nend\nif <(item (1) of [punkt respawnu v]) = [5666]> then\n broadcast (piraci v)\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (80) %\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [sx v] by (-1.8)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [sx v] by (1.8)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nif <(armata) = [tak]> then\n set [sy v] to [30]\n start sound [Guns- Cannon Sound EffectMexian Tech Vlog2 v]\n set [armata v] to [nie]\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\nswitch costume to (gracz idyl v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (gracz prawo v)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (gracz prawo v)\n point in direction (-90)\nend\nif <(in air) < [4]> then\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nif <(speedrun?) = [tak]> then\n replace item (1) of [punkt respawnu v] with [0]\n replace item (2) of [punkt respawnu v] with [28]\nend\nset [exit v] to []\nrepeat (5)\n hide\n wait (.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (kolce v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [tick v]\n\nwhen I receive [a w zęby chcesz? v]\nset [exit v] to [die]\n\nset [x v] to [9000]\nset [y v] to [400]\n\nset [x v] to [7000]\nset [y v] to [100]\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [backward v] (17) layers\n\nset [☁ highscore v] to [49.501]\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]\nwait (0) seconds\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (puste v)\n Clone at x: [0] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [720] y: [0]\n Clone at x: ((360) * (4)) y: [0]\n Clone at x: ((360) * (6)) y: [0]\n Clone at x: ((360) * (7)) y: [0]\n Clone at x: ((360) * (8)) y: [0]\n Clone at x: ((360) * (9)) y: [0]\n Clone at x: ((360) * (10)) y: [0]\n Clone at x: [4080] y: [0]\n Clone at x: [4560] y: [0]\n Clone at x: ((360) * (13)) y: [360]\n Clone at x: [5160] y: [360]\n Clone at x: [5540] y: [0]\n Clone at x: [6020] y: [0]\n Clone at x: ((6020) + ((480) * (1))) y: [0]\n Clone at x: ((6020) + ((480) * (2))) y: [0]\n Clone at x: ((6020) + ((480) * (3))) y: [0]\n Clone at x: ((6020) + ((480) * (4))) y: [0]\n Clone at x: ((6020) + ((480) * (5))) y: [0]\n Clone at x: ((6020) + ((480) * (6))) y: [0]\n Clone at x: ((6020) + ((480) * (7))) y: [0]\n Clone at x: ((6020) + ((480) * (8))) y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [225]\n else\n if <(LEVEL) = [3]> then\n switch costume to (amon2 v)\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\n\nClone at x: ((6020) + ((480) * (2))) y: [0]\n\nClone at x: ((6020) + ((480) * (5))) y: [0]\n\nClone at x: ((360) * (7)) y: [0]\n\nClone at x: [4080] y: [0]\n\n@szabla\n\nwhen I receive [tick v]\ngo to (gracz v)\nchange y by (-10)\ngo to [front v] layer\ngo [backward v] (16) layers\nif <([direction v] of [gracz v]) = [90]> then\n change x by (25)\n switch costume to (atak)\nend\nif <([direction v] of [gracz v]) = [-90]> then\n change x by (-25)\n switch costume to ((atak) + (16))\nend\n\nwhen flag clicked\nforever\n set [atak v] to [1]\n wait (0.2) seconds\n wait until <key (space v) pressed?>\n start sound [Low Whoosh v]\n repeat (8)\n change [atak v] by (1)\n end\n wait (0.1) seconds\n repeat (7)\n change [atak v] by (1)\n end\nend\n\nwhen I receive [śmierć v]\nśmierć\n\nwhen flag clicked\nshow\n\ndefine śmierć\nrepeat (5)\n hide\n wait (.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nshow\n\n@armata\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\nif <(ID) = [0]> then\n hide\nelse\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n switch costume to (jakata!)\n else\n hide\n end\nend\n\nwhen [g v] key pressed\n\nadd (((SCROLL X) + ([x position v] of [gracz v])) + (mouse x)) to [x armat v]\nadd (((SCROLL Y) + ([y position v] of [gracz v])) + (mouse y)) to [y armat v]\n\ndefine utwórz klony, ale migiem!\nset [id v] to [1]\nrepeat (length of [x armat v])\n set [x v] to (item (ID) of [x armat v])\n set [y v] to (item (ID) of [y armat v])\n create clone of (_myself_ v)\n change [id v] by (1)\nend\nset [id v] to [0]\n\nwhen flag clicked\nset [armata v] to [nie]\nutwórz klony, ale migiem!\n\ndelete all of [x armat v]\ndelete all of [y armat v]\n\nwhen I start as a clone\nset [jakata! v] to [1]\nforever\n if <touching (gracz v)?> then\n set [armata v] to [tak]\n repeat (10)\n change [jakata! v] by (1)\n end\n repeat (10)\n change [jakata! v] by (-1)\n end\n end\nend\n\nif <(ID) = [1]> then\n broadcast (armata1 v)\nend\n\nreplace item (2) of [x armat v] with (SCROLL X)\n\nforever\n delete (4) of [y armat v]\n delete (4) of [x armat v]\nend\n\nbroadcast (urwea v)\n\nwhen I receive [urwea v]\ndelete this clone\n\n@tylne ozdóbki\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 (puste v)\n Clone at x: ((360) * (2)) y: [0]\n Clone at x: ((360) * (4)) y: [0]\n Clone at x: ((360) * (6)) y: [0]\n Clone at x: ((360) * (7)) y: [360]\n Clone at x: ((360) * (7)) y: [0]\n Clone at x: ((1000) + ((360) * (6))) y: [0]\n Clone at x: ((6020) + ((480) * (1))) y: [0]\n Clone at x: ((6020) + ((480) * (2))) y: [0]\n Clone at x: ((6020) + ((480) * (3.5))) y: [360]\n Clone at x: ((6020) + ((480) * (4.5))) y: [360]\n Clone at x: ((6020) + ((480) * (4))) y: [0]\n Clone at x: ((6020) + ((480) * (5))) y: [0]\n Clone at x: ((6020) + ((480) * (8))) y: [0]\n Clone at x: ((6020) + ((480) * (5))) y: [0]\n Clone at x: ((6020) + ((480) * (6))) y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [225]\n else\n if <(LEVEL) = [3]> then\n switch costume to (amon2 v)\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [back v] layer\n go [forward v] (15) layers\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)\nnext costume\ncreate clone of (_myself_ v)\n\nset [scroll x v] to [3800]\nset [scroll y v] to [200]\n\nbroadcast (wry v)\n\nwhen I receive [wry v]\ndelete this clone\n\n@wruk\n\nwhen flag clicked\nset [x v] to [250]\nset [y v] to [48]\ndelete all of [pozycja monety z wroga v]\nadd [obiekt] to [pozycja monety z wroga v]\nadd [obiekt] to [pozycja monety z wroga v]\nWIĘCEJ KLONÓW UURRRRRREEEEEEEEAAAAAAAAAa!!!!!!!!!! respawn x - []\n\ndefine TRZYMAJ WARTĘ: P.x - (p.x) P.y - (p.y) ------------------K.x - (k.x) K.y - (k.y) (rodzaj?)\nset [x v] to (p.x)\nset [y v] to (p.y)\nset [kostium v] to (rodzaj?)\nrepeat until <<(x) = (k.x)> or <(martwy?) = [tak]>>\n change [x v] by (1)\nend\nset [kostium v] to ((rodzaj?) + (1))\nrepeat until <<(x) = (p.x)> or <(martwy?) = [tak]>>\n change [x v] by (-1)\nend\n\ndefine WIĘCEJ KLONÓW UURRRRRREEEEEEEEAAAAAAAAAa!!!!!!!!!! respawn x - (pozycja x z odrodzenia)\nset [martwy? v] to [nie]\nset [kierunek v] to [90]\nset [kłudka1 v] to [nie]\nif <(pozycja x z odrodzenia) = [0]> then\n set [id v] to [1]\n repeat (length of [ilość wrogów v])\n create clone of (_myself_ v)\n change [id v] by (1)\n end\n set [id v] to [0]\nend\nif <(pozycja x z odrodzenia) = [1850]> then\n set [id v] to [2]\n repeat ((length of [ilość wrogów v]) - (1))\n create clone of (_myself_ v)\n change [id v] by (1)\n end\n set [id v] to [0]\nend\nif <(pozycja x z odrodzenia) = [4150]> then\n set [id v] to [5]\n repeat ((length of [ilość wrogów v]) - (4))\n create clone of (_myself_ v)\n change [id v] by (1)\n end\n set [id v] to [0]\nend\nif <(pozycja x z odrodzenia) = [5666]> then\n set [id v] to [8]\n repeat ((length of [ilość wrogów v]) - (7))\n create clone of (_myself_ v)\n change [id v] by (1)\n end\n set [id v] to [0]\nend\n\ndefine Position (x) (y)\nhide\nif <[0] < (ID)> then\n point in direction (kierunek)\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\n if <(martwy?) = [nie]> then\n switch costume to (kostium)\n if <(ID) = [4]> then\n switch costume to (pirat-stoi v)\n end\n if <touching (gracz v)?> then\n if <(kłudka1) = [nie]> then\n broadcast (a w zęby chcesz? v)\n set [kłudka1 v] to [tak]\n end\n end\n end\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I start as a clone\nforever\n if <(martwy?) = [nie]> then\n if <(ID) = [1]> then\n TRZYMAJ WARTĘ: P.x - [800] P.y - [-80] ------------------K.x - [1060] K.y - [-80] [1]\n end\n if <(ID) = [2]> then\n TRZYMAJ WARTĘ: P.x - [2350] P.y - [-51] ------------------K.x - [2600] K.y - [-51] [1]\n end\n if <(ID) = [3]> then\n TRZYMAJ WARTĘ: P.x - [2727] P.y - [-51] ------------------K.x - [2850] K.y - [-51] [1]\n end\n if <(ID) = [4]> then\n TRZYMAJ WARTĘ: P.x - [3407] P.y - [130] ------------------K.x - [3407] K.y - [130] [1]\n end\n if <(ID) = [5]> then\n TRZYMAJ WARTĘ: P.x - [3810] P.y - [-103] ------------------K.x - [4183] K.y - [-103] [5]\n end\n if <(ID) = [6]> then\n TRZYMAJ WARTĘ: P.x - [4660] P.y - [181] ------------------K.x - [4860] K.y - [181] [5]\n end\n if <(ID) = [7]> then\n TRZYMAJ WARTĘ: P.x - [5070] P.y - [265] ------------------K.x - [5250] K.y - [265] [5]\n end\n if <(ID) = [8]> then\n TRZYMAJ WARTĘ: P.x - [6583] P.y - [-55] ------------------K.x - [6800] K.y - [-55] [9]\n end\n if <(ID) = [9]> then\n TRZYMAJ WARTĘ: P.x - [7667] P.y - [220] ------------------K.x - [7892] K.y - [220] [9]\n end\n if <(ID) = [10]> then\n TRZYMAJ WARTĘ: P.x - [7950] P.y - [220] ------------------K.x - [8230] K.y - [220] [9]\n end\n else\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (szabla v)?> and <<[1] < (atak)> and <(atak) < [9]>>> then\n replace item (1) of [pozycja monety z wroga v] with (x)\n replace item (2) of [pozycja monety z wroga v] with (y)\n broadcast (kolejna moneta v)\n set [martwy? v] to [tak]\n if <<<(ID) = [3]> or <<(ID) = [2]> or <(ID) = [1]>>> or <(ID) = [4]>> then\n switch costume to (pirat-ginie v)\n else\n switch costume to (potwór-ginie v)\n end\n if <(ID) = [8]> then\n switch costume to (żołnierz brytyjski-ginie v)\n end\n if <<(ID) = [9]> or <(ID) = [10]>> then\n switch costume to (żołnierz brytyjski-ginie v)\n end\n go to [front v] layer\n start sound [PIRATE ARRR ARGH SOUND EFFECT - Daily FREE VOICE SFX Download v]\n set [prędkość \(zdech\) v] to [5]\n repeat until <(x position) < [-170]>\n change [y v] by (prędkość \(zdech\))\n change [prędkość \(zdech\) v] by (-0.25)\n change [kierunek v] by (5)\n end\n hide\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [reset v]\nwait (0.1) seconds\nWIĘCEJ KLONÓW UURRRRRREEEEEEEEAAAAAAAAAa!!!!!!!!!! respawn x - (item (1) of [punkt respawnu v])\n\nreplace item (4) of [y monet v] with [-20]\n\n@licznik monet\n\nwhen flag clicked\nset [monety v] to [0]\nshow\n\nwhen I receive [tick v]\nswitch costume to (monety)\ngo to [front v] layer\ngo [backward v] (2) layers\n\nwhen I receive [reset v]\nif <(item (1) of [punkt respawnu v]) = [0]> then\n set [monety v] to [0]\nend\nif <(item (1) of [punkt respawnu v]) = [1850]> then\n set [monety v] to [3]\nend\nif <(item (1) of [punkt respawnu v]) = [4150]> then\n set [monety v] to [9]\nend\nif <(item (1) of [punkt respawnu v]) = [5666]> then\n set [monety v] to [17]\nend\n\n@monety\n\nwhen [h v] key pressed\nadd (((SCROLL X) + ([x position v] of [gracz v])) + (mouse x)) to [x monet v]\nadd (((SCROLL Y) + ([y position v] of [gracz v])) + (mouse y)) to [y monet v]\n\nwhen flag clicked\ntwórz klony lolz wry: [0]\n\ndefine twórz klony lolz wry: (wry)\nif <(wry) = [0]> then\n set [id v] to [1]\n repeat (length of [x monet v])\n set [x v] to (item (ID) of [x monet v])\n set [y v] to (item (ID) of [y monet v])\n create clone of (_myself_ v)\n change [id v] by (1)\n end\nend\nif <(wry) = [1850]> then\n set [id v] to [3]\n repeat ((length of [x monet v]) - (2))\n set [x v] to (item (ID) of [x monet v])\n set [y v] to (item (ID) of [y monet v])\n create clone of (_myself_ v)\n change [id v] by (1)\n end\nend\nif <(wry) = [4150]> then\n set [id v] to [6]\n repeat ((length of [x monet v]) - (5))\n set [x v] to (item (ID) of [x monet v])\n set [y v] to (item (ID) of [y monet v])\n create clone of (_myself_ v)\n change [id v] by (1)\n end\nend\nif <(wry) = [5666]> then\n set [id v] to [11]\n repeat ((length of [x monet v]) - (10))\n set [x v] to (item (ID) of [x monet v])\n set [y v] to (item (ID) of [y monet v])\n create clone of (_myself_ v)\n change [id v] by (1)\n end\nend\nset [id v] to [0]\n\ndefine Position (x) (y)\nif <(ID) = [0]> then\n hide\nelse\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (([sin v] of (((timer) - (5)) * (300)) ) * (5)))\n\ndelete all of [y monet v]\ndelete all of [x monet v]\n\nwhen I start as a clone\nwait until <touching (gracz v)?>\nstart sound [Coin v]\nchange [monety v] by (1)\ndelete this clone\n\nwhen I receive [kolejna moneta v]\nif <(ID) = [0]> then\n set [id v] to [1]\n set [x v] to (item (1) of [pozycja monety z wroga v])\n set [y v] to ((item (2) of [pozycja monety z wroga v]) + (5))\n create clone of (_myself_ v)\n set [id v] to [0]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [reset v]\nwait (0.1) seconds\ntwórz klony lolz wry: (item (1) of [punkt respawnu v])\n\nif <[] = [0]> then\nif <[] = [1850]> then\nif <[] = [4150]> then\nif <[] = [5666]> then\n\n@miniaturka\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@napisy\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of ((x) - (x position)) ) < [1]> and <([abs v] of ((y) - (y position)) ) < [1]>> then\n show\nelse\n hide\nend\n\ndefine Show Tip (id) (x) (y)\nif <(id) = (costume [number v])> then\n set [x v] to (x)\n set [y v] to (y)\n if <(fade) > [0]> then\n change [fade v] by (-5)\n set [ghost v] effect to (fade)\n end\nelse\n if <(fade) < [100]> then\n change [fade v] by (10)\n set [ghost v] effect to (fade)\n else\n switch costume to (id)\n set [x v] to (x)\n set [y v] to (y)\n if <(costume [number v]) = [1]> then\n hide\n end\n end\nend\nif <(costume [number v]) = [24]> then\n position (x) ((y) - ((15) - ((15) * ([cos v] of (fade) ))))\nelse\n if <(costume [number v]) > [1]> then\n position (((x) - (SCROLL X)) * (1.2)) ((((y) - (SCROLL Y)) * (1.2)) - ((15) - ((15) * ([cos v] of (fade) ))))\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (none v)\nset [ghost v] effect to (100)\nset [fade v] to [100]\nset [język v] to [Polski]\n\nwhen [l v] key pressed\nif <(JĘZYK) = [Angielski]> then\n set [język v] to [Polski]\nelse\n set [język v] to [Angielski]\nend\n\nwhen I receive [tick v]\nif <(JĘZYK) = [Angielski]> then\n if <(speedrun?) = [nie]> then\n if <[9430] < (SCROLL X)> then\n Show Tip (12) (9600) (100)\n else\n if <[6800] < (SCROLL X)> then\n Show Tip (1) (5100) (350)\n else\n if <[6600] < (SCROLL X)> then\n Show Tip (11) (6700) (70)\n else\n if <[5250] < (SCROLL X)> then\n Show Tip (1) (5100) (350)\n else\n if <[5000] < (SCROLL X)> then\n Show Tip (10) (5100) (350)\n else\n if <[4600] < (SCROLL X)> then\n Show Tip (1) (4400) (100)\n else\n if <[4325] < (SCROLL X)> then\n Show Tip (9) (4500) (100)\n else\n if <[3800] < (SCROLL X)> then\n Show Tip (1) (3600) (300)\n else\n if <[3500] < (SCROLL X)> then\n Show Tip (8) (3600) (300)\n else\n if <[3000] < (SCROLL X)> then\n Show Tip (1) (2840) (85)\n else\n if <[2740] < (SCROLL X)> then\n Show Tip (7) (2840) (85)\n else\n if <[1700] < (SCROLL X)> then\n Show Tip (1) (1550) (85)\n else\n if <[1400] < (SCROLL X)> then\n Show Tip (6) (1550) (85)\n else\n if <[1250] < (SCROLL X)> then\n Show Tip (1) (1100) (90)\n else\n if <[900] < (SCROLL X)> then\n Show Tip (5) (1100) (90)\n else\n if <[500] < (SCROLL X)> then\n Show Tip (4) (700) (100)\n else\n if <[250] < (SCROLL X)> then\n Show Tip (3) (400) (100)\n else\n if <[-1] < (SCROLL X)> then\n Show Tip (2) (20) (100)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [tick v]\nif <(JĘZYK) = [Polski]> then\n if <(speedrun?) = [nie]> then\n if <[9430] < (SCROLL X)> then\n Show Tip (23) (9600) (100)\n else\n if <[6800] < (SCROLL X)> then\n Show Tip (1) (5100) (350)\n else\n if <[6600] < (SCROLL X)> then\n Show Tip (22) (6700) (70)\n else\n if <[5250] < (SCROLL X)> then\n Show Tip (1) (5100) (350)\n else\n if <[5000] < (SCROLL X)> then\n Show Tip (21) (5100) (350)\n else\n if <[4600] < (SCROLL X)> then\n Show Tip (1) (4400) (100)\n else\n if <[4325] < (SCROLL X)> then\n Show Tip (20) (4500) (100)\n else\n if <[3800] < (SCROLL X)> then\n Show Tip (1) (3600) (300)\n else\n if <[3500] < (SCROLL X)> then\n Show Tip (19) (3600) (300)\n else\n if <[3000] < (SCROLL X)> then\n Show Tip (1) (2840) (85)\n else\n if <[2740] < (SCROLL X)> then\n Show Tip (18) (2840) (85)\n else\n if <[1700] < (SCROLL X)> then\n Show Tip (1) (1550) (85)\n else\n if <[1400] < (SCROLL X)> then\n Show Tip (17) (1550) (85)\n else\n if <[1250] < (SCROLL X)> then\n Show Tip (1) (1100) (90)\n else\n if <[900] < (SCROLL X)> then\n Show Tip (16) (1100) (90)\n else\n if <[500] < (SCROLL X)> then\n Show Tip (15) (700) (100)\n else\n if <[250] < (SCROLL X)> then\n Show Tip (14) (400) (100)\n else\n if <[-1] < (SCROLL X)> then\n Show Tip (13) (20) (100)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\nend\n\n@efekt\n\nwhen flag clicked\nswitch costume to (kostium1 v)\nset [ghost v] effect to (0)\nset [das kłudken v] to [nie]\n\nwhen I receive [tick v]\ngo to [back v] layer\nswitch costume to (kostium1 v)\nif <(SCROLL X) > [3650]> then\n set [ultimate dźwięk v] to (item ((SCROLL X) - (3650)) of [dźwięk intensiviesn't v])\nend\nif <(SCROLL X) > [3750]> then\n switch costume to (kostium2 v)\n go [forward v] (14) layers\n set [ultimate dźwięk v] to (item ((SCROLL X) - (3750)) of [dźwięk intensivies v])\n if <[3850] < (SCROLL X)> then\n set [ultimate dźwięk v] to [100]\n end\n if <(SCROLL X) > [5500]> then\n set [ultimate dźwięk v] to (item ((SCROLL X) - (5500)) of [dźwięk intensiviesn't v])\n if <(SCROLL X) > [5600]> then\n go to [front v] layer\n switch costume to (kostium1 v)\n set [ultimate dźwięk v] to (item ((SCROLL X) - (5600)) of [dźwięk intensivies v])\n if <[5700] < (SCROLL X)> then\n set [ultimate dźwięk v] to [100]\n end\n end\n end\nend\nif <[7500] < (SCROLL X)> then\n if <[40] > ([y v] of [gracz v])> then\n if <[8323] > (SCROLL X)> then\n go to [front v] layer\n switch costume to (kostium3 v)\n set [ultimate dźwięk v] to (item ((8323) - (SCROLL X)) of [dźwięk intensiviesn't v])\n end\n if <[8223] > (SCROLL X)> then\n set [ultimate dźwięk v] to (item ((8223) - (SCROLL X)) of [dźwięk intensivies v])\n if <(SCROLL X) < [8123]> then\n set [ultimate dźwięk v] to [100]\n end\n end\n end\nend\ngo [backward v] (1) layers\n\nwhen I receive [tick v]\ngo to x: (0) y: (0)\nif <(costume [number v]) = [1]> then\n change [ghost v] effect by (2)\n go to [front v] layer\n go [backward v] (3) layers\n if <(das kłudken) = [tak]> then\n broadcast (piraci v)\n set [das kłudken v] to [nie]\n end\n if <(efekt duch) < [100]> then\n set [ghost v] effect to (efekt duch)\n change [efekt duch v] by (2)\n end\nend\nif <(costume [number v]) = [2]> then\n if <(das kłudken) = [nie]> then\n set [das kłudken v] to [tak]\n set [efekt duch v] to [100]\n broadcast (Kraken v)\n end\n if <[20] < (efekt duch)> then\n set [ghost v] effect to (efekt duch)\n change [efekt duch v] by (-2)\n end\nend\nif <(costume [number v]) = [3]> then\n set [efekt duch v] to (item ((8323) - (SCROLL X)) of [dźwięk intensiviesn't v])\n set [ghost v] effect to (efekt duch)\n if <(efekt duch) = []> then\n if <(das kłudken) = [nie]> then\n set [das kłudken v] to [tak]\n set [efekt duch v] to [100]\n broadcast (Kraken v)\n end\n end\n go to (gracz v)\nend\n\n@kraken\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <<[1] = (ID)> or <(ID) = [5]>> then\n Position (((x) - (SCROLL X)) * (1)) (((y) - (SCROLL Y)) + (([sin v] of (((timer) - (3)) * (250)) ) * (6)))\nend\nif <<[3] = (ID)> or <(ID) = [4]>> then\n Position (((x) - (SCROLL X)) * (1)) (((y) - (SCROLL Y)) + (([sin v] of (((timer) - (1)) * (200)) ) * (6)))\nend\nif <<[2] = (ID)> or <(ID) = [6]>> then\n Position (((x) - (SCROLL X)) * (1)) (((y) - (SCROLL Y)) + (([sin v] of (((timer) - (5)) * (270)) ) * (6)))\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set [id v] to [0]\n switch costume to (puste v)\n Clone at x: [4200] y: [300]\n Clone at x: [4200] y: [-60]\n Clone at x: [4680] y: [300]\n Clone at x: [4680] y: [-60]\n Clone at x: [5160] y: [-60]\n Clone at x: [5160] y: [300]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [225]\n else\n if <(LEVEL) = [3]> then\n switch costume to (amon2 v)\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of ((x) - (x position)) ) < [1]> and <([abs v] of ((y) - (y position)) ) < [1]>> then\n show\n go to [back v] layer\n go [forward v] (16) layers\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [id v] by (1)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\ncreate clone of (_myself_ v)\n\nset [scroll x v] to [3800]\nset [scroll y v] to [200]\n\n@tła\n\nwhen flag clicked\ntworzenie klonów is my pejszyn// tła: [12]\n\ndefine tworzenie klonów is my pejszyn// tła: (ilość tłów)\nset [id v] to [0]\nrepeat (ilość tłów)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nset [id v] to [0]\n\nwhen I receive [tick v]\nhide\nif <[0] < (ID)> then\n show\n go to [back v] layer\n go [forward v] (ID) layers\nend\nif <(ID) = [1]> then\n ło cie panie // dzielnik x: [60] dzielnik y: [100] częstotliwość [150] amplituda [3] kostium [9] tajming XD: [0] dodaj y: [110]\n set [ghost v] effect to (30)\n set size to (85) %\nend\nif <(ID) = [2]> then\n ło cie panie // dzielnik x: [60] dzielnik y: [100] częstotliwość [150] amplituda [3] kostium [8] tajming XD: [5] dodaj y: [110]\n set [ghost v] effect to (30)\n set size to (85) %\nend\nif <(ID) = [3]> then\n ło cie panie // dzielnik x: [60] dzielnik y: [100] częstotliwość [150] amplituda [3] kostium [7] tajming XD: [2] dodaj y: [110]\n set [ghost v] effect to (30)\n set size to (85) %\nend\nif <(ID) = [4]> then\n ło cie panie // dzielnik x: [35] dzielnik y: [35] częstotliwość [50] amplituda [2] kostium [6] tajming XD: [5] dodaj y: [0]\n set [ghost v] effect to (80)\nend\nif <(ID) = [5]> then\n ło cie panie // dzielnik x: [35] dzielnik y: [35] częstotliwość [100] amplituda [2] kostium [5] tajming XD: [7] dodaj y: [0]\nend\nif <(ID) = [6]> then\n ło cie panie // dzielnik x: [35] dzielnik y: [35] częstotliwość [100] amplituda [2] kostium [4] tajming XD: [2] dodaj y: [0]\nend\nif <(ID) = [7]> then\n ło cie panie // dzielnik x: [30] dzielnik y: [30] częstotliwość [150] amplituda [3] kostium [3] tajming XD: [2] dodaj y: [0]\nend\nif <(ID) = [8]> then\n ło cie panie // dzielnik x: [30] dzielnik y: [30] częstotliwość [150] amplituda [3] kostium [12] tajming XD: [2] dodaj y: [0]\nend\nif <(ID) = [9]> then\n ło cie panie // dzielnik x: [20] dzielnik y: [20] częstotliwość [150] amplituda [2] kostium [2] tajming XD: [1] dodaj y: [0]\nend\nif <(ID) = [10]> then\n ło cie panie // dzielnik x: [20] dzielnik y: [20] częstotliwość [150] amplituda [2] kostium [10] tajming XD: [1] dodaj y: [0]\nend\nif <(ID) = [11]> then\n ło cie panie // dzielnik x: [15] dzielnik y: [15] częstotliwość [150] amplituda [2] kostium [1] tajming XD: [0] dodaj y: [0]\nend\nif <(ID) = [12]> then\n ło cie panie // dzielnik x: [15] dzielnik y: [15] częstotliwość [150] amplituda [2] kostium [11] tajming XD: [0] dodaj y: [0]\nend\n\ndefine ło cie panie // dzielnik x: (x) dzielnik y: (y) częstotliwość (częstotliwość) amplituda (amplituda) kostium (kostium) tajming XD: (timing) dodaj y: (dodaj y)\ngo to x: ((SCROLL X) / ((x) * (-1))) y: ((dodaj y) + (((SCROLL Y) / ((y) * (-1))) + (([sin v] of (((timer) - (timing)) * (częstotliwość)) ) * (amplituda))))\nswitch costume to (kostium)\n\n@Checkpointy\n\ndefine klony is maj pejszyn\ndelete all of [punkt respawnu v]\nadd [0] to [punkt respawnu v]\nadd [28] to [punkt respawnu v]\nswitch costume to (kostium1 v)\nset [ghost v] effect to (50)\nset [lock v] to [nie]\nset [id v] to [1]\nset [x v] to [1850]\nset [y v] to [217]\ncreate clone of (_myself_ v)\nset [id v] to [2]\nset [x v] to [4150]\nset [y v] to [250]\nswitch costume to (kraken1 v)\ncreate clone of (_myself_ v)\nset [id v] to [3]\nset [x v] to [5666]\nset [y v] to [18]\nswitch costume to (obóz brytyjski1 v)\ncreate clone of (_myself_ v)\nset [id v] to [0]\n\nwhen I receive [tick v]\nif <<touching (gracz v)?> and <[nie] = (lock)>> then\n start sound [Jump v]\n set [lock v] to [tak]\n replace item (1) of [punkt respawnu v] with (x)\n replace item (2) of [punkt respawnu v] with ((y) + (30))\nend\nif <(lock) = [tak]> then\n if <(ID) = [1]> then\n if <not <(costume [number v]) = [10]>> then\n change [ghost v] effect by (-5)\n next costume\n end\n end\n if <(ID) = [2]> then\n if <not <(costume [number v]) = [20]>> then\n change [ghost v] effect by (-5)\n next costume\n end\n end\n if <(ID) = [3]> then\n if <not <(costume [number v]) = [30]>> then\n change [ghost v] effect by (-5)\n next costume\n end\n end\nend\n\ndefine Position (x) (y)\nif <(speedrun?) = [nie]> then\n if <[0] < (ID)> then\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [front v] layer\n go [backward v] (60) layers\n else\n hide\n end\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [tick v]\nif <(ID) = [2]> then\n\nwhen flag clicked\nklony is maj pejszyn\n\ndelete this clone\n\nreplace item (1) of [punkt respawnu v] with [5666]\nreplace item (2) of [punkt respawnu v] with [18]\n\n@kolce\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [back v] layer\n go [forward v] (19) layers\nelse\n hide\nend\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 [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (puste v)\nClone at x: [0] y: [0]\nClone at x: ((360) * (4)) y: [0]\nClone at x: ((360) * (7)) y: [0]\nClone at x: [3000] y: [0]\nClone at x: [4200] y: [0]\nClone at x: [4800] y: [0]\nClone at x: [5200] y: [200]\nClone at x: [5900] y: [0]\nClone at x: [6500] y: [0]\nClone at x: [7200] y: [49]\nClone at x: [8300] y: [216]\n\n@Duszek1\n\nwhen flag clicked\nset [efekto duchy v] to [0]\n\nif <not <(efekto duchy) = [100]>> then\n change [efekto duchy v] by (5)\nend\n\nif <not <(efekto duchy) = [0]>> then\n change [efekto duchy v] by (-5)\nend\n\nwhen I receive [tick v]\nPosition ((8420) - (SCROLL X)) ((0) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\ngo to [front v] layer\ngo [backward v] (15) layers\nif <touching (gracz v)?> then\n set [ghost v] effect to (item ((8350) - (SCROLL X)) of [dźwięk intensivies v])\n if <(item ((8350) - (SCROLL X)) of [dźwięk intensivies v]) = []> then\n set [ghost v] effect to (100)\n end\nend\nif <not <touching (gracz v)?>> then\n set [ghost v] effect to (0)\nend\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@muzyczken\n\nwhen flag clicked\nset [duch efekto v] to [0]\nset [kłudka na odległość v] to [nie]\nswitch costume to (kostium1 v)\nhide\n\nwhen I start as a clone\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <[30] > ([y v] of [gracz v])> then\n show\n switch costume to (23 6 v)\n set size to (50) %\n go to [front v] layer\n go [backward v] (10) layers\n if <(SCROLL X) < [7940]> then\n set [kłudka na odległość v] to [tak]\n end\n if <[tak] = (kłudka na odległość)> then\n if <[100] > (duch efekto)> then\n change [duch efekto v] by (1)\n end\n end\n end\n set [ghost v] effect to (duch efekto)\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((7861) - (SCROLL X)) ((-34) - (SCROLL Y))\n\n@skarb :3\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <[25] = (monety)> then\n switch costume to (ez v)\n if <touching (gracz v)?> then\n if <(lock) = [nie]> then\n broadcast (wygrana v)\n set [lock v] to [tak]\n end\n end\n else\n switch costume to (ez2 v)\n end\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (([sin v] of (((timer) - (5)) * (250)) ) * (4)))\n\nwhen flag clicked\nset [x v] to [9700]\nset [y v] to [-22]\nset [lock v] to [nie]\n\nchange [armata v] by (1)\n\n@endscreen\n\nwhen flag clicked\nset [tajma v] to [312312]\nhide variable [☁ highscore v]\nhide variable [score v]\nhide\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [wygrana v]\nswitch costume to (kostium2 v)\nif <<<[9550] < (SCROLL X)> and <(monety) = [25]>> and <touching (skarb :3 v)?>> then\n set [score v] to (timer)\n if <(speedrun?) = [tak]> then\n switch costume to (kostium3 v)\n else\n switch costume to (kostium1 v)\n end\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n if <(speedrun?) = [tak]> then\n if <(SCORE) < (☁ HIGHSCORE)> then\n set [☁ highscore v] to (SCORE)\n end\n show variable [☁ highscore v]\n show variable [score v]\n end\nend\nstop [all v]\n\nwhen [timer v] > (TAJMA)\nforever\n if <<<[9550] < (SCROLL X)> and <(monety) = [25]>> and <touching (skarb :3 v)?>> then\n play sound [Brawl Stars Music- Win Extended3 v] until done\n else\n switch costume to (kostium2 v)\n end\nend\n\nstart sound [Brawl Stars Music- Win Extended3 v]\nwait (10.5) seconds\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [tajma v] to ((timer) + (0.1))\nend\n\nreset timer\n\nset [scroll x v] to [9551]\n\n@speedrun\n\nwhen flag clicked\nhide\n\ndefine wojny klonów ale bez wojen bo tylko klony lolzn't\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 [0]\n\nwhen I receive [tick v]\nif <[0] < (ID)> then\n show\n go to [front v] layer\n if <(ID) = [1]> then\n if <(timer) < [100]> then\n hide\n else\n show\n end\n switch costume to (kostium1 v)\n go to x: (60) y: (-150)\n if <[0] < (timer)> then\n switch costume to (letter (1) of (timer))\n end\n if <[10] < (timer)> then\n switch costume to (letter (2) of (timer))\n end\n if <[100] < (timer)> then\n switch costume to (letter (1) of (timer))\n end\n end\n if <(ID) = [2]> then\n if <(timer) < [10]> then\n hide\n else\n show\n end\n switch costume to (kostium2 v)\n go to x: (90) y: (-150)\n if <[0] < (timer)> then\n switch costume to (letter (1) of (timer))\n end\n if <[10] < (timer)> then\n switch costume to (letter (1) of (timer))\n end\n if <[100] < (timer)> then\n switch costume to (letter (2) of (timer))\n end\n end\n if <(ID) = [3]> then\n switch costume to (kostium6 v)\n go to x: (120) y: (-150)\n if <[0] < (timer)> then\n switch costume to (letter (1) of (timer))\n end\n if <[10] < (timer)> then\n switch costume to (letter (2) of (timer))\n end\n if <[100] < (timer)> then\n switch costume to (letter (3) of (timer))\n end\n end\n if <(ID) = [4]> then\n switch costume to (kostium9 v)\n go to x: (150) y: (-150)\n end\n if <(ID) = [5]> then\n switch costume to (kostium6 v)\n go to x: (163) y: (-150)\n if <[0] < (timer)> then\n switch costume to (letter (3) of (timer))\n end\n if <[10] < (timer)> then\n switch costume to (letter (4) of (timer))\n end\n if <[100] < (timer)> then\n switch costume to (letter (5) of (timer))\n end\n end\n if <(ID) = [6]> then\n if <[0] < (timer)> then\n switch costume to (letter (4) of (timer))\n end\n if <[10] < (timer)> then\n switch costume to (letter (5) of (timer))\n end\n if <[100] < (timer)> then\n switch costume to (letter (6) of (timer))\n end\n go to x: (193) y: (-150)\n end\n next costume\n if <not <(ID) = [4]>> then\n if <(costume [number v]) = [11]> then\n next costume\n end\n end\nend\n\nreplace item (1) of [punkt respawnu v] with [0]\nreplace item (2) of [punkt respawnu v] with [28]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tryb speedrunu v]\nwojny klonów ale bez wojen bo tylko klony lolzn't\n\nif <(speedrun?) = [nie]> then\nelse\n hide\nend\n\n@muzyka\n\nwhen this sprite clicked\nif <(muzyka on/off) = [on]> then\n set [muzyka on/off v] to [off]\n switch costume to (kostium2 v)\nelse\n set [muzyka on/off v] to [on]\n switch costume to (kostium1 v)\nend\n\nwhen flag clicked\nswitch costume to (kostium1 v)\nshow\n\nwhen I receive [tick v]\nif <(muzyka on/off) = [on]> then\n switch costume to (kostium1 v)\nelse\n switch costume to (kostium2 v)\nend\n\n
NIE PISAĆ MI O EASTER EGGU W KOMACH WRY\n\n=================POLISH==================\n\nDla żądnych wiedzy, w grze znajduje się easter egg do najnowszej gry z serii Astra Tour, czyli Astra Tour 7 - siedem kryształów. Jeżeli go zamierzasz szukać posłuchaj podpowiedzi: "każda bariera jest ścianą, ale.."\n\nRuch:\na / strzałka w lewo - idź do lewej\nd / strzałka w prawo - idź do prawej\nw / strzałka do góry - skok\nspacja - atak\nL - zmień język\nr - tryb speedrunu (recommended after normal fun)\nm - muzyka on/off\n\nCel Gry:\nzbierz wszystkie monety (również zabijając wrogów) i dostań się do skrzyni ze skarbem pełnej złota!\n\n================ENGLISH==================\n\nFor knowledge hunters, there's an easter egg to brand new game from Astra Tour series, Astra Tour 7 - The seven crystals. If you want to look for it, then let me tell you a clue: "every barrier is a wall, but..."\n\nMovement:\na / left arrow - go to left\nd / right arrow - go to right\nw / up arrow - jump\nspace - attack\nL - chagne language\nr - speedrun mode (recommended after normal fun)\nm - music on/off\n\nGame destination:\nCollect all the coins (also from killing enemies) and get to the treasure chest full of gold!
Lights || A platformer
@Stage\n\n@Player\n\nwhen flag clicked\nshow\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n Slope\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n Slope\n end\n set [x velocity v] to ((X velocity) * (0.85))\n change x by (X velocity)\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 (([y position v] of [ground v]) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching (ground v)?> then\n change y by ((Y velocity) - ((Y velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nforever\n switch costume to (player v)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (player 4 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player 2 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (player 3 v)\n end\nend\n\ndefine Slope\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 (join [-] (X velocity))\n change y by ((0) - (Slope))\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n change [y velocity v] by (30)\n wait until <not <touching (trampoline v)?>>\n change [y velocity v] by (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (lights 1 v)?> and <not <([costume # v] of [lights 1 v]) = [7]>>> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n else\n if <(The Level) = [21]> then\n if <<touching (lights 1 v)?> and <([costume # v] of [lights 1 v]) = [7]>> then\n broadcast (End v)\n hide\n stop [other scripts in sprite v]\n end\n end\n end\nend\n\n@Player Trail\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\nwhen I receive [end v]\nforever\n go to [back v] layer\n hide\n stop [other scripts in sprite v]\n delete this clone\nend\n\n@Ground\n\nwhen flag clicked\nhide\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n play sound [Alone - Alan Walker v] until done\nend\n\nwhen I receive [end v]\nhide\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Moon\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [end v]\nhide\n\n@Text\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [end v]\nhide\n\n@Spikes\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Lights 1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (0)\n hide\n if <(The Level) = [6]> then\n show\n switch costume to (1 v)\n go to x: (-205) y: (141)\n set size to (90) %\n if <touching (player v)?> then\n hide\n end\n end\n if <(The Level) = [8]> then\n show\n switch costume to (2 v)\n go to x: (205) y: (-73)\n set size to (90) %\n if <touching (player v)?> then\n hide\n end\n end\n if <(The Level) = [11]> then\n show\n switch costume to (3 v)\n go to x: (211) y: (85)\n set size to (90) %\n if <touching (player v)?> then\n hide\n end\n end\n if <(The Level) = [13]> then\n show\n switch costume to (4 v)\n go to x: (200) y: (-68)\n set size to (90) %\n if <touching (player v)?> then\n hide\n end\n end\n if <(The Level) = [16]> then\n show\n switch costume to (5 v)\n go to x: (198) y: (40)\n set size to (90) %\n if <touching (player v)?> then\n hide\n end\n end\n if <(The Level) = [18]> then\n show\n switch costume to (6 v)\n go to x: (210) y: (114)\n set size to (90) %\n if <touching (player v)?> then\n hide\n end\n end\n if <(The Level) = [21]> then\n show\n switch costume to (7 v)\n go to x: (215) y: (-68)\n set size to (90) %\n if <touching (player v)?> then\n hide\n end\n end\nend\n\nwhen I receive [end v]\nforever\n hide\nend\n\n@Lights 2\n\nwhen flag clicked\nhide\nwait until <(The Level) = [4]>\ngo to [back v] layer\nshow\nset size to (45) %\ngo to x: (-130) y: (143)\nswitch costume to (1 v)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (25)\n next costume\nend\n\nwhen I receive [end v]\nhide\n\n@Trampoline\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (The Level)\nend\n\nwhen I receive [end v]\nhide\n\n@Fundido\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [end v]\ngo to x: (0) y: (0)\nswitch costume to (black v)\ngo to [front v] layer\nshow\nchange [ghost v] effect by (100)\nrepeat (4)\n change [ghost v] effect by (-25)\n wait (0) seconds\nend\nwait (0.15) seconds\nrepeat (4)\n change [ghost v] effect by (25)\n wait (0) seconds\nend\nset [ghost v] effect to (0)\nshow\nswitch costume to (lights v)\nwait (3) seconds\nswitch costume to (black v)\ngo to [front v] layer\nshow\nchange [ghost v] effect by (100)\nrepeat (4)\n change [ghost v] effect by (-25)\n wait (0) seconds\nend\nwait (0.15) seconds\nrepeat (4)\n change [ghost v] effect by (25)\n wait (0) seconds\nend\nset [ghost v] effect to (0)\nshow\nswitch costume to (lights 2 v)\nwait (3) seconds\nswitch costume to (black v)\ngo to [front v] layer\nshow\nchange [ghost v] effect by (100)\nrepeat (4)\n change [ghost v] effect by (-25)\n wait (0) seconds\nend\nwait (0.15) seconds\nrepeat (4)\n change [ghost v] effect by (25)\n wait (0) seconds\nend\nset [ghost v] effect to (0)\nswitch costume to (earth v)\nshow\nwait (3) seconds\nswitch costume to (black v)\ngo to [front v] layer\nshow\nchange [ghost v] effect by (100)\nrepeat (4)\n change [ghost v] effect by (-25)\n wait (0) seconds\nend\nwait (0.15) seconds\nrepeat (4)\n change [ghost v] effect by (25)\n wait (0) seconds\nend\nset [ghost v] effect to (0)\nshow\nswitch costume to (earth 2 v)\nwait (3) seconds\nswitch costume to (black v)\ngo to [front v] layer\nshow\nchange [ghost v] effect by (100)\nrepeat (4)\n change [ghost v] effect by (-25)\n wait (0) seconds\nend\nwait (0.15) seconds\nrepeat (4)\n change [ghost v] effect by (25)\n wait (0) seconds\nend\nset [ghost v] effect to (0)\nshow\nforever\n switch costume to (end v)\n go to [front v] layer\n go [backward v] (1) layers\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)\n\n
Hello!\nWelcome to this platformer (my first platformer) called "Lights".\n --History--\nAs it says in the game, the Earth is in complete darkness. Your mission will be to collect the 7 colored lights so that light can return to our planet.\n --How to play-- \nTo move you can use the arrow keys or a, w and d.\n\nHope you enjoy it and good luck!\n\nDon't forget to love and fave this project and follow me!
❄Frosty❄ - A Mobile Scrolling Platformer #Games #All
@Stage\n\nwhen I receive [flag v]\nforever\n set volume to (200) %\n play sound [minecraft sinthwave v] until done\n play sound [Minecraft pigstep v] until done\nend\n\nwhen I receive [flag v]\nforever\n play sound [SNOW sound 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 set [player y v] to (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 [3660]\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)\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\nwhen I receive [kill check point v]\nhide\n\nwhen I receive [flag v]\nhide\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\ngo to [front v] layer\nshow\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\nwhen I receive [flag v]\nstop [other scripts in sprite v]\ndelete this clone\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@snow\n\nwhen flag clicked\nset [snow speed v] to [15]\nset [amount of snow 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 snow) = [3]> then\n create clone of (_myself_ v)\n end\n if <(Amount Of snow) = [4]> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n if <(Amount Of snow) = [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 snow) = [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 snow) = [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 snow) = [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 (snow 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@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@HARD\n\nwhen I receive [end v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (200)\nset [brightness v] effect to (45)\nshow\nrepeat (45)\n change y by (((0) - (y position)) / (7))\n change [brightness v] effect by (-1)\nend\nwait (3) seconds\nbroadcast (flag v)\nbroadcast (timer v)\nset [hard mode? v] to [1]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nhide\n\nbroadcast (end v)\n\nwhen I receive [flag v]\nif <(HARD MODE?) = [1]> then\n switch costume to (costume2 v)\n go to x: (0) y: (200)\n set [brightness v] effect to (45)\n show\n repeat (45)\n change y by (((0) - (y position)) / (7))\n change [brightness v] effect by (-1)\n end\n wait (3) seconds\n broadcast (timer v)\n set [hard mode? v] to [1]\nend\n\nset [hard mode? v] to [0]\n\n@TIMER\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [timer v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [timer 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 stop [all v]\n end\nend\n\nwhen I receive [timer v]\nshow variable [time left: v]\nshow\nset [time left: v] to [50]\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\nset [time left: v] to [50]\nforever\n set [time left:0 v] to (join [Time Left: ] (Time Left:))\nend\n\nwhen I receive [timer v]\nshow\n\n
-------------------> Frosty\nuse WASD, arrow keys, or tap and drag to move. Don't fall into the void or you lose. Parkour to the right of the screen, there will be a check point in the middle of the level. Finally if you beat the game you unlock hard mode. \n *Click flag like 2 times*
Winter a Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula xaf 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 repeat (7)\n broadcast (Next Level v)\n end\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)?> or <touching (trampoline2 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\nend\n\nbroadcast (Next Level v) and wait\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 (the end... v) and wait\n end\nend\n\n@yazı\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\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@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@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@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 (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@kar\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n go to x: (pick random (-240) to (240)) y: (180)\n glide (pick random (1) to (1.5)) secs to x: (pick random (-250) to (250)) y: (-180)\n delete this clone\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 2 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]) = [3]> then\n go to [front v] layer\n go [forward v] (2) layers\n end\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (gizle skipi v)\n end\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n go to [front v] layer\n end\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (gizle skipi v)\n end\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (gizle skipi v)\n end\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (gizle skipi v)\n end\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n go to [front v] layer\n end\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n go to [front v] layer\n end\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (gizle skipi v)\n end\nend\n\n@Spikes2\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@Spikes3\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@Spikes4\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@Spikes5\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@Spikes6\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@Spikes7\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@Spikes8\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@yazı2\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\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@yazı3\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\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 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 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 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@BACKPACK EDIT\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 (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@Trampoline2\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@Kukla 1\n\nwhen I receive [the end... v]\ngo to [front v] layer\ngo [forward v] (9999999999999999) layers\nset [ghost v] effect to (100)\nshow\nrepeat (75)\n change volume by (-100)\n go to [front v] layer\n go to x: (pick random (0) to (5)) y: (pick random (0) to (5))\n change [ghost v] effect by (-2)\n show\nend\ngo to x: (0) y: (0)\nstop [all v]\n\nwhen flag clicked\nhide\n\n@TN\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nshow\n\n
---------------Winter a Scrolling Platformer---------------\nArrow keys or W,A,D to move (Have mobile control)\nFullscreen causes lag\nAll levels are POSSIBLE!\nHave 6 levels\n❌ Advertising\n✅ Comments\n---------------------------------------------------------------\nSpecial For The Winter!\n\nTags: #Games #All\n\nCredits & Reasons:\n@griffpatch (You can guess why)\n@INorth (For some codes and drawings)\n\nMusic: Nebula xaf\n\nHere is my another Scrolling Platformer:\nhttps://scratch.mit.edu/projects/457003304\n\nThats all ¯\_(ツ)_/¯ \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nLOL why you come here?
Grasslands A Scrolling Platformer
@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Summertime - K-2 v] until done\nend\n\nwhen flag clicked\nbroadcast (Intro v) and wait\nbroadcast (Begin v)\n\nwhen I receive [win v]\nrepeat (10)\n change volume by (-10)\nend\n\n@Player\n\nwhen I receive [begin v]\ndelete all of [checkpoint v]\nforever\n broadcast (Reset v) and wait\n broadcast (Set Up v) and wait\n Game On\n repeat until <(EXIT) > []>\n set rotation style [all around v]\n Tick\n broadcast (Tick v) and wait\n end\nend\n\ndefine Game On\nshow\npoint in direction (90)\nset rotation style [left-right v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [exit v] to []\nclear graphic effects\nset size to (100) %\nif <(length of [checkpoint v]) = [0]> then\n set [x v] to [-200]\n set [y v] to [-40]\nelse\n set [x v] to (item (1) of [checkpoint v])\n set [y v] to (item (2) of [checkpoint v])\nend\nset [sx v] to [0]\nset [sy v] to [0]\n\ndefine Tick\nswitch costume to (yeet v)\nset [pos v] to (join (x) (join [ ] (y)))\nset [cx v] to [0]\nset [cy v] to [0]\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [sx v] by (-1.5)\n change [cx v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [sx v] by (1.5)\n change [cx v] by (1)\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) < [5]> then\n set [sy v] to [16]\n end\n set [cy v] to [1]\nend\nif <[-16] < (sy)> then\n change [sy v] by (-2)\nend\nChange player y by (sy)\nTest Die\nset [sx v] to ((sx) * (0.85))\nChange player x by (round (sx))\nset [scroll x v] to (x)\nchange [scroll y v] by (((y) - (SCROLL Y)) / (10))\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 <(x) < [-220]> then\n set [x v] to [-220]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\n start sound [Crunch v]\nend\nTest Die\nswitch costume to (idle v)\npoint in direction (90)\nif <(cx) = [0]> then\n if <(cy) = [1]> then\n switch costume to (jump v)\n end\nelse\n switch costume to (jump v)\n if <(cx) = [-1]> then\n point in direction (0)\n if <(cy) = [1]> then\n switch costume to (leftjump v)\n end\n else\n switch costume to (right v)\n point in direction (180)\n if <(cy) = [1]> then\n switch costume to (rightjump v)\n end\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n if <[0] > (sy)> then\n change [y v] by (1)\n end\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: (round ((x) - (SCROLL X))) y: (round ((y) - (SCROLL Y)))\nif <<(x position) = (round ((x) - (SCROLL X)))> and <(y position) = (round ((y) - (SCROLL Y)))>> then\n show\nelse\n hide\nend\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n if <[0] > (sx)> then\n change [x v] by (1)\n end\n end\n Position\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(sx) > [0]> then\n set [sx v] to [-12]\n else\n set [sx v] to [12]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\nend\n\ndefine Test Die\nif <touching (danger v)?> then\n set [exit v] to [die]\n start sound [Crunch v]\nend\n\nwhen [space v] key pressed\nif <(username) = [YouRenTan]> then\n show variable [pos v]\nend\n\nwhen [0 v] key pressed\nif <(username) = [YouRenTan]> then\n hide variable [pos v]\nend\n\n@Platform\n\nwhen I receive [tick v]\nshow\nPosition x (round ((x) - (SCROLL X))) y (round ((y) - (SCROLL Y)))\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [set up v]\nswitch costume to (level 1 1 v)\nhide\nClone at x [0] y [0] # [1]\nClone at x [500] y [0] # [2]\nClone at x [1200] y [0] # [3]\nClone at x [1500] y [0] # [4]\n\ndefine Position 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\ndefine Clone at x (x) y (y) # (#)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (#)\ncreate clone of (_myself_ v)\nset [x v] to [-9999]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Sun\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo to x: (([sin v] of ((timer) * (100)) ) * (20)) y: (([sin v] of ((timer) * (100)) ) * (20))\n\n@Coins\n\nwhen I receive [tick v]\nshow\nPosition x (round ((x) - (SCROLL X))) y (round ((y) - (SCROLL Y)))\nif <touching (player v)?> then\n start sound [Collect v]\n change [coins collected v] by (1)\n delete this clone\nend\n\ndefine Position 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\ndefine Clone at x (x) y (y) # (#)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (#)\ncreate clone of (_myself_ v)\nset [x v] to [-9999]\n\nwhen flag clicked\nset [coins collected v] to [0]\nswitch costume to (level 1 1 v)\nhide\nClone at x [-40] y [60] # [1]\nClone at x [130] y [-30] # [1]\nClone at x [315] y [70] # [1]\nClone at x [535] y [60] # [1]\nClone at x [535] y [-70] # [1]\nClone at x [740] y [220] # [1]\nClone at x [955] y [160] # [1]\nClone at x [1150] y [0] # [1]\nClone at x [1525] y [-40] # [1]\nClone at x [1740] y [200] # [1]\nClone at x [1500] y [430] # [1]\nClone at x [1270] y [430] # [1]\n\n@Danger\n\nwhen I receive [tick v]\nshow\nPosition x (round ((x) - (SCROLL X))) y (round ((y) - (SCROLL Y)))\nif <(costume [number v]) = [1]> then\n point in direction ((90) + (([sin v] of ((timer) * (50)) ) * (270)))\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [set up v]\nswitch costume to (level 1 1 v)\nhide\nClone at x [-40] y [-70] # [Saws] Size [150]\nClone at x [1380] y [-90] # [Saws] Size [150]\nClone at x [1400] y [390] # [Saws] Size [150]\n\ndefine Position 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\ndefine Clone at x (x) y (y) # (#) Size (size)\nset [x v] to (x)\nset [y v] to (y)\nset size to (size) %\nswitch costume to (#)\ncreate clone of (_myself_ v)\nset [x v] to [-9999]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Mountain\n\nwhen I receive [tick v]\ngo to [back v] layer\nPos ((bx) - ((SCROLL X) / (5))) ((by) - ((SCROLL Y) / (5)))\n\ndefine Pos (x) (y)\ngo to x: (round (x)) y: (round (y))\nif <<(round (y)) = (y position)> and <(round (x)) = (x position)>> then\n show\nelse\n hide\nend\n\ndefine clone mountains (m)\nset [bx v] to [0]\nset [by v] to [0]\nrepeat (m)\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n change [bx v] by (550)\nend\n\nwhen flag clicked\nclone mountains [5]\n\n@Decoration\n\nwhen I receive [tick v]\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\nPosition x (round ((x) - (SCROLL X))) y (round ((y) - (SCROLL Y)))\n\nwhen I receive [intro v]\nhide\nClone at x [0] y [0] # [1]\nClone at x [500] y [0] # [2]\nClone at x [1200] y [0] # [3]\nClone at x [1500] y [0] # [4]\n\ndefine Position 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\ndefine Clone at x (x) y (y) # (#)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (#)\ncreate clone of (_myself_ v)\nset [x v] to [-9999]\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Flags\n\ndefine Clone at x (x) y (y) # (#)\nset [touched v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (#)\ncreate clone of (_myself_ v)\nset [x v] to [-9999]\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo [forward v] (2) layers\nswitch costume to (blank v)\nset size to (200) %\nswitch costume to ((Touched) + (1))\nPosition x (round ((x) - (SCROLL X))) y (round ((y) - (SCROLL Y)))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n delete all of [checkpoint v]\n add (x) to [checkpoint v]\n add (y) to [checkpoint v]\n start sound [Wand v]\n switch costume to (flag2 v)\n set [touched v] to [1]\nend\n\ndefine Position 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\nhide\n\nClone at x [1160] y [20] # [1]\n\n@Win\n\nwhen flag clicked\nshow\nset [coins collected v] to [0]\nset [ghost v] effect to (100)\nwait until <(Coins Collected) = [12]>\nbroadcast (Win v)\nstart sound [Spiral v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n
Can this be on trending?\n\nThis may be a little short, but I SPENT DAYS ON THIS! Please love, favourite, and follow me!\n\nReport hate and advertisements!\n\nCredits:\n@griffpatch for the engine, modified by me\n@Stratford James for the player art, win screen, and the mountains.\n@YouRenTan for the rest\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTags(SPAM TIME!)\n#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#all#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art#art
The Hard One-Level Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Soul_and_Mind 48000 loop v] until done\nend\n\n@person\n\nwhen flag clicked\nbroadcast (reset v)\n\nwhen I receive [reset v]\nbroadcast (startdetecting v)\nshow\nswitch costume to (1 v)\ngo to x: (-225) y: (-140)\nforever\n go to [front v] layer\n set [player x v] to (x position)\n set [player y v] to (y position)\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1.1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1.1)\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-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 color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [11]\n end\n change y by (1)\n if <(y position) < [-178]> then\n switch costume to (pick random (2) to (3))\n wait (0.1) seconds\n start sound [pop v]\n change [☁ deaths v] by (1)\n broadcast (reset v)\n end\n if <touching color (#2b2b2b)?> then\n if <(CloneID) < [14]> then\n change x by (-7)\n if <touching color (#2b2b2b)?> then\n wait (0.1) seconds\n start sound [pop v]\n change [☁ deaths v] by (1)\n broadcast (reset v)\n end\n end\n end\nend\n\nif <[238] < (x position)> then\n broadcast (nextlevel v)\nend\n\nwhen I receive [walkthrough v]\nbroadcast (startdetecting v)\nset [walkthrough v] to [0]\nrepeat (1190)\n change [walkthrough v] by (1)\n go to x: (item (walkthrough) of [walkthroughx v]) y: (item (walkthrough) of [walkthroughy v])\nend\nwait (1) seconds\nbroadcast (reset v)\n\nwhen [x v] key pressed\nbroadcast (walkthrough v)\n\nset [player x v] to [0]\n\nif <(username) = [InfiniteConfusion]> then\n add (player x) to [walkthroughx v]\n add (player y) to [walkthroughy v]\nend\n\ndelete all of [walkthroughx v]\ndelete all of [walkthroughy v]\n\nwhen flag clicked\nshow variable [☁ deaths v]\n\nwhen flag clicked\nforever\n set [deaths per completion \(for ic only\) v] to ((☁ Deaths) / (☁ completions))\n if <(username) = [InfiniteConfusion]> then\n show variable [☁ high score v]\n show variable [deaths per completion \(for ic only\) v]\n else\n hide variable [deaths per completion \(for ic only\) v]\n hide variable [☁ high score v]\n end\nend\n\nwhen I receive [nextlevel v]\nstop [other scripts in sprite v]\n\nwhen I receive [reset v]\n\nset [☁ high score v] to [24.1]\n\nshow variable [☁ high score v]\n\n@level\n\nwhen flag clicked\nshow variable [timer v]\nset [cloneid v] to []\n\nwhen I receive [reset v]\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n go to [front v] layer\n go to x: (0) y: (90)\n switch costume to (1 v)\n repeat (10)\n change y by ((0) - ((y position) / (5)))\n end\nelse\n if <(CloneID) = [2]> then\n go to [front v] layer\n go to x: (0) y: (-10)\n switch costume to (2 v)\n repeat (10)\n change y by ((0) - ((y position) / (5)))\n end\n wait (0.5) seconds\n repeat (10)\n change y by ((-5) - ((y position) / (5)))\n end\n else\n if <(CloneID) = [3]> then\n go to [front v] layer\n go to x: (0) y: (90)\n switch costume to (3 v)\n repeat (10)\n change y by ((0) - ((y position) / (5)))\n end\n else\n if <(CloneID) = [4]> then\n go to [front v] layer\n go to x: (0) y: (20000)\n switch costume to (4 v)\n repeat (20)\n change y by ((0) - ((y position) / (5)))\n end\n else\n if <(CloneID) = [5]> then\n go to [front v] layer\n go to x: (0) y: (20000)\n switch costume to (5 v)\n repeat (20)\n change y by ((0) - ((y position) / (5)))\n end\n else\n if <(CloneID) = [6]> then\n go to [front v] layer\n go to x: (0) y: (20000)\n switch costume to (6 v)\n repeat (20)\n change y by ((0) - ((y position) / (5)))\n end\n else\n if <(CloneID) = [7]> then\n go to [front v] layer\n go to x: (0) y: (20000)\n switch costume to (7 v)\n repeat (20)\n change y by ((0) - ((y position) / (5)))\n end\n wait (1.3) seconds\n repeat (20)\n change y by (2)\n end\n wait until <(player x) < [-173]>\n repeat (30)\n change y by ((30) - ((y position) / (5)))\n end\n wait until <<<[85] < (player x)> and <[50] < (player y)>> or <<[85] < (player x)> and <(player y) < [50]>>>\n if <<[85] < (player x)> and <[50] < (player y)>> then\n repeat (30)\n change x by ((-50) - ((x position) / (5)))\n end\n else\n repeat (30)\n change y by ((0) - ((y position) / (5)))\n end\n broadcast (autoscroller v)\n wait until <(player x) < [90]>\n repeat (30)\n change x by ((-50) - ((x position) / (5)))\n end\n end\n else\n if <(CloneID) = [8]> then\n go to [front v] layer\n go to x: (0) y: (200000)\n switch costume to (8 v)\n repeat (20)\n change y by ((0) - ((y position) / (5)))\n end\n else\n if <(CloneID) = [9]> then\n go to [front v] layer\n go to x: (0) y: (200000)\n switch costume to (9 v)\n repeat (30)\n change y by ((0) - ((y position) / (5)))\n end\n wait until <(player x) < [-173]>\n repeat (30)\n change y by ((-40) - ((y position) / (5)))\n end\n else\n if <(CloneID) = [10]> then\n go to [front v] layer\n go to x: (0) y: (200000)\n switch costume to (10 v)\n repeat (30)\n change y by ((0) - ((y position) / (5)))\n end\n wait until <(player x) < [-173]>\n repeat (30)\n change y by ((-50) - ((y position) / (5)))\n end\n else\n if <(CloneID) = [11]> then\n go to [front v] layer\n go to x: (0) y: (200000)\n switch costume to (11 v)\n repeat (30)\n change y by ((0) - ((y position) / (5)))\n end\n wait until <(player x) < [-173]>\n repeat (30)\n change y by ((-60) - ((y position) / (5)))\n end\n else\n if <(CloneID) = [12]> then\n go to [front v] layer\n go to x: (0) y: (200000)\n switch costume to (12 v)\n repeat (30)\n change y by ((0) - ((y position) / (5)))\n end\n wait until <(player x) < [-124]>\n repeat (20)\n change y by ((-150) - ((y position) / (2)))\n end\n repeat (20)\n change y by ((-270) - ((y position) / (2)))\n wait (0.01) seconds\n end\n else\n if <(CloneID) = [13]> then\n go to [front v] layer\n go to x: (0) y: (200000)\n switch costume to (13 v)\n repeat (30)\n change y by ((0) - ((y position) / (5)))\n end\n else\n if <(CloneID) = [14]> then\n go to [front v] layer\n go to x: (0) y: (200000)\n switch costume to (14 v)\n repeat (30)\n change y by ((0) - ((y position) / (5)))\n end\n wait until <(player x) < [90]>\n repeat (750)\n change y by (-0.4)\n end\n broadcast (stopautoscrolling v)\n else\n if <(CloneID) = [15]> then\n go to [front v] layer\n go to x: (0) y: (200000)\n switch costume to (15 v)\n repeat (30)\n change y by ((0) - ((y position) / (5)))\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\nwait until <(player x) < [-187]>\nrepeat (30)\n change y by ((-50) - ((y position) / (5)))\nend\n\nwhen I receive [autoscroller v]\nset [cloneid v] to [14]\ncreate clone of (_myself_ v)\n\nstart sound [pop v]\n\nrepeat (400000)\n change y by (-0.1)\nend\n\nwhen I receive [stopautoscrolling v]\nwait until <[110] < (player y)>\nset [cloneid v] to [15]\ncreate clone of (_myself_ v)\nwait until <[238] < (player x)>\nbroadcast (nextlevel v)\nstop [this script v]\n\nwhen I receive [nextlevel v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [startdetecting v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (level v)\nrepeat (10)\n delete this clone\nend\nwait until <[-60] < (player x)>\nset [cloneid v] to [1]\ncreate clone of (_myself_ v)\nwait until <<[-52] < (player x)> and <[-152] < (player y)>>\nset [cloneid v] to [2]\ncreate clone of (_myself_ v)\nwait until <[46] < (player x)>\nset [cloneid v] to [3]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [4]\ncreate clone of (_myself_ v)\nwait until <[116] < (player x)>\nset [cloneid v] to [5]\ncreate clone of (_myself_ v)\nreset timer\nwait until <<<(player x) < [150]> and <[-150] < (player y)>> or <[5] < (timer)>>\nif <[5] < (timer)> then\n set [cloneid v] to [6]\n create clone of (_myself_ v)\nelse\n set [cloneid v] to [7]\n create clone of (_myself_ v)\n wait (2) seconds\n set [cloneid v] to [6]\n create clone of (_myself_ v)\n wait (0.1) seconds\n set [cloneid v] to [8]\n create clone of (_myself_ v)\n wait (0.1) seconds\n repeat (4)\n wait (0.1) seconds\n change [cloneid v] by (1)\n create clone of (_myself_ v)\n end\nend\nwait until <(player x) < [-173]>\nwait until <[103] < (player x)>\nset [cloneid v] to [13]\ncreate clone of (_myself_ v)\n\nset [☁ high score v] to [999999999999]\n\n@Sprite1\n\nwhen flag clicked\nset [timer v] to [0]\nset [ghost v] effect to (100)\nhide\nforever\n wait (0.1) seconds\n change [timer v] by (0.1)\nend\n\nwhen I receive [nextlevel v]\nstop [other scripts in sprite v]\nshow\ngo to [front v] layer\nchange [☁ completions v] by (1)\nif <(timer) < (☁ high score)> then\n set [☁ high score v] to (timer)\nend\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I receive [reset v]\nset [timer v] to [0]\n\nset [☁ high score v] to [293476238476932874692387649832764983274987236489]\n\n@lazy thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n
World record's 20.3 seconds By @TechnycPlays Sorry I Just Realized That Its Really Hard To Get 16.5 Cuz Nobody Even Got 20 Secs...I Did Not Do The World Hi-Score.Can you beat it?\nMy record's 28.8, if you want to have fun beating that. (My speedrun is also the walkthrough, so you can watch how I do it and do a part just a tiny bit faster; I lost a lot of time during the ending XD)\n\nthis is a platformer. with absolutely no art.\n\nbefore you write a hate comment, please play it. try to get past the first (and only) level.\n\nit's not as easy as it seems.\n\n-- instructions --\n\nit's just normal controls, nothing special. no wall jumping, however.\n\nif you get stuck, you can click the green flag. there are no checkpoints to the game, so if you die, it will be the same as when you click the green flag.\n\nthere are absolutely no spikes to this game, so there is no way to die, unless you fall into a pit or get trapped.\n\nhowever, you will die quite a lot of times in a pit.\n\nneed a hint? ask in the comments.\n\nwant a hint but don't want to wait for me to reply in the comments? scroll down and see how to activate the walkthrough.\n\n-- note --\n\nplease, before commenting "OMG THIS IS A GENERIC PLATFORMER", play for a bit. looks can be deceiving.\n\nor, if you don't want to play, at least appreciate a bit of the code in the "level" section.\n\n-- credits --\n\nplatforming script can be found in literally any platformer on the trending page, but the wall jumping's taken out\n\nmusic is from "Soul and Mind" from youtube, taken from @griffpatch's Getting Over It\n\nidea from Trap Adventure 2\n\n-- tips --\n\none thing you need to know how to do is the "fake jump". since this game relies on your position, which sets off different triggers, you want to use it to your advantage, which means jumping in one direction to set off a trigger, and then while you're still in the air, reverse your direction.\n\nthis will be used in place such as the "nope" block, where you jump to activate the trigger, and then land back onto the ground by reversing your direction.\n\nyou also need to take advantage of your momentum at some places, which means backing up and gaining speed while you jump.\n\nactually, if you're missing a jump by just a bit, you probably need to back up a bit to build up your momentum before you jump.\n\nthis is a puzzle game, so unlike most platformers, you're not expected to pass in 1 try. in fact, to get past the first three seconds, you're most likely to die at least 3 times.\n\n-- why I created this --\n\nI noticed that most platformers have no emphasis on gameplay, and instead on the art. while it's fun to look at the art, I really wanted to make something that had an emphasis on the gameplay, for a change.\n\nthe result was a kinda rage-y game.\n\nI'm sorry. XD\n\n-- walkthrough --\n\npress 'x' for walkthrough.\n\nbeware though, as it completely ruins the "surprise factor" of the game.\n\nyou can stop the walkthrough by clicking the stop sign. however, if you click 'x' after you click the stop sign, you will break the walkthrough horribly XD
(WIP) Climb! || An Up Scrolling Mobile Platformer
@Stage\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (0) 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]\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\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 switch costume to (right v)\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (left v)\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> 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 (saws 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\nwhen I receive [alright bros let's go v]\nforever\n set [y v] to (y position)\nend\n\nforever\n \nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n Spin off screen\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <touching color (#38ff00)?> 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 <touching (ground v)?> then\n broadcast (hit v)\n end\nend\n\nwhen I receive [done v]\nbroadcast (alright bros let's go v)\n\n@intro template\n\nwhen flag clicked\nset [b v] to [0]\nhide\nstart sound [MDK - Press Start v]\nrepeat (3)\n clone [0] [1000] [1]\n clone [0] [1000] [2]\n clone [0] [1000] [3]\n clone [0] [1000] [4]\n change [b v] by (-10)\nend\nwait (1) seconds\nclone [-5] [1000] [5]\nclone [-5] [1000] [6]\nclone [-5] [1000] [7]\nclone [-5] [1000] [8]\nclone [-5] [1000] [9]\nclone [5] [-1000] [10]\nclone [5] [-1000] [11]\nclone [5] [-1000] [12]\nclone [5] [-1000] [13]\nclone [5] [-1000] [14]\nwait (1) seconds\nclone [-1000] [-1000] [15]\nwait (0.1) seconds\nclone [-1000] [1000] [16]\nwait (0.1) seconds\nclone [1000] [-1000] [17]\nwait (0.1) seconds\nclone [1000] [1000] [18]\nwait (0.1) seconds\nclone [-1000] [-1000] [19]\nwait (0.1) seconds\nclone [-1000] [1000] [20]\nwait (0.1) seconds\nclone [1000] [-1000] [21]\nwait (0.1) seconds\nclone [1000] [1000] [22]\nclone [0] [1000] [23]\nwait (0.2) seconds\nclone [0] [1000] [24]\nwait (0.2) seconds\nclone [0] [1000] [25]\nwait (0.2) seconds\nclone [0] [1000] [26]\nwait (0.2) seconds\nclone [0] [1000] [27]\nclone [-1000] [-1000] [28]\nclone [-1000] [-1000] [29]\nclone [-1000] [-1000] [30]\nclone [-1000] [-1000] [31]\nclone [-1000] [-1000] [32]\nclone [-1000] [-1000] [33]\nclone [-1000] [-1000] [34]\nclone [-1000] [-1000] [35]\nclone [-1000] [-1000] [36]\nclone [-1000] [-1000] [37]\nclone [-1000] [-1000] [38]\nclone [-1000] [-1000] [39]\nclone [-1000] [-1000] [40]\nclone [-1000] [-1000] [41]\nclone [-1000] [-1000] [42]\nclone [-1000] [-1000] [43]\nclone [-1000] [-1000] [44]\nwait (1) seconds\nclone [-1000] [-1000] [15]\nwait (0.1) seconds\nclone [-1000] [-1000] [16]\nwait (0.1) seconds\nclone [-1000] [-1000] [17]\nwait (0.1) seconds\nclone [-1000] [-1000] [18]\nwait (0.1) seconds\nclone [-1000] [-1000] [19]\nwait (0.1) seconds\nclone [-1000] [-1000] [20]\nwait (0.1) seconds\nclone [-1000] [-1000] [21]\nwait (0.1) seconds\nclone [-1000] [-1000] [22]\nbroadcast (done v)\n\ndefine clone (x) (y) (costume)\nset [x v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\nwait (0.05) seconds\n\nwhen I start as a clone\nshow\ngo to x: (x) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [0]> and <(costume [number v]) < [5]>> then\n set [brightness v] effect to (b)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (x) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [4]> and <(costume [number v]) < [15]>> then\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (x) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [14]> and <(costume [number v]) < [22]>> then\n point in direction (-90)\n set size to (0) %\n repeat until <<(round (direction)) = [90]> and <<(round (x position)) = [0]> and <<(round (y position)) = [0]> and <(round (size)) = [100]>>>>\n change y by (((0) - (y position)) / (5))\n change x by (((0) - (x position)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (x) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [22]> and <(costume [number v]) < [24]>> then\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (x) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [23]> and <(costume [number v]) < [28]>> then\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (x) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [27]> and <(costume [number v]) < [45]>> then\n point in direction (-90)\n set size to (0) %\n repeat until <<(round (direction)) = [90]> and <<(round (x position)) = [0]> and <<(round (y position)) = [0]> and <(round (size)) = [100]>>>>\n change y by (((0) - (y position)) / (5))\n change x by (((0) - (x position)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I receive [done v]\nwait (0.55) seconds\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nset volume to (100) %\ndelete this clone\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen [space v] key pressed\nstop [other scripts in sprite v]\nstop all sounds\nhide\n\nwhen [space v] key pressed\nbroadcast (done v)\nforever\n delete this clone\nend\n\n@Ground\n\nwhen I receive [alright bros let's go v]\nset [scroll y v] to [0]\nforever\n Tick\nend\n\ndefine Tick\nif <not <touching (player v)?>> then\n go to x: (0) y: ((SCROLL Y) - (Y))\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I start as a clone\nchange [scroll y v] by (400)\nforever\n Tick\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [hit v]\n\nrepeat until <touching (player v)?>\nend\n\n@Danger\n\nwhen I receive [alright bros let's go v]\nset [scroll y v] to [0]\nforever\n Tick\nend\n\ndefine Tick\nif <not <touching (player v)?>> then\n go to x: (0) y: ((SCROLL Y) - (Y))\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I start as a clone\nchange [scroll y v] by (400)\nforever\n Tick\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\n\nforever\n repeat (5)\n change [scroll y v] by (2)\n end\n repeat (5)\n change [scroll y v] by (2)\n end\nend\n\nwhen I receive [alright bros let's go v]\n\n@Cloud\n\nwhen I receive [alright bros let's go v]\nshow\nset x to (pick random (-50) to (50))\nset size to (75) %\nset [cloud x v] to (pick random (20) to (-20))\nset y to (pick random (53) to (108))\nset [ghost v] effect to (pick random (40) to (60))\nforever\n change x by (Cloud X)\nend\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\nend\n\nwhen I start as a clone\nset x to (pick random (-50) to (50))\nset size to (75) %\nset [cloud x v] to (pick random (20) to (-20))\nset y to (pick random (53) to (108))\nset [ghost v] effect to (pick random (40) to (60))\nforever\n change x by (Cloud X)\nend\n\nwhen I start as a clone\nforever\n if <<(x position) > [239]> or <(x position) < [-239]>> then\n delete this clone\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <<(x position) > [239]> or <(x position) < [-239]>> then\n end\nend\n\nhide\nwait (0.8) seconds\n\nshow\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
Ice Lands || A Scrolling Platformer
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\nwait until <not <key (m v) pressed?>>\nwait until <key (m v) pressed?>\nhide variable [mouse v]\n\nwhen flag clicked\nbroadcast (Start Game v)\n\nwhen I receive [start game v]\nhide variable [mouse v]\nset [level v] to [1]\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo \(Original Mix\).mp3 v] until done\nend\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 if <(EXIT) = [Win]> then\n Game-Win\n else\n Game-Die\n change [deaths v] by (1)\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [sx v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [moving platformers \(up/down\) v] to [no]\nset size to (100) %\nset [ghost v] effect to (0)\nswitch costume to (right v)\nshow\n\ndefine Tick\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <touching (speed boost v)?> then\n if <(in air) < [4]> then\n Change Player X By [40]\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 (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player Y By (sy)\nTrap-Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [Die]\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\nif <(MOVING PLATFORMERS \(UP/DOWN\)) = [yes]> then\n repeat until <not <touching (moving platformers \(up/down\) v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\n end\nelse\n if <(MOVING PLATFORMERS \(LEFT/RIGHT\)) = [yes]> then\n repeat until <not <touching (moving platformers \(right/left\) v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\n end\n else\n repeat 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]\n end\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player X By (sx)\nif <(MOVING PLATFORMERS \(UP/DOWN\)) = [yes]> then\n change [x v] by (sx)\n change [in air v] by (1)\n Position\n if <touching (moving platformers \(up/down\) v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (moving platformers \(up/down\) 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 (moving platformers \(up/down\) v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\n end\nelse\n if <(MOVING PLATFORMERS \(LEFT/RIGHT\)) = [yes]> then\n change [x v] by (sx)\n change [in air v] by (1)\n Position\n if <touching (moving platformers \(right/left\) v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (moving platformers \(right/left\) 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 (moving platformers \(right/left\) v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\n end\n else\n change [x v] by (sx)\n change [in air v] by (1)\n Position\n if <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\n end\n end\nend\n\ndefine Game-Die\nset [exit v] to []\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nwait (0.5) seconds\n\ndefine Trap-Die\nif <<<touching (danger v)?> or <touching (saw v)?>> or <touching (moving saw 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)\n\nwhen I receive [player die v]\nset [exit v] to [Die]\n\nwhen I receive [start game v]\nswitch costume to (right v)\nset [deaths v] to [0]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [bounce v]\nset [sy v] to [30]\nChange Player Y By (sy)\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I receive [play game v]\nforever\n if <touching (moving platformers \(up/down\) v)?> then\n set [moving platformers \(up/down\) v] to [yes]\n else\n if <touching (moving platformers \(right/left\) v)?> then\n set [moving platformers \(left/right\) v] to [yes]\n else\n set [moving platformers \(left/right\) v] to [no]\n set [moving platformers \(up/down\) v] to [no]\n end\n end\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\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]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [650] y: [0]\n Clone at x: [500] y: [-45]\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]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [800] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [500] y: [0]\nend\nif <(LEVEL) = [6]> then\n broadcast (Win 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 I receive [win v]\ndelete this clone\n\nwhen I receive [transition v]\ndelete this clone\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) < [6]> then\n if <(LEVEL) = [1]> then\n switch costume to (open v)\n Clone at x: [1289] y: [214]\n end\n if <(LEVEL) = [2]> then\n switch costume to (open v)\n Clone at x: [1300] y: [27]\n end\n if <(LEVEL) = [3]> then\n switch costume to (open v)\n Clone at x: [824] y: [-34]\n end\n if <(LEVEL) = [4]> then\n switch costume to (open v)\n Clone at x: [1415] y: [112]\n end\n if <(LEVEL) = [5]> then\n switch costume to (open v)\n Clone at x: [886] y: [122]\n end\nelse\n set [x v] to [-9999999999]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [win v]\ndelete this clone\n\n@Colectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [coins v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [coins v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\nif <(LEVEL) = [3]> then\n Clone at x: [-122] y: [227]\n Clone at x: [-172] y: [227]\n Clone at x: [-222] y: [227]\n Clone at x: [-72] y: [227]\n Clone at x: [-22] y: [227]\n Clone at x: [28] y: [227]\n Clone at x: [78] y: [227]\n Clone at x: [128] y: [227]\n Clone at x: [178] y: [227]\n Clone at x: [228] y: [227]\nend\nset [x v] to [-999999999]\n\ndefine Position (x) (y)\nset size to (200) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\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 [win v]\ndelete this clone\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]\nset [x v] to [0]\nset [y v] to [0]\nhide\ngo to [back v] layer\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]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [1110] y: [58]\n Clone at x: [100] y: [3]\n Clone at x: [100] y: [58]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [0] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [0] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [-9099] y: [0]\nend\nset [x v] to [-9999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\ndelete this clone\n\n@Snow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start game v]\nforever\n wait (.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Trampoline\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 switch costume to (3 v)\n broadcast (Bounce v)\nelse\n if <(costume [number v]) > [1]> then\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I receive [setup v]\nset [ghost v] effect to (0)\nset size to (50) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [2]> then\n Clone at x: [214] y: [-83]\nelse\n if <(LEVEL) = [3]> then\n Clone at x: [100] y: [-84]\n Clone at x: [200] y: [-84]\n Clone at x: [-200] y: [-84]\n Clone at x: [-100] y: [-84]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [705] y: [-84]\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)\nswitch costume to (1 v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [win v]\ndelete this clone\n\nwhen I receive [transition v]\ndelete this clone\n\n@You win\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [win v]\nshow\ngo to [front v] layer\n\n@Saw\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (6) degrees\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [2]> then\n Clone at [120] [-100] [180]\nend\nset [x v] to [-99999999999]\n\nswitch costume to (1 v)\n\ndefine Clone at (x) (y) (size)\nset size to (size) %\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [transition v]\ndelete this clone\n\nwhen I receive [win v]\ndelete this clone\n\n@Moving Platformers (Up/Down)\n\ndefine move (x) steps with: (v) speed\nforever\n repeat (round (((x) / (2)) / (v)))\n change [y v] by (() - (v))\n end\n repeat (round (((x) / (2)) / (v)))\n change [y v] by (v)\n end\nend\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 [win v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [625] y: [50]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 3 2 v)\n Clone at x: [1265] y: [5]\nend\nset [x v] to [-9999999999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nif <(costume [name v]) = [Level 3 1]> then\n move [350] steps with: [3] speed\nelse\n move [400] steps with: [3] speed\nend\n\nwhen I receive [transition v]\ndelete this clone\n\nwhen I receive [reset v]\ndelete this clone\n\n@Moving Platformers (Right/Left)\n\ndefine move (x) steps with: (v) speed\nforever\n repeat (round (((x) / (2)) / (v)))\n change [x v] by (() - (v))\n end\n repeat (round (((x) / (2)) / (v)))\n change [x v] by (v)\n end\nend\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 [win v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [4]> then\n switch costume to (level 3 1 v)\n Clone at x: [450] y: [0]\nend\nset [x v] to [-9999999999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nmove [350] steps with: [3] speed\n\nwhen I receive [transition v]\ndelete this clone\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [reset v]\ndelete this clone\n\n@Moving Saw\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (6) degrees\ngo to [back v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at [980] [-100] [180]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at [110] [-100] [175]\nend\nset [x v] to [-99999]\n\ndefine Clone at (x) (y) (size)\nset size to (size) %\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine move (x) steps with: (v) speed\nforever\n repeat (round (((x) / (2)) / (v)))\n change [x v] by (() - (v))\n end\n repeat (round (((x) / (2)) / (v)))\n change [x v] by (v)\n end\nend\n\nwhen I start as a clone\nmove [725] steps with: [6] speed\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [win v]\ndelete this clone\n\nwhen I receive [transition v]\ndelete this clone\n\n@Decoration\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 [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at [50] [-70]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at [-64] [-25]\nend\nset [x v] to [-999999999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo [backward v] (5) layers\n\nwhen I receive [win v]\ndelete this clone\n\nwhen I receive [transition v]\ndelete this clone\n\nwhen I receive [reset v]\ndelete this clone\n\n@Speed Boost\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at [1030] [45]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at [200] [-85]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 4 1 v)\n Clone at [215] [-85]\nend\nset [x v] to [-999999999]\n\ndefine position (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) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [transition v]\ndelete this clone\n\nwhen I receive [win v]\ndelete this clone\n\nwhen I start as a clone\ngo [backward v] (10) layers\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Love/Fave\n\nwhen flag clicked\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 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
There are currently 5 levels. Use arrow keys or WASD keys to move. Get to the end to win. Avoid spikes and saws. Have fun! If this gets on trending I will make my first multiplayer scrolling platformer.
Casual-a Platformer #Games #All #Art #Music #Platformer.
@Stage\n\n@Untitled (18)\n\ndefine respawn\nif <(?level) = [1]> then\n go to x: (-153) y: (-20)\nend\nif <(?level) = [2]> then\n go to x: (-209) y: (-40)\nend\nif <(?level) = [3]> then\n go to x: (170) y: (-20)\nend\nif <(?level) = [4]> then\n go to x: (-195) y: (96)\n set size to (100) %\nend\nif <(?level) = [5]> then\n go to x: (-203) y: (19)\n set size to (150) %\nend\nif <(?level) = [6]> then\n go to x: (-203) y: (19)\nend\nif <(?level) = [7]> then\n go to x: (-204) y: (85)\nend\nif <(?level) = [8]> then\n go to x: (-153) y: (-20)\n create clone of (_myself_ v)\n hide\nend\nif <(?level) = [9]> then\n go to x: (-153) y: (-20)\nend\nif <(?level) = [10]> then\n set size to (100) %\n go to x: (-178) y: (144)\n show\nend\nif <(?level) = [11]> then\n set size to (150) %\n go to x: (-153) y: (-20)\nend\nif <(?level) = [12]> then\n go to x: (-170) y: (6)\nend\nif <(?level) = [13]> then\n go to x: (-200) y: (-70)\nend\nif <(?level) = [14]> then\n go to x: (-153) y: (-20)\nend\nif <(?level) = [15]> then\n hide\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n broadcast (new level v)\n change [?level v] by (1)\n end\nend\n\ndefine Ground Check <velocity>\nrepeat until <not <touching (ground v)?>>\n if <velocity> then\n change y by (-1)\n else\n set [on ground v] to [true]\n change y by (1)\n end\n set [force v] to [0]\nend\n\nwhen flag clicked\nforever\n if <<<not <key (a v) pressed?>> and <not <key (d v) pressed?>>> and <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>>> then\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n end\n if <[-8] > (x speed)> then\n set [x speed v] to [-8]\n end\nend\n\nwhen flag clicked\nshow\nset [?level v] to [1]\nset [x speed v] to [0]\nswitch costume to (untitled \(19\) v)\nset [on ground v] to [false]\ngo to x: (-153) y: (-20)\nset [force v] to [0]\nforever\n change y by (force)\n change [force v] by (-1)\n Ground Check <(force) > [0]>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (untitled \(19\) v)\n change [x speed v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (untitled \(19\) v)\n change [x speed v] by (-1)\n end\n change x by (x speed)\n if <<touching (ground v)?> or <touching (_edge_ v)?>> then\n change x by ((x speed) * (-1))\n set [x speed v] to [0]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(on ground) = [true]>> then\n switch costume to (untitled \(19\) v)\n set [force v] to [10]\n set [on ground v] to [false]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (untitled \(19\) v)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (untitled \(19\) v)\n end\nend\n\nwhen flag clicked\ngo to x: (-153) y: (-20)\nset size to (150) %\n\nwhen I receive [new level v]\nrespawn\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n respawn\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <<touching (spikes3 v)?> or <touching (spikes2 v)?>>> then\n respawn\n end\nend\n\nwhen I start as a clone\nset [x speed v] to [0]\nswitch costume to (untitled \(19\) v)\nset [on ground v] to [false]\ngo to x: (-153) y: (-20)\nset [force v] to [0]\nforever\n change y by (force)\n change [force v] by (-1)\n Ground Check <(force) > [0]>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (untitled \(19\) v)\n change [x speed v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (untitled \(19\) v)\n change [x speed v] by (-1)\n end\n change x by (x speed)\n if <<touching (ground v)?> or <touching (_edge_ v)?>> then\n change x by ((x speed) * (-1))\n set [x speed v] to [0]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(on ground) = [true]>> then\n switch costume to (untitled \(19\) v)\n set [force v] to [4]\n set [on ground v] to [false]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (untitled \(19\) v)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (untitled \(19\) v)\n end\nend\n\nwhen I start as a clone\nforever\n if <<<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> and <<not <key (a v) pressed?>> and <not <key (d v) pressed?>>>> then\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n end\n if <[-8] > (x speed)> then\n set [x speed v] to [-8]\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (lava v)?> or <<touching (spikes v)?> or <<touching (spikes3 v)?> or <touching (spikes2 v)?>>>> then\n respawn\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (portal v)?> then\n broadcast (new level v)\n change [?level v] by (1)\n end\nend\n\nwhen I receive [new level v]\nif <(?level) = [10]> then\n delete this clone\nend\n\nwhen I receive [new level v]\nif <(?level) = [10]> then\n show\nend\n\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(on ground) = [true]>> then\n switch costume to (untitled \(19\) v)\n set [force v] to [10]\n set [on ground v] to [false]\nend\n\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (untitled \(19\) v)\n change [x speed v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (untitled \(19\) v)\n change [x speed v] by (-1)\nend\nchange x by (x speed)\nif <<touching (ground v)?> or <touching (_edge_ v)?>> then\n change x by ((x speed) * (-1))\n set [x speed v] to [0]\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(on ground) = [true]>> then\n switch costume to (untitled \(19\) v)\n set [force v] to [10]\n set [on ground v] to [false]\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (untitled \(19\) v)\nend\nif <not <key (any v) pressed?>> then\n switch costume to (untitled \(19\) v)\nend\n\n@Ground\n\nwhen I receive [new level v]\nif <(?level) = [1]> then\n switch costume to (untitled \(20\) v)\nend\nif <(?level) = [2]> then\n switch costume to (untitled \(22\) v)\nend\nif <(?level) = [3]> then\n switch costume to (untitled \(23\) v)\nend\nif <(?level) = [4]> then\n switch costume to (untitled \(26\) v)\nend\nif <(?level) = [5]> then\n switch costume to (untitled \(27\) v)\nend\nif <(?level) = [6]> then\n switch costume to (untitled \(28\) v)\nend\nif <(?level) = [7]> then\n switch costume to (untitled \(33\) v)\nend\nif <(?level) = [8]> then\n switch costume to (untitled \(35\) v)\nend\nif <(?level) = [9]> then\n switch costume to (untitled \(36\) v)\nend\nif <(?level) = [10]> then\n switch costume to (untitled \(39\) v)\nend\nif <(?level) = [11]> then\n switch costume to (untitled v)\nend\nif <(?level) = [12]> then\n create clone of (_myself_ v)\n switch costume to (untitled \(2\) v)\nend\nif <(?level) = [13]> then\n switch costume to (untitled \(54\) v)\nend\nif <(?level) = [14]> then\n switch costume to (untitled \(44\) v)\nend\n\nwhen flag clicked\ngo to x: (0) y: (-50)\nswitch costume to (untitled \(20\) v)\n\nwhen I start as a clone\nswitch costume to (untitled \(3\) v)\ngo to x: (0) y: (150)\nforever\n glide (1) secs to x: (0) y: (-160)\n hide\n wait (0.1) seconds\n show\n go to x: (0) y: (150)\n if <(?level) = [13]> then\n delete this clone\n end\nend\n\n@Portal\n\nwhen flag clicked\nswitch costume to (untitled \(21\) v)\ngo to x: (188) y: (-51)\nset size to (25) %\nforever\n turn right (2) degrees\nend\n\ndefine portal position\nif <(?level) = [1]> then\n go to x: (188) y: (-51)\nend\nif <(?level) = [2]> then\n go to x: (200) y: (21)\nend\nif <(?level) = [3]> then\n go to x: (-166) y: (-31)\nend\nif <(?level) = [4]> then\n set size to (10) %\n go to x: (175) y: (-128)\nend\nif <(?level) = [5]> then\n set size to (15) %\n go to x: (212) y: (-105)\nend\nif <(?level) = [6]> then\n set size to (25) %\n go to x: (212) y: (-80)\nend\nif <(?level) = [7]> then\n set size to (25) %\n go to x: (212) y: (80)\nend\nif <(?level) = [8]> then\n go to x: (188) y: (-51)\nend\nif <(?level) = [9]> then\n go to x: (188) y: (-51)\nend\nif <(?level) = [10]> then\n go to x: (200) y: (-25)\nend\nif <(?level) = [11]> then\n go to x: (193) y: (-79)\nend\nif <(?level) = [12]> then\n go to x: (215) y: (-7)\nend\nif <(?level) = [13]> then\n go to x: (140) y: (100)\nend\nif <(?level) = [14]> then\n switch costume to (costume1 v)\n set size to (100) %\n go to x: (215) y: (-75)\nend\n\nwhen I receive [new level v]\nportal position\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(?level) = [1]> then\n switch costume to (costume1 v)\n go to x: (0) y: (130)\n end\n if <(?level) = [2]> then\n switch costume to (costume2 v)\n go to x: (0) y: (130)\n end\n if <(?level) = [3]> then\n switch costume to (costume3 v)\n go to x: (0) y: (130)\n end\n if <(?level) = [4]> then\n switch costume to (costume4 v)\n go to x: (0) y: (130)\n end\n if <(?level) = [5]> then\n switch costume to (costume5 v)\n go to x: (0) y: (130)\n end\n if <(?level) = [6]> then\n switch costume to (costume6 v)\n go to x: (0) y: (130)\n end\n if <(?level) = [6]> then\n switch costume to (costume6 v)\n go to x: (0) y: (130)\n end\n if <(?level) = [7]> then\n switch costume to (costume7 v)\n go to x: (0) y: (130)\n end\n if <(?level) = [8]> then\n switch costume to (costume8 v)\n go to x: (0) y: (130)\n end\n if <(?level) = [9]> then\n switch costume to (costume9 v)\n go to x: (0) y: (130)\n end\n if <(?level) = [10]> then\n switch costume to (costume10 v)\n go to x: (0) y: (130)\n end\n if <(?level) = [11]> then\n switch costume to (costume11 v)\n go to x: (0) y: (130)\n end\n if <(?level) = [12]> then\n switch costume to (costume12 v)\n go to x: (0) y: (130)\n end\n if <(?level) = [13]> then\n switch costume to (costume13 v)\n go to x: (0) y: (130)\n end\n if <(?level) = [14]> then\n switch costume to (costume14 v)\n go to x: (0) y: (130)\n end\nend\n\n@Lava\n\nwhen flag clicked\nhide\nforever\n hide\n if <(?level) = [3]> then\n go to [back v] layer\n show\n go to x: (0) y: (-80)\n end\n if <(?level) = [5]> then\n go to [back v] layer\n show\n go to x: (0) y: (-80)\n end\n if <(?level) = [6]> then\n go to [front v] layer\n show\n go to x: (0) y: (-50)\n end\n if <(?level) = [7]> then\n go to [back v] layer\n show\n go to x: (0) y: (-50)\n end\n if <(?level) = [10]> then\n go to [back v] layer\n show\n go to x: (0) y: (-100)\n end\n if <(?level) = [12]> then\n go to [front v] layer\n show\n go to x: (0) y: (-100)\n end\n if <(?level) = [13]> then\n go to [front v] layer\n show\n go to x: (0) y: (-100)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n hide\n if <(?level) = [2]> then\n switch costume to (costume2 v)\n go to [back v] layer\n show\n go to x: (-48) y: (-84)\n end\n if <(?level) = [5]> then\n go to [back v] layer\n show\n go to x: (13) y: (-57)\n end\n if <(?level) = [11]> then\n switch costume to (untitled \(1\) v)\n go to [front v] layer\n show\n go to x: (-66) y: (-151)\n end\nend\n\n@Spikes2\n\nwhen flag clicked\nforever\n hide\n if <(?level) = [2]> then\n switch costume to (costume2 v)\n go to [back v] layer\n show\n go to x: (73) y: (-73)\n end\n if <(?level) = [3]> then\n go to [back v] layer\n show\n go to x: (-40) y: (-76)\n end\n if <(?level) = [6]> then\n go to [front v] layer\n show\n go to x: (146) y: (-99)\n end\n if <(?level) = [11]> then\n switch costume to (untitled \(1\) v)\n go to [front v] layer\n show\n go to x: (194) y: (-147)\n end\nend\n\n@Spikes3\n\nwhen flag clicked\nforever\n hide\n if <(?level) = [2]> then\n switch costume to (costume2 v)\n go to [back v] layer\n show\n go to x: (198) y: (-53)\n end\n if <(?level) = [3]> then\n go to [back v] layer\n show\n go to x: (49) y: (-94)\n end\n if <(?level) = [11]> then\n switch costume to (untitled \(1\) v)\n go to [back v] layer\n show\n go to x: (80) y: (-148)\n end\nend\n\nif <(?level) = [14]> then\n switch costume to (untitled \(44\) v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (untitled \(12\)2 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset size to (115) %\n\nwhen this sprite clicked\nrepeat until <(?level) = [2]>\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nforever\n if <(?level) = [15]> then\n switch costume to (untitled \(13\) v)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [?level v] to [0]\n\n@Sprite2\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set volume to (0) %\n switch costume to (costume2 v)\nelse\n set volume to (100) %\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nplay sound [Tevo v] until done\ngo to x: (-199) y: (138)\nswitch costume to (costume1 v)\nforever\n play sound [Tevo v] until done\nend\n\n
#23 on platformer trending \n#53 on games\n\nCLICK THE THUMBNAIL TO GET TO THE GAME!\n\nScroll down for how to play help with the hard level 13 (one with eyes) and more\n\nall levels are possible\n\nWELCOME TO CASUAL THE BEST PLATFORMER ON SCRATCH!\n\nNormal controls WASD or arrow keys.\nTo air jump fall off a platform and in mid air jump.\n\nthe eye level u have to get to the 2nd eye and then air jump to the bottom 3rd one. then you can jump on the top 3rd one and hit the star.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Games \n\n
lightseeker rpg combat platformer
@Stage\n\n@player\n\nwhen flag clicked\nset [speed_x v] to [0]\nset [speed_y v] to [0]\nset [hero_attack_position v] to [0]\ngo to x: (150) y: (-50)\nset rotation style [left-right v]\nforever\n run_game\nend\n\ndefine run_game\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(hero_movement) = [1]>> then\n set [hero_player_dirrection v] to [0]\n change [speed_x v] by (-0.25)\n if <[2] < (speed_X)> then\n change [speed_x v] by (-0.7)\n end\nelse\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(hero_movement) = [1]>> then\n set [hero_player_dirrection v] to [1]\n change [speed_x v] by (0.25)\n if <[-2] > (speed_X)> then\n change [speed_x v] by (0.7)\n end\n else\n set [speed_x v] to ((speed_X) * (0.8))\n end\nend\nif <(speed_X) < [-5.1]> then\n change [speed_x v] by (1)\nend\nif <(speed_X) > [5.1]> then\n change [speed_x v] by (-1)\nend\nchange [speed_y v] by (-1)\nif <(speed_Y) < [-30]> then\n set [speed_y v] to [-30]\nend\nchange x by (speed_X)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\nend\nif <touching (ground v)?> then\n change y by (-8)\n repeat until <not <touching (ground v)?>>\n change x by ((speed_X) * (-1))\n end\n set [speed_x v] to [0]\nend\nchange y by (speed_Y)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((speed_Y) * (-1))\n end\n set [speed_y v] to [0]\nend\nchange y by (-1)\nif <<<touching (ground v)?> and <<key (z v) pressed?> or <key (k v) pressed?>>> and <(hero_movement) = [1]>> then\n set [speed_y v] to ((11) + (([abs v] of (speed_X) ) * (0.4)))\n set [pitch v] effect to ((speed_X) * (10))\n start sound [Low Whoosh v]\nend\nchange y by (1)\nset [hero_location_reference_x v] to (x position)\nset [hero_location_reference_y v] to (y position)\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(hero_player_dirrection) = [1]> then\n point in direction (90)\n else\n point in direction (-90)\n end\nend\n\nwhen I receive [hero_knockback_right v]\nset [speed_x v] to [-15]\nchange [speed_y v] by (7)\n\nwhen I receive [hero_knockback_left v]\nset [speed_x v] to [15]\nset [speed_y v] to [7]\n\nwhen I receive [hero_boosted_upwards v]\nset [speed_y v] to [9]\n\nwhen flag clicked\nforever\n if <(invunerability_frames) < [5]> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (player_heal_time)\n end\nend\n\nwhen flag clicked\nforever\n if <(lockdoors) = [0]> then\n if <(x position) > [235]> then\n set x to (-230)\n change [world_map_ground_x v] by (1)\n broadcast (enter_new_room v)\n end\n if <(x position) < [-235]> then\n set x to (230)\n change [world_map_ground_x v] by (-1)\n broadcast (enter_new_room v)\n end\n if <(y position) < [-175]> then\n set y to (170)\n change [world_map_ground_y v] by (-1)\n broadcast (enter_new_room v)\n end\n if <(y position) > [175]> then\n set y to (-170)\n set [speed_y v] to [12]\n change [world_map_ground_y v] by (1)\n broadcast (enter_new_room v)\n end\n end\nend\n\nwhen I receive [hero_hurt v]\nchange [player_health v] by (-1)\n\nwhen I receive [go_to_plylon v]\nwait (0.12) seconds\ngo to x: (pylon_x) y: (pylon_y)\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (join [x] (join (world_map_ground_X) (join [-y] (world_map_ground_Y))))\nend\n\ndefine set_enemy_spawning (room_x) (room_y) (location_x) (location_y) (enemy_type)\nadd (room_x) to [enemy_spawn_list v]\nadd (room_y) to [enemy_spawn_list v]\nadd (location_x) to [enemy_spawn_list v]\nadd (location_y) to [enemy_spawn_list v]\nadd (enemy_type) to [enemy_spawn_list v]\n\nwhen flag clicked\ndelete all of [enemy_spawn_list v]\nset_enemy_spawning [-1] [5] [-116] [-147] [big_slime]\nset_enemy_spawning [0] [4] [200] [15] [weak_slime]\nset_enemy_spawning [0] [4] [-102] [-3] [big_slime]\nset_enemy_spawning [1] [0] [132] [-119] [weak_slime]\nset_enemy_spawning [2] [0] [74] [-87] [weak_slime]\nset_enemy_spawning [2] [0] [100] [-87] [big_slime]\nset_enemy_spawning [3] [0] [-70] [-158] [spikes]\nset_enemy_spawning [3] [0] [25] [-158] [spikes]\nset_enemy_spawning [4] [0] [182] [103] [fast_slime]\nset_enemy_spawning [4] [0] [-208] [56] [fast_slime]\nset_enemy_spawning [4] [0] [-14] [103] [fast_slime]\nset_enemy_spawning [5] [0] [-195] [-18] [weak_slime]\nset_enemy_spawning [5] [0] [-180] [150] [big_slime]\nset_enemy_spawning [5] [0] [170] [150] [weak_slime]\nset_enemy_spawning [-1] [0] [-20] [-70] [weak_slime]\nset_enemy_spawning [-2] [0] [37] [-70] [big_slime]\nset_enemy_spawning [-2] [0] [-33] [-85] [weak_slime]\nset_enemy_spawning [-3] [0] [105] [-128] [spikes]\nset_enemy_spawning [-3] [0] [-25] [-105] [spikes]\nset_enemy_spawning [-4] [0] [130] [88] [weak_slime]\nset_enemy_spawning [-4] [0] [-71] [-16] [fast_slime]\nset_enemy_spawning [-4] [0] [39] [37] [weak_slime]\nset_enemy_spawning [-6] [1] [0] [-100] [boss_slime]\nset_enemy_spawning [-7] [1] [-156] [-128] [weak_slime]\nset_enemy_spawning [-7] [1] [-86] [-128] [weak_slime]\nset_enemy_spawning [-7] [1] [-86] [-128] [fast_slime]\nset_enemy_spawning [-7] [1] [-86] [-128] [big_slime]\n\nwhen flag clicked\nwait (0.2) seconds\nif <(editing_game) = [0]> then\n set [world_map_ground_x v] to [0]\n set [world_map_ground_y v] to [6]\nelse\n set [world_map_ground_x v] to [-8]\n set [world_map_ground_y v] to [1]\nend\nbroadcast (enter_new_room v)\n\nwhen flag clicked\nset [music v] to [1]\nforever\n if <(music) = [1]> then\n play sound [hollow-knight-ost-enter-hallownest-youtubemp3free v] until done\n else\n if <(music) = [2]> then\n play sound [04 - False Knight v] until done\n end\n end\nend\n\nwhen flag clicked\nset [obtain_slime_charm v] to [0]\nset [obtained_steel_sword v] to [0]\nset [pylon_slime v] to [0]\nset [editing_game v] to [0]\n\nif <(username) = [Mcnatty]> then\n set [editing_game v] to [1]\nend\n\n@backround\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n switch costume to (join [x] (join (world_map_ground_X) (join [-y] (world_map_ground_Y))))\nend\n\nwhen flag clicked\n\nforever\n set x to ((hero_location_reference_x) * (0.1))\nend\n\n@player_attack_hitbox\n\nwhen flag clicked\nset [hero_attack_speed v] to [5]\nforever\n if <(hero_movement) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<key (x v) pressed?> or <key (l v) pressed?>> then\n if <(hero_attack_timer) > (hero_attack_speed)> then\n set [hero_attack_timer v] to [0]\n if <(hero_attack_speed) > (hero_attack_timer)> then\n set [hero_attack_position v] to [1]\n set [pitch v] effect to (50)\n start sound [High Whoosh v]\n end\n end\n end\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <<key (x v) pressed?> or <key (l v) pressed?>> then\n if <(hero_attack_timer) > (hero_attack_speed)> then\n set [hero_attack_timer v] to [0]\n if <(hero_attack_speed) > (hero_attack_timer)> then\n set [hero_attack_position v] to [2]\n set [pitch v] effect to (-80)\n start sound [High Whoosh v]\n end\n end\n end\n else\n if <<key (x v) pressed?> or <key (l v) pressed?>> then\n if <(hero_attack_timer) > (hero_attack_speed)> then\n set [hero_attack_timer v] to [0]\n if <(hero_attack_speed) > (hero_attack_timer)> then\n if <(hero_player_dirrection) = [0]> then\n set [hero_attack_position v] to [3]\n end\n if <(hero_player_dirrection) = [1]> then\n set [hero_attack_position v] to [4]\n end\n set [pitch v] effect to (-50)\n start sound [High Whoosh v]\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n change [hero_attack_timer v] by (1)\n change [invunerability_frames v] by (1)\n wait (0.05) seconds\n if <(hero_attack_timer) = [3]> then\n set [hero_attack_position v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(hero_attack_position) = [0]> then\n go to x: (-200) y: (-200)\n end\n if <(hero_attack_position) = [1]> then\n go to x: (() + (hero_location_reference_x)) y: ((35) + (hero_location_reference_y))\n end\n if <(hero_attack_position) = [2]> then\n go to x: (hero_location_reference_x) y: ((-35) + (hero_location_reference_y))\n end\n if <(hero_attack_position) = [3]> then\n go to x: ((hero_location_reference_x) + (-30)) y: (hero_location_reference_y)\n end\n if <(hero_attack_position) = [4]> then\n go to x: ((hero_location_reference_x) + (30)) y: (hero_location_reference_y)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n if <(hero_attack_position) = [2]> then\n broadcast (hero_boosted_upwards v)\n end\n end\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n set [hero_attack_reference_x v] to (x position)\n set [hero_attack_reference_y v] to (y position)\nend\n\n@enemy\n\nwhen I start as a clone\nset [speed_x v] to [0]\nset [speed_y v] to [0]\nset [personal_max_speed_x v] to [3]\nset [enemy_personal_acceleration v] to [1]\nset [enemy_ai_type v] to (enemy_ai_transfer_type)\nset [personal_argo_distance v] to [150]\nif <(enemy_ai_type) = [weak_slime]> then\n set rotation style [left-right v]\n set [personal_health v] to [4]\n set [enemy_movement_type v] to [crawler]\n switch costume to (weak_slime v)\nelse\n if <(enemy_ai_type) = [big_slime]> then\n set rotation style [left-right v]\n set [personal_health v] to [8]\n set [enemy_movement_type v] to [crawler]\n switch costume to (big_slime v)\n else\n if <(enemy_ai_type) = [weak_bee]> then\n set rotation style [left-right v]\n set [personal_health v] to [5]\n set [enemy_movement_type v] to [flying]\n switch costume to (weak_bee v)\n else\n if <(enemy_ai_type) = [spikes]> then\n set [personal_health v] to [99]\n set [enemy_movement_type v] to [none]\n switch costume to (spikes v)\n else\n if <(enemy_ai_type) = [knight]> then\n set rotation style [left-right v]\n set [personal_health v] to [16]\n set [enemy_movement_type v] to [crawler]\n set [personal_max_speed_x v] to [5]\n set [personal_argo_distance v] to [200]\n switch costume to (knight v)\n else\n if <(enemy_ai_type) = [knight_ranged]> then\n set [personal_health v] to [25]\n set [enemy_movement_type v] to [crawler]\n set [personal_max_speed_x v] to [2]\n switch costume to (knight_ranged v)\n else\n if <(enemy_ai_type) = [fast_slime]> then\n set [personal_health v] to [6]\n set [enemy_movement_type v] to [crawler]\n set [personal_max_speed_x v] to [6]\n switch costume to (fast_slime v)\n else\n if <(enemy_ai_type) = [boss_slime]> then\n set [lockdoors v] to [1]\n set [personal_health v] to [30]\n set [enemy_movement_type v] to [crawler]\n set [personal_max_speed_x v] to [20]\n set [personal_argo_distance v] to [720]\n set [enemy_personal_acceleration v] to [1]\n switch costume to (boss_slime v)\n set [music v] to [2]\n wait (1) seconds\n stop all sounds\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n point towards (player v)\n if <<(enemy_movement_type) = [crawler]> or <(enemy_movement_type) = [rusher]>> then\n if <(tracking_player) = [1]> then\n if <(hero_location_reference_x) > (x position)> then\n change [speed_x v] by (enemy_personal_acceleration)\n else\n change [speed_x v] by ((enemy_personal_acceleration) * (-1))\n end\n end\n if <not <(enemy_ai_type) = [rusher]>> then\n set [speed_x v] to ((speed_X) * (0.8))\n if <(speed_X) > (personal_max_speed_x)> then\n change [speed_x v] by (((enemy_personal_acceleration) + (0.1)) * (-1))\n else\n if <(speed_X) < ((personal_max_speed_x) * (-1))> then\n change [speed_x v] by ((enemy_personal_acceleration) + (0.1))\n end\n end\n end\n end\n if <not <<(enemy_movement_type) = [flying]> or <(enemy_movement_type) = [none]>>> then\n change [speed_y v] by (-1)\n end\n if <not <(enemy_movement_type) = [none]>> then\n change x by (speed_X)\n end\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\n end\n if <touching (ground v)?> then\n change y by (-8)\n repeat until <not <touching (ground v)?>>\n change x by ((speed_X) * (-1))\n end\n set [speed_x v] to [0]\n end\n if <not <(enemy_movement_type) = [none]>> then\n change y by (speed_Y)\n end\n if <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((speed_Y) * (-1))\n end\n set [speed_y v] to [0]\n end\n change y by (-1)\n if <<(enemy_movement_type) = [crawler]> or <(enemy_movement_type) = [rusher]>> then\n if <(tracking_player) = [1]> then\n if <<touching (ground v)?> and <((hero_location_reference_y) - (20)) > (y position)>> then\n set [speed_y v] to [8]\n end\n end\n change y by (1)\n else\n if <(enemy_movement_type) = [flying]> then\n if <(tracking_player) = [1]> then\n if <(x position) < (hero_location_reference_x)> then\n change [speed_x v] by (1)\n else\n change [speed_x v] by (-1)\n end\n if <(speed_X) > [3]> then\n change [speed_x v] by (-1.1)\n else\n if <(speed_X) < [-3]> then\n change [speed_x v] by (1.1)\n end\n end\n if <((y position) + (-30)) < (hero_location_reference_y)> then\n change [speed_y v] by (1)\n else\n change [speed_y v] by (-1)\n end\n if <(speed_Y) > [4]> then\n change [speed_y v] by (-1.1)\n else\n if <(speed_Y) < [-4]> then\n change [speed_y v] by (1.1)\n end\n end\n end\n end\n end\n if <(enemy_ai_type) = [arrow]> then\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (player_attack_hitbox v)?> or <touching (player_magic v)?>> then\n if <(personal_attack_cooldown_immunity) > [3]> then\n if <((hero_location_reference_x) + (-5)) > (x position)> then\n set [speed_y v] to ((pick random (2) to (15)) * (-1))\n else\n set [speed_y v] to ((pick random (2) to (15)) * (1))\n end\n start sound [Hit v]\n if <touching (player_attack_hitbox v)?> then\n broadcast (successful_hit v)\n end\n set [personal_attack_cooldown_immunity v] to [0]\n if <touching (player_attack_hitbox v)?> then\n change [personal_health v] by ((hero_sword_dammage) * (-1))\n else\n if <touching (player_magic v)?> then\n change [personal_health v] by (-4)\n end\n end\n set [brightness v] effect to (100)\n if <not <(enemy_ai_type) = [boss_slime]>> then\n if <(hero_location_reference_x) > (x position)> then\n set [speed_x v] to ((pick random (2) to (15)) * (-1))\n else\n set [speed_x v] to ((pick random (2) to (15)) * (1))\n end\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> and <[10] < (invunerability_frames)>> then\n set [invunerability_frames v] to [0]\n start sound [hero_damage v]\n broadcast (hero_hurt v)\n if <(hero_location_reference_x) > (x position)> then\n broadcast (hero_knockback_left v)\n else\n broadcast (hero_knockback_right v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n wait (0.1) seconds\n change [personal_attack_cooldown_immunity v] by (1)\n change [enemy_action_timer_1 v] by (1)\nend\n\nwhen flag clicked\ngo to x: (-1000) y: (-1000)\nset [ghost v] effect to (100)\n\ndefine clone_enemy (x) (y) (enemy_type)\ngo to x: (x) y: (y)\nset [ghost v] effect to (0)\nset [enemy_ai_transfer_type v] to (enemy_type)\ncreate clone of (_myself_ v)\ngo to x: (-1000) y: (-1000)\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nforever\n set [distance_from_hero v] to ([abs v] of ((hero_location_reference_x) - (x position)) )\n if <(distance_from_hero) < (personal_argo_distance)> then\n set [tracking_player v] to [1]\n else\n set [tracking_player v] to [0]\n end\nend\n\nwhen I start as a clone\nforever\n if <<(personal_health) < [0]> or <(personal_health) = [0]>> then\n start sound [Punch Sound Effect-heChAOTiC v]\n set [dead_enemy_x v] to (x position)\n set [dead_enemy_y v] to (y position)\n set [dead_enemy_type v] to (enemy_ai_type)\n broadcast (dead_enemy v)\n if <(enemy_ai_type) = [boss_slime]> then\n set [lockdoors v] to [0]\n set [☁ player_1 v] to [0]\n set [music v] to [1]\n wait (1) seconds\n clear sound effects\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <<(enemy_ai_type) = [knight]> and <(tracking_player) = [1]>> then\n if <(enemy_action_timer_1) > [4]> then\n set [enemy_action_timer_1 v] to [0]\n if <(pick random (1) to (4)) = [1]> then\n repeat until <(costume [name v]) = [knight5]>\n next costume\n wait (0.001) seconds\n set [personal_attack_cooldown_immunity v] to [0]\n end\n switch costume to (knight v)\n else\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (knight6 v)\n repeat until <(costume [name v]) = [knight10]>\n next costume\n wait (0.001) seconds\n set [personal_attack_cooldown_immunity v] to [0]\n end\n switch costume to (knight v)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(enemy_ai_type) = [knight_ranged]> and <(tracking_player) = [1]>> then\n if <(enemy_action_timer_1) > [1]> then\n set [enemy_action_timer_1 v] to [0]\n if <[1] = (pick random (1) to (6))> then\n add (x position) to [enemy_attack_requests v]\n add (y position) to [enemy_attack_requests v]\n broadcast (enemy_attack_request v)\n wait (0.1) seconds\n delete all of [enemy_attack_requests v]\n end\n end\n end\nend\n\nwhen I receive [enter_new_room v]\nset [delete_all_clones v] to [1]\nwait (0.01) seconds\nset [delete_all_clones v] to [0]\nset [enemy_spawn_system_counter_list v] to [0]\nrepeat ((length of [enemy_spawn_list v]) / (5))\n change [enemy_spawn_system_counter_list v] by (1)\n if <<(world_map_ground_X) = (item (((enemy_spawn_system_counter_list) * (5)) - (4)) of [enemy_spawn_list v])> and <(world_map_ground_Y) = (item (((enemy_spawn_system_counter_list) * (5)) + (-3)) of [enemy_spawn_list v])>> then\n clone_enemy (item (((enemy_spawn_system_counter_list) * (5)) + (-2)) of [enemy_spawn_list v]) (item (((enemy_spawn_system_counter_list) * (5)) + (-1)) of [enemy_spawn_list v]) (item (((enemy_spawn_system_counter_list) * (5)) + (0)) of [enemy_spawn_list v])\n end\nend\n\nwhen I start as a clone\nforever\n if <(delete_all_clones) = [1]> then\n delete this clone\n end\nend\n\n@player_attack_sprite\n\nwhen flag clicked\nforever\n if <(hero_attack_position) = [0]> then\n go to x: (-1000) y: (-1000)\n else\n go to x: (hero_location_reference_x) y: (hero_location_reference_y)\n end\n set rotation style [all around v]\n if <(hero_attack_position) = [4]> then\n change [hero_attack_dirrection_timer v] by (-20)\n else\n change [hero_attack_dirrection_timer v] by (20)\n end\n if <(hero_attack_position) = [1]> then\n set [hero_attack_360_direction v] to [-360]\n else\n if <(hero_attack_position) = [2]> then\n set [hero_attack_360_direction v] to [-180]\n else\n if <(hero_attack_position) = [3]> then\n set [hero_attack_360_direction v] to [-90]\n else\n if <(hero_attack_position) = [4]> then\n set [hero_attack_360_direction v] to [-90]\n end\n end\n end\n end\n point in direction (((hero_attack_360_direction) - (90)) + ((hero_attack_dirrection_timer) * (0.7)))\nend\n\nwhen flag clicked\nforever\n if <(hero_attack_position) = [0]> then\n set [hero_attack_dirrection_timer v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset [sword_name v] to [iron_sword]\nforever\n if <(sword_name) = [iron_sword]> then\n switch costume to (iron_sword v)\n set [hero_sword_dammage v] to [1]\n else\n if <(sword_name) = [steel_sword]> then\n switch costume to (steel_sword v)\n set [hero_sword_dammage v] to [1.34]\n end\n end\nend\n\n@enemy_ranged_attack\n\nwhen I receive [enemy_attack_request v]\ngo to x: (item (1) of [enemy_attack_requests v]) y: (item (2) of [enemy_attack_requests v])\ncreate clone of (_myself_ v)\ngo to x: (-1000) y: (-1000)\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (-1000) y: (-1000)\n\nwhen I start as a clone\nset rotation style [left-right v]\npoint towards (player v)\nif <(x position) < (hero_location_reference_x)> then\n set [enemy_arrow_facing_dirrection v] to [1]\nelse\n set [enemy_arrow_facing_dirrection v] to [-1]\nend\nforever\n change x by ((15) * (enemy_Arrow_facing_Dirrection))\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\n@death_effects \n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (-1000) y: (-1000)\n\nwhen I receive [dead_enemy v]\ngo to x: (dead_enemy_X) y: (dead_enemy_Y)\nswitch costume to (leave empty!!! v)\nset [ghost v] effect to (0)\nif <<(dead_enemy_type) = [weak_slime]> or <(dead_enemy_type) = [fast_slime]>> then\n repeat (10)\n create clone of (_myself_ v)\n end\nelse\n if <<(dead_enemy_type) = [big_slime]> or <(dead_enemy_type) = [chest]>> then\n repeat (20)\n create clone of (_myself_ v)\n end\n else\n if <<(dead_enemy_type) = [knight]> or <(dead_enemy_type) = [knight_ranged]>> then\n repeat (1)\n create clone of (_myself_ v)\n end\n else\n if <(dead_enemy_type) = [hero]> then\n repeat (1)\n create clone of (_myself_ v)\n end\n end\n end\n end\nend\nset [ghost v] effect to (100)\ngo to x: (-1000) y: (-1000)\n\nwhen I start as a clone\nif <<<(dead_enemy_type) = [weak_slime]> or <(dead_enemy_type) = [big_slime]>> or <(dead_enemy_type) = [fast_slime]>> then\n set [ran_1 v] to (pick random (1) to (3))\n if <(ran_1) = [1]> then\n switch costume to (slime_1 v)\n end\n if <(ran_1) = [2]> then\n switch costume to (slime_2 v)\n end\n if <(ran_1) = [3]> then\n switch costume to (slime_3 v)\n end\nelse\n if <<(dead_enemy_type) = [knight]> or <(dead_enemy_type) = [ranged_knight]>> then\n switch costume to (costume1 v)\n else\n if <(dead_enemy_type) = [chest]> then\n set [ran_1 v] to (pick random (1) to (2))\n if <(ran_1) = [1]> then\n switch costume to (wood_1 v)\n end\n if <(ran_1) = [2]> then\n switch costume to (wood_2 v)\n end\n end\n end\nend\nset [death_animation_speed_x v] to (pick random (-10) to (10))\nset [death_animation_speed_y v] to (pick random (4) to (7))\nforever\n repeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n set [death_animation_speed_x v] to ((death_animation_speed_X) * (0.8))\n change [death_animation_speed_y v] by (-0.5)\n change x by (death_animation_speed_X)\n change y by (death_animation_speed_Y)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\n@coin_1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (-1000) y: (-1000)\n\nwhen I receive [dead_enemy v]\nif <(dead_enemy_loot_cooldown) > [50]> then\n set [dead_enemy_loot_cooldown v] to [0]\n go to x: (dead_enemy_X) y: (dead_enemy_Y)\n switch costume to (empty v)\n set [ghost v] effect to (0)\n if <(dead_enemy_type) = [chest]> then\n repeat (50)\n create clone of (_myself_ v)\n end\n else\n repeat (5)\n create clone of (_myself_ v)\n end\n end\n set [ghost v] effect to (100)\n go to x: (-1000) y: (-1000)\nend\n\nwhen I start as a clone\nswitch costume to (coin v)\ngo to [front v] layer\nset [death_animation_speed_x v] to (pick random (-10) to (10))\nset [death_animation_speed_y v] to (pick random (6) to (11))\nforever\n repeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n set [death_animation_speed_x v] to ((death_animation_speed_X) * (0.9))\n change [death_animation_speed_y v] by (-0.5)\n change x by (death_animation_speed_X)\n change y by (death_animation_speed_Y)\n end\n wait (5) 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\nforever\n if <touching (player v)?> then\n change [coins v] by (1)\n start sound [Coin v]\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n change [dead_enemy_loot_cooldown v] by (1)\nend\n\n@loot_chest\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <(chest_active) = [1]>> then\n add (join [x] (join (world_map_ground_X) (join [-] (join [y] (world_map_ground_Y))))) to [chests_looted_list v]\n set [chest_active v] to [0]\n set [dead_enemy_type v] to [chest]\n set [dead_enemy_x v] to (x position)\n set [dead_enemy_y v] to ((20) + (y position))\n broadcast (dead_enemy v)\n go to x: (-1000) y: (-1000)\n end\nend\n\nwhen flag clicked\ngo to x: (-1000) y: (-1000)\nset [chest_active v] to [0]\ndelete all of [chests_looted_list v]\nforever\n if <not <[chests_looted_list v] contains (join [x] (join (world_map_ground_X) (join [-] (join [y] (world_map_ground_Y)))))?>> then\n if <<(world_map_ground_X) = [4]> and <(world_map_ground_Y) = [1]>> then\n go to x: (-148) y: (-170)\n set [chest_active v] to [1]\n else\n if <<(world_map_ground_X) = [-4]> and <(world_map_ground_Y) = [1]>> then\n go to x: (-148) y: (-170)\n set [chest_active v] to [1]\n else\n go to x: (-1000) y: (-1000)\n set [chest_active v] to [0]\n end\n end\n else\n go to x: (-1000) y: (-1000)\n set [chest_active v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(chest_active) = [0]> then\n go to x: (-1000) y: (-1000)\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@shopkeeper_npc\n\nwhen flag clicked\ndelete all of [items_locations_purchased_list v]\nforever\n if <(shopkeeper_active) = [0]> then\n set [ghost v] effect to (0)\n go to x: (-1000) y: (-1000)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n point towards (player v)\n if <<(world_map_ground_X) = [-6]> and <(world_map_ground_Y) = [0]>> then\n switch costume to (hood v)\n set [shopkeeper_active v] to [1]\n set [price v] to [-1]\n go to x: (-139) y: (0)\n if <touching (player v)?> then\n if <(item_location_bought) = [0]> then\n say [Hello! what might a feisty little guy like you be doing in my lab? I have quite a fiesty little spell for a fiesty little guy like you! would you like it? becase there are some slimes in the room above us, and if you could use the spell to take them out, then, well.. \(click space to accept\)]\n else\n say [I knew somone like you might enjoy it! to use the spell, hold right or left arrow key, and press C! of coarse, you will need to have some light to use it!]\n end\n end\n else\n if <<(world_map_ground_X) = [7]> and <(world_map_ground_Y) = [-1]>> then\n switch costume to (old man v)\n set [shopkeeper_active v] to [1]\n set [price v] to [49]\n go to x: (-138) y: (-159)\n if <(item_location_bought) = [0]> then\n say [after the attack, I used to live here with my sons, until they all died. I don't have much to offer, but would you like to buy my steel sword for 50 coins? \(steel sword does 34% more dammage then defualt sword, press space to buy\)]\n else\n say [thank you. now I do not have to have a reminder of how I failed to defend them...]\n end\n else\n if <<(world_map_ground_X) = [-8]> and <(world_map_ground_Y) = [1]>> then\n switch costume to (item v)\n set [shopkeeper_active v] to [1]\n set [price v] to [-1]\n go to x: (-138) y: (-110)\n if <(item_location_bought) = [0]> then\n say [click space to collect the charm!]\n else\n say [slime charm; this charm is soaked in disgusting slime. equipting it at a pylon will allow the user to swing thier blade faster.]\n end\n else\n set [shopkeeper_active v] to [0]\n end\n end\n end\n if <not <touching (player v)?>> then\n say []\n end\n if <<<touching (player v)?> and <(item_location_bought) = [0]>> and <(coins) > (price)>> then\n if <key (space v) pressed?> then\n add (join [x] (join (world_map_ground_X) (join [-] (join [y] (world_map_ground_Y))))) to [items_locations_purchased_list v]\n change [coins v] by ((price) * (-1))\n end\n end\n if <[items_locations_purchased_list v] contains (join [x] (join (world_map_ground_X) (join [-] (join [y] (world_map_ground_Y)))))?> then\n set [item_location_bought v] to [1]\n else\n set [item_location_bought v] to [0]\n end\nend\n\nwhen flag clicked\nset [coins v] to [0]\n\nadd [x-6-y0] to [items_locations_purchased_list v]\n\nwhen flag clicked\nforever\n if <[items_locations_purchased_list v] contains [x7-y-1]?> then\n set [obtained_steel_sword v] to [1]\n end\n if <[items_locations_purchased_list v] contains [x-8-y1]?> then\n set [obtain_slime_charm v] to [1]\n end\nend\n\n@health_bar\n\nwhen flag clicked\nforever\n switch costume to (player_health)\nend\n\nwhen flag clicked\nset [lockdoors v] to [0]\nforever\n if <(player_health) < [1]> then\n set [lockdoors v] to [0]\n set [world_map_ground_x v] to [0]\n set [world_map_ground_y v] to [0]\n clear sound effects\n wait (1) seconds\n set [delete_all_clones v] to [1]\n set [music v] to [1]\n broadcast (enter_new_room v)\n broadcast (go_to_plylon v)\n set [delete_all_clones v] to [0]\n set [player_health v] to (player_maxhealth)\n end\n if <(player_health) > (player_maxhealth)> then\n set [player_health v] to (player_maxhealth)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<(hero_location_reference_x) < [74]> and <[80] < (hero_location_reference_y)>> then\n set [ghost v] effect to (75)\n else\n set [ghost v] effect to (10)\n end\nend\n\n@magic_bar\n\nwhen flag clicked\nforever\n if <(player_magic) > [80]> then\n switch costume to (4-1 v)\n wait (0.2) seconds\n switch costume to (4-2 v)\n wait (0.2) seconds\n switch costume to (4-3 v)\n wait (0.2) seconds\n else\n if <(player_magic) > [45]> then\n switch costume to (3-1 v)\n wait (0.2) seconds\n switch costume to (3-2 v)\n wait (0.2) seconds\n switch costume to (3-3 v)\n wait (0.2) seconds\n switch costume to (3-4 v)\n wait (0.2) seconds\n else\n if <(player_magic) > [25]> then\n switch costume to (2-1 v)\n else\n if <(player_magic) > [10]> then\n switch costume to (1-1 v)\n else\n switch costume to (empty v)\n end\n end\n end\n end\nend\n\nwhen I receive [successful_hit v]\nif <(player_magic) < [100]> then\n change [player_magic v] by (6)\n set [brightness v] effect to (100)\n repeat (10)\n wait (0.0001) seconds\n change [brightness v] effect by (-10)\n end\n set [brightness v] effect to (0)\nend\n\nwhen flag clicked\nforever\n if <(player_magic) > [100]> then\n set [player_magic v] to [100]\n end\n if <(player_magic) < [0]> then\n set [player_magic v] to [0]\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [player_magic v] to [0]\nset [player_health v] to [5]\nforever\n if <<(hero_location_reference_x) < [74]> and <[70] < (hero_location_reference_y)>> then\n set [ghost v] effect to (75)\n else\n set [ghost v] effect to (10)\n end\nend\n\n@player_magic\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n if <<<<key (c v) pressed?> and <(hero_magic_attack_cooldown) > [50]>> and <(player_magic) > [45]>> and <[items_locations_purchased_list v] contains [x-6-y0]?>> then\n set [hero_magic_attack_cooldown v] to [0]\n change [player_magic v] by (-45)\n go to x: (hero_location_reference_x) y: (hero_location_reference_y)\n set [velocity_x v] to [20]\n point in direction (90)\n broadcast (hero_knockback_right v)\n end\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n if <<<<key (c v) pressed?> and <(hero_magic_attack_cooldown) > [50]>> and <(player_magic) > [45]>> and <[items_locations_purchased_list v] contains [x-6-y0]?>> then\n set [hero_magic_attack_cooldown v] to [0]\n change [player_magic v] by (-45)\n go to x: (hero_location_reference_x) y: (hero_location_reference_y)\n set [velocity_x v] to [-20]\n point in direction (-90)\n broadcast (hero_knockback_left v)\n end\n else\n if <key (c v) pressed?> then\n if <<(player_magic) > [19]> and <(player_health) < (player_maxhealth)>> then\n set [hero_movement v] to [0]\n change [player_heal_time v] by (10)\n end\n else\n set [hero_movement v] to [1]\n set [player_heal_time v] to [0]\n end\n if <[99] < (player_heal_time)> then\n start sound [focus_health_heal v]\n set [player_heal_time v] to [0]\n change [player_health v] by (1)\n change [player_magic v] by (-20)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n change x by (velocity_X)\n change y by (velocity_Y)\n change [hero_magic_attack_cooldown v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [320]> then\n set [ghost v] effect to (100)\n else\n if <[-320] > (x position)> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nset [player_maxhealth v] to [5]\n\n@door_down\n\nwhen flag clicked\nforever\n if <<(world_map_ground_X) = [7]> and <(world_map_ground_Y) = [0]>> then\n go to x: (66) y: (-138)\n set [door_1_active v] to [1]\n else\n set [door_1_active v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(door_1_active) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n go to x: (-1000) y: (-1000)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <(door_1_active) = [1]>> then\n if <key (down arrow v) pressed?> then\n change [world_map_ground_y v] by (-1)\n end\n end\nend\n\n@door_up\n\nwhen flag clicked\nforever\n if <<(world_map_ground_X) = [7]> and <(world_map_ground_Y) = [-1]>> then\n go to x: (66) y: (-138)\n set [door_1_active v] to [1]\n else\n set [door_1_active v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(door_1_active) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n go to x: (-1000) y: (-1000)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <(door_1_active) = [1]>> then\n if <key (up arrow v) pressed?> then\n change [world_map_ground_y v] by (1)\n end\n end\nend\n\n@pylon\n\nwhen flag clicked\nif <(editing_game) = [0]> then\n set [pylon_central v] to [0]\n set [pylon_left v] to [0]\n set [pylon_right v] to [0]\n set [pylon_slime v] to [0]\nelse\n set [pylon_central v] to [1]\n set [pylon_left v] to [1]\n set [pylon_right v] to [1]\n set [pylon_slime v] to [1]\nend\nforever\n turn right (1) degrees\n if <<(world_map_ground_X) = [0]> and <(world_map_ground_Y) = [0]>> then\n go to x: (0) y: (-20)\n set [pylon_active v] to [1]\n if <touching (player v)?> then\n set [pylon_central v] to [1]\n end\n else\n if <<(world_map_ground_X) = [6]> and <(world_map_ground_Y) = [0]>> then\n go to x: (129) y: (-130)\n set [pylon_active v] to [1]\n if <touching (player v)?> then\n set [pylon_right v] to [1]\n end\n else\n if <<(world_map_ground_X) = [-5]> and <(world_map_ground_Y) = [0]>> then\n go to x: (40) y: (-130)\n set [pylon_active v] to [1]\n if <touching (player v)?> then\n set [pylon_left v] to [1]\n end\n else\n if <<(world_map_ground_X) = [-8]> and <(world_map_ground_Y) = [1]>> then\n go to x: (93) y: (-90)\n set [pylon_active v] to [1]\n if <touching (player v)?> then\n set [pylon_slime v] to [1]\n end\n else\n go to x: (-1000) y: (-1000)\n set [pylon_active v] to [1]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set [pylon_x v] to (x position)\n set [pylon_y v] to (y position)\n if <(pylon_active) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n go to x: (-1000) y: (-1000)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <key (space v) pressed?>> then\n broadcast (open_map v)\n end\n if <not <touching (player v)?>> then\n broadcast (close_map v)\n end\nend\n\n@titleSprite1\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@map\n\nwhen I receive [open_map v]\nset [map_open v] to [1]\nset [ghost v] effect to (0)\nif <(pylon_central) = [1]> then\n switch costume to (area_central v)\n create clone of (_myself_ v)\nend\nif <(pylon_left) = [1]> then\n switch costume to (area_left v)\n create clone of (_myself_ v)\nend\nif <(pylon_right) = [1]> then\n switch costume to (area_right v)\n create clone of (_myself_ v)\nend\nif <(pylon_slime) = [1]> then\n switch costume to (area_slime v)\n create clone of (_myself_ v)\nend\nswitch costume to (text_box v)\n\nwhen I receive [close_map v]\nset [map_open v] to [0]\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nforever\n if <(map_open) = [0]> then\n delete this clone\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (40)\n if <mouse down?> then\n if <(costume [name v]) = [area_right]> then\n broadcast (close_map v)\n set [world_map_ground_x v] to [6]\n set [world_map_ground_y v] to [0]\n broadcast (go_to_plylon v)\n else\n if <(costume [name v]) = [area_left]> then\n broadcast (close_map v)\n set [world_map_ground_x v] to [-5]\n set [world_map_ground_y v] to [0]\n broadcast (go_to_plylon v)\n else\n if <(costume [name v]) = [area_slime]> then\n broadcast (close_map v)\n set [world_map_ground_x v] to [-8]\n set [world_map_ground_y v] to [1]\n broadcast (go_to_plylon v)\n else\n broadcast (close_map v)\n set [world_map_ground_x v] to [0]\n set [world_map_ground_y v] to [0]\n broadcast (go_to_plylon v)\n end\n end\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@hero_glow\n\nwhen flag clicked\nforever\n go to x: (hero_location_reference_x) y: (hero_location_reference_y)\n set size to ((10) + (player_magic)) %\n set [brightness v] effect to ((player_health) * (5))\n \nend\n\n@multiplayer 1.0\n\nwhen flag clicked\nforever\n set [multiplayer_hero_location_x v] to (round ((hero_location_reference_x) + (1000)))\n repeat until <(length of (multiplayer_hero_location_X)) = [5]>\n set [multiplayer_hero_location_x v] to (join [0] (multiplayer_hero_location_X))\n end\n set [multiplayer_hero_location_y v] to (round ((hero_location_reference_y) + (1000)))\n repeat until <(length of (multiplayer_hero_location_Y)) = [5]>\n set [multiplayer_hero_location_y v] to (join [0] (multiplayer_hero_location_Y))\n end\n set [multiplayer_hero_room_x v] to ((world_map_ground_X) + (1000))\n repeat until <(length of (multiplayer_hero_room_X)) = [5]>\n set [multiplayer_hero_room_x v] to (join [0] (multiplayer_hero_room_X))\n end\n set [multiplayer_hero_room_y v] to ((world_map_ground_Y) + (1000))\n repeat until <(length of (multiplayer_hero_room_Y)) = [5]>\n set [multiplayer_hero_room_y v] to (join [0] (multiplayer_hero_room_Y))\n end\n set [multiplayer_hero_facing v] to (hero_player_dirrection)\n if <(player_ID) = [1]> then\n set [☁ player_1 v] to (join (multiplayer_hero_room_X) (join (multiplayer_hero_room_Y) (join (multiplayer_hero_location_X) (join (multiplayer_hero_location_Y) (multiplayer_hero_facing)))))\n end\n if <(player_ID) = [2]> then\n set [☁ player_2 v] to (join (multiplayer_hero_room_X) (join (multiplayer_hero_room_Y) (join (multiplayer_hero_location_X) (join (multiplayer_hero_location_Y) (multiplayer_hero_facing)))))\n end\nend\n\nwhen flag clicked\nset [☁ players_active v] to (join (players_active_letter_1) (join (players_active_letter_2) (join (players_active_letter_3) (players_active_letter_4))))\nset [player_id v] to (pick random (1) to (4))\n\nwhen flag clicked\nwait (0.2) seconds\ncreate clone of (_myself_ v)\nset [clone_id v] to [1]\nwait (0.2) seconds\ncreate clone of (_myself_ v)\nset [clone_id v] to [2]\nwait (0.2) seconds\ncreate clone of (_myself_ v)\nset [clone_id v] to [3]\nwait (0.2) seconds\ncreate clone of (_myself_ v)\nset [clone_id v] to [4]\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nset rotation style [left-right v]\nforever\n if <(clone_ID) = [1]> then\n set [clone_personal_location_value v] to (☁ player_1)\n else\n if <(clone_ID) = [2]> then\n set [clone_personal_location_value v] to (☁ player_2)\n else\n if <(clone_ID) = [3]> then\n set [clone_personal_location_value v] to (☁ player_3)\n else\n if <(clone_ID) = [4]> then\n set [clone_personal_location_value v] to (☁ player_4)\n end\n end\n end\n end\n if <<not <(clone_ID) = (player_ID)>> and <<((multiplayer_hero_room_X) - (1000)) = ((join (letter (1) of (clone_personal_location_value)) (join (letter (2) of (clone_personal_location_value)) (join (letter (3) of (clone_personal_location_value)) (join (letter (4) of (clone_personal_location_value)) (letter (5) of (clone_personal_location_value)))))) - (1000))> and <((multiplayer_hero_room_Y) - (1000)) = ((join (letter (6) of (clone_personal_location_value)) (join (letter (7) of (clone_personal_location_value)) (join (letter (8) of (clone_personal_location_value)) (join (letter (9) of (clone_personal_location_value)) (letter (10) of (clone_personal_location_value)))))) - (1000))>>> then\n set x to ((join (letter (11) of (clone_personal_location_value)) (join (letter (12) of (clone_personal_location_value)) (join (letter (13) of (clone_personal_location_value)) (join (letter (14) of (clone_personal_location_value)) (letter (15) of (clone_personal_location_value)))))) - (1000))\n set y to ((join (letter (16) of (clone_personal_location_value)) (join (letter (17) of (clone_personal_location_value)) (join (letter (18) of (clone_personal_location_value)) (join (letter (19) of (clone_personal_location_value)) (letter (20) of (clone_personal_location_value)))))) - (1000))\n set [ghost v] effect to (0)\n if <(letter (21) of (clone_personal_location_value)) = [1]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n else\n go to x: (-1000) y: (-1000)\n set [ghost v] effect to (100)\n end\nend\n\nif <(letter (1) of (☁ players_active)) = [0]> then\n set [players_active_letter_1 v] to [1]\n set [player_id v] to [1]\nelse\n if <(letter (2) of (☁ players_active)) = [0]> then\n set [players_active_letter_2 v] to [1]\n set [player_id v] to [2]\n else\n if <(letter (3) of (☁ players_active)) = [0]> then\n set [players_active_letter_3 v] to [1]\n set [player_id v] to [3]\n else\n if <(letter (4) of (☁ players_active)) = [0]> then\n set [players_active_letter_4 v] to [1]\n set [player_id v] to [4]\n end\n end\n end\nend\nset [☁ players_active v] to (join (players_active_letter_1) (join (players_active_letter_2) (join (players_active_letter_3) (players_active_letter_4))))\n\nwhen flag clicked\nreset timer\nforever\n set [stop_sense_timer v] to ((timer) + (0.01))\nend\n\nset [players_active_letter_1 v] to [0]\nset [players_active_letter_2 v] to [0]\nset [players_active_letter_3 v] to [0]\nset [players_active_letter_4 v] to [0]\n\nwhen [timer v] > (stop_sense_timer)\nif <(player_ID) = [1]> then\n set [players_active_letter_1 v] to [0]\nelse\n if <(player_ID) = [2]> then\n set [players_active_letter_2 v] to [0]\n else\n if <(player_ID) = [3]> then\n set [players_active_letter_3 v] to [0]\n else\n if <(player_ID) = [4]> then\n set [players_active_letter_4 v] to [0]\n end\n end\n end\nend\nset [player_id v] to [0]\nset [☁ players_active v] to (join (players_active_letter_1) (join (players_active_letter_2) (join (players_active_letter_3) (players_active_letter_4))))\n\n@switch_sword_button\n\nwhen I receive [close_map v]\nset [ghost v] effect to (100)\n\nwhen I receive [open_map v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nif <(editing_game) = [1]> then\n set [obtained_steel_sword v] to [1]\nend\nswitch costume to (iron_sword v)\nforever\n change [click_cooldown v] by (1)\n if <touching (mouse-pointer v)?> then\n if <<mouse down?> and <<(click_cooldown) > [2]> and <(map_open) = [1]>>> then\n set [click_cooldown v] to [0]\n set [rand_3 v] to (pick random (1) to (2))\n if <(rand_3) = [1]> then\n switch costume to (iron_sword v)\n set [sword_name v] to [iron_sword]\n end\n if <<(rand_3) = [2]> and <(obtained_steel_sword) = [1]>> then\n switch costume to (steel_sword v)\n set [sword_name v] to [steel_sword]\n end\n end\n end\nend\n\n@switch_charm_button\n\nwhen I receive [close_map v]\nset [ghost v] effect to (100)\n\nwhen I receive [open_map v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nif <(editing_game) = [1]> then\n set [obtain_slime_charm v] to [1]\nend\nswitch costume to (none v)\nforever\n change [click_cooldown v] by (1)\n if <touching (mouse-pointer v)?> then\n if <<mouse down?> and <<(click_cooldown) > [2]> and <(map_open) = [1]>>> then\n set [click_cooldown v] to [0]\n set [rand_3 v] to (pick random (1) to (2))\n if <(rand_3) = [1]> then\n switch costume to (none v)\n set [charm_name v] to [none]\n end\n if <<(rand_3) = [2]> and <(obtain_slime_charm) = [1]>> then\n switch costume to (slime_charm v)\n set [charm_name v] to [slime_charm]\n end\n end\n end\nend\n\nwhen flag clicked\nif <(charm_name) = [slime_charm]> then\n set [hero_attack_speed v] to [4]\nelse\n set [hero_attack_speed v] to [6]\nend\n\n
if you heart this game, please leave a comment of why you left a heart. if you did not heart this game, please leave a comment of what I can do to fix whatever caused you not to leave a heart. enjoy!\n
Space a platformer || #game #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (11.47) seconds\nnext backdrop\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\n\nwhen I receive [new costume v]\nnext costume\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\n\nwhen flag clicked\nwait (11.47) seconds\nswitch costume to (costume2 v)\ngo to x: (-193) y: (161)\nset [ghost v] effect to (0)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1.5)\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (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 if <touching (sprite1 v)?> then\n change x by ((X) * (-1))\n change x by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n change y by (1)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (sprite1 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (sprite1 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (20)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-193) y: (161)\n broadcast (New costume v)\n end\n if <touching (sprite2 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-193) y: (161)\n end\nend\n\nwhen flag clicked\nwait (11.47) seconds\nforever\n play sound [Warriyo - Mortals \(feat. Laura Brehm\) \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\n\nwhen I receive [new costume v]\nnext costume\n\n@ \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 Frame Tween Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Bounce, Size: (s) Speed: (spd)\nset size to (1000) %\nrepeat (30)\n set [bounce v] to (((Bounce) * (0.7)) + (((s) - (size)) / (spd)))\n change size by (Bounce)\nend\n\ndefine Smooth Size Change, Size: (s) Speed: (spd)\nif <(s) > (size)> then\n repeat until <(size) > ((s) - (.1))>\n Frame Tween Size: (s) speed: (spd)\n end\nend\nif <(size) > (s)> then\n Frame Tween Size: (s) speed: (spd)\nend\nset size to (s) %\n\nwhen flag clicked\nset [\[intro\] playing v] to [false]\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nerase all\npen up\nstop all sounds\nclear sound effects\nset volume to (100) %\nstart sound [Robin Hustin x TobiMorrow - Light It Up \(feat v]\nset size to (100) %\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nswitch backdrop to ( v)\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset [i v] to [0]\nset [// v] to [-180]\nset [ypos v] to [-146]\nset [counter v] to [0]\nset [bounce v] to [0]\nset [bar id v] to [0]\nset [slide id v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n switch costume to (slide v)\n set size to (5) %\n go to x: (//) y: (0)\n set [ghost v] effect to (100)\n repeat until <(size) > [50]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n if <(Slide ID) < [3]> then\n change [slide id v] by (1)\n change [// v] by (120)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [99]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n repeat until <(size) < [16]>\n Frame Tween Size: [15] speed: [4]\n change [ghost v] effect by (7)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (bar v)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n repeat until <(size) < [20]>\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n stamp\n delete this clone\nend\n\nwait (.2) seconds\n\nwhen flag clicked\nwait (.2) seconds\nwait until <(\[INTRO\] Playing) = [false]>\nwait (3.03) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n set size to (40) %\n switch costume to (logo v)\n go to [front v] layer\n Bounce, Size: [100] Speed: [5]\n set [counter v] to [0]\n reset timer\n set [clone id v] to [FlashBang]\n create clone of (_myself_ v)\n repeat until <(timer) > [2]>\n change [counter v] by (3)\n point in direction ((([tan v] of (Counter) ) / (.1)) + (90))\n end\n set [clone id v] to [4]\n create clone of (_myself_ v)\n Smooth Glide x: [-50] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n switch costume to (screen v)\n go to x: (0) y: (500)\n Smooth Glide x: [-] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [FlashBang]> then\n switch costume to (flashbang v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang v)\n end\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n switch costume to (username v)\n go to [back v] layer\n Smooth Glide x: [30] y: [-] speed: [5]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n go to x: (0) y: (0)\n switch costume to (flashbang2 v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang2 v)\n end\n set [bar id v] to [0]\n set [ypos v] to [-146]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nstamp\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n switch costume to (bar v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n erase all\n clear graphic effects\n repeat until <(size) < [20]>\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nwait (11.47) seconds\nbroadcast (Intro done v)\n\n@Thumbnail \n\nwhen flag clicked\nshow\nforever\n set size to (100) %\n set [ghost v] effect to (100)\nend\n\n
Hello guys ! Today i share a new project : Space a Platformer ! \nMove with arrow kews or mobile controls and avoid spikes.\nGood luck !\n@CMlukian\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment « CMlukian is the best scratcher for make platformers »\n\n\n\n\n\n\n\n\n\n\n\nDrop a love and a fave pppllleeeaaassseee\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nStop read that !\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 must stop read that, is the end of the text XD\n\n\n\n\n\n\n\n\n
Christmas Platformer V 1.2
@Stage\n\nwhen flag clicked\nforever\n play sound [June - Bobby Richards v] until done\nend\n\n@Main\n\nwhen flag clicked\nset size to (50) %\nset [ghost v] effect to (100)\nset [level v] to [1]\nset [timer v] to [0]\nResetPlayer\nbroadcast (startGame v)\nbroadcast (startNewLevel v)\n\ndefine ResetPlayer\ngo to x: (-200) y: (0)\nset [g_isplayerdead? v] to [No]\nset [g_velocity v] to [0]\nset [g_onground v] to [0]\nset [g_gravity v] to [-1]\nset [jumping v] to [0]\n\ndefine MovementControl\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [g_speedx v] to [7]\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [g_speedx v] to [-7]\nend\nset [g_speedx v] to ((G_SpeedX) * (0.8))\nif <([abs v] of (G_SpeedX) ) > [0.9]> then\n MovePlayer (round (G_SpeedX))\nend\n\ndefine Jumping\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(G_onGround) > [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\nwhen I receive [startgame v]\nshow\nrepeat until <(G_isPlayerDead?) = [Yes]>\n broadcast (startAllControl v)\n broadcast (checkPlatformDetection v)\n broadcast (checkPlayerPosition v)\nend\n\nwhen I receive [startallcontrol v]\nMovementControl\nJumping\nif <<key (up arrow v) pressed?> or <key (w 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 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 [checkplatformdetection v]\nCheckHitGround <(G_Velocity) > [0]>\n\ndefine MovePlayer (sx)\nchange x by (sx)\nset [deviation v] to [0]\nrepeat until <<(deviation) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [deviation v] by (1)\nend\nif <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [g_speedx v] to [-16]\n else\n set [g_speedx v] to [16]\n end\n set [g_onground v] to [0]\n set [jumping v] to [1]\n set [g_velocity v] to [10]\n change x by (G_SpeedX)\n else\n set [g_speedx v] to [0]\n end\nend\nif <(deviation) = [8]> then\n change x by ((0) - (sx))\n change y by ((0) - (deviation))\nend\n\nwhen I receive [checkplayerposition v]\nforever\n if <<touching color (#ff0000)?> or <(y position) < [-170]>> then\n broadcast (Die v)\n end\n if <<touching (green flag v)?> and <(LEVEL) < [11]>> then\n change [level v] by (1)\n broadcast (startNewLevel v)\n end\n if <(G_isPlayerDead?) = [Yes]> then\n wait (0.1) seconds\n ResetPlayer\n broadcast (startGame v)\n end\nend\n\nwhen I receive [die v]\nset [g_isplayerdead? v] to [Yes]\n\nwhen I receive [startnewlevel v]\nResetPlayer\nbroadcast (startGame v)\n\nwhen I receive [startnewlevel v]\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\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 [bounce v]\nset [g_velocity v] to [30]\n\nif <<(TIMER) < (item (3) of [high score table v])> or <(length of [high score table v]) = [2]>> then\n insert (join (TIMER) (join [:] (username))) at (3) of [high score table v] \n stop [this script v]\nend\nif <<(TIMER) < (item (4) of [high score table v])> or <(length of [high score table v]) = [3]>> then\n insert (join (TIMER) (join [:] (username))) at (4) of [high score table v] \n stop [this script v]\nend\nif <<(TIMER) < (item (5) of [high score table v])> or <(length of [high score table v]) = [4]>> then\n insert (join (TIMER) (join [:] (username))) at (5) of [high score table v] \n stop [this script v]\nend\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go to (main v)\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\nend\n\n@Spikes\n\nwhen flag clicked\npoint in direction (90)\ngo to [front v] layer\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 [-5] [-115]\nend\nif <(LEVEL) = [2]> then\n Place Clone At [130] [45]\nend\nif <(LEVEL) = [6]> then\n Place Clone At [47] [105]\nend\nif <(LEVEL) = [8]> then\n Place Clone At [40] [-115]\n Place Clone At [140] [-115]\nend\nif <(LEVEL) = [9]> then\n point in direction (-90)\n Place Clone At [12] [-10]\n Place Clone At [90] [-10]\nend\nhide\nset [x v] to [-99999999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(LEVEL) < [12]> then\n switch costume to (LEVEL)\n end\nend\n\n@Green Flag\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 [210] [-107]\nend\nif <(LEVEL) = [2]> then\n Place Clone At [210] [55]\nend\nif <(LEVEL) = [3]> then\n Place Clone At [210] [127]\nend\nif <(LEVEL) = [4]> then\n Place Clone At [210] [-107]\nend\nif <(LEVEL) = [5]> then\n Place Clone At [210] [150]\nend\nif <(LEVEL) = [6]> then\n Place Clone At [-203] [155]\nend\nif <(LEVEL) = [7]> then\n Place Clone At [210] [145]\nend\nif <(LEVEL) = [8]> then\n Place Clone At [210] [145]\nend\nif <(LEVEL) = [9]> then\n Place Clone At [60] [60]\nend\nif <(LEVEL) = [10]> then\n Place Clone At [210] [-95]\nend\nhide\nset [x v] to [-99999999]\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nforever\n next costume\n wait (0.2) seconds\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) = [5]> then\n Place Clone At [-140] [-115]\nend\nif <(LEVEL) = [9]> then\n Place Clone At [0] [-115]\n Place Clone At [100] [-115]\n Place Clone At [180] [-115]\nend\nhide\nset [x v] to [-99999]\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nforever\n if <touching (main 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@Snow\n\nwhen flag clicked\nforever\n set [g_wind v] to (pick random (-1) to (1))\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (-240) y: (240)\nforever\n create clone of (_myself_ v)\n wait (pick random (0.005) to (0.01)) seconds\nend\n\nwhen I start as a clone\nset size to (pick random (60) to (90)) %\ngo to x: (pick random (-240) to (240)) y: (220)\nrepeat (4)\n change [ghost v] effect by (-20)\nend\nrepeat (2)\n change y by (-5)\n change x by (G_Wind)\nend\nrepeat until <<<touching (main v)?> or <<touching (spikes v)?> or <<touching (ground v)?> or <touching (green flag v)?>>>> or <touching (_edge_ v)?>>\n change y by (-5)\n change x by (G_Wind)\nend\nrepeat (10)\n if <not <touching color (#ffffff)?>> then\n change y by (-2)\n change x by ((G_Wind) / (2.5))\n end\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@CalculateHighScore\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n set [timer v] to (timer)\n if <(LEVEL) = [11]> then\n if <(TIMER) < (☁ Fastest Time)> then\n set [☁ fastest time v] to (TIMER)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [checkhighscore v]\nset [index v] to [1]\nset [eachplayerscoreandname v] to []\nset [insertedscoretotable v] to [N]\nif <(length of [high score table v]) = [0]> then\n insert (join (TIMER) (join [:] (username))) at (1) of [high score table v] \n stop [this script v]\nend\nrepeat until <<(insertedScoreToTable) = [Y]> or <(index) > (length of [high score table v])>>\n set [eachplayerscoreandname v] to (item (index) of [high score table v])\n CheckIndividualScore (eachPlayerScoreAndName)\n change [index v] by (1)\nend\n\ndefine CheckIndividualScore (eachscore)\nset [indexscore v] to [1]\nset [eachplayerscore v] to []\nset [readytocompare v] to [N]\nrepeat until <(indexScore) > (length of (eachscore))>\n set [currentcharacter v] to (letter (indexScore) of (eachscore))\n if <not <(currentCharacter) = [:]>> then\n set [eachplayerscore v] to (join (eachPlayerScore) (currentCharacter))\n else\n set [readytocompare v] to [Y]\n end\n if <(readyToCompare) = [Y]> then\n if <(TIMER) < (eachPlayerScore)> then\n insert (join (TIMER) (join [:] (username))) at (index) of [high score table v] \n set [insertedscoretotable v] to [Y]\n end\n stop [this script v]\n end\n change [indexscore v] by (1)\nend\n\nwhen I receive [gethighscoretable v]\nset [index v] to [1]\nset [eachplayerscoreandname v] to []\nset [readytoadd v] to [N]\nif <(length of (☁ CloudHighScoreList)) = [0]> then\n stop [this script v]\nend\nset [highscorelist v] to (join (☁ CloudHighScoreList) [ ])\nrepeat until <(index) > (length of (HighScoreList))>\n set [currentcharacter v] to (letter (index) of (HighScoreList))\n if <not <(currentCharacter) = [ ]>> then\n if <(eachPlayerScoreAndName) = [ ]> then\n set [eachplayerscoreandname v] to []\n end\n set [eachplayerscoreandname v] to (join (eachPlayerScoreAndName) (currentCharacter))\n else\n set [readytoadd v] to [Y]\n end\n if <(readyToAdd) = [Y]> then\n add (eachPlayerScoreAndName) to [high score table v]\n set [eachplayerscoreandname v] to []\n set [readytoadd v] to [N]\n end\n change [index v] by (1)\nend\n\nset [timer v] to [0]\nshow list [high score table v]\ndelete all of [high score table v]\nbroadcast (GetHighScoreTable v) and wait\nforever\n set [timer v] to (timer)\n if <(LEVEL) = [11]> then\n broadcast (CheckHighScore v) and wait\n hide list [high score table v]\n if <(length of [high score table v]) > [5]> then\n delete (6) of [high score table v]\n end\n hide list [high score table v]\n set [☁ cloudhighscorelist v] to (High Score Table)\n stop [this script v]\n end\nend\n\n
The game now works somewhat.\narrow keys or wasd you know the drill\ngeneric christmas themed platformer
Platformer Game
@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x velocity v] by (1)\n end\n set [x velocity v] to ((X velocity) * (0.9))\n change x by (X velocity)\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 y by (10)\n if <key (up arrow v) pressed?> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching (ground v)?> then\n change y by ((Y velocity) - ((Y velocity) * (2)))\n set [y velocity v] to [0]\n if <key (down arrow v) pressed?> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <key (up arrow v) pressed?>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n switch costume to (reset v)\n wait (1) seconds\n else\n if <key (down arrow v) pressed?> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n if <touching (bounce pad v)?> then\n set [y velocity v] to [19]\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n switch costume to (reset v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n set [the level v] to [5]\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (3) seconds\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nclear graphic effects\n\n
Hello, its remix of a great game by "--AwesomeCode--", thank you! Feel free to remix! THANKS FOR MORE THAN 22 LOVES, ALMOST 20 FAVS AND MORE THAN 1245 VIEWS, THANK YOU!
Tower || A Platformer
@Stage\n\n@Player\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [x v] by (-0.9)\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (0.9)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <key (up arrow 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 [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching (levels v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching (levels v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [9]\nend\nchange y by (0.5)\nif <(y position) > [164]> then\n go to x: (x position) y: (-115)\n broadcast (Next Level v)\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [health v] to [5]\nhide\n\ndefine Run block\nRun Engine\n\nwhen I receive [dead v]\nchange [health v] by (-1)\nrepeat (3)\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nset drag mode [not draggable v]\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch backdrop to (tower v)\ngo to x: (0) y: (-80)\nset size to (100) %\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n Run block\nend\n\nwhen I receive [start v]\nforever\n if <<touching (spikes v)?> or <touching (death wheels v)?>> then\n broadcast (Dead v)\n wait (3) seconds\n end\nend\n\nwhen I receive [start v]\nset rotation style [don't rotate v]\nforever\n if on edge, bounce\n if <touching (go back line v)?> then\n go to x: (x position) y: (163)\n broadcast (Previous Level v)\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen I receive [previous level v]\nchange [level v] by (-1)\n\nwhen I receive [start v]\nswitch costume to (front v)\nforever\n if <not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (up arrow v) pressed?>>>> then\n switch costume to (front v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (up v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (up right v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (up left v)\n end\nend\n\n@Levels\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 flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (level1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Death Wheels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [start v]\nhide\nswitch costume to (death wheel v)\nforever\n go to [back v] layer\n turn left (5) degrees\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n show\n go to x: (-215) y: (55)\n end\n if <(Level) = [3]> then\n show\n go to x: (130) y: (60)\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n show\n go to x: (-180) y: (90)\n end\n if <(Level) = [7]> then\n show\n go to x: (-170) y: (110)\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n show\n go to x: (-210) y: (-110)\n end\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\ngo to [back v] layer\n\n@Go Back Line\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (36) y: (28)\nset [ghost v] effect to (100)\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Health\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nforever\n switch costume to (Health)\n if <(Health) < [1]> then\n switch costume to (0 heatlth v)\n broadcast (Game Over v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Game Over Screen\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [game over v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Message\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [game over v]\nwait (1) seconds\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\n\n@Logo\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (30)\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (0) %\nrepeat (20)\n change [ghost v] effect by (-5)\n turn right (18) degrees\n change size by (7)\nend\nwait (2) seconds\nbroadcast (Start v)\n\n@Screen\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\n@Name\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (-240) y: (-100)\nset size to (200) %\npoint in direction (90)\nreset timer\nrepeat (40)\n move ((timer) * (9)) steps\nend\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@TN\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
-----------------WELCOME TO TOWER-----------------\n\nYou are progressing up a tower and have 5 lives to survive with 3 seconds of invincibilty after you lose a life.\n\nArrow keys to move;\nDodge the dangers;\nHave fun!!!!!
✧ Abyss Pt.1 || A Platformer ✧ #Games
@Stage\n\nwhen I receive [introover v]\nswitch backdrop to (backdrop1 v)\n\n play sound [ssssss v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@Player\n\nwhen I receive [start v]\nchange [☁ views v] by (1)\nset size to (100) %\nshow\ngo to [front v] layer\ngo to x: (-187) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n repeat until <<<touching (danger v)?> or <touching (saws v)?>> or <touching (portal v)?>>\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xv v] by (-1)\n else\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [xv v] by (1)\n end\n end\n set [xv v] to ((Xv) * (.85))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1.2)\n if <touching (ground v)?> then\n change y by (1.2)\n if <touching (ground v)?> then\n change y by (1.2)\n if <touching (ground v)?> then\n change y by (1.2)\n if <touching (ground v)?> then\n change y by (1.2)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [10]\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [yv v] to [5]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> or <(Yv) < [-5]>> then\n change [yv v] by (-1)\n else\n change [yv v] by (-2)\n end\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> and <touching (ground v)?>> then\n change [yv v] by (12)\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume3 v)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume v)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n else\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (costume5 v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (costume6 v)\n else\n switch costume to (costume3 v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nforever\n if <<touching (saws v)?> or <touching (danger v)?>> then\n start sound [Pop v]\n goto\n set [pixelate v] effect to (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\ndefine goto\ngo to x: (-187) y: (-40)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume4 v)\nrepeat (10)\n change size by (-6)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <touching (portal v)?> then\n glide (0.5) secs to (portal v)\n start sound [Connect v]\n repeat (25)\n change [brightness v] effect by (-4)\n change [pixelate v] effect by (4)\n change [ghost v] effect by (8)\n change size by (-10)\n end\n wait (1) seconds\n goto\n change [level v] by (1)\n set [pixelate v] effect to (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set size to (100) %\n broadcast (NextLevel v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <key (p v) pressed?> then\n set size to (90) %\n go to (portal v)\n end\nend\n\n@Ground\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n broadcast (end v)\n end\nend\n\nwhen I receive [introover v]\nshow\n\n@light\n\nwhen flag clicked\nhide\n\nwhen I receive [introover v]\nshow\ngo to [back v] layer\nset size to (200) %\nforever\n go to (player v)\nend\n\nwhen I receive [introover v]\nforever\n go to (player v)\nend\n\n@danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen I receive [introover v]\nshow\n\n@✧Thumbnail\n\nwhen I receive [introover v]\nhide\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nwait (2) seconds\nchange x by (0.2)\nrepeat (9)\n change x by (x position)\nend\nbroadcast (start v)\nhide\n\nwhen flag clicked\nhide\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat until <(level) = [12]>\n if <(costume [number v]) = [2]> then\n show\n forever\n turn right (2) degrees\n end\n end\nend\nhide\ndelete this clone\n\nwhen I receive [end v]\nhide\n\nwhen I receive [introover v]\nshow\nswitch costume to (costume1 v)\ngo to x: (193) y: (-83)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\n\nwhen I receive [introover v]\nrepeat until <(level) = [12]>\n if <(costume [number v]) = [3]> then\n show\n forever\n turn left (2) degrees\n end\n end\nend\nhide\ndelete this clone\n\n@DECO\n\nwhen flag clicked\nhide\ngo to [back v] layer\nswitch costume to (idk v)\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen I receive [introover v]\nshow\n\n@rain\n\ndefine new\nadd [180] to [y v]\nadd (pick random (-240) to (240)) to [x v]\nadd (pick random (2) to (6)) to [z v]\nadd (pick random (10) to (20)) to [s v]\n\ndefine render\nerase all\npen up\nset pen color to (#3f3d3d)\nset [i v] to [1]\nrepeat (length of [s v])\n set pen size to (item (i) of [z v])\n go to x: (item (i) of [x v]) y: (item (i) of [y v])\n pen down\n change y by ((0) - ((item (i) of [z v]) * (2)))\n pen up\n replace item (i) of [y v] with ((item (i) of [y v]) - (item (i) of [s v]))\n if <(item (i) of [y v]) < [-179]> then\n delete (i) of [s v]\n delete (i) of [x v]\n delete (i) of [y v]\n delete (i) of [z v]\n end\n change [i v] by (1)\nend\n\nwhen I receive [introover v]\nset volume to (100) %\n\n play sound [rain v] until done\nend\n\nwhen I receive [introover v]\nswitch costume to (n/a v)\ndelete (all) of [s v]\ndelete (all) of [x v]\ndelete (all) of [y v]\ndelete (all) of [z v]\n\n render\n if <(pick random (1) to (2)) = [1]> then\n new\n end\nend\n\n@lightning&thunder\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n wait (pick random (10) to (25)) seconds\n go to [front v] layer\n show\n start sound [thunder v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\nend\n\nwhen I receive [nextlevel v]\nstart sound [thunder v]\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\n\n@fav/follow\n\nwhen flag clicked\nset [costume v] to [0]\ngo to x: (116) y: (190)\nhide\nrepeat until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n wait (40) seconds\n switch costume to (costume1 v)\n go to x: (116) y: (190)\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\nwhen I receive [start v]\nwait (1) seconds\nswitch costume to (costume1 v)\ngo to x: (116) y: (190)\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\nwhen I receive [loved&faved v]\nset [faved___ v] to [1]\nset [loved__ v] to [1]\nwait (0) seconds\nswitch costume to (costume2 v)\ngo to x: (116) y: (190)\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@saws\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen I receive [start v]\ngo to [back v] layer\nforever\n if <(level) = [6]> then\n set [rot velocity v] to [100]\n go [forward v] (2) layers\n go to x: (1) y: (-147)\n repeat until <not <(level) = [6]>>\n spin\n end\n else\n if <(level) = [7]> then\n set [rot velocity v] to [100]\n go [forward v] (2) layers\n go to x: (-50) y: (-130)\n repeat until <not <(level) = [7]>>\n spin\n end\n else\n if <(level) = [8]> then\n set [rot velocity v] to [100]\n go [forward v] (2) layers\n go to x: (-50) y: (-140)\n repeat until <not <(level) = [8]>>\n repeat (30)\n change x by (5)\n turn right (15) degrees\n end\n repeat (30)\n change x by (-5)\n turn right (15) degrees\n end\n end\n else\n if <(level) = [9]> then\n set [rot velocity v] to [100]\n go [forward v] (2) layers\n go to x: (-21) y: (-140)\n repeat until <not <(level) = [9]>>\n spin\n end\n else\n if <(level) = [10]> then\n set [rot velocity v] to [100]\n go [forward v] (2) layers\n go to x: (-21) y: (-200)\n repeat until <not <(level) = [10]>>\n repeat (25)\n change y by (16)\n turn right (-15) degrees\n end\n repeat (25)\n change y by (-16)\n turn right (-15) degrees\n end\n end\n else\n if <(level) = [11]> then\n set [rot velocity v] to [100]\n go [forward v] (2) layers\n go to x: (100) y: (-200)\n repeat until <not <(level) = [11]>>\n repeat (25)\n change y by (16)\n turn right (-15) degrees\n end\n repeat (25)\n change y by (-16)\n turn right (-15) degrees\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine spin\npoint in direction ((([tan v] of ((timer) * (Rot Velocity)) ) * ((Rot Velocity) * (0.25))) + (80))\n\n@love&fave\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(pick random (1) to (5)) = [1]> then\n switch costume to (costume1 v)\nend\nif <(pick random (1) to (5)) = [2]> then\n switch costume to (costume1 v)\nend\nif <(pick random (1) to (5)) = [3]> then\n switch costume to (costume2 v)\nend\nif <(pick random (1) to (5)) = [4]> then\n switch costume to (costume2 v)\nend\nif <(pick random (1) to (5)) = [5]> then\n switch costume to (costume1 v)\nend\nchange [ghost v] effect by (pick random (40) to (80))\nset size to (pick random (2) to (10)) %\ngo to x: (pick random (-240) to (240)) y: (180)\nglide (pick random (2) to (10)) secs to x: (pick random (-240) to (240)) y: (-180)\ndelete this clone\n\nwhen I receive [loved&faved v]\nhide\nrepeat (70)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\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]>>\nbroadcast (loved&faved 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 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@rain2\n\ndefine new\nadd [180] to [y v]\nadd (pick random (-240) to (240)) to [x v]\nadd (pick random (2) to (6)) to [z v]\nadd (pick random (10) to (20)) to [s v]\n\ndefine render\nerase all\npen up\nset pen color to (#3f3d3d)\nset [i v] to [1]\nrepeat (length of [s v])\n set pen size to (item (i) of [z v])\n go to x: (item (i) of [x v]) y: (item (i) of [y v])\n pen down\n change y by ((0) - ((item (i) of [z v]) * (2)))\n pen up\n replace item (i) of [y v] with ((item (i) of [y v]) - (item (i) of [s v]))\n if <(item (i) of [y v]) < [-179]> then\n delete (i) of [s v]\n delete (i) of [x v]\n delete (i) of [y v]\n delete (i) of [z v]\n end\n change [i v] by (1)\nend\n\nwhen I receive [introover v]\nset volume to (100) %\n\n play sound [rain v] until done\nend\n\nwhen I receive [introover v]\nerase all\nswitch costume to (n/a v)\ndelete (all) of [s v]\ndelete (all) of [x v]\ndelete (all) of [y v]\ndelete (all) of [z v]\n\n render\n if <(pick random (1) to (2)) = [1]> then\n new\n end\nend\n\nwhen flag clicked\nerase all\n\n@Intro\n\nwhen flag clicked\nhide\nreset timer\nstart sound [20syl & Mr. J. Medeiros - Disarm3 v]\nset [id v] to [Back]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [Back]> then\n switch costume to (back v)\n show\n set size to (20) %\n set [ghost v] effect to (100)\n go to x: (0) y: (300)\n point in direction (45)\n wait (0.5) seconds\n repeat (20)\n change [ghost v] effect by (-5)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n set [id v] to [Logo]\n create clone of (_myself_ v)\n wait until <(timer) > [7]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (0.04) seconds\n broadcast (IntroOver v)\nend\n\nwhen I start as a clone\nif <(ID) = [Logo]> then\n switch costume to (logo v)\n show\n set size to (20) %\n set [ghost v] effect to (100)\n go to [front v] layer\n go to x: (0) y: (-300)\n point in direction (30)\n wait (0.5) seconds\n repeat (20)\n change [ghost v] effect by (-5)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n Particles [15]\n set size to (50) %\n repeat (10)\n change size by (((100) - (size)) / (5))\n end\n Particles [15]\n set size to (50) %\n repeat (10)\n change size by (((100) - (size)) / (5))\n end\n wait (0.85) seconds\n point in direction (90)\n repeat (47)\n point in direction ((([tan v] of ((timer) * (100)) ) * (10)) + (90))\n end\n point in direction (90)\n wait (0.5) seconds\n set [i v] to [1]\n repeat (20)\n change size by (-1.7)\n change y by (I)\n turn left (2) degrees\n change [i v] by ([abs v] of ((I) / (3)) )\n change [ghost v] effect by (7)\n end\nend\n\ndefine Particles (amount)\nrepeat (amount)\n set [id v] to [Particles]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ID) = [Particles]> then\n switch costume to (pick random (3) to (4))\n set size to (pick random (56) to (111)) %\n set [ghost v] effect to (pick random (0) to (30))\n set [brightness v] effect to (pick random (-30) to (30))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [i v] to (pick random (10.) to (12.))\n set [s v] to (pick random (2.) to (9.))\n go to [back v] layer\n go [forward v] (15) layers\n show\n repeat until <touching (_edge_ v)?>\n move (i) steps\n change y by (S)\n change [s v] by (-0.4)\n set [i v] to ((i) * (0.95))\n end\n delete this clone\nend\n\n
Abyss pt.2 \nhttps://scratch.mit.edu/projects/463328003/\n\nShoutout:\n@-RDev- = Great scratcher but underrated :<\n@_-Celestian-_ = Great scratcher but underrated :(\nPlease follow them and read the description of my project + notes below.\n\nHey guys another platformer :D and I think it my best one!\nNow mobile friendly!\nThanks to @lilpigie for the awesome intro!??!?!\nFav & Heart for Pt.3!\n100 fav & Heart = Pt.3\nAll Levels are possible. \nMy first project on somewhat top trending!\n\nHow to play: \n- Arrow keys\n- WASD\n- Mobile: Tap on the screen to move\n- For those who rage quit: p to skip level\n- Avoid spikes, purple water, and moving saws\n\nDon't forget to: \n- Follow\n- Fav & Star\n- Share with friends!\n- Maybe even a feature?https://scratch.mit.edu/studios/4228481/\n\nCredits:\n- Thanks to @lilpigie for the awesome intro!??!?!\n- Youtube for sounds \n- My followers for loves & favs and you!\n- @_-Celestian-_ for the mobile controls tysm!\n- @_-Celestian-_ & @PianoApprentice for inspiration\n- @TimMcCool & @SuperCookii for inspiration\n- @TimMcCool for the detector\n\nTags[lol]:\n#games\n#all\n#platformers\n#platform\n#game\n#idk\n#what\n#am\n#I\n#doing\n#hi\n#everything\n#love\n#&\n#fav\n#&\n#follow\n#no-lol-xD
☁ The Sea - Cloud Multiplayer Platformer
@Stage\n\nwhen I receive [start project v]\nforever\n play sound [Nebula v] until done\nend\n\n@Blank\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide thumbnail v]\nhide\n\n@waves\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nclear graphic effects\n\nwhen I receive [lvl start v]\nif <(Level) = [3]> then\n wave [125] [-96] [3]\nend\nif <(Level) = [7]> then\n wave [152] [-100] [7]\nend\n\ndefine wave (x) (y) (level)\ngo to x: (x) y: (y)\nrepeat until <not <(Level) = (level)>>\n create clone of (_myself_ v)\n wait (pick random (.5) to (2)) seconds\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nrepeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n change [ghost v] effect by (-10)\n change x by (-6)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@boatest of all time (sry that doesnt even make sense)\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [lvl start v]\nif <(Level) = [2]> then\n clone at x: [-55] y: [-105]\nend\nif <(Level) = [7]> then\n clone at x: [-70] y: [-105]\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\nshow\nclear graphic effects\nset rotation style [left-right v]\nforever\n point in direction (90)\n repeat (50)\n change x by (4)\n end\n wait (1) seconds\n point in direction (-90)\n repeat (50)\n change x by (-4)\n end\n wait (1) seconds\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@geysers\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nclear graphic effects\n\nwhen I receive [lvl start v]\nif <(Level) = [5]> then\n clone at x: [-20] y: [-70]\n clone at x: [90] y: [-70]\nend\nif <(Level) = [6]> then\n clone at x: [210] y: [-67]\nend\nif <(Level) = [8]> then\n clone at x: [-133] y: [20]\nend\n\nwhen I start as a clone\nforever\n show\n switch costume to (costume1 v)\n wait (pick random (1) to (2)) seconds\n repeat (6)\n wait (0) seconds\n next costume\n end\n wait (1) seconds\n switch costume to (costume5 v)\n wait (0) seconds\n switch costume to (costume1 v)\nend\n\ndefine clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\n@piranhas\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nclear graphic effects\n\nwhen I receive [lvl start v]\nif <(Level) = [4]> then\n clone at x: [23] y: [-148]\n clone at x: [96] y: [-123]\n clone at x: [-44] y: [-133]\nend\nif <(Level) = [7]> then\n clone at x: [-124] y: [17]\nend\nif <(Level) = [8]> then\n clone at x: [26] y: [-147]\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nset rotation style [left-right v]\nrepeat until <touching (fist v)?>\n if <touching (water v)?> then\n if <(distance to [guy v]) < [200]> then\n if <not <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>>> then\n if <([y position v] of [guy v]) > (y position)> then\n change y by (4)\n end\n if <(y position) > ([y position v] of [guy v])> then\n change y by (-4)\n end\n end\n change y by (1)\n if <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>> then\n change y by (-6)\n end\n change y by (-1)\n change y by (-1)\n if <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>> then\n change y by (10)\n end\n change y by (1)\n if <not <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>>> then\n if <([x position v] of [guy v]) > (x position)> then\n point in direction (-90)\n change x by (4)\n end\n if <(x position) > ([x position v] of [guy v])> then\n point in direction (90)\n change x by (-4)\n end\n end\n if <touching (ground v)?> then\n if <(direction) = [-90]> then\n change x by (-4)\n end\n if <(direction) = [90]> then\n change x by (4)\n end\n end\n end\n end\n if <not <touching (water v)?>> then\n repeat until <touching (water v)?>\n if <not <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>>> then\n change y by (-1)\n end\n if <touching (fist v)?> then\n delete this clone\n end\n end\n end\n if <touching (fist v)?> then\n delete this clone\n end\nend\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\n@water\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (wata v)\ngo to [back v] layer\nshow\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (10))\nend\n\nwhen I receive [next lvl v]\nnext costume\n\n@fist\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\n\nwhen I receive [punch v]\nshow\nif <(skin) = [1]> then\n switch costume to (costume1 v)\nend\nif <(skin) = [2]> then\n switch costume to (costume2 v)\nend\nif <(skin) = [3]> then\n switch costume to (costume3 v)\nend\nif <(skin) = [4]> then\n switch costume to (costume4 v)\nend\ngo to (guy v)\npoint in direction ([direction v] of [guy v])\nif <(skin) = [1]> then\n repeat (5)\n change x by ((direction) / (9))\n end\nend\nif <(skin) = [2]> then\n repeat (20)\n change x by ((direction) / (9))\n end\nend\nif <(skin) = [3]> then\n repeat (10)\n change x by ((direction) / (4.5))\n end\nend\nif <(skin) = [4]> then\n repeat (5)\n change x by ((direction) / (3))\n end\nend\nwait (.5) seconds\nhide\n\n@punch button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n show\n go to [front v] layer\n go to x: (0) y: (0)\n if <<touching (guy v)?> or <touching (piranhas v)?>> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (0)\n end\n if <touching (mouse-pointer v)?> then\n set [color v] effect to (25)\n set [mouse touching attack? v] to [1]\n else\n set [color v] effect to (0)\n set [mouse touching attack? v] to [0]\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (punch v)\n end\nend\n\n@boatest of all time (sry that doesnt even make sense)2\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [lvl start v]\nif <(Level) = [2]> then\n clone at x: [-55] y: [-105]\nend\nif <(Level) = [7]> then\n clone at x: [-70] y: [-105]\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\nshow\nclear graphic effects\nset rotation style [left-right v]\nforever\n point in direction (90)\n repeat (50)\n change x by (4)\n end\n wait (1) seconds\n point in direction (-90)\n repeat (50)\n change x by (-4)\n end\n wait (1) seconds\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@deco\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start project v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nforever\n go to [back v] layer\nend\n\n@coins\n\nwhen flag clicked\nset [coins v] to [0]\nset [coin id v] to [0]\ndelete all of [collected coins v]\ngo to x: (0) y: (0)\nhide\nclear graphic effects\n\nwhen I start as a clone\nshow\nclear graphic effects\nswitch costume to (costume1 v)\nset rotation style [left-right v]\nchange [coin id v] by (1)\nif <(coin ID) = [1]> then\n coin [1]\nelse\n if <(coin ID) = [2]> then\n coin [2]\n else\n if <(coin ID) = [3]> then\n coin [3]\n else\n if <(coin ID) = [4]> then\n coin [4]\n else\n if <(coin ID) = [5]> then\n coin [5]\n else\n if <(coin ID) = [6]> then\n coin [6]\n else\n if <(coin ID) = [7]> then\n coin [7]\n else\n if <(coin ID) = [8]> then\n coin [8]\n else\n if <(coin ID) = [9]> then\n coin [9]\n else\n if <(coin ID) = [10]> then\n coin [10]\n else\n if <(coin ID) = [11]> then\n coin [11]\n else\n if <(coin ID) = [12]> then\n coin [12]\n else\n if <(coin ID) = [13]> then\n coin [13]\n else\n if <(coin ID) = [14]> then\n coin [14]\n else\n if <(coin ID) = [15]> then\n coin [15]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine clone at x: (x) y: (y)\nchange [coins in lvl v] by (1)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine coin (id)\nforever\n next costume\n if <[collected coins v] contains (id)?> then\n delete this clone\n else\n if <touching (guy v)?> then\n add (id) to [collected coins v]\n change [coins v] by (1)\n end\n end\nend\n\nwhen I receive [lvl start v]\nset [coins in lvl v] to [0]\nif <(Level) = [1]> then\n clone at x: [0] y: [0]\n clone at x: [100] y: [0]\n clone at x: [-100] y: [0]\nend\nif <(Level) = [2]> then\n clone at x: [0] y: [0]\n clone at x: [100] y: [0]\nend\nif <(Level) = [3]> then\n clone at x: [0] y: [0]\n clone at x: [100] y: [0]\nend\nif <(Level) = [4]> then\n clone at x: [50] y: [-150]\nend\nif <(Level) = [5]> then\n clone at x: [35] y: [-50]\n clone at x: [-70] y: [-150]\nend\nif <(Level) = [7]> then\n clone at x: [56] y: [-58]\n clone at x: [125] y: [-153]\n clone at x: [-132] y: [124]\nend\nif <(Level) = [8]> then\n clone at x: [-210] y: [-160]\nend\nif <(Level) = [9]> then\n clone at x: [-22] y: [-152]\nend\n\n@coin number\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ncreate clone of (_myself_ v)\ngo to x: (186) y: (143)\nforever\n show\n switch costume to (letter (1) of (coins))\nend\n\nwhen I start as a clone\ngo to x: (217) y: (143)\nforever\n if <not <(letter (2) of (coins)) = []>> then\n show\n switch costume to (letter (2) of (coins))\n else\n hide\n end\nend\n\n@shop\n\nwhen flag clicked\ndelete all of [skins owned v]\nadd [1] to [skins owned v]\nset [shop open? v] to [0]\nhide\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nhide\ngo to x: (0) y: (0)\nif <(shop ID) = [1]> then\n switch costume to (normal v)\n forever\n set y to (shop y)\n go to [front v] layer\n if <(shop open?) = [1]> then\n set [mouse touching shop? v] to [1]\n show\n if <(skin) = [1]> then\n set [brightness v] effect to ((([sin v] of ((timer) * (100)) ) * (10)) + (20))\n else\n clear graphic effects\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [skin v] to [1]\n end\n end\n else\n hide\n end\n end\nelse\n if <(shop ID) = [2]> then\n switch costume to (wave v)\n forever\n set y to (shop y)\n go to [front v] layer\n if <(shop open?) = [1]> then\n show\n if <(skin) = [2]> then\n set [brightness v] effect to ((([sin v] of ((timer) * (100)) ) * (10)) + (10))\n else\n if <[skins owned v] contains [2]?> then\n clear graphic effects\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [skin v] to [2]\n end\n else\n if <(coins) > [4]> then\n set [brightness v] effect to (10)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n add [2] to [skins owned v]\n change [coins v] by (-5)\n end\n else\n set [brightness v] effect to (-30)\n end\n end\n end\n else\n hide\n end\n end\n else\n if <(shop ID) = [3]> then\n switch costume to (boat v)\n forever\n set y to (shop y)\n go to [front v] layer\n if <(shop open?) = [1]> then\n show\n if <(skin) = [3]> then\n set [brightness v] effect to ((([sin v] of ((timer) * (100)) ) * (10)) + (10))\n else\n if <[skins owned v] contains [3]?> then\n clear graphic effects\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [skin v] to [3]\n end\n else\n if <(coins) > [4]> then\n set [brightness v] effect to (10)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n add [3] to [skins owned v]\n change [coins v] by (-5)\n end\n else\n set [brightness v] effect to (-30)\n end\n end\n end\n else\n hide\n end\n end\n else\n if <(shop ID) = [4]> then\n switch costume to (tree v)\n forever\n set y to (shop y)\n go to [front v] layer\n if <(shop open?) = [1]> then\n show\n if <(skin) = [4]> then\n set [brightness v] effect to ((([sin v] of ((timer) * (100)) ) * (10)) + (10))\n else\n if <[skins owned v] contains [4]?> then\n clear graphic effects\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [skin v] to [4]\n end\n else\n if <(coins) > [4]> then\n set [brightness v] effect to (10)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n add [4] to [skins owned v]\n change [coins v] by (-5)\n end\n else\n set [brightness v] effect to (-30)\n end\n end\n end\n else\n hide\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nclear graphic effects\nset [shop id v] to [0]\nrepeat (4)\n change [shop id v] by (1)\n create clone of (_myself_ v)\nend\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (shop button v)\nforever\n set [shop y v] to (y position)\n show\n if <touching (mouse-pointer v)?> then\n set [mouse touching shop? v] to [1]\n if <(shop open?) = [0]> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n repeat until <(round (y position)) = [23]>\n set [mouse touching shop? v] to [1]\n change y by (((23) - (y position)) / (2))\n end\n switch costume to (shop back v)\n hide\n wait (.3) seconds\n set [shop open? v] to [1]\n show\n clear graphic effects\n go to x: (0) y: (143)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n set [shop y v] to (y position)\n end\n wait until <<mouse down?> and <not <touching (mouse-pointer v)?>>>\n clear graphic effects\n repeat until <(round (y position)) = [143]>\n set [mouse touching shop? v] to [1]\n change y by (((143) - (y position)) / (3))\n set [shop y v] to (y position)\n end\n set [shop open? v] to [0]\n hide\n wait (.3) seconds\n show\n switch costume to (shop button v)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\n end\n end\n else\n if <(shop open?) = [0]> then\n set [mouse touching shop? v] to [0]\n end\n set [brightness v] effect to (0)\n end\nend\n\n@baby shark dododododoodododododoododododoodod\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\npoint in direction (90)\n\nwhen I receive [lvl start v]\nif <(Level) = [9]> then\n show\n go to x: (175) y: (-85)\nend\nif <(Level) = [10]> then\n hide\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n if <(distance to [guy v]) < [250]> then\n if <([x position v] of [guy v]) > (x position)> then\n if <[5] < ([abs v] of (([x position v] of [guy v]) - (x position)) )> then\n change x by (2)\n point in direction (-90)\n end\n else\n if <[5] < ([abs v] of (([x position v] of [guy v]) - (x position)) )> then\n change x by (-2)\n point in direction (90)\n end\n end\n if <([y position v] of [guy v]) > (y position)> then\n if <[5] < ([abs v] of (([y position v] of [guy v]) - (y position)) )> then\n change y by (2)\n end\n else\n if <[5] < ([abs v] of (([y position v] of [guy v]) - (y position)) )> then\n change y by (-2)\n end\n end\n end\n if <touching (fist v)?> then\n if <(skin) = [1]> then\n change x by (([direction v] of [fist v]) / (30))\n wait (.5) seconds\n end\n if <(skin) = [2]> then\n change x by (([direction v] of [fist v]) / (22.5))\n end\n if <(skin) = [3]> then\n change x by (([direction v] of [fist v]) / (9))\n change y by (-5)\n end\n if <(skin) = [4]> then\n change x by (([direction v] of [fist v]) / (30))\n change y by (7.5)\n end\n end\n if <(x position) < [100]> then\n set x to (100)\n end\n if <[-25] < (y position)> then\n set y to (-25)\n end\n end\nend\n\n@ground\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start project v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\n@guy\n\ndefine Encode (stuff)\nset [encoded/decoded letters v] to [abcdefghijklmnopqrstuvwxyz0123456789-_]\nset [encoded result v] to []\nset [letter for encoder v] to [1]\ndelete all of [list for encoder v]\nrepeat (length of (encoded/decoded letters))\n add (letter (letter for encoder) of (encoded/decoded letters)) to [list for encoder v]\n change [letter for encoder v] by (1)\nend\nset [letter for encoder v] to [1]\nrepeat (length of (stuff))\n if <(length of (item # of (letter (letter for encoder) of (stuff)) in [list for encoder v])) = [1]> then\n set [encoded result v] to (join (Encoded Result) (join [0] (item # of (letter (letter for encoder) of (stuff)) in [list for encoder v])))\n else\n set [encoded result v] to (join (Encoded Result) (item # of (letter (letter for encoder) of (stuff)) in [list for encoder v]))\n end\n change [letter for encoder v] by (1)\nend\nif <(stuff) = (costume [number v])> then\n set [costume v] to (Encoded Result)\nend\nif <(stuff) = (round (x position))> then\n set [x pos v] to (Encoded Result)\nend\nif <(stuff) = (round (y position))> then\n set [y pos v] to (Encoded Result)\nend\nif <(stuff) = (username)> then\n set [username v] to (Encoded Result)\nend\nif <(stuff) = (Level)> then\n set [encoded lvl v] to (Encoded Result)\nend\nif <(stuff) = (round (direction))> then\n set [direction v] to (Encoded Result)\nend\n\ndefine send cloud data\nEncode (round (x position))\nEncode (round (y position))\nEncode (username)\nEncode (Level)\nEncode (costume [number v])\nEncode (round (direction))\nset [player data v] to (join (Active?) (join (join (X pos) [44]) (join (join (Y pos) [55]) (join (username) (join [66] (join (encoded lvl) (join [77] (join (costume) (join [88] (join (direction) [99]))))))))))\nif <(player #) = [1]> then\n set [☁ p1 v] to (player data)\nend\nif <(player #) = [2]> then\n set [☁ p2 v] to (player data)\nend\nif <(player #) = [3]> then\n set [☁ p3 v] to (player data)\nend\nif <(player #) = [4]> then\n set [☁ p4 v] to (player data)\nend\nif <(player #) = [5]> then\n set [☁ p5 v] to (player data)\nend\nif <(player #) = [6]> then\n set [☁ p6 v] to (player data)\nend\nif <(player #) = [7]> then\n set [☁ p7 v] to (player data)\nend\nif <(player #) = [8]> then\n set [☁ p8 v] to (player data)\nend\nif <(player #) = [9]> then\n set [☁ p9 v] to (player data)\nend\nif <(player #) = [10]> then\n set [☁ p10 v] to (player data)\nend\n\nwhen I receive [died v]\nrepeat (coins in lvl)\n change [coin id v] by (-1)\nend\nbroadcast (lvl start v)\n\nwhen I receive [start v]\nset [active? v] to [100]\nforever\n send cloud data\n if <(Active?) = [999]> then\n set [active? v] to [100]\n else\n change [active? v] by (1)\n end\n broadcast (Tick v)\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\nset [skin v] to [1]\nbroadcast (reset v)\nbroadcast (lvl start v)\nforever\n switch costume to (skin)\n if <key (space v) pressed?> then\n broadcast (punch v)\n end\n if <<touching (fist v)?> and <(skin) = [3]>> then\n if <(direction) = [90]> then\n if <touching (water v)?> then\n set [xv v] to [15]\n else\n set [xv v] to [10]\n end\n end\n if <(direction) = [-90]> then\n if <touching (water v)?> then\n set [xv v] to [-15]\n else\n set [xv v] to [-10]\n end\n end\n end\n if <<touching (fist v)?> and <(skin) = [2]>> then\n if <(direction) = [90]> then\n set [xv v] to [-5]\n end\n if <(direction) = [-90]> then\n set [xv v] to [5]\n end\n end\n if <<touching (fist v)?> and <(skin) = [4]>> then\n if <(direction) = [90]> then\n change [xv v] by (1)\n end\n if <(direction) = [-90]> then\n change [xv v] by (-1)\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> and <<(mouse touching shop?) = [0]> and <(mouse touching attack?) = [0]>>>> then\n point in direction (90)\n if <touching (water v)?> then\n if <(skin) = [2]> then\n change [xv v] by (1.2)\n else\n change [xv v] by (.8)\n end\n else\n if <(skin) = [3]> then\n change [xv v] by (1.2)\n else\n change [xv v] by (1)\n end\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <<(mouse touching shop?) = [0]> and <(mouse touching attack?) = [0]>>>> then\n point in direction (-90)\n if <touching (water v)?> then\n if <(skin) = [2]> then\n change [xv v] by (-1.2)\n else\n change [xv v] by (-.8)\n end\n else\n if <(skin) = [3]> then\n change [xv v] by (-1.2)\n else\n change [xv v] by (-1)\n end\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>> then\n change x by ((Xv) * (-1))\n change y by (-10)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <(mouse y) > ((y position) + (20))>> and <<(mouse touching shop?) = [0]> and <(mouse touching attack?) = [0]>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <(mouse y) > ((y position) + (20))>> and <<(mouse touching shop?) = [0]> and <(mouse touching attack?) = [0]>>>> then\n if <(skin) = [2]> then\n set [yv v] to [6]\n else\n set [yv v] to [5]\n end\n else\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<<mouse down?> and <((y position) + (-20)) > (mouse y)>> and <<(mouse touching shop?) = [0]> and <(mouse touching attack?) = [0]>>>> then\n if <(skin) = [2]> then\n set [yv v] to [-6]\n else\n set [yv v] to [-5]\n end\n else\n set [yv v] to [-1]\n end\n end\n else\n if <(skin) = [4]> then\n change [yv v] by (-.8)\n else\n change [yv v] by (-1)\n end\n end\n change y by (Yv)\n if <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> or <touching (boatest of all time \(sry that doesnt even make sense\) v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <(mouse y) > ((y position) + (20))>> and <<(mouse touching shop?) = [0]> and <(mouse touching attack?) = [0]>>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <<(y position) < [-180]> or <<<touching (geysers v)?> and <not <(skin) = [2]>>> or <<touching (piranhas v)?> or <touching (baby shark dododododoodododododoododododoodod v)?>>>> then\n broadcast (died v)\n broadcast (reset v)\n end\n if <<touching (geysers v)?> and <(skin) = [2]>> then\n set [yv v] to [20]\n end\n if <<touching (waves v)?> and <not <(skin) = [2]>>> then\n change [xv v] by (-2)\n end\n if <<key (p v) pressed?> and <not <(Level) = [10]>>> then\n broadcast (next lvl v)\n wait (.1) seconds\n end\nend\n\nwhen I receive [next lvl v]\nchange [level v] by (1)\nbroadcast (reset v)\nbroadcast (lvl start v)\n\nwhen flag clicked\nforever\n if <(x position) > [220]> then\n broadcast (next lvl v)\n end\nend\n\nwhen I receive [reset v]\nset [xv v] to [0]\nset [yv v] to [0]\nset rotation style [left-right v]\ngo to x: (-200) y: (-80)\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\n@Cloud Multiplayer Engine\n\ndefine Decode (stuff) list #: (#)\nset [encoded/decoded letters v] to [abcdefghijklmnopqrstuvwxyz0123456789-_]\ndelete all of [list for decoder v]\ndelete all of [list for decoder 2 v]\nset [letter for decoder 1 v] to [1]\nset [decoded result v] to []\nrepeat (length of (encoded/decoded letters))\n add (letter (letter for decoder 1) of (encoded/decoded letters)) to [list for decoder 2 v]\n change [letter for decoder 1 v] by (1)\nend\nset [letter for decoder 1 v] to [4]\nset [letter for decoder 2 v] to [5]\nrepeat ((length of (stuff)) / (2))\n add (join (letter (letter for decoder 1) of (stuff)) (letter (letter for decoder 2) of (stuff))) to [list for decoder v]\n change [letter for decoder 1 v] by (2)\n change [letter for decoder 2 v] by (2)\nend\nset [letter for decoder 1 v] to [1]\nrepeat (length of [list for decoder v])\n if <(letter (1) of (item (letter for decoder 1) of [list for decoder v])) = [4]> then\n replace item (#) of [x positions v] with (Decoded Result)\n set [decoded result v] to []\n else\n if <(letter (1) of (item (letter for decoder 1) of [list for decoder v])) = [5]> then\n replace item (#) of [y positions v] with (Decoded Result)\n set [decoded result v] to []\n else\n if <(letter (1) of (item (letter for decoder 1) of [list for decoder v])) = [6]> then\n replace item (#) of [usernames v] with (Decoded Result)\n set [decoded result v] to []\n else\n if <(letter (1) of (item (letter for decoder 1) of [list for decoder v])) = [7]> then\n replace item (#) of [levels v] with (Decoded Result)\n set [decoded result v] to []\n else\n if <(letter (1) of (item (letter for decoder 1) of [list for decoder v])) = [8]> then\n replace item (#) of [costumes v] with (Decoded Result)\n set [decoded result v] to []\n else\n if <(letter (1) of (item (letter for decoder 1) of [list for decoder v])) = [9]> then\n replace item (#) of [directions v] with (Decoded Result)\n set [decoded result v] to []\n else\n set [decoded result v] to (join (Decoded Result) (item (item (letter for decoder 1) of [list for decoder v]) of [list for decoder 2 v]))\n end\n end\n end\n end\n end\n end\n change [letter for decoder 1 v] by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nDecode (☁ P1) list #: [1]\nDecode (☁ P2) list #: [2]\nDecode (☁ P3) list #: [3]\nDecode (☁ P4) list #: [4]\nDecode (☁ P5) list #: [5]\nDecode (☁ P6) list #: [6]\nDecode (☁ P7) list #: [7]\nDecode (☁ P8) list #: [8]\nDecode (☁ P9) list #: [9]\nDecode (☁ P10) list #: [10]\n\nwhen I receive [start project v]\ndelete all of [player activity logs v]\nforever\n if <(item (1) of [player activity logs v]) = []> then\n insert (☁ P1) at (1) of [player activity logs v] \n else\n replace item (1) of [player activity logs v] with (☁ P1)\n end\n if <(item (2) of [player activity logs v]) = []> then\n insert (☁ P2) at (2) of [player activity logs v] \n else\n replace item (2) of [player activity logs v] with (☁ P2)\n end\n if <(item (3) of [player activity logs v]) = []> then\n insert (☁ P3) at (3) of [player activity logs v] \n else\n replace item (3) of [player activity logs v] with (☁ P3)\n end\n if <(item (4) of [player activity logs v]) = []> then\n insert (☁ P4) at (4) of [player activity logs v] \n else\n replace item (4) of [player activity logs v] with (☁ P4)\n end\n if <(item (5) of [player activity logs v]) = []> then\n insert (☁ P5) at (5) of [player activity logs v] \n else\n replace item (5) of [player activity logs v] with (☁ P5)\n end\n if <(item (6) of [player activity logs v]) = []> then\n insert (☁ P6) at (6) of [player activity logs v] \n else\n replace item (6) of [player activity logs v] with (☁ P6)\n end\n if <(item (7) of [player activity logs v]) = []> then\n insert (☁ P7) at (7) of [player activity logs v] \n else\n replace item (7) of [player activity logs v] with (☁ P7)\n end\n if <(item (8) of [player activity logs v]) = []> then\n insert (☁ P8) at (8) of [player activity logs v] \n else\n replace item (8) of [player activity logs v] with (☁ P8)\n end\n if <(item (9) of [player activity logs v]) = []> then\n insert (☁ P9) at (9) of [player activity logs v] \n else\n replace item (9) of [player activity logs v] with (☁ P9)\n end\n if <(item (10) of [player activity logs v]) = []> then\n insert (☁ P10) at (10) of [player activity logs v] \n else\n replace item (10) of [player activity logs v] with (☁ P10)\n end\n wait (.5) seconds\n if <(item (1) of [player activity logs v]) = (☁ P1)> then\n set [☁ p1 v] to [0]\n end\n if <(item (2) of [player activity logs v]) = (☁ P2)> then\n set [☁ p2 v] to [0]\n end\n if <(item (3) of [player activity logs v]) = (☁ P3)> then\n set [☁ p3 v] to [0]\n end\n if <(item (4) of [player activity logs v]) = (☁ P4)> then\n set [☁ p4 v] to [0]\n end\n if <(item (5) of [player activity logs v]) = (☁ P5)> then\n set [☁ p5 v] to [0]\n end\n if <(item (6) of [player activity logs v]) = (☁ P6)> then\n set [☁ p6 v] to [0]\n end\n if <(item (7) of [player activity logs v]) = (☁ P7)> then\n set [☁ p7 v] to [0]\n end\n if <(item (8) of [player activity logs v]) = (☁ P8)> then\n set [☁ p8 v] to [0]\n end\n if <(item (9) of [player activity logs v]) = (☁ P9)> then\n set [☁ p9 v] to [0]\n end\n if <(item (10) of [player activity logs v]) = (☁ P10)> then\n set [☁ p10 v] to [0]\n end\nend\n\nwhen I receive [start project v]\nset [player # v] to [0]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\ndelete all of [player activity logs v]\nrepeat (2)\n switch costume to (costume1 v)\n wait (.6) seconds\n switch costume to (costume3 v)\n wait (.6) seconds\n switch costume to (costume4 v)\n wait (.6) seconds\nend\nif <(☁ P1) = [0]> then\n set [player # v] to [1]\nelse\n if <(☁ P2) = [0]> then\n set [player # v] to [2]\n else\n if <(☁ P3) = [0]> then\n set [player # v] to [3]\n else\n if <(☁ P4) = [0]> then\n set [player # v] to [4]\n else\n if <(☁ P5) = [0]> then\n set [player # v] to [5]\n else\n if <(☁ P6) = [0]> then\n set [player # v] to [6]\n else\n if <(☁ P7) = [0]> then\n set [player # v] to [7]\n else\n if <(☁ P8) = [0]> then\n set [player # v] to [8]\n else\n if <(☁ P9) = [0]> then\n set [player # v] to [9]\n else\n if <(☁ P10) = [0]> then\n set [player # v] to [10]\n else\n switch costume to (costume2 v)\n set [online players: v] to [10]\n broadcast (hide thumbnail v)\n stop [all v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nbroadcast (start v)\nhide\n\n@others\n\ndefine position clone #: (#)\nset x to (item (#) of [x positions v])\nset y to (item (#) of [y positions v])\nthink (item (#) of [usernames v])\nswitch costume to (item (#) of [costumes v])\npoint in direction (item (#) of [directions v])\nif <(item (#) of [levels v]) = (Level)> then\n show\nelse\n hide\nend\nif <<touching (boatest of all time \(sry that doesnt even make sense\) v)?> or <<touching (geysers v)?> or <<touching (piranhas v)?> or <touching (baby shark dododododoodododododoododododoodod v)?>>>> then\n set [ghost v] effect to (50)\nelse\n clear graphic effects\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset rotation style [left-right v]\nif <(Clone ID) = [1]> then\n forever\n if <not <<(☁ P1) = [0]> or <(player #) = [1]>>> then\n position clone #: [1]\n else\n hide\n end\n end\nend\nif <(Clone ID) = [2]> then\n forever\n if <not <<(☁ P2) = [0]> or <(player #) = [2]>>> then\n position clone #: [2]\n else\n hide\n end\n end\nend\nif <(Clone ID) = [3]> then\n forever\n if <not <<(☁ P3) = [0]> or <(player #) = [3]>>> then\n position clone #: [3]\n else\n hide\n end\n end\nend\nif <(Clone ID) = [4]> then\n forever\n if <not <<(☁ P4) = [0]> or <(player #) = [4]>>> then\n position clone #: [4]\n else\n hide\n end\n end\nend\nif <(Clone ID) = [5]> then\n forever\n if <not <<(☁ P5) = [0]> or <(player #) = [5]>>> then\n position clone #: [5]\n else\n hide\n end\n end\nend\nif <(Clone ID) = [6]> then\n forever\n if <not <<(☁ P6) = [0]> or <(player #) = [6]>>> then\n position clone #: [6]\n else\n hide\n end\n end\nend\nif <(Clone ID) = [7]> then\n forever\n if <not <<(☁ P7) = [0]> or <(player #) = [7]>>> then\n position clone #: [7]\n else\n hide\n end\n end\nend\nif <(Clone ID) = [8]> then\n forever\n if <not <<(☁ P8) = [0]> or <(player #) = [8]>>> then\n position clone #: [8]\n else\n hide\n end\n end\nend\nif <(Clone ID) = [9]> then\n forever\n if <not <<(☁ P9) = [0]> or <(player #) = [9]>>> then\n position clone #: [9]\n else\n hide\n end\n end\nend\nif <(Clone ID) = [10]> then\n forever\n if <not <<(☁ P10) = [0]> or <(player #) = [10]>>> then\n position clone #: [10]\n else\n hide\n end\n end\nend\n\nwhen I receive [start project v]\ndelete all of [x positions v]\ninsert [] at (1) of [x positions v] \ninsert [] at (2) of [x positions v] \ninsert [] at (3) of [x positions v] \ninsert [] at (4) of [x positions v] \ninsert [] at (5) of [x positions v] \ninsert [] at (6) of [x positions v] \ninsert [] at (7) of [x positions v] \ninsert [] at (8) of [x positions v] \ninsert [] at (9) of [x positions v] \ninsert [] at (10) of [x positions v] \ndelete all of [y positions v]\ninsert [] at (1) of [y positions v] \ninsert [] at (2) of [y positions v] \ninsert [] at (3) of [y positions v] \ninsert [] at (4) of [y positions v] \ninsert [] at (5) of [y positions v] \ninsert [] at (6) of [y positions v] \ninsert [] at (7) of [y positions v] \ninsert [] at (8) of [y positions v] \ninsert [] at (9) of [y positions v] \ninsert [] at (10) of [y positions v] \ndelete all of [usernames v]\ninsert [] at (1) of [usernames v] \ninsert [] at (2) of [usernames v] \ninsert [] at (3) of [usernames v] \ninsert [] at (4) of [usernames v] \ninsert [] at (5) of [usernames v] \ninsert [] at (6) of [usernames v] \ninsert [] at (7) of [usernames v] \ninsert [] at (8) of [usernames v] \ninsert [] at (9) of [usernames v] \ninsert [] at (10) of [usernames v] \ndelete all of [levels v]\ninsert [] at (1) of [levels v] \ninsert [] at (2) of [levels v] \ninsert [] at (3) of [levels v] \ninsert [] at (4) of [levels v] \ninsert [] at (5) of [levels v] \ninsert [] at (6) of [levels v] \ninsert [] at (7) of [levels v] \ninsert [] at (8) of [levels v] \ninsert [] at (9) of [levels v] \ninsert [] at (10) of [levels v] \ndelete all of [costumes v]\ninsert [] at (1) of [costumes v] \ninsert [] at (2) of [costumes v] \ninsert [] at (3) of [costumes v] \ninsert [] at (4) of [costumes v] \ninsert [] at (5) of [costumes v] \ninsert [] at (6) of [costumes v] \ninsert [] at (7) of [costumes v] \ninsert [] at (8) of [costumes v] \ninsert [] at (9) of [costumes v] \ninsert [] at (10) of [costumes v] \ndelete all of [directions v]\ninsert [] at (1) of [directions v] \ninsert [] at (2) of [directions v] \ninsert [] at (3) of [directions v] \ninsert [] at (4) of [directions v] \ninsert [] at (5) of [directions v] \ninsert [] at (6) of [directions v] \ninsert [] at (7) of [directions v] \ninsert [] at (8) of [directions v] \ninsert [] at (9) of [directions v] \ninsert [] at (10) of [directions v] \nset size to (100) %\nhide\nset [clone id v] to [0]\nrepeat (10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\n@Intro\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (white4 v)\nclear graphic effects\nset size to (100) %\nClone [Skip thingy]\nwait (1.85) seconds\nstart sound [TheFatRat - Monody.mp3 v]\nwait (.25) seconds\nClone [Green thing]\nwait (1.2) seconds\nset [# for white stuff v] to [1]\nbroadcast (intro delete thing v)\nClone [Background]\nrepeat (4)\n Clone (join [White stuff] (# for white stuff))\n change [# for white stuff v] by (1)\n wait (.1) seconds\nend\nbroadcast (intro white stuff thing v)\nwait (.6) seconds\nClone [Logo]\n\ndefine Clone (name)\nset [intro: clone id v] to (name)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [Green thing]> then\n switch costume to (green thing v)\n show\n go to x: (0) y: (-500)\n set size to (30) %\n point in direction (165)\n repeat until <<<(round (y position)) = [0]> and <(round (direction)) = [90]>> and <(round (size)) = [100]>>\n change y by (((0) - (round (y position))) / (5))\n turn right (((90) - (round (direction))) / (5)) degrees\n change size by (((100) - (round (size))) / (5))\n end\n repeat until <(size) = [1000]>\n switch costume to (nothing v)\n change size by (((1100) - (size)) / (5))\n switch costume to (green thing v)\n end\n go to [back v] layer\nend\nif <(Intro: Clone ID) = [Background]> then\n switch costume to (background v)\n show\n go to x: (0) y: (0)\n forever\n go to [back v] layer\n end\nend\nif < (Intro: Clone ID) contains [White stuff]?> then\n if <(# for white stuff) = [1]> then\n switch costume to (white1 v)\n else\n if <(# for white stuff) = [2]> then\n switch costume to (white2 v)\n else\n if <(# for white stuff) = [3]> then\n switch costume to (white3 v)\n else\n if <(# for white stuff) = [4]> then\n switch costume to (white4 v)\n end\n end\n end\n end\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n set size to (80) %\n repeat (10)\n change [ghost v] effect by (-10)\n change size by (2)\n end\nend\nif <(Intro: Clone ID) = [Logo]> then\n switch costume to (logo v)\n show\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-500)\n reset timer\n Clone [White line3]\n Clone [White line4]\n Clone [White line1]\n Clone [White line2]\n repeat (20)\n point in direction (((([tan v] of ((timer) * (120)) ) * (30)) * (-1)) + (90))\n change y by (([tan v] of ((timer) * (100)) ) * (18))\n end\n set [y pos v] to (y position)\n Side confetti\n go to x: (0) y: (Y Pos)\n repeat (25)\n point in direction (((([tan v] of ((timer) * (120)) ) * (30)) * (-1)) + (90))\n end\n set [bounce v] to ((11) * (1.5))\n set [bounce2 v] to (((90) - (direction)) * (1.5))\n set [bounce3 v] to (((100) - (size)) * (1.5))\n Confetti\n Clone [Text]\n Clone [Dot thingy]\n Clone [Other white thing]\n repeat (50)\n go to [front v] layer\n go [backward v] (1) layers\n set [bounce v] to (((Bounce) * (.9)) + (((0) - (y position)) / (8)))\n set [bounce2 v] to (((Bounce2) * (.9)) + (((90) - (direction)) / (8)))\n set [bounce3 v] to (((Bounce3) * (.9)) + (((100) - (size)) / (8)))\n change y by (Bounce)\n turn right (Bounce2) degrees\n change size by (Bounce3)\n end\n forever\n show\n end\nend\nif <(Intro: Clone ID) = [Confetti]> then\n switch costume to (pick random (6) to (8))\n set size to (pick random (50) to (95)) %\n clear graphic effects\n show\n go to x: (0) y: (0)\n set [confetti gravity v] to (pick random (8) to (18))\n set [confetti momentum v] to (pick random (-20) to (20))\n repeat until <(y position) < [-175]>\n set [confetti momentum v] to ((Confetti momentum) * (.9))\n change [confetti gravity v] by (-1)\n change x by (Confetti momentum)\n change y by (Confetti gravity)\n turn right ((Confetti momentum) - (Confetti gravity)) degrees\n end\n delete this clone\nend\nif <(Intro: Clone ID) = [Text]> then\n switch costume to (text v)\n clear graphic effects\n show\n go to x: (0) y: (0)\n set [bounce v] to (((110) - (size)) * (1.5))\n set [bounce2 v] to (((90) - (direction)) * (1.5))\n repeat (50)\n go to [front v] layer\n set [bounce v] to (((Bounce) * (.9)) + (((110) - (size)) / (8)))\n set [bounce2 v] to (((Bounce2) * (.9)) + (((90) - (direction)) / (8)))\n turn right (Bounce2) degrees\n change size by (Bounce)\n end\n broadcast (intro next message v)\nend\nif <(Intro: Clone ID) = [Explosion]> then\n switch costume to (pick random (12) to (14))\n clear graphic effects\n set size to (pick random (50) to (95)) %\n show\n go to x: (0) y: (0)\n set [confetti gravity v] to (pick random (pick random (-6) to (-5)) to (pick random (5) to (6)))\n set [confetti momentum v] to (pick random (pick random (-6) to (-5)) to (pick random (5) to (6)))\n repeat (50)\n set [confetti momentum v] to ((Confetti momentum) * (.99))\n change [confetti gravity v] by ((<[0] > (Confetti gravity)> - <(Confetti gravity) > [0]>) * (.1))\n change x by (Confetti momentum)\n change y by (Confetti gravity)\n turn right ((Confetti momentum) - (Confetti gravity)) degrees\n end\n repeat (10)\n change [ghost v] effect by (10)\n change size by (2)\n end\n delete this clone\nend\nif <(Intro: Clone ID) = [En]> then\n switch costume to (en v)\n clear graphic effects\n set size to (100) %\n go to [front v] layer\n show\n point in direction (90)\n set [bounce v] to ((0) - (y position))\n repeat (150)\n set [bounce v] to (((Bounce) * (.9)) + (((0) - (y position)) / (10)))\n change y by (Bounce)\n end\n wait (.1) seconds\n repeat until <(y position) < [-200]>\n change y by (((-400) - (y position)) / (10))\n end\n delete this clone\nend\nif <(Intro: Clone ID) = [Joy]> then\n Clone [Line thingy]\n switch costume to (joy v)\n clear graphic effects\n set size to (100) %\n go to [front v] layer\n show\n point in direction (90)\n go to x: (0) y: (200)\n set [bounce v] to ((0) - (y position))\n repeat (150)\n set [bounce v] to (((Bounce) * (.9)) + (((0) - (y position)) / (10)))\n change y by (Bounce)\n end\n wait (.1) seconds\n repeat until <[200] < (y position)>\n change y by (((400) - (y position)) / (10))\n end\n delete this clone\nend\nif <(Intro: Clone ID) = [Line thingy]> then\n switch costume to (line thingy v)\n clear graphic effects\n set size to (0) %\n go to [front v] layer\n show\n go to x: (0) y: (0)\n point in direction (90)\n repeat until <(size) > [400]>\n switch costume to (nothing v)\n change size by (((400) - (size)) / (20))\n switch costume to (line thingy v)\n end\n delete this clone\nend\nif <(Intro: Clone ID) = [Dot thingy]> then\n switch costume to (dot thingy v)\n clear graphic effects\n set size to (0) %\n go to [front v] layer\n show\n set [ghost v] effect to (25)\n go to x: (0) y: (0)\n point in direction (90)\n repeat until <(size) > [400]>\n switch costume to (nothing v)\n change size by (((500) - (size)) / (10))\n switch costume to (dot thingy v)\n turn right (((500) - (size)) / (25)) degrees\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\nif <(Intro: Clone ID) = [Other white thing]> then\n switch costume to (other white thing v)\n clear graphic effects\n set size to (100) %\n show\n set [bounce v] to ((120) - (size))\n set [bounce2 v] to ((90) - (direction))\n point in direction (0)\n Clone [Line thingy]\n repeat (60)\n set [bounce v] to (((Bounce) * (.9)) + (((110) - (size)) / (8)))\n set [bounce2 v] to (((Bounce2) * (.9)) + (((90) - (direction)) / (8)))\n turn right (Bounce2) degrees\n change size by (Bounce)\n end\n repeat until <(size) > [425]>\n switch costume to (nothing v)\n change size by (((425) - (size)) / (10))\n switch costume to (other white thing v)\n turn right (((425) - (size)) / (25)) degrees\n end\n delete this clone\nend\nif <(Intro: Clone ID) = [Side confetti]> then\n switch costume to (pick random (22) to (23))\n clear graphic effects\n set size to (100) %\n show\n set [confetti gravity v] to (pick random (8) to (16))\n set [confetti momentum v] to ((x position) / (pick random (-14) to (-24)))\n repeat until <(y position) < [-175]>\n set [confetti momentum v] to ((Confetti momentum) * (.9))\n change [confetti gravity v] by (-1)\n change x by (Confetti momentum)\n change y by (Confetti gravity)\n turn right ((Confetti momentum) - (Confetti gravity)) degrees\n end\n delete this clone\nend\nif <(Intro: Clone ID) = [White line1]> then\n switch costume to (white line v)\n clear graphic effects\n set size to (100) %\n set [ghost v] effect to (50)\n show\n go to x: (150) y: (-250)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (8))\n change [ghost v] effect by (-5)\n end\n repeat until <(y position) > [200]>\n change y by (((300) - (y position)) / (8))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(Intro: Clone ID) = [White line2]> then\n switch costume to (white line v)\n clear graphic effects\n set size to (100) %\n set [ghost v] effect to (50)\n show\n go to x: (-150) y: (250)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (8))\n change [ghost v] effect by (-5)\n end\n repeat until <[-200] > (y position)>\n change y by (((-300) - (y position)) / (8))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(Intro: Clone ID) = [White line3]> then\n switch costume to (white line2 v)\n clear graphic effects\n set size to (100) %\n set [ghost v] effect to (50)\n show\n go to x: (-250) y: (140)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (8))\n change [ghost v] effect by (-5)\n end\n repeat until <(x position) > [200]>\n change x by (((300) - (x position)) / (8))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(Intro: Clone ID) = [White line4]> then\n switch costume to (white line2 v)\n clear graphic effects\n set size to (100) %\n set [ghost v] effect to (50)\n show\n go to x: (250) y: (-140)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (8))\n change [ghost v] effect by (-5)\n end\n repeat until <[-200] > (x position)>\n change x by (((-300) - (x position)) / (8))\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(Intro: Clone ID) = [Skip thingy]> then\n switch costume to (skip thingy v)\n clear graphic effects\n set size to (70) %\n set [ghost v] effect to (50)\n show\n go to x: (0) y: (-181)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (8))\n change [ghost v] effect by (-5)\n change size by (((100) - (size)) / (8))\n end\n wait (.1) seconds\n repeat until <(y position) > [175]>\n change y by (((200) - (y position)) / (8))\n change [ghost v] effect by (5)\n change size by (-1)\n end\n delete this clone\nend\n\ndefine Confetti\nrepeat (20)\n Clone [Confetti]\nend\n\nwhen flag clicked\ndelete this clone\n\ndefine Explosion\nrepeat (20)\n Clone [Explosion]\nend\n\nwhen I receive [intro next message v]\nif <(costume [name v]) = [Logo]> then\n go to x: (0) y: (-200)\n Clone [En]\n set y to (0)\n wait (.1) seconds\n Clone [Joy]\n reset timer\n repeat (45)\n point in direction (((([tan v] of ((timer) * (120)) ) * (30)) * (-1)) + (90))\n set y to ((([tan v] of ((timer) * (100)) ) * (30)) * (-1))\n end\n Explosion\n set [bounce v] to (((120) - (size)) * (1.5))\n set [bounce2 v] to (((90) - (direction)) * (1.5))\n set [bounce3 v] to (((0) - (y position)) * (1.5))\n point in direction (0)\n repeat (50)\n set [bounce v] to (((Bounce) * (.9)) + (((110) - (size)) / (8)))\n set [bounce2 v] to (((Bounce2) * (.9)) + (((90) - (direction)) / (8)))\n set [bounce3 v] to (((Bounce3) * (.9)) + (((0) - (y position)) / (8)))\n turn right (Bounce2) degrees\n change size by (Bounce)\n change y by (Bounce3)\n end\n Confetti\n set [logo gravity v] to [16]\n point in direction (90)\n set size to (100) %\n reset timer\n repeat until <(y position) < [-220]>\n change y by (Logo gravity)\n change [logo gravity v] by (-1)\n change size by ((Logo gravity) / (8))\n point in direction ((([tan v] of ((timer) * (120)) ) * (30)) + (90))\n end\n hide\n go to x: (0) y: (0)\n point in direction (90)\n clear graphic effects\n set size to (100) %\n set [ghost v] effect to (100)\n set [# for white stuff v] to [1]\n broadcast (intro delete all v)\n wait (.1) seconds\n repeat (4)\n Clone (join [White stuff] (# for white stuff))\n change [# for white stuff v] by (1)\n wait (.1) seconds\n end\nend\nif <(costume [name v]) = [Text]> then\n go to [back v] layer\n repeat until <(y position) < [-175]>\n change y by (((-500) - (y position)) / (10))\n end\n delete this clone\nend\nif <(costume [name v]) = [Background]> then\n wait (1.75) seconds\n set [bounce v] to ((130) - (size))\n set [bounce2 v] to ((90) - (direction))\n point in direction (0)\n Clone [Line thingy]\n repeat (50)\n set [bounce v] to (((Bounce) * (.9)) + (((110) - (size)) / (8)))\n set [bounce2 v] to (((Bounce2) * (.9)) + (((90) - (direction)) / (8)))\n turn right (Bounce2) degrees\n change size by (Bounce)\n end\nend\n\nwhen I receive [intro delete thing v]\nif <(costume [name v]) = [Green thing]> then\n wait (.6) seconds\n delete this clone\nend\n\nwhen I receive [intro white stuff thing v]\nif < (costume [name v]) contains [White]?> then\n wait (join [.] (letter (6) of (costume [name v]))) seconds\n repeat until <(y position) < [-345]>\n change y by (((-500) - (y position)) / (10))\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [intro delete all v]\nwait (1.2) seconds\nstop [other scripts in sprite v]\nif <(costume [name v]) = [Logo]> then\n broadcast (Start project v)\nend\ndelete this clone\n\ndefine Side confetti\nrepeat (15)\n go to x: (-240) y: (-50)\n Clone [Side confetti]\n go to x: (240) y: (-50)\n Clone [Side confetti]\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (intro skipped v)\n end\nend\n\nwhen I receive [intro skipped v]\nstop [other scripts in sprite v]\nstop all sounds\nbroadcast (Start project v)\ndelete this clone\n\nwhen I receive [start project v]\nstop [other scripts in sprite v]\ndelete this clone\n\n
SKIN POWERS ARE DOWN BELOW\n1. Arrow keys/WASD/Mobile to move.\n2. Space/Attack button to attack and defeat piranhas. NOTE: ATTACKS CANNOT DEFEAT SHARKS, THEY CAN ONLY SUBDUE THEM\n3. Swim in water (down/s/mobile makes you go down).\n4. Avoid geysers (unless you have the wave skin), piranhas, and sharks.\n5. Waves push you around (unless you have the wave skin).\n6. Collect coins and buy skins from the shop to gain special abilities.\n-The WAVE SKIN can move faster in water, is unaffected by waves, is immune to geysers (although they might push you up), and can attack with a wave ability\n-The BOAT SKIN can move faster than the others and boost itself forward with a boat, which is also its attack. The boat boosts you extra fast if you're in water\n-The TREE SKIN can jump higher and fall slower than the others and can boost itself with a tree, which is also its attack
Grasslands - Platformer #Games #All
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n play sound [Goodbye v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nReset\ngo to [front v] layer\nforever\n Player Tick [3] [.7] Console <<key (right arrow v) pressed?> or <key (d v) pressed?>> <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nend\n\ndefine Reset\ngo to x: (-194) y: (-27)\nset rotation style [left-right v]\nshow\nhide variable [jumping v]\nhide variable [slope v]\nhide variable [x_vel v]\nhide variable [level v]\nset [jumping v] to [0]\nset [slope v] to [0]\nset [x_vel v] to [0.000001]\nset [y_vel v] to [0.00001]\n\ndefine Player Tick (speed) (friction) Console <right> <left> <up>\nset [x_vel v] to (((X_Vel) + ((<right> - <left>) * (speed))) * (friction))\npoint in direction ((([abs v] of (X_Vel) ) / (X_Vel)) * (90))\nchange x by (X_Vel)\nif <touching (levels v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [10]> or <not <touching (levels v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by ((Slope) * (-1))\n repeat until <not <touching (levels v)?>>\n change x by ((([abs v] of (X_Vel) ) / (X_Vel)) * (-1))\n end\n if <up> then\n set [y_vel v] to [12]\n if <(([abs v] of (X_Vel) ) / (X_Vel)) = [1]> then\n set [x_vel v] to [-24]\n else\n set [x_vel v] to [24]\n end\n else\n set [x_vel v] to [0]\n end\n end\nend\nif <<up> and <(Jumping) < [3]>> then\n set [y_vel v] to [10]\nelse\n change [y_vel v] by (-1)\nend\nchange [jumping v] by (1)\nchange y by (Y_Vel)\nif <touching (levels v)?> then\n repeat until <not <touching (levels v)?>>\n change y by ((([abs v] of (Y_Vel) ) / (Y_Vel)) * (-1))\n end\n if <(([abs v] of (Y_Vel) ) / (Y_Vel)) = [-1]> then\n set [jumping v] to [0]\n end\n set [y_vel v] to [0]\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <touching (moving spikes v)?>> then\n start sound [Crunch v]\n Reset\n end\n if <<touching (saws v)?> or <touching (lava v)?>> then\n start sound [Oops v]\n Reset\n end\nend\n\nwhen flag clicked\nforever\n if <touching (jumpy v)?> then\n start sound [Big Boing v]\n set [y_vel v] to [16]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n set [y_vel v] to [-0.6]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y_vel v] to [2]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [y_vel v] to [-2]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (end v)?> then\n broadcast (Transition v)\n wait (0.8) seconds\n change [level v] by (1)\n Reset\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (water v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [jumping v] to [4]\n end\nend\n\n@Levels\n\nwhen flag clicked\ngo to x: (36) y: (28)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sun\n\nwhen flag clicked\ngo to x: (36) y: (28)\nset size to (100) %\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (100000) layers\n\n@Decorations\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Saws\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nset rotation style [all around v]\npoint in direction (90)\nforever\n go to x: (36) y: (28)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Cool stuff\n\nwhen I start as a clone\nset [brightness v] effect to (20)\nset [ghost v] effect to (40)\ngo to [back v] layer\nset [color v] effect to (pick random (-10) to (5))\nset size to (pick random (20) to (60)) %\ngo to x: (pick random (-220) to (220)) y: (-230)\nset [stuffspeed v] to (pick random (5) to (12))\nshow\nrepeat (30)\n change [ghost v] effect by (2)\n change [brightness v] effect by (-0.3)\n change y by (stuffspeed)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait () seconds\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Jumpy\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Moving spikes\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (36) y: (-20)\nforever\n glide (1) secs to x: (36) y: (28)\n wait (0.3) seconds\n glide (0.8) secs to x: (36) y: (-20)\n wait (0.1) seconds\nend\n\nrepeat (10)\n change y by (2)\nend\nrepeat (10)\n change y by (-2)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Water\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Love fav and follow thingy\n\nwhen flag clicked\nhide\n\nwhen I receive [project v]\ngo to x: (-160) y: (50)\nforever\n go to [front v] layer\n wait (pick random (5) to (15)) seconds\n show\n repeat (6)\n change y by (-10)\n end\n wait (1) seconds\n repeat (6)\n change y by (10)\n end\n hide\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (36) y: (28)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Transition\n\nwhen flag clicked\nhide\nset [ghost v] effect to (15)\ngo to x: (0) y: (0)\n\nwhen I receive [transition v]\nshow\ngo to [front v] layer\ngo [forward v] (99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999) layers\nchange [brightness v] effect by (5)\nchange [ghost v] effect by (-2)\nwait (0.1) seconds\nchange [brightness v] effect by (5)\nchange [ghost v] effect by (-2)\nwait (0.1) seconds\nchange [brightness v] effect by (5)\nchange [ghost v] effect by (-2)\nwait (0.1) seconds\nchange [brightness v] effect by (5)\nchange [ghost v] effect by (-2)\nwait (0.1) seconds\nchange [brightness v] effect by (5)\nchange [ghost v] effect by (-2)\nwait (0.1) seconds\nchange [brightness v] effect by (5)\nchange [ghost v] effect by (-2)\nwait (0.1) seconds\nchange [brightness v] effect by (5)\nchange [ghost v] effect by (-2)\nwait (0.1) seconds\nchange [brightness v] effect by (5)\nchange [ghost v] effect by (-2)\nwait (0.1) seconds\nchange [brightness v] effect by (-5)\nchange [ghost v] effect by (2)\nwait (0.1) seconds\nchange [brightness v] effect by (-5)\nchange [ghost v] effect by (2)\nwait (0.1) seconds\nchange [brightness v] effect by (-5)\nchange [ghost v] effect by (2)\nwait (0.1) seconds\nchange [brightness v] effect by (-5)\nchange [ghost v] effect by (2)\nwait (0.1) seconds\nchange [brightness v] effect by (-5)\nchange [ghost v] effect by (2)\nwait (0.1) seconds\nchange [brightness v] effect by (-5)\nchange [ghost v] effect by (2)\nwait (0.1) seconds\nchange [brightness v] effect by (-5)\nchange [ghost v] effect by (2)\nwait (0.1) seconds\nchange [brightness v] effect by (-5)\nchange [ghost v] effect by (2)\nwait (0.1) seconds\nhide\n\n@End\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (99999999999999999999999) layers\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (99999999999999999999999) layers\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (99999999999999999999999) layers\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (99999999999999999999999) layers\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (99999999999999999999999) layers\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (99999999999999999999999) layers\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (99999999999999999999999) layers\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo [backward v] (99999999999999999999999) layers\n\n
After over 1 month of [email protected]...\n----> Grasslands - Platformer\n>>> PLEASE ❤️ + ⭐️ + FOLLOW <<<\nSorry for the reshare :(\nCLICK THE FLAG LIKE 10 TIMES BEFORE PLAYING!!!\n--> Controls:\nArrow keys to move\n\n--> Danger:\nLava, spikes, and saws\n\nFacts:\n-Lots of decorations\n-My best platformer yet\n-Platformer has sound affects\n-Has 12 levels to play\n-Has water to be in\n-You can sorta jump in water if touching floor\n-Lots of sprites (15 sprites in total)\n\nNotes from @00017017:\nGuys, please love and fav, I spent over one month making this platformer. Hopefully...you guys like it, because I tried my best to add as many decorations as I could.\nOnce again, a LOVE and FAV would be good, as in it supports me (Maybe a follow? :D). \n\nTHANK YOU FOR 100 FOLLOWERS!!!\n\nN O T E S + C R E D I T S \n-------------------------------\n@0014049 for saw art.\n-----------------------------------------------------------------\n@250119code2 for tree art, flower art and water touching code.\n-----------------------------------------------------------------\n@-InfinityCode- for the spikes. (-InfinityCode- got banned but I'll give credit anyways. :D)\n-----------------------------------------------------------------\n@Tacqbros for tutorial.\n-----------------------------------------------------------------\n@introGod for warning sign.\n-----------------------------------------------------------------\n@345969 for bubbles coming out of the ground.\n-----------------------------------------------------------------\n@0014049 for the love, fav and follow at the end of the game (The logos under "Thanks for playing!").\n-----------------------------------------------------------------\n@-Xaf- for the music, Goodbye.\n----------------------------------------------------------------- @QuaXX for the love fav and follow thing.\n-----------------------------------------------------------------\nTags: #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music #Music\n#Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer\n#platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer\n#grasslands #grasslands #grasslands #grasslands #grasslands #grasslands #grasslands #grasslands #grasslands #grasslands #grasslands #grasslands
Winter : 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: (-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?> then\n change [d vel v] by (-0.2)\n broadcast (Right v)\n end\n if <key (left arrow v) pressed?> then\n change [d vel v] by (0.2)\n broadcast (Left v)\n end\n if <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n broadcast (Idle v)\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 I receive [next level v]\nbroadcast (respawn v)\nnext costume\n\n@player\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\ngo to x: (0) y: (-1)\nshow\nforever\n change y by (-5)\n if <<touching color (#57d0ff)?> or <touching color (#429fc3)?>> then\n broadcast (respawn v)\n end\n if <touching color (#013750)?> then\n set [y vel v] to [-20]\n end\n if <touching color (#00ff5f)?> then\n broadcast (Next level v)\n end\n if <touching color (#b0b0b0)?> then\n broadcast (respawn v)\n end\n change y by (5)\nend\n\nwhen I receive [idle v]\nswitch costume to (costume1 v)\n\nwhen I receive [left v]\nswitch costume to (costume3 v)\n\nwhen I receive [right v]\nswitch costume to (costume2 v)\n\n@ clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\n@snow\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nset pen color to (#ffffff)\nset [h v] to [360]\nset [w v] to [480]\nset [angle v] to [0]\nset [maxparticles v] to [75]\ndelete (all) of [x v]\ndelete (all) of [y v]\ndelete (all) of [r v]\ndelete (all) of [d v]\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n add (((W) * (pick random (0) to (0.99))) - (240)) to [x v]\n add (((H) * (pick random (0) to (0.99))) - (180)) to [y v]\n add (((pick random (0) to (0.99)) * (4)) + (1)) to [r v]\n add ((maxParticles) * (pick random (0) to (0.99))) to [d v]\n change [i v] by (1)\nend\nforever\n Draw\nend\n\ndefine Update\nchange [angle v] by (0.5)\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n replace item (i) of [y v] with ((item (i) of [y v]) - ((([cos v] of ((Angle) + (item (i) of [d v])) ) + (1)) + ((item (i) of [r v]) / (2))))\n replace item (i) of [x v] with ((item (i) of [x v]) + (([sin v] of (Angle) ) * (2)))\n if <<(item (i) of [x v]) > [245]> or <<(item (i) of [x v]) < [-245]> or <(item (i) of [y v]) < [-180]>>> then\n if <((i) mod (3)) > [0]> then\n replace item (i) of [x v] with (((pick random (0) to (0.99)) * (W)) - (240))\n replace item (i) of [y v] with [190]\n else\n if <([sin v] of (Angle) ) > [0]> then\n replace item (i) of [x v] with [-245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n else\n replace item (i) of [x v] with [245]\n replace item (i) of [y v] with (((pick random (0) to (0.99)) * (H)) - (180))\n end\n end\n end\n change [i v] by (1)\nend\n\ndefine Draw\nerase all\nset [i v] to [0]\nrepeat until <(i) = (maxParticles)>\n go to x: (item (i) of [x v]) y: (item (i) of [y v])\n set pen size to (item (i) of [r v])\n pen down\n pen up\n change [i v] by (1)\nend\nUpdate\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
Arrow keys for movement\nTry to beat all levels\n
Clouds - A platformer 1.5! (UPDATED)
@Stage\n\n@Background\n\nwhen flag clicked\nset drag mode [not draggable v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nforever\n go to x: (0) y: (0)\n show\n go to [back v] layer\nend\n\ngo to (random position v)\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nset drag mode [not draggable v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\nshow\ngo [backward v] (1) layers\nforever\n set volume to (50) %\n play sound [2019-04-26_-_Tranquility_-_www3 v] until done\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen I receive [start v]\nforever\n if <(Level) > [14]> then\n switch costume to (6 v)\n else\n switch costume to (Level)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) > [9]> then\n switch costume to (win v)\n else\n switch costume to (Level)\n end\nend\n\n@Clouds\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to [front v] layer\nshow\ngo to x: (300) y: (pick random (60) to (180))\npoint in direction (-90)\nset [ghost v] effect to (150)\nrepeat (5)\n change [ghost v] effect by (-15)\nend\nrepeat until <(x position) < [-220]>\n move (pick random (2.5) to (2.51)) steps\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\nset size to (30) %\nhide\n\nrepeat (5)\n change [ghost v] effect by (10)\nend\n\nset drag mode [not draggable v]\n\n@Intro\n\nwhen flag clicked\nset drag mode [not draggable v]\ncreate clone of (_myself_ v)\nstart sound [TheFatRat - Windfall-WmGuFSPl3 v]\nswitch costume to (2 v)\nhide\nset size to (200) %\ngo to [front v] layer\nset [bounce v] to [0]\npoint in direction (90)\ngo to x: (240) y: (0)\nwait (0.5) seconds\nshow\nrepeat (50)\n change x by ((((x position) * (0.1)) - (((x position) * (0.1)) * (2))) + (0.1))\n turn right (((((x position) * (0.1)) - (((x position) * (0.1)) * (2))) + (0.1)) * (1.68)) degrees\nend\nwait (0.5) seconds\nrepeat (2)\n set [bounce v] to [7]\n repeat (10)\n change size by (Bounce)\n change [bounce v] by (-1.5)\n turn right (Bounce) degrees\n end\n set [bounce v] to [5]\n repeat (10)\n change size by (Bounce)\n change [bounce v] by (-1.5)\n turn left (Bounce) degrees\n end\nend\nrepeat (10)\n change size by (Bounce)\n change [bounce v] by (-1.5)\n turn left (Bounce) degrees\nend\nhide\n\nwait (1) seconds\n\nwhen I start as a clone\nset size to (250) %\npoint in direction (90)\nshow\nswitch costume to (56345681_60x2 v)\ngo to [back v] layer\nwait (5) seconds\nbroadcast (start v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Player\n\ndefine Physics\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (costume1 v)\n change [xmovement v] by (1.5)\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume2 v)\n change [xmovement v] by (-1.5)\n end\nend\nset [xmovement v] to ((Xmovement) * ((0.78) - (Friction)))\nchange x by (Xmovement)\nchange [yv v] by (-1.2)\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change x by ((Xmovement) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [yv v] to [15]\n if <(Xmovement) > [0]> then\n set [xmovement v] to [-7]\n else\n set [xmovement v] to [7]\n end\n else\n set [xmovement v] to [0]\n end\nend\nchange y by (Yv)\nif <touching (level v)?> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (level v)?>> then\n set [yv v] to [12]\nend\nif <(x position) > [239]> then\n broadcast (next level v)\nend\nif <(y position) < [-179]> then\n go to x: (-198) y: (-45)\nend\nif <touching (bounce pads v)?> then\n set [yv v] to [26]\nend\nif <touching (spikes v)?> then\n go to x: (-198) y: (-45)\nend\n\nwhen I receive [next level v]\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\n\npoint in direction (-90)\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\npoint in direction (90)\nshow\ngo to [front v] layer\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\nset size to (15) %\nforever\n Physics\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [start v]\nforever\n if <(Level) > [9]> then\n switch costume to (win v)\n else\n switch costume to (Level)\n end\nend\n\nwhen I receive [start v]\nset [level v] to [1]\nshow\ngo [backward v] (1) layers\n\nwhen flag clicked\nset drag mode [not draggable v]\ngo to x: (0) y: (0)\nhide\nforever\n go to x: (0) y: (0)\nend\n\n@Bounce Pads\n\nwhen I receive [start v]\nforever\n if <(Level) > [9]> then\n switch costume to (win v)\n else\n switch costume to (Level)\n end\nend\n\nwhen I receive [start v]\nset [level v] to [1]\nshow\ngo [backward v] (1) layers\n\nwhen flag clicked\nset drag mode [not draggable v]\ngo to x: (0) y: (0)\nhide\n\n@Text\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n if <(Level) > [9]> then\n switch costume to (win v)\n else\n switch costume to (Level)\n end\nend\n\nwhen flag clicked\nhide\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (159) y: (151)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n if <mouse down?> then\n broadcast (next level v)\n wait (1) seconds\n end\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (0)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\nend\n\nhide variable [☁ best time v]\nhide variable [time v]\nhide variable [mobile? v]\n\nturn left (15) degrees\n\n@Player2\n\nwhen flag clicked\nshow\nswitch costume to (front v)\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\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 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 end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-5)\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) + (10))>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (12)\n end\n end\n change y by (1)\n if <<(x position) < [-240]> and <(level) = [1]>> then\n set x to (-240)\n end\n if <<touching (saw v)?> or <touching (lava v)?>> then\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<touching (saw v)?> or <touching (lava v)?>> then\n play sound [whoop v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>>> then\n switch costume to (front v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n switch costume to (up v)\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up right v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up left v)\n end\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n if <(x position) > [240]> then\n go to x: (-240) y: (y position)\n change [level v] by (1)\n end\n if <<(x position) < [-240]> and <not <(level) = [1]>>> then\n go to x: (240) y: (y position)\n change [level v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\n@Sprite1\n\n
Welcome to Clouds - A platformer! You are in a world and your goal is to reach the end! \nUse Arrow keys or Mouse to move the person.\n\nTY FOR 170 loves! (July12) PLEASE LIKE, FAV AND FOLLOW!\nNO ADVERTISING (WILL BE REPORTED)\n\nOther Projects:\nhttps://scratch.mit.edu/projects/714281400/\nhttps://scratch.mit.edu/projects/462506809/\nhttps://scratch.mit.edu/projects/713481139/\n\nAll art and code done by me.\nMusic:\nThe Fat Rat\nTranquility By David Renda\nIf you like it, please propose this here:\nhttps://scratch.mit.edu/studios/4228481/\n
Pirate - 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\n change [~tick v] by (1)\n if <(~Tick) > [999]> then\n set [~tick v] to [10]\n end\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\n if <touching (lava v)?> 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?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\nend\n\nwhen I receive [game start v]\nforever\n play sound [Call to Adventur v] until done\nend\n\nwhen flag clicked\nswitch costume to (player v)\nforever\n\nwhen I receive [game start v]\npoint in direction (90)\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 [0]\nend\nif <(Clone Number) = [2]> then\n set [x v] to [450]\n set [y v] to [0]\nend\nif <(Clone Number) = [3]> then\n set [x v] to [900]\n set [y v] to [0]\nend\nif <(Clone Number) = [4]> then\n set [x v] to [1350]\n set [y v] to [0]\nend\nif <(Clone Number) = [5]> then\n set [x v] to [1350]\n set [y v] to [500]\nend\nif <(Clone Number) = [6]> then\n set [x v] to [2100]\n set [y v] to [500]\nend\nif <(Clone Number) = [7]> then\n set [x v] to [2550]\n set [y v] to [500]\nend\nif <(Clone Number) = [8]> then\n set [x v] to [3000]\n set [y v] to [500]\nend\nif <(Clone Number) = [9]> then\n set [x v] to [3450]\n set [y v] to [500]\nend\nif <(Clone Number) = [10]> then\n set [x v] to [3450]\n set [y v] to [500]\nend\nif <(Clone Number) = [11]> then\n set [x v] to [3900]\n set [y v] to [1000]\nend\nif <(Clone Number) = [12]> then\n set [x v] to [4350]\n set [y v] to [850]\nend\nif <(Clone Number) = [13]> then\n set [x v] to [4700]\n set [y v] to [850]\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 [0]\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?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a 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?> or <key (w 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\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 (13)\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 [450]\n set [y v] to [0]\nend\nif <(Clone Number) = [3]> then\n set [x v] to [900]\n set [y v] to [0]\nend\nif <(Clone Number) = [4]> then\n set [x v] to [1350]\n set [y v] to [0]\nend\nif <(Clone Number) = [5]> then\n set [x v] to [1350]\n set [y v] to [500]\nend\nif <(Clone Number) = [6]> then\n set [x v] to [2100]\n set [y v] to [500]\nend\nif <(Clone Number) = [7]> then\n set [x v] to [2550]\n set [y v] to [500]\nend\nif <(Clone Number) = [8]> then\n set [x v] to [3000]\n set [y v] to [500]\nend\nif <(Clone Number) = [9]> then\n set [x v] to [3450]\n set [y v] to [500]\nend\nif <(Clone Number) = [10]> then\n set [x v] to [3450]\n set [y v] to [500]\nend\nif <(Clone Number) = [11]> then\n set [x v] to [3900]\n set [y v] to [1000]\nend\nif <(Clone Number) = [12]> then\n set [x v] to [4350]\n set [y v] to [850]\nend\nif <(Clone Number) = [13]> then\n set [x v] to [4700]\n set [y v] to [850]\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 [0]\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@Sprite4\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\ngo to x: (pick random (-220) to (220)) y: (-200)\nset [ghost v] effect to (pick random (25) to (50))\nshow\nforever\n change y by (2)\n go to [back v] layer\n if <(y position) > [180]> then\n delete this clone\n end\nend\n\n
[][][][][][] Pirate - A Multiplayer Scrolling Platformer [][][][][][]\n\nYou are a pirate exploring a cave, hoping to find some treasure.\n\n> INSTRUCTIONS <\n- WAD or arrow keys to move.\n- Avoid spikes and water.\n- Race your friends!\n- Follow me 'cause I'm racing a bunch of people.
(DEMO) Midnight 2 || A Scrolling Mobile Friendly Platformer
@Stage\n\nwhen flag clicked\nforever\n next backdrop\n wait (0.03) seconds\nend\n\nwhen I receive [done v]\nwait (1) seconds\nforever\n play sound [Virtual Riot - Energy Drink v] until done\nend\n\nwhen [space v] key pressed\nwait (1) seconds\nforever\n play sound [Virtual Riot - Energy Drink v] until done\nend\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Hard!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thank you.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\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\nwhen flag clicked\nset [my player # v] to [0]\nset [max players v] to [10]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nset [connect v] to [Connecting]\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n 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 send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n if <(EXIT) = [die]> then\n Reset\n else\n set [exit v] to []\n end\n end\nend\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.65))\nelse\n change [sx v] by ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.816))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n set [sy v] to [13]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [21]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\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 <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timeout v] to [750]\nelse\n change [timeout v] by (-0.192873862838264876561783653281764285165493762867143656)\nend\nif <(Timeout) < [0.192873862838264876561783653281764285165493762867143656]> then\n broadcast (timeout v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (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 [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\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 change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\n Reset\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\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [315]\n set [y v] to [100]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n set [x v] to [2300]\n set [y v] to [500]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [10]\nset [timeout v] to [1000]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n set size to (110) %\nend\n\nwhen I start as a clone\nforever\n set size to (110) %\nend\n\n@intro template\n\nwhen flag clicked\nset [b v] to [0]\nhide\nstart sound [MDK - Press Start v]\nrepeat (3)\n clone [0] [1000] [1]\n clone [0] [1000] [2]\n clone [0] [1000] [3]\n clone [0] [1000] [4]\n change [b v] by (-10)\nend\nwait (1) seconds\nclone [-5] [1000] [5]\nclone [-5] [1000] [6]\nclone [-5] [1000] [7]\nclone [-5] [1000] [8]\nclone [-5] [1000] [9]\nclone [5] [-1000] [10]\nclone [5] [-1000] [11]\nclone [5] [-1000] [12]\nclone [5] [-1000] [13]\nclone [5] [-1000] [14]\nwait (1) seconds\nclone [-1000] [-1000] [15]\nwait (0.1) seconds\nclone [-1000] [1000] [16]\nwait (0.1) seconds\nclone [1000] [-1000] [17]\nwait (0.1) seconds\nclone [1000] [1000] [18]\nwait (0.1) seconds\nclone [-1000] [-1000] [19]\nwait (0.1) seconds\nclone [-1000] [1000] [20]\nwait (0.1) seconds\nclone [1000] [-1000] [21]\nwait (0.1) seconds\nclone [1000] [1000] [22]\nclone [0] [1000] [23]\nwait (0.2) seconds\nclone [0] [1000] [24]\nwait (0.2) seconds\nclone [0] [1000] [25]\nwait (0.2) seconds\nclone [0] [1000] [26]\nwait (0.2) seconds\nclone [0] [1000] [27]\nclone [-1000] [-1000] [28]\nclone [-1000] [-1000] [29]\nclone [-1000] [-1000] [30]\nclone [-1000] [-1000] [31]\nclone [-1000] [-1000] [32]\nclone [-1000] [-1000] [33]\nclone [-1000] [-1000] [34]\nclone [-1000] [-1000] [35]\nclone [-1000] [-1000] [36]\nclone [-1000] [-1000] [37]\nclone [-1000] [-1000] [38]\nclone [-1000] [-1000] [39]\nclone [-1000] [-1000] [40]\nclone [-1000] [-1000] [41]\nclone [-1000] [-1000] [42]\nclone [-1000] [-1000] [43]\nclone [-1000] [-1000] [44]\nwait (1) seconds\nclone [-1000] [-1000] [15]\nwait (0.1) seconds\nclone [-1000] [-1000] [16]\nwait (0.1) seconds\nclone [-1000] [-1000] [17]\nwait (0.1) seconds\nclone [-1000] [-1000] [18]\nwait (0.1) seconds\nclone [-1000] [-1000] [19]\nwait (0.1) seconds\nclone [-1000] [-1000] [20]\nwait (0.1) seconds\nclone [-1000] [-1000] [21]\nwait (0.1) seconds\nclone [-1000] [-1000] [22]\nbroadcast (done v)\n\ndefine clone (x) (y) (costume)\nset [my variable v] to (x)\nset [y v] to (y)\nset [costume v] to (costume)\ncreate clone of (_myself_ v)\nwait (0.05) seconds\n\nwhen I start as a clone\nshow\ngo to x: (my variable) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [0]> and <(costume [number v]) < [5]>> then\n set [brightness v] effect to (b)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (my variable) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [4]> and <(costume [number v]) < [15]>> then\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (my variable) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [14]> and <(costume [number v]) < [22]>> then\n point in direction (-90)\n set size to (0) %\n repeat until <<(round (direction)) = [90]> and <<(round (x position)) = [0]> and <<(round (y position)) = [0]> and <(round (size)) = [100]>>>>\n change y by (((0) - (y position)) / (5))\n change x by (((0) - (x position)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (my variable) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [22]> and <(costume [number v]) < [24]>> then\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (my variable) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [23]> and <(costume [number v]) < [28]>> then\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (my variable) y: (y)\nswitch costume to (costume)\nif <<(costume [number v]) > [27]> and <(costume [number v]) < [45]>> then\n point in direction (-90)\n set size to (0) %\n repeat until <<(round (direction)) = [90]> and <<(round (x position)) = [0]> and <<(round (y position)) = [0]> and <(round (size)) = [100]>>>>\n change y by (((0) - (y position)) / (5))\n change x by (((0) - (x position)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I receive [done v]\nwait (0.55) seconds\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nset volume to (100) %\ndelete this clone\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen [space v] key pressed\nstop [other scripts in sprite v]\nstop all sounds\nhide\n\nwhen [space v] key pressed\nforever\n delete this clone\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [360] [180]\nClone at [450] [2]\nClone at [360] [150]\nClone at [0] [60]\nClone at [0] [-100]\nClone at [100] [-120]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [360] [180]\nClone at [450] [2]\nClone at [360] [150]\nClone at [0] [60]\nClone at [0] [-100]\nClone at [550] [5]\nClone at [100] [-120]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse 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]) = [closed]> then\n if <touching (player v)?> then\n switch costume to (open v)\n set [brightness v] effect to (30)\n change [checkpoint v] by (1)\n end\nend\ngo to [front v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (closed v)\nset [x v] to [-99999]\nClone at [315] [79]\nClone at [2300] [453]\n\nwhen flag clicked\nforever\n set size to (125) %\nend\n\nwhen I start as a clone\nforever\n set size to (125) %\nend\n\n@Tree\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 [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [-91] [-58]\nClone at [1400] [80]\nClone at [1758] [120]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at [-91] [-58]\n\nwhen flag clicked\ngo [backward v] (5) layers\n\nforever\n say (join (mouse x) (mouse y))\nend\n\nwhen flag clicked\n\n@Timeout\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [timeout v]\nshow\nstop [all v]\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <([sin v] of ((direction) * ((X v) / (x position))) ) = (MAX PLAYERS)> then\n hide\n else\n go to [back v] layer\n end\nend\n\n@Stars\n\nwhen flag clicked\ngo to x: (-60) y: (72)\nshow\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen flag clicked\nwait (3) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen I start as a clone\ngo to (random position v)\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\n@TB\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
ONLY A DEMO\nPress space key to skip intro\nDO NOT ADVERTISE\nMidnight: https://scratch.mit.edu/projects/459138121
Platformer Engine || Trail effect and Assets #games #music #art #all
@Stage\n\nwhen flag clicked\nforever\n play sound [Plugged v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (up arrow v) pressed?>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\ngo to x: (-216) y: (100)\nset [level v] to [1]\nshow\nforever\n go to [back v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n change x by (x)\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (platforms v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (platforms v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (bounce pads v)?> then\n set [y v] to [19]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <touching (lava v)?>> then\n go to x: (-216) y: (100)\n end\n if <(x position) = [239]> then\n broadcast (Next Level v)\n change [level v] by (1)\n go to x: (-216) y: (100)\n end\nend\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (15)\n change size by (-15)\nend\ndelete this clone\n\nwhen flag clicked\nshow\n\nwhen I receive [the end v]\nhide\n\n@Platforms\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@Danger\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Text and Decoration\n\ndefine position: x: (x) , y: (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Bounce pads\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n reset timer\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Assets [all]\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n repeat (5)\n wait (0.01) seconds\n change y by (-3)\n end\n wait (0.1) seconds\n repeat (5)\n change y by (3)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n
Platformer Engine! - Firedrake712\n-------------------------------------------------------------\n - It looks pretty generic, but it is an engine after all :/ \n - Click "See inside" for some assets that you might want to use such as coins, enemies, etc. \n - I know I haven't released a game in a while, so here is a little demo. I have many games on the way so stay tuned!\n
Swiss Alps || A Platformer
@Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Alan Walker - Alone \(Karaoke Version\) v] until done\nend\n\n@Sprite1\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-50)\nif <(Lives) < [1]> then\n stop [all v]\nend\n\ndefine Physics\nif <key (down arrow v) pressed?> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\nif <<(Attacking) = [no]> and <key (space v) pressed?>> then\n set [attacking v] to [yes]\n broadcast (Attack v)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n point in direction (90)\n change [x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n point in direction (-90)\n change [x v] by (-1)\nend\nchange x by (x)\nSlope Detection\nif <<touching (sprite2 v)?> or <<touching (dissapearing v)?> or <touching (appearing v)?>>> 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 (appearing v)?> or <<touching (dissapearing v)?> or <touching (sprite2 v)?>>>>\n change x by (x)\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <[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 (sprite2 v)?> or <<touching (dissapearing v)?> or <touching (appearing v)?>>> or <<not <touching color (#ffde2a)?>> and <<touching color (#ffd900)?> or <touching color (#e47224)?>>>> 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 (appearing v)?> or <<touching (dissapearing v)?> or <touching (sprite2 v)?>>>>\n change y by (y)\n end\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Jumping?) = [no]> then\n set [y v] to [12]\n set [jumping? v] to [yes]\n end\n end\nelse\n change [y v] by (-1)\n set [jumping? v] to [no]\nend\nif <<<touching (danger v)?> or <(y position) < [-179]>> or <touching (sprite3 v)?>> then\n change [lives v] by (-1)\n if <(Collected) = [no]> then\n set [last lives v] to (Lives)\n end\n Restart\n broadcast (Reset Enemy v)\nend\nif <<touching color (#ffde2a)?> and <touching (danger v)?>> then\n set [y v] to [20]\n set [jumping? v] to [yes]\n broadcast (bounce v)\nend\nif <<(Collected) = [yes]> and <touching (endpoirtal v)?>> then\n broadcast (Portal Animation v)\nend\n\ndefine Slope Detection\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <<touching (appearing v)?> or <<touching (dissapearing v)?> or <touching (sprite2 v)?>>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <<touching (appearing v)?> or <<touching (dissapearing v)?> or <touching (sprite2 v)?>>> then\n change y by (-8)\nend\n\nchange [lives v] by (-1)\nRestart\nbroadcast (Reset Enemy v)\n\nwhen I receive [green flag v]\nset [attacking v] to [no]\ngo to [back v] layer\nset [lives v] to [15]\nRestart\nSetup\nshow\nset [level v] to [1]\nforever\n Physics\n if <(Help Showing) = [yes]> then\n wait until <(Help Showing) = [no]>\n end\nend\n\nwhen I receive [green flag v]\nset [help showing v] to [no]\nset [ghost v] effect to (0)\npoint in direction (90)\nforever\n play sound [Vexento - Tevo \(Original Mix\)2.MP3 v] until done\nend\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen I receive [portal animation v]\nset [help showing v] to [yes]\nrepeat (distance to [endpoirtal v])\n point towards (endpoirtal v)\n turn left (65) degrees\n move ((distance to [endpoirtal v]) / (2)) steps\n change [ghost v] effect by (4)\nend\nchange [level v] by (1)\nRestart\nbroadcast (Reset Enemy v)\nbroadcast (Delete Clones v)\nset [help showing v] to [no]\npoint in direction (90)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [start cutscene v]\nshow\n\ndefine Setup\ndelete all of [collected? v]\nrepeat (10)\n add [] to [collected? v]\nend\n\n@Sprite2\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start cutscene v]\nshow\n\n@Drawings\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n set [brightness v] effect to ((([sin v] of ((timer) * (150)) ) * (10)) - (5))\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start cutscene v]\nshow\n\n@key\n\ndefine Movement (x) (y)\nwait (.02) seconds\nset [collected v] to [no]\nshow\nset [last level v] to (Level)\nset size to (100) %\npoint in direction (90)\nset [last lives v] to (Lives)\nrepeat until <touching (sprite1 v)?>\n go to x: (x) y: ((([sin v] of (((timer) + (-3)) * (150)) ) * (7)) + (y))\nend\nset [collected v] to [yes]\nbroadcast (collected v)\nrepeat (15)\n change size by (-6)\n turn right (25) degrees\nend\nhide\nrepeat until <(Level) > (Last Level)>\n if <(Lives) < (Last lives)> then\n Movement (x) (y)\n end\nend\n\nstart sound [337049__shinephoenixstormcrow__320655-rhodesmas-level-up-01 v]\n\nwhen I receive [green flag v]\nMovement [-100] [-90]\nMovement [0] [130]\nMovement [-100] [-90]\nMovement [193] [100]\nMovement [183] [38]\nMovement [-200] [38]\nMovement [-175] [40]\n\nwhen flag clicked\nhide\n\nwhen I receive [start cutscene v]\nshow\n\n@endpoirtal\n\nwhen I receive [green flag v]\nforever\n if <(Collected) = [yes]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n set [ghost v] effect to ((([sin v] of ((timer) * (100)) ) * (40)) + (3))\n if <(Level) = [7]> then\n go to x: (202) y: (110)\n else\n go to x: (193) y: (-44)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start cutscene v]\nshow\n\n@appearing \n\ndefine show\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n switch costume to (Level)\n if <(Stop animation!) = [no]> then\n change [ghost v] effect by (-5)\n else\n hide\n set [ghost v] effect to (100)\n stop [this script v]\n end\nend\n\ndefine wait\nwait (.02) seconds\nswitch costume to (Level)\nset [stop animation! v] to [yes]\nwait until <(Collected) = [yes]>\nswitch costume to (Level)\nset [stop animation! v] to [no]\nbroadcast (show appearing v)\nrepeat until <(Level) > (Last Level)>\n if <(Lives) < (Last lives)> then\n hide\n wait\n end\nend\nhide\n\nwhen I receive [green flag v]\nwait (.02) seconds\nhide\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n wait\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start cutscene v]\nshow\n\nwhen I receive [show appearing v]\nshow\n\n@dissapearing\n\ndefine Hide\nset [ghost v] effect to (0)\nrepeat (20)\n switch costume to (Level)\n if <(Stop animation!) = [no]> then\n change [ghost v] effect by (5)\n else\n set [ghost v] effect to (0)\n show\n stop [this script v]\n end\nend\nhide\n\ndefine wait\nwait (.02) seconds\nset [stop animation! v] to [yes]\nswitch costume to (Level)\nwait until <(Collected) = [yes]>\nswitch costume to (Level)\nset [stop animation! v] to [no]\nbroadcast (Hide dissapearing v)\nrepeat until <(Level) > (Last Level)>\n switch costume to (Level)\n if <(Lives) < (Last lives)> then\n set [ghost v] effect to (0)\n show\n wait\n end\nend\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [green flag v]\nwait (.01) seconds\nshow\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n wait\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start cutscene v]\nshow\n\nwhen I receive [hide dissapearing v]\nHide\n\n@Red Counter\n\nwhen I start as a clone\nshow\nforever\n set size to (40) %\n go to x: (((digits) * (16)) - (150)) y: (150)\n if <(length of (Lives)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Lives))\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nshow\nswitch costume to (lives v)\ngo to x: (-189) y: (150)\nset size to (40) %\n\nwhen I receive [green flag v]\nset [digits v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start cutscene v]\nshow\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\nset rotation style [left-right v]\nif <(Red) > [0]> then\n switch costume to (12 v)\n change [red v] by (-1)\nelse\n next costume\n if <(costume [number v]) = [12]> then\n next costume\n end\nend\nif <(x position) < ([x position v] of [sprite1 v])> then\n change [x v] by (.4)\n point in direction (-90)\nend\nif <([x position v] of [sprite1 v]) < (x position)> then\n change [x v] by (-.4)\n point in direction (90)\nend\nchange x by (x)\nSlope Detection\nif <<touching (appearing v)?> or <<touching (dissapearing v)?> or <touching (sprite2 v)?>>> then\n if <(x) > [0]> then\n set [x v] to [-1]\n else\n set [x v] to [1]\n end\n change y by (2)\n repeat until <not <<touching (dissapearing v)?> or <<touching (appearing v)?> or <touching (sprite2 v)?>>>>\n change x by (x)\n end\n change y by (-2)\n if <(y position) < ([y position v] of [sprite1 v])> then\n if <[0] > (x)> then\n set [x v] to [-10]\n set [y v] to [10]\n else\n set [x v] to [10]\n set [y v] to [10]\n end\n else\n set [x v] to [0]\n end\nelse\n set [x v] to ((x) * (.9))\nend\nchange y by (y)\nif <<touching (appearing v)?> or <<touching (dissapearing v)?> or <touching (sprite2 v)?>>> 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 (appearing v)?> or <<touching (dissapearing v)?> or <touching (sprite2 v)?>>>>\n change y by (y)\n end\n set [y v] to [0]\n if <((y position) - (0)) < ([y position v] of [sprite1 v])> then\n if <(Jumping?) = [no]> then\n set [y v] to [12]\n set [jumping? v] to [yes]\n end\n end\nelse\n change [y v] by (-1)\n set [jumping? v] to [no]\nend\nif <(y position) < [-179]> then\n delete this clone\nend\nif <<touching (danger v)?> or <touching (sprite5 v)?>> then\n change [how long touching v] by (-1)\n if <<(touching?) = [no]> or <(How long touching) < [1]>> then\n set [red v] to [5]\n set [touching? v] to [yes]\n change [health v] by (-1)\n if <(health) > [0]> then\n start sound [547036__eponn__hit-impact-sword-2 v]\n set [y v] to [8]\n if <([x position v] of [sprite1 v]) < (x position)> then\n set [x v] to [17]\n else\n set [x v] to [-17]\n end\n else\n set [dying v] to [yes]\n end\n end\nelse\n set [touching? v] to [no]\n set [how long touching v] to [7]\nend\n\ndefine Slope Detection\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <<<touching (dissapearing v)?> or <touching (appearing v)?>> or <touching (sprite2 v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <<<touching (dissapearing v)?> or <touching (appearing v)?>> or <touching (sprite2 v)?>> then\n change y by (-8)\nend\n\nwhen I receive [reset enemy v]\nRestart\n\nwhen I start as a clone\nset [dying v] to [no]\nhide\nset size to (20) %\nshow\nset [health v] to [3]\nwait (.04) seconds\ngo to (random position v)\nMove\nforever\n Physics\n if <(Help Showing) = [yes]> then\n wait until <(Help Showing) = [no]>\n end\n if <(dying) = [yes]> then\n start sound [547036__eponn__hit-impact-sword-2 v]\n set rotation style [all around v]\n switch costume to (12 v)\n repeat (14)\n turn right (40) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\n delete this clone\n end\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 [spawn v]\nwait (.01) seconds\nClone\n\nwhen flag clicked\nset size to (60) %\ngo to x: (188) y: (-98)\n\nwhen I receive [death v]\nif <(health) < [1]> then\n\ndefine Clone\nrepeat ([floor v] of ((Level) / (2)) )\n create clone of (_myself_ v)\nend\n\nshow\nset [cutseen v] to [going]\nset [help showing v] to [yes]\ngo to [front v] layer\nbroadcast (Fight! v)\nwait until <(Cutseen) = [over]>\n\ndefine Move\nrepeat until <not <<touching (appearing v)?> or <<touching (dissapearing v)?> or <<(distance to [sprite1 v]) < [70]> or <touching (sprite2 v)?>>>>>\n go to (random position v)\nend\n\nwhen [timer v] > (timer)\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite5\n\nwhen I receive [attack v]\ngo to [back v] layer\nshow\nstart sound [380488__deleted-user-6479820__sword-swipes v]\nif <([direction v] of [sprite1 v]) = [90]> then\n switch costume to (costume1 v)\n point in direction (-75)\n repeat (9)\n go to (sprite1 v)\n turn right (22) degrees\n end\nelse\n switch costume to (costume2 v)\n point in direction (75)\n repeat (9)\n go to (sprite1 v)\n turn right (-22) degrees\n end\nend\nhide\nwait (.2) seconds\nset [attacking v] to [no]\n\nwhen flag clicked\nhide\n\n@CutsceneCut\n\ndefine Fade in/out (-10 or 10)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10 or 10)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (0)\n\nwhen I receive [green flag v]\nFade in/out [10]\nhide\ndelete this clone\n\nwhen I receive [start cutscene v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nswitch costume to (bad rats v)\ncreate clone of (_myself_ v)\nFade in/out [-10]\nrepeat (2)\n wait until <<key (space v) pressed?> or <mouse down?>>\n Fade in/out [10]\n next costume\n Fade in/out [-10]\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nbroadcast (Green Flag v)\n\nwhen flag clicked\nhide\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 (16)\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)) * (29)) - ((8) * (30))) y: (0)\n set size to (65) %\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 [level v] to [0]\nset [intro going? v] to [yes]\npoint in direction (90)\nshow\nswitch costume to (y5 v)\ngo to x: (0) y: (0)\nrepeat (103)\n go to [back v] layer\n set [ghost v] effect to (10)\n go to x: (0) y: (0)\nend\nwait (3) seconds\nbroadcast (Start Cutscene v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [intro going? v] to [no]\nforever\n set [ghost v] effect to (50)\n go to x: (0) y: (0)\n go to [back v] layer\n if <(Level) = [8]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (timer)\nif <(Level) = [8]> then\n switch costume to (thanks v)\nelse\n switch costume to (thanks2 v)\nend\nforever\n set [timer v] to ((timer) + (.1))\n go to [front v] layer\n point in direction ((([sin v] of (((timer) + (-3)) * (150)) ) * (10)) + (90))\nend\n\n
Here's my entry for @-PickleAnimator-'s contest!\n\nArrow keys to move (down arrow to crouch)\n\nI made a game, but also added a very simple intro. Hope you like it!\n\nAlso, I've made a Scrolling Sequel. Here's the link: \nhttps://scratch.mit.edu/projects/468707306/
DARK // -platformer- (Mobile Friendly)
@Stage\n\nwhen I receive [op v]\nforever\n play sound [NCS v] until done\nend\n\n@b\n\nwhen I receive [→ v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [op v]\nshow\nswitch costume to (1 v)\n\n@a\n\nwhen I start as a clone\nrepeat (8)\n change size by (-2)\n change [ghost v] effect by (10)\nend\nwait (0.1) seconds\nset [ghost v] effect to (0)\ndelete this clone\n\nwhen I receive [op v]\nset [変数 v] to [1]\nforever\n if <(x position) > [220]> then\n broadcast (→ v)\n change [変数 v] by (1)\n go to x: (-210) y: (50)\n wait (1) seconds\n end\nend\n\nwhen I receive [op v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-210) y: (50)\npoint in direction (90)\nswitch costume to (1 v)\nset size to (20) %\ngo to [front v] layer\nset drag mode [not draggable v]\nshow\nforever\n if <touching (b v)?> then\n change y by (1)\n if <touching (b v)?> then\n change y by (1)\n if <touching (b v)?> then\n change y by (1)\n if <touching (b v)?> then\n change y by (1)\n if <touching (b v)?> then\n change y by (1)\n if <touching (b v)?> then\n change y by (1)\n if <touching (b v)?> then\n change x by ((x) * (-1.1))\n change y by (-6)\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <key (w v) pressed?>> or <key (up arrow v) pressed?>> then\n set [y v] to [12]\n if <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\nend\n\nwhen I receive [op v]\nforever\n if <<touching (block v)?> or <(y position) < [-164]>> then\n start sound [ oof v]\n repeat (20)\n change size by (2)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set size to (20) %\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-210) y: (50)\n else\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [x v] by (-1)\n switch costume to (2 v)\n create clone of (_myself_ v)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [x v] by (1)\n switch costume to (1 v)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n end\nend\n\nwhen I receive [op v]\nforever\n if <touching (b v)?> then\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [jump v]\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (b v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nhide\n\n@ intro\n\ndefine (fx) (fy) (ft) (fs) (fi) (tx) (ty) (tt) (ts) (ti) (fra) (fri)\ngo to x: (fx) y: (fy)\npoint in direction (ft)\nset size to (fs) %\nset [c v] to (costume [name v])\nset [ghost v] effect to (fi)\nset [i v] to (fi)\nrepeat (fra)\n change x by (((tx) - (x position)) / (fri))\n change y by (((ty) - (y position)) / (fri))\n turn right (((tt) - (direction)) / (fri)) degrees\n switch costume to (dummy v)\n change size by (((ts) - (size)) / (fri))\n switch costume to (c)\n change [ghost v] effect by (((ti) - (i)) / (fri))\n change [i v] by (((ti) - (i)) / (fri))\nend\n\nwhen flag clicked\nstart sound [foxstevenson v]\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nhide\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nforever\n effect\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [back]> then\n set [r v] to [0]\n repeat (60)\n turn right (r) degrees\n change [r v] by (1)\n end\n point in direction (90)\nend\nif <(costume [name v]) = [logo]> then\n [0] [-180] [180] [50] [100] [0] [0] [90] [100] [0] [30] [5]\n [0] [0] [90] [100] [0] [0] [0] [120] [80] [0] [12] [3]\n [0] [0] [120] [80] [0] [0] [0] [60] [120] [0] [12] [3]\n [0] [0] [60] [120] [0] [0] [0] [90] [100] [0] [12] [3]\n [0] [0] [90] [120] [0] [60] [0] [90] [100] [0] [12] [5]\n [60] [0] [90] [100] [0] [0] [0] [90] [100] [0] [5] [2]\n [0] [0] [90] [120] [0] [0] [45] [90] [100] [0] [5] [5]\n [0] [45] [90] [100] [0] [0] [0] [90] [100] [0] [5] [2]\n [0] [0] [90] [120] [0] [-60] [0] [45] [100] [0] [12] [5]\n [-60] [0] [45] [100] [0] [0] [0] [90] [100] [0] [12] [2]\n [0] [0] [90] [120] [0] [0] [-45] [135] [100] [0] [12] [5]\n [0] [-45] [135] [80] [0] [0] [45] [45] [100] [0] [12] [2]\n [0] [45] [45] [120] [0] [0] [0] [135] [100] [0] [12] [5]\n [0] [0] [135] [120] [0] [60] [0] [90] [100] [0] [12] [3]\n [60] [0] [90] [120] [0] [0] [0] [135] [100] [0] [5] [3]\n [0] [0] [135] [120] [0] [0] [45] [45] [100] [0] [12] [3]\n [0] [45] [45] [120] [0] [0] [0] [90] [100] [0] [12] [3]\n broadcast (intro_end v)\nend\nif <(costume [number v]) > [2]> then\n set [brightness v] effect to ((-100) * (pick random (0) to (1)))\n set [uuhcnadutaz intro: x v] to (pick random (-5.0) to (5))\n set [uuhcnadutaz intro: y v] to (pick random (5.0) to (15))\n set [r v] to (pick random (-1.0) to (1))\n repeat until <(y position) < [-175]>\n change x by (Uuhcnadutaz intro: x)\n change y by (Uuhcnadutaz intro: y)\n turn right (r) degrees\n change [uuhcnadutaz intro: y v] by (-1)\n end\n delete this clone\nend\n\ndefine effect\ngo to (random position v)\nrepeat (8)\n switch costume to (pick random (3) to (7))\n set size to (140) %\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro_end v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (op v)\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [logo]> then\n forever\n go to [front v] layer\n end\nend\n\n@block\n\nwhen I receive [→ v]\nif <(変数) = [4]> then\n switch costume to (4 v)\n show\nelse\n if <(変数) = [5]> then\n switch costume to (5 v)\n show\n else\n if <(変数) = [6]> then\n switch costume to (6 v)\n show\n else\n if <(変数) = [8]> then\n switch costume to (8 v)\n show\n else\n if <(変数) = [9]> then\n switch costume to (9 v)\n show\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@スプライト1\n\nwhen I receive [intro_end v]\nshow\nrepeat (3)\n set [ghost v] effect to (100)\n set [brightness v] effect to (pick random (10) to (20))\n set size to (pick random (70) to (150)) %\n go to x: (pick random (-240) to (240)) y: (-180)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I receive [intro_end v]\nforever\n change [ghost v] effect by (-1)\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n change [ghost v] effect by (-1)\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n if <(y position) = [170]> then\n delete this clone\n end\nend\n\nwhen I receive [intro_end v]\nforever\n set [ghost v] effect to (100)\n set [brightness v] effect to (pick random (0) to (10))\n set size to (pick random (70) to (150)) %\n go to x: (pick random (-240) to (240)) y: (-180)\n create clone of (_myself_ v)\n wait (pick random (0.8) to (2)) seconds\nend\n\nwhen [timer v] > (0)\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\nshow\n\nwhen flag clicked\nforever\n reset timer\nend\n\n
WASD,↑ ← ↓ →,画面タップで移動\n針に触れるとゲームオーバー\n\nWASD, ↑ ← ↓ →, move by tapping the screen\nThe game is over when you touch the needle\n\nリミックスして下さい!\n\nPlease remix!
Elements 2:A Platformer. Ice. #Games #All
@Stage\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [cover v]\nhide\nwait (3) seconds\nshow\nswitch backdrop to (lev.1 v)\nset [y v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-163) y: (74)\nshow\nforever\n if <touching color (#00ffff)?> then\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 set [y v] to [11]\n end\n end\n change y by (y)\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n switch costume to (costume2 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 (costume1 v)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (sprite4 v)?> then\n switch backdrop to (next backdrop v)\n go to x: (-163) y: (74)\n end\n if <<touching (sprite5 v)?> or <<touching color (#bbbbbb)?> or <touching color (#ff0000)?>>> then\n go to x: (-163) y: (74)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (-9) y: (-16)\npoint in direction (90)\nswitch costume to (ninja chrismas v)\nswitch backdrop to (backdrop1 v)\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (14)\n set size to (100) %\n wait (0.4) seconds\n set size to (110) %\nend\nwait (0.5) seconds\nrepeat (50)\n set size to (100) %\n wait (0.1) seconds\n set size to (110) %\nend\nrepeat (10)\n change size by (10)\nend\nrepeat (14)\n set size to (100) %\n wait (0.4) seconds\n set size to (110) %\nend\nrepeat (24)\n turn left (15) degrees\nend\nswitch costume to (costume1 v)\nrepeat (10)\n set size to (100) %\n wait (0.4) seconds\n set size to (110) %\nend\nrepeat (24)\n turn left (15) degrees\nend\nswitch backdrop to (backdrop2 v)\nrepeat (14)\n set size to (100) %\n wait (0.4) seconds\n set size to (110) %\nend\nrepeat (15)\n change [ghost v] effect by (5)\nend\nhide\nwait (3) seconds\nswitch backdrop to (cover v)\nwait (3) seconds\nswitch backdrop to (lev.1 v)\n\nwhen backdrop switches to [cover v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [lev.1 v]\nshow\ngo to [back v] layer\nforever\n go to x: (446) y: (-1)\n glide (3) secs to x: (-467) y: (-19)\nend\n\n@Confetti\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\npoint in direction (90)\nswitch costume to (pick random (1) to (6))\nset size to (pick random (50) to (150)) %\nset [brightness v] effect to (pick random (-25) to (25))\ngo to [front v] layer\nshow\nset [s v] to (pick random (1) to (2))\nif <(S) = [1]> then\n go to x: (-240) y: (-1000)\n set [v v] to (pick random (5) to (10))\n set [d v] to [5]\nelse\n if <(S) = [2]> then\n set [v v] to (pick random (-5) to (-10))\n go to x: (240) y: (-1000)\n set [d v] to [-5]\n end\nend\nset [i v] to (pick random (15) to (30))\nchange y by (I)\nrepeat until <(y position) < [-179]>\n turn right (D) degrees\n change [ghost v] effect by (2)\n change y by (I)\n change [i v] by (-1)\n change x by (V)\n set [v v] to ((V) * (.995))\nend\ndelete this clone\n\nwhen backdrop switches to [cover v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [lev.1 v]\ngo to x: (-1) y: (-1)\nshow\n\n@Sprite5\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (197) y: (-37)\nset size to (100) %\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nswitch backdrop to (cover v)\nhide\n\n@Guide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [lev.1 v]\ngo to x: (-17) y: (57)\nset size to (100) %\nshow\nsay [Hello] for (1) seconds\nsay (username) for (1) seconds\nsay [You made it to the Ice realm.] for (2.5) seconds\n\nwhen backdrop switches to [lev.2 v]\nstop [other scripts in sprite v]\ngo to x: (-17) y: (57)\nset size to (100) %\nshow\nsay [The ice key is at the end of frozen mountains.] for (2) seconds\nsay [Avoid holes.] for (1) seconds\n\nwhen backdrop switches to [lev.3 v]\nstop [other scripts in sprite v]\ngo to x: (-17) y: (57)\nset size to (100) %\nshow\nsay [You must remember the stuff you stay clear of.] for (2) seconds\n\nwhen backdrop switches to [lev.4 v]\nstop [other scripts in sprite v]\ngo to x: (-17) y: (57)\nset size to (100) %\nshow\nsay [Hang upside down on your head.] for (2.5) seconds\n\nwhen backdrop switches to [lev.5 v]\nstop [other scripts in sprite v]\ngo to x: (-17) y: (57)\nset size to (100) %\nshow\nsay [A cave that leads through frozen mountains.] for (2.5) seconds\n\nwhen backdrop switches to [lev.7 v]\nstop [other scripts in sprite v]\ngo to x: (-17) y: (57)\nset size to (100) %\nshow\nsay [Icicle spikes. Watch out!] for (2) seconds\n\nwhen backdrop switches to [lev.8 v]\nstop [other scripts in sprite v]\ngo to x: (-17) y: (57)\nset size to (100) %\nshow\nsay [Razors!] for (2) seconds\n\nwhen backdrop switches to [lev.10 v]\nstop [other scripts in sprite v]\ngo to x: (-17) y: (57)\nset size to (100) %\nshow\nsay [That razor moves.] for (2) seconds\n\nwhen backdrop switches to [lev.11 v]\nstop [other scripts in sprite v]\ngo to x: (-17) y: (57)\nset size to (100) %\nshow\nsay [You are going up into the lava level of the mountain] for (3.5) seconds\n\nwhen backdrop switches to [lev.12 v]\nstop [other scripts in sprite v]\ngo to x: (-17) y: (57)\nset size to (100) %\nshow\nsay [Lava!] for (2) seconds\n\nwhen backdrop switches to [lev.13 v]\nstop [other scripts in sprite v]\ngo to x: (-17) y: (57)\nset size to (100) %\nshow\nsay [We are on the other side of the mountain.] for (3) seconds\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [lev.1 v]\nset size to (80) %\ngo to x: (-88) y: (-159)\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n switch costume to (costume2 v)\n set volume to (0) %\nelse\n switch costume to (costume1 v)\n set volume to (100) %\nend\n\nwhen flag clicked\nstop all sounds\nset volume to (100) %\nrepeat (1)\n play sound [Tobu - Nostalgia3 v] until done\nend\n\nwhen backdrop switches to [backdrop2 v]\nwait (8) seconds\nrepeat (10)\n change volume by (-10)\n wait (0.1) seconds\nend\nstop all sounds\n\nwhen backdrop switches to [cover v]\nstop all sounds\nset volume to (100) %\nforever\n play sound [Music v] until done\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [lev.8 v]\nshow\nset size to (60) %\ngo to x: (22) y: (-67)\nforever\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume6 v)\n wait (0.1) seconds\n switch costume to (costume7 v)\n wait (0.1) seconds\n switch costume to (costume8 v)\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [lev.9 v]\nstop [other scripts in sprite v]\nshow\nset size to (60) %\ngo to x: (22) y: (-67)\nforever\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume6 v)\n wait (0.1) seconds\n switch costume to (costume7 v)\n wait (0.1) seconds\n switch costume to (costume8 v)\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [lev.10 v]\nstop [other scripts in sprite v]\nshow\nset size to (60) %\ngo to x: (22) y: (-67)\nforever\n glide (1) secs to x: (22) y: (-67)\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume6 v)\n wait (0.1) seconds\n switch costume to (costume7 v)\n wait (0.1) seconds\n switch costume to (costume8 v)\n wait (0.1) seconds\n glide (1) secs to x: (-146) y: (-70)\nend\n\nwhen backdrop switches to [lev.11 v]\nhide\n\nwhen backdrop switches to [lev.14 v]\nstop [other scripts in sprite v]\nshow\nset size to (60) %\ngo to x: (22) y: (-67)\nforever\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume6 v)\n wait (0.1) seconds\n switch costume to (costume7 v)\n wait (0.1) seconds\n switch costume to (costume8 v)\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n
Use w ,a ,s ,d or arrow keys to move. You are the hero who must collect four element keys to defeat the evil king. Please love, star and maybe follow. If you beat the game comment, "I got the Ice Key!"Go to my sister, \ncs4050919. https://scratch.mit.edu/users/cs4050919/\nShe has something big coming in a few weeks.
Nature || A Mobile Platformer
@Stage\n\nwhen I receive [play game v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start outro v]\nstop all sounds\nset volume to (0) %\n\nwhen I receive [start outro v]\nforever\n switch backdrop to (win screen v)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@Blank\n\n@player\n\nwhen I receive [play game v]\nset [startx v] to [0]\nset [starty v] 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 if <[6500] < (SCROLL X)> then\n broadcast (Green Flag v)\n broadcast (Start Outro v) and wait\n else\n Tick\n broadcast (Tick v)\n end\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n broadcast (Darkness v)\n Game - Die\n end\nend\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Game on\nset size to (100) %\nset rotation style [left-right v]\nset [x v] to (StartX)\nset [sy v] to [0]\nset [sx v] to [0]\nset [y v] to (StartY)\nset [in air v] to [0]\nset [exit v] to []\nset [scroll y v] to (StartY)\nset [scroll x v] to (StartX)\nset [ghost v] effect to (0)\nshow\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 Game - Win\nset rotation style [don't rotate v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (-2)\nend\nhide\nset rotation style [left-right v]\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\nif <touching (platform 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 (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (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 Tick\nswitch costume to (costume3 v)\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n point in direction (-90)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n point in direction (90)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (.8))\nif <([abs v] of (sx) ) > [.9]> then\n Change Player X by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(in Air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) < [20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nAnimate\n\ndefine Position\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)\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\nwhen flag clicked\nset [walk v] to [2]\nforever\n change [walk v] by (1)\n if <[10] < (Walk)> then\n set [walk v] to [2]\n end\n wait (.05) seconds\nend\n\nwhen I receive [end animation v]\nhide\nstop [other scripts in sprite v]\n\ndefine Animate\nswitch costume to (idle v)\nif <(sy) < [2]> then\n switch costume to (idle v)\nend\nif <<<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (Walk)\nend\n\n@platform\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: [347]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 5 v)\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nset [y v] to ((([sin v] of (((timer) + ((#) / (100))) * (100)) ) * (30)) - (20))\n\n@platform2\n\nwhen I start as a clone\ngo to [back v] layer\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: [0]\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: []\n Clone at X: [500] Y: [347]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 5 v)\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n set [startx v] to (x)\n set [starty v] to (y)\nend\nif <<(StartX) = (x)> and <(StartY) = (y)>> then\n switch costume to (active v)\nend\n\n@Sprite2\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [darkness v]\nhide\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Bubbles\n\nwhen flag clicked\nclear graphic effects\nhide\nwait (.2) seconds\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\ngo to (random position v)\nswitch costume to (pick random (1) to (3))\nset size to (pick random (300) to (500)) %\nset [ghost v] effect to (100)\nshow\nrepeat (17)\n change [ghost v] effect by (-1)\nend\nwait (0.1) seconds\nrepeat (7)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen I receive [end v]\ndelete this clone\n\nwhen I receive [play game v]\nforever\n go [backward v] (200) layers\n create clone of (_myself_ v)\n wait (0.15) seconds\nend\n\n@Beam\n\nwhen flag clicked\nhide\nwait (.2) seconds\nwait until <(Mode) = [game]>\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-200) to (240)) y: (0)\nset size to (pick random (150) to (300)) %\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-1)\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\nrepeat until <(x position) < [-240]>\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\nrepeat (20)\n change [ghost v] effect by (2)\n if <(costume [number v]) = [1]> then\n move (-0.5) steps\n end\n if <(costume [number v]) = [2]> then\n move (-1) steps\n end\n if <(costume [number v]) = [3]> then\n move (-2) steps\n end\nend\ndelete this clone\n\nwhen I receive [end v]\ndelete this clone\n\nwhen I receive [play game v]\nclear graphic effects\nforever\n go [backward v] (75) layers\n create clone of (_myself_ v)\n wait (pick random (3) to (5)) seconds\nend\n\n@grunge_surface_dark_scratches_18460_3840x2400\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (90)\ngo to [back v] layer\nshow\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (-2400) y: (-27)\nset [ghost v] effect to (80)\n\nwhen flag clicked\nshow\ngo to x: (-2400) y: (-27)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\ngo to x: (0) y: (-27)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <mouse down?> then\n hide\n start sound [Connect v]\n broadcast (Play Game v) and wait\n end\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n change [ghost v] effect by (-10)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (-2400) y: (50)\nset [ghost v] effect to (80)\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [play game v]\n\nwhen flag clicked\nshow\ngo to x: (-2400) y: (50)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\ngo to x: (0) y: (50)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <mouse down?> then\n start sound [Connect v]\n end\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n change [ghost v] effect by (-10)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (-2400) y: (50)\nset [ghost v] effect to (80)\n\nwhen I receive [play game v]\nhide\n\nwhen flag clicked\nshow\ngo to x: (-2400) y: (50)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\ngo to x: (0) y: (50)\n\nwhen flag clicked\nforever\n play sound [Elektro v] until done\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
✿ Hello Everyone! ✿ \nI present you my game 'Nature || A Mobile Platformer'\n\nIf this gets on trending and top loved than I'll make part 2! So stay tuned! :D\n\nControls and Features:\n1. Arrow keys to move or touch in mobile\n2. Wall Jump and Check Points\n\n\nThanks for playing this game! :D
SPACE EXPLORER 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 [DK 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 \n if <(Chat) = <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>>> 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\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: [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@Sprite2\n\n
arrow keys to move don,t touch spikes \nand saws.\npush the chat button on the bottom left to chat!\nIT IS PRETTY HARD! (i'm talking about the under ground tunnel!)\nstill trying to make the graphics better!
Fish platformer
@Stage\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen flag clicked\nforever\n play sound [Love Like You \(End Credits\) v] until done\nend\n\n@player\n\nwhen I receive [play v]\ngo to [front v] layer\nswitch costume to (fish-d v)\nshow\nset size to (70) %\ngo to x: (-189) y: (13)\nset [level v] to [1]\nset [pozycja x v] to [0]\nset [pozycja y v] to [0]\npoint in direction (90)\nforever\n change [pozycja y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [pozycja x v] by (-0.8)\n switch costume to (fish-d2 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 (fish-d v)\n change [pozycja x v] by (0.8)\n end\n set [pozycja x v] to ((POZYCJA X) * (0.9))\n change x by (POZYCJA X)\n if <touching (stolik v)?> then\n change y by (1)\n end\n if <touching (stolik v)?> then\n change y by (1)\n end\n if <touching (stolik v)?> then\n change y by (1)\n end\n if <touching (stolik v)?> then\n change y by (1)\n end\n if <touching (kogut v)?> then\n change y by (1)\n end\n if <touching (kogut v)?> then\n change y by (1)\n end\n if <touching (kogut v)?> then\n change y by (1)\n end\n if <touching (kogut v)?> then\n change y by (1)\n end\n if <<touching (kogut v)?> or <touching (stolik v)?>> then\n change y by (-4)\n change x by ((POZYCJA 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 [pozycja y v] to [10]\n if <([abs v] of (POZYCJA X) ) = (POZYCJA X)> then\n set [pozycja x v] to [-5]\n else\n set [pozycja x v] to [5]\n end\n else\n set [pozycja x v] to [0]\n end\n end\n change y by (POZYCJA Y)\n if <<touching (stolik v)?> or <touching (kogut v)?>> then\n change y by ((0) - (POZYCJA Y))\n set [pozycja y v] to [1]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (stolik v)?> or <touching (kogut v)?>>> then\n set [pozycja y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [pozycja y v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nhide\n\nwhen I receive [play v]\nset [level v] to [1]\nforever\n if <touching (przeszkody v)?> then\n repeat (4)\n change [ghost v] effect by (20)\n go to x: (x position) y: (y position)\n end\n set [ghost v] effect to (0)\n go to x: (-189) y: (13)\n broadcast (dead v)\n end\n if <(x position) > [244]> then\n go to x: (-189) y: (13)\n broadcast (następny poziom v)\n change [level v] by (1)\n end\n if <(Level) = [16]> then\n broadcast (end v)\n switch backdrop to (tło2 v)\n stop [this script v]\n end\n if <touching (trampoline v)?> then\n change [pozycja y v] by (23)\n end\nend\n\n@stolik\n\nwhen flag clicked\nset [color v] effect to (0)\nhide variable [level v]\nhide\n\nwhen I receive [play v]\nshow variable [level v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (40)\nforever\n switch costume to (Level)\n if <(Level) = [16]> then\n change [color v] effect by (5)\n stop [this script v]\n end\nend\n\n@przeszkody\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (40)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@M\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Duszek1\n\nplay sound [pop v] until done\n\n@Duszek2\n\nplay sound [pop v] until done\n\n@Duszek3\n\nplay sound [pop v] until done\n\n@Duszek4\n\nplay sound [pop v] until done\n\n@Duszek5\n\nplay sound [pop v] until done\n\n@Duszek6\n\nplay sound [pop v] until done\n\n
Witaj w mojej platformówce :) ruszaj cursorem by sterować rybką i dojdź do końca \nGra ma 7 poziomów
Mars Platformer
@Stage\n\n@Player\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nswitch costume to (kostüm2 v)\nReset Player Position\nset [force walk v] to [3]\nset [force gravity v] to [-1.5]\nset [force jump v] to [17]\nset [player speed x v] to [0]\nforever\n Check Player Gravity\n Check Player Walk\n Check Player Touching\nend\n\ndefine move out (dx) (dy)\nrepeat until <not <touching color (#ff0000)?>>\n change x by (dx)\n change y by (dy)\nend\n\ndefine Check Player Gravity\nchange [player speed y v] by (FORCE GRAVITY)\nchange y by (Player Speed Y)\nif <touching color (#ff0000)?> then\n if <(Player Speed Y) > [0]> then\n move out [0] [-1]\n set [player speed y v] to [0]\n else\n move out [0] [1]\n if <key (up arrow v) pressed?> then\n set [player speed y v] to (FORCE JUMP)\n else\n set [player speed y v] to [0]\n end\n end\nend\n\ndefine Check Player Walk\nset size to (300) %\nset rotation style [left-right v]\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change [player speed x v] by ((-1) * (FORCE WALK))\nend\nif <key (right arrow v) pressed?> then\n change [player speed x v] by ((1) * (FORCE WALK))\n point in direction (90)\nend\nset [player speed x v] to ((Player Speed X) * (0.7))\nchange x by (Player Speed X)\nif <(Player Speed X) > [0]> then\n move out [-1] [0]\nelse\n move out [1] [0]\nend\n\ndefine Check Player Touching\nif <touching color (#f2ff00)?> then\n broadcast (Complete level v) and wait\n Reset Player Position\n next backdrop\nend\nif <touching color (#7971ff)?> then\n set [player speed y v] to [24]\nend\nif <touching color (#b9b9b9)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n Reset Player Position\nend\n\ndefine Reset Player Position\nclear graphic effects\ngo to x: (-200) y: (-10)\n\n@Collectable\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (-22) y: (78)\n\nwhen flag clicked\nhide\nforever\n change [color v] effect by (3)\n if <touching (player v)?> then\n hide\n end\nend\n\nwhen I receive [complete level v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\ngo to x: (-179) y: (77)\n\n
Follow @l_ecureuil !!\nhttps://scratch.mit.edu/projects/461094909/#comments-173518415
Sled Runner ll A platformer
@Stage\n\n@LEVEL\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Starting Point v)\n\n@DANGER\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <<([costume # v] of [level v]) = [2]> or <<([costume # v] of [level v]) = [3]> or <([costume # v] of [level v]) = [4]>>> then\n show\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (5)\n change y by (-5)\n end\nend\n\nglide (.3) secs to x: (14) y: (-120)\n\nglide (1) secs to x: (22) y: (-115)\nglide (.3) secs to x: (22) y: (-110)\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@SNOW\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (pick random (10) to (90))\nset size to (pick random (50) to (100)) %\ngo to (random position v)\nset y to (300)\npoint in direction (180)\nrepeat until <touching (level v)?>\n change [ym v] by (1)\n move (ym) steps\nend\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n wait (.001) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n delete this clone\n end\nend\n\n@LAVA\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [level v])\nend\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@ENEMY\n\nwhen I start as a clone\nforever\n repeat (10)\n change x by (23)\n end\n wait (0.5) seconds\n repeat (10)\n change x by (-23)\n end\n wait (0.5) seconds\nend\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n repeat (10)\n change x by (23)\n end\n wait (0.5) seconds\n repeat (10)\n change x by (-23)\n end\n wait (0.5) seconds\nend\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@PLAYER\n\nwhen flag clicked\nforever\n GAME\nend\n\nwhen flag clicked\ngo to x: (-177) y: (114)\n\nwhen I receive [starting point v]\ngo to x: (-208) y: (-78)\n\nwhen I receive [oof v]\nbroadcast (Starting Point v)\n\nwhen flag clicked\nforever\n Next Level\nend\n\ndefine Next Level\nforever\n if <<(x position) > [213]> or <(x position) = [213]>> then\n broadcast (NEXT LEVEL v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (d v) pressed?> and <key (w v) pressed?>>> then\n switch costume to (right-up v)\n end\n if <<<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> or <<key (a v) pressed?> and <key (w v) pressed?>>> then\n switch costume to (left-up v)\n end\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 (d v) pressed?> or <key (a v) pressed?>>>>> then\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<<touching (danger v)?> or <touching (lava v)?>> or <touching (saw v)?>> or <touching (enemy v)?>> then\n broadcast (oof v)\n end\nend\n\ndefine GAME\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n switch costume to (left v)\n end\n change x by (X)\n set [x v] to ((X) * (.9))\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X) * (-1))\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\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?>> then\n if <touching (level v)?> then\n set [y v] to [15]\n switch costume to (up v)\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n play sound [Level Of Concern v] until done\nend\n\n
My entree. Use arrow keys. Love, fav, and follow. 100 loves and likes for part 2.\nPart 2 :\nhttps://scratch.mit.edu/projects/464418777\n#51 on trending!!!!!!!!!!!!! =)\n\n
Seasons // A Platformer // Mobile Friendly
@Stage\n\nwhen flag clicked\nset [deaths v] to [0]\nset [time v] to [0]\nswitch backdrop to (summer v)\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch backdrop to (winter v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n switch backdrop to (spring v)\n end\nend\n\nwhen flag clicked\nhide variable [deaths v]\nhide variable [time v]\n\nwhen I receive [project v]\nforever\n wait (1) seconds\n change [time v] by (1)\n if <(Level) = [22]> then\n stop [this script v]\n end\nend\n\nwhen I receive [donr v]\nif <(Level) = [22]> then\n show variable [time v]\n show variable [deaths v]\nend\n\nset [level v] to [22]\n\n@Player\n\nwhen I receive [project v]\nset [deaths v] to [0]\nbroadcast (Restart v)\nset [level v] to [1]\ngo to [back v] layer\nshow\nswitch costume to (costume2 v)\nset [x vel v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (costume1 v)\n change [x vel 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 switch costume to (costume2 v)\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 (levels v)?> or <<touching (moving platformers v)?> or <touching (sprite1 v)?>>> then\n change y by (1)\n end\n if <<touching (levels v)?> or <<touching (moving platformers v)?> or <touching (sprite1 v)?>>> then\n change y by (1)\n end\n if <<touching (levels v)?> or <<touching (moving platformers v)?> or <touching (sprite1 v)?>>> then\n change y by (1)\n end\n if <<touching (levels v)?> or <<touching (moving platformers v)?> or <touching (sprite1 v)?>>> then\n change y by (1)\n end\n if <<touching (levels v)?> or <<touching (moving platformers v)?> or <touching (sprite1 v)?>>> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(x 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 (levels v)?> or <<touching (moving platformers v)?> or <touching (sprite1 v)?>>> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<<touching (levels v)?> or <<touching (moving platformers v)?> or <touching (sprite1 v)?>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [y vel v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n change [level v] by (1)\n broadcast (Next Level v)\n end\n if <<touching (spikes v)?> or <touching (spikes 2 v)?>> then\n change [deaths v] by (1)\n broadcast (Restart v)\n end\n if <touching (bounce v)?> then\n set [y vel v] to [19]\n end\n if <<touching (lava and water v)?> or <touching (enemy moving v)?>> then\n change [deaths v] by (1)\n broadcast (Restart v)\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-219) y: (62)\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [project v]\nset volume to (100) %\nforever\n play sound [The Score - Unstoppable v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [donr v]\nshow\nrepeat (111)\n go to [front v] layer\nend\n\nwhen I receive [donr v]\nshow\ngo to x: (-219) y: (62)\n\nwhen I receive [next level v]\nhide\n\n@Levels\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo [backward v] (100) layers\nforever\n switch costume to (Level)\nend\n\n@Lava and Water\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (1)\n end\n repeat (20)\n change [tide v] by (-1)\n end\n repeat (10)\n change [tide v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set y to (Tide)\n go to [back v] layer\n switch costume to (Level)\nend\n\n@Bounce\n\nwhen I start as a clone\nforever\n show\n if <touching (player v)?> then\n switch costume to (crouch v)\n else\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n Clone at [-113] [-22]\nend\nif <(Level) = [6]> then\n Clone at [-130] [-19]\nend\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\n@Trees and Snowman\n\nwhen flag clicked\nforever\n go [backward v] (99999999999999999999999) layers\n switch costume to (Level)\nend\n\n@Moving Platformers\n\nwhen flag clicked\ngo to x: (-31) y: (-4)\nhide\nforever\n go to [back v] layer\n if <(Level) = [10]> then\n switch costume to (costume1 v)\n show\n repeat (65)\n change x by (5)\n end\n repeat (65)\n change x by (-5)\n end\n end\nend\n\nwhen I receive [next level v]\nif <<(Level) = [10]> or <<(Level) = [12]> or <(Level) = [16]>>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\ngo to x: (-31) y: (-4)\nhide\nforever\n go to [back v] layer\n if <(Level) = [12]> then\n switch costume to (costume2 v)\n show\n repeat (58)\n change x by (5)\n end\n repeat (58)\n change x by (-5)\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-23) y: (-4)\nhide\nforever\n go to [back v] layer\n if <(Level) = [16]> then\n switch costume to (costume3 v)\n show\n repeat (54)\n change y by (2.5)\n change x by (5)\n end\n repeat (54)\n change y by (-2.5)\n change x by (-5)\n end\n end\nend\n\n@Enemy\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (180) y: (90)\n\ndefine Phisyics\nif <(x position) < ([x position v] of [player v])> then\n switch costume to (costume2 v)\n change [x v] by (2)\nend\nif <([x position v] of [player v]) < (x position)> then\n switch costume to (costume1 v)\n change [x v] by (-2)\nend\nchange x by (x)\nif <touching (levels v)?> then\n change x by ((x) * (-1))\n if <((y position) - (25)) < ([x position v] of [player v])> then\n if <(x) > [0]> then\n set [x v] to [-10]\n set [y v] to [10]\n else\n set [x v] to [10]\n set [y v] to [10]\n end\n else\n set [x v] to [0]\n end\nelse\n set [x v] to ((x) * (0.8))\nend\nchange y by (y)\nif <touching (levels v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <key (up arrow v) pressed?> then\n if <(Jumping?) = [y]> then\n set [y v] to [12]\n set [jumping? v] to [n]\n end\n end\nelse\n change [y v] by (-1)\n set [jumping? v] to [y]\nend\n\nwhen I receive [restart danger! v]\nRestart\n\nwhen flag clicked\nhide\nforever\n if <<(Level) = [11]> or <(Level) = [18]>> then\n Phisyics\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\nset size to (50) %\ngo to (danger! v)\nrepeat (20)\n go to [back v] layer\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen I receive [restart v]\ngo to x: (180) y: (90)\n\n@Spikes 2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n show\n wait (0.5) seconds\n hide\n wait (0.5) seconds\n show\n wait (0.5) seconds\n hide\n wait (0.5) seconds\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [16]> or <<<(Level) = [18]> or <(Level) = [19]>> or <(Level) = [17]>>> then\n hide\n end\nend\n\n@Enemy moving\n\nwhen flag clicked\nhide\ngo to x: (237) y: (-3)\nforever\n if <(Level) = [20]> then\n show\n switch costume to (costume1 v)\n repeat (35)\n change x by (-10)\n end\n switch costume to (costume2 v)\n repeat (35)\n change x by (10)\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [20]> then\n show\nelse\n hide\nend\n\n@Boss\n\ndefine Restart\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (165) y: (39)\n\ndefine Phisyics\nif <(x position) < ([x position v] of [player v])> then\n change [x v] by (2)\nend\nif <([x position v] of [player v]) < (x position)> then\n change [x v] by (-2)\nend\nchange x by (x)\nif <touching (levels v)?> then\n change x by ((x) * (-1))\n if <((y position) - (25)) < ([y position v] of [player v])> then\n if <(x) > [0]> then\n set [x v] to [-10]\n set [y v] to [10]\n else\n set [x v] to [10]\n set [y v] to [10]\n end\n else\n set [x v] to [0]\n end\nelse\n set [x v] to ((x) * (0.8))\nend\nchange y by (y)\nif <touching (levels v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <key (up arrow v) pressed?> then\n if <(Jumping?) = [y]> then\n set [y v] to [12]\n set [jumping? v] to [n]\n end\n end\nelse\n change [y v] by (-1)\n set [jumping? v] to [y]\nend\n\nwhen flag clicked\ngo to x: (215) y: (40)\nRestart\nset [level v] to [1]\nforever\n if <(Boss Health) = [0]> then\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [restart danger! v]\nRestart\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <(Level) = [21]> then\n Phisyics\n show\n show\n if <touching color (#989898)?> then\n change [boss health v] by (-10)\n end\n end\nend\n\nwhen flag clicked\nset [boss health v] to [100]\nforever\n if <touching (player v)?> then\n broadcast (Restart v)\n end\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\nwhen I receive [restart v]\ngo to x: (165) y: (39)\n\nwhen flag clicked\nset [boss health v] to [100]\nforever\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nset [boss health v] to [100]\nforever\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\nwhen I receive [donr v]\nif <(Level) = [21]> then\n show\nelse\n hide\nend\n\nwhen I receive [next level v]\nhide\n\nbroadcast (Next Level v)\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n show\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen I receive [restart v]\ngo to x: (215) y: (0)\n\nwhen flag clicked\nhide\nset [boss health v] to [100]\nforever\n if <(Boss Health) = [100]> then\n switch costume to (costume1 v)\n end\n if <(Boss Health) = [90]> then\n switch costume to (costume2 v)\n end\n if <(Boss Health) = [70]> then\n switch costume to (costume3 v)\n end\n if <(Boss Health) = [60]> then\n switch costume to (costume4 v)\n end\n if <(Boss Health) = [50]> then\n switch costume to (costume5 v)\n end\n if <(Boss Health) = [30]> then\n switch costume to (costume6 v)\n end\n if <(Boss Health) = [20]> then\n switch costume to (costume7 v)\n end\n if <(Boss Health) = [10]> then\n switch costume to (costume7 v)\n end\n if <(Boss Health) = [5]> then\n switch costume to (costume8 v)\n end\n if <(Boss Health) = [0]> then\n switch costume to (costume9 v)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (([x position v] of [boss v]) + (5)) y: (([y position v] of [boss v]) + (60))\nend\n\nwhen flag clicked\nforever\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\nwhen I receive [donr v]\nif <(Level) = [21]> then\n show\nelse\n hide\nend\n\n@Sword\n\nwhen I receive [sword v]\n\nwhen flag clicked\ngo to x: (-168) y: (-6)\nwait until <touching (player v)?>\nforever\n go [forward v] (9999999999) layers\n go to [front v] layer\n if <(Level) = [21]> then\n if <key (space v) pressed?> then\n switch costume to (1 v)\n wait (0.001) seconds\n switch costume to (2 v)\n wait (0.001) seconds\n switch costume to (3 v)\n wait (0.001) seconds\n switch costume to (4 v)\n wait (0.001) seconds\n switch costume to (5 v)\n wait (0.001) seconds\n switch costume to (6 v)\n wait (0.001) seconds\n switch costume to (7 v)\n wait (0.001) seconds\n switch costume to (8 v)\n wait (0.05) seconds\n switch costume to (1 v)\n end\n end\nend\n\nwhen I receive [donr v]\nif <(Level) = [21]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\ngo to x: (-168) y: (-6)\nhide\n\nwhen I receive [sword v]\nswitch costume to (1 v)\nwait (0.001) seconds\nswitch costume to (2 v)\nwait (0.001) seconds\nswitch costume to (3 v)\nwait (0.001) seconds\nswitch costume to (4 v)\nwait (0.001) seconds\nswitch costume to (5 v)\nwait (0.001) seconds\nswitch costume to (6 v)\nwait (0.001) seconds\nswitch costume to (7 v)\nwait (0.001) seconds\nswitch costume to (8 v)\nwait (0.05) seconds\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n go to (player v)\n if <key (right arrow v) pressed?> then\n change x by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change x by (-1)\n set rotation style [left-right v]\n point in direction (-90)\n end\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [project v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [project v]\nforever\n go to [front v] layer\n set [brightness v] effect to (0)\n if <touching (player v)?> then\n go to [back v] layer\n set [brightness v] effect to (50)\n end\nend\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [donr v]\nshow\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n show\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nhide\nforever\n if <(Level) = [22]> then\n show\n end\n if <touching (player v)?> then\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nhide\nforever\n if <(Level) = [22]> then\n show\n end\n if <touching (player v)?> then\n hide\n end\nend\n\n@Notification\n\nwhen flag clicked\nhide\n\nwhen I receive [project v]\ngo to x: (-160) y: (50)\nforever\n go to [front v] layer\n wait (pick random (5) to (15)) seconds\n show\n repeat (6)\n change y by (-10)\n end\n wait (1) seconds\n repeat (6)\n change y by (10)\n end\n hide\nend\n\n@Notification2\n\nwhen flag clicked\nhide\n\nwhen I receive [project v]\ngo to x: (160) y: (50)\nforever\n go to [front v] layer\n wait (pick random (6) to (18)) seconds\n show\n repeat (6)\n change y by (-10)\n end\n wait (1) seconds\n repeat (6)\n change y by (10)\n end\n hide\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\ngo [forward v] (999999999999999999) layers\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (donr v)\nhide\n\nglide (1) secs to x: (0) y: (0)\n\n@Intro for @HeroOfWar\n\nwhen I start as a clone\nif <(Clone) = [Checker]> then\n Clean Up\n go to [front v] layer\n point in direction (Checker Dir)\n go to x: (0) y: (0)\n switch costume to (checker shockwave 1 v)\n repeat (11)\n next costume\n change size by (((600) - (size)) / (3))\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Shockwave]> then\n Clean Up\n set size to (0) %\n switch costume to (shockwave1 v)\n repeat (7)\n next costume\n change size by (((250) - (size)) / (2))\n next costume\n end\n hide\n delete this clone\nend\n\ndefine Clean Up\nshow\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen flag clicked\nstart sound [Domastic - Weird Dream \[NCS Release\] v]\nswitch costume to ( v)\nClean Up\nset [clone v] to [Dot2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [clone v] to [Dot]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [clone v] to [Dot2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [clone v] to [Dot End]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\n\nwhen I start as a clone\nif <(Clone) = [Dot]> then\n Clean Up\n go to [front v] layer\n set size to (0) %\n set [brightness v] effect to (-20)\n switch costume to (dot v)\n go to x: (0) y: (-200)\n repeat (20)\n switch costume to ( v)\n change y by (((0) - (y position)) / (3))\n change size by ((size) / (5))\n switch costume to (dot v)\n end\n wait (0.3) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Dot2]> then\n Clean Up\n go to [front v] layer\n set size to (0) %\n set [brightness v] effect to (-50)\n switch costume to (dot v)\n go to x: (0) y: (-200)\n repeat (20)\n switch costume to ( v)\n change y by (((0) - (y position)) / (3))\n change size by ((size) / (5))\n switch costume to (dot v)\n end\n wait (0.2) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Dot End]> then\n Clean Up\n go to [front v] layer\n set size to (0) %\n set [brightness v] effect to (-20)\n switch costume to (dot v)\n go to x: (0) y: (-200)\n repeat (20)\n switch costume to ( v)\n change y by (((0) - (y position)) / (3))\n change size by ((size) / (5))\n switch costume to (dot v)\n end\n go to [back v] layer\n set [clone v] to [Name]\n create clone of (_myself_ v)\n broadcast (Grid v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Diamond]> then\n Clean Up\n set size to (0) %\n set [brightness v] effect to (100)\n go [backward v] (1) layers\n switch costume to (diamond v)\n repeat (25)\n switch costume to ( v)\n change size by (((300) - (size)) / (5))\n switch costume to (diamond v)\n end\n delete this clone\nend\n\nwhen I receive [grid v]\nif <(costume [name v]) = []> then\n set [clone v] to [Grid]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Grid]> then\n switch costume to (grid v)\n Clean Up\n set [brightness v] effect to (-20)\n switch costume to (grid v)\n broadcast (Flash v)\n wait (0.4) seconds\n repeat (2)\n set [clone v] to [Diamond]\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\n repeat (5)\n set [clone v] to [Diamond]\n create clone of (_myself_ v)\n wait (0.4) seconds\n end\n broadcast (Close v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Grid]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I receive [flash v]\nrepeat (2)\n change [brightness v] effect by (50)\nend\nrepeat (5)\n change [brightness v] effect by (-20)\nend\n\nwhen I receive [close v]\nif <(costume [name v]) = [Dot]> then\n repeat (10)\n switch costume to ( v)\n change size by (((1) - (size)) / (3))\n switch costume to (dot v)\n end\n broadcast (Project v)\n set [m v] to [0]\n repeat (15)\n change y by (M)\n change [m v] by (-1)\n change size by (((0) - (size)) / (10))\n change [ghost v] effect by ((100) / (15))\n end\n delete this clone\nelse\n if <not <(costume [name v]) = [Diamond]>> then\n switch costume to (name v)\n repeat (20)\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (5)\n end\n end\nend\n\nwhen I receive [close v]\nif <(costume [name v]) = [Diamond]> then\n delete this clone\nend\n\nwhen I receive [project v]\nforever\n play sound [The Score - Unstoppable v] until done\nend\n\n@Sprite6\n\nwhen flag clicked\nshow\n\nwhen I receive [project v]\nhide\n\n@Skip Button\n\nwhen flag clicked\nhide\n\nwhen I receive [project v]\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [donr v]\nshow\n\nwhen this sprite clicked\nbroadcast (Next Level v)\nchange [level v] by (1)\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [22]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n set size to (50) %\n go to x: (194) y: (-114)\n else\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n set size to (50) %\n go to x: (3) y: (-157)\n else\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n go to x: (-155) y: (-131)\n else\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> or <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [3]> or <<(Level) = [4]> or <<(Level) = [5]> or <(Level) = [6]>>>>>>> then\n set size to (100) %\n go to x: (-170) y: (-102)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n set size to (50) %\n go to x: (-209) y: (-119)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [10]> or <(Level) = [11]>> then\n set size to (100) %\n go to x: (-170) y: (-102)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n set size to (100) %\n end\nend\n\ngo to x: (-170) y: (-102)\ngo to x: (-170) y: (-102)\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n set size to (100) %\n go to x: (191) y: (-132)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n set size to (50) %\n go to x: (-43) y: (-161)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n go [forward v] (999999999999999999999999) layers\n set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (0.01)\nshow\ngo to x: (0) y: (100000)\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n reset timer\n go to [front v] layer\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go [forward v] (999999999999999999999999999999999999) layers\n if <(Level) = [22]> then\n wait (4) seconds\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n show\n end\nend\n\nwhen I receive [donr v]\n\n@Sprite7\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [21]> then\n go to [front v] layer\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (Sword v)\n\n
GUYS IMMA GONNA DIE 400+ loves !!!\nOOMMGG!!!!!!!!!! 300+ loves and faves !!!!!!!!!!!!!!!!!!!!!!! \n\n\n Yay 250+ Loves and 250+ Faves\n\n YAY!!! 2k+ views!!\n\nHello Guys , HeroOfWar here . After the hard work of of totally 1 Month . I present you Seasons A Platformer. I really did very much hard work so pls like fave and follow me to appreciate my hardwork :) Pls tell what is your time and how many times you died in the comments :)\n\n -------------------- Storyline --------------------\nSome people are trying to capture your kingdom and they have locked you in a huge place . You have to face all the seasons and if you win YOU SAVED THE WORLD !!!
⭐ Escape The House ⭐ ll A puzzle platformer and an entry by Xx_InfiniteGame_xX
@Stage\n\nwhen flag clicked\nswitch backdrop to (white v)\nset [brightness v] effect to (0)\n\nwhen I receive [run game v]\n\n if <<<(Lvl. X) = [5]> or <(Lvl. X) = [6]>> and <(Lvl. Y) = [1]>> then\n switch backdrop to (sky v)\n set [brightness v] effect to (0)\n else\n switch backdrop to (house v)\n set [brightness v] effect to (-20)\n end\nend\n\n@Intro\n\nwhen flag clicked\nbroadcast (Intro v)\n\nwhen I receive [intro v]\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nhide\nstart sound [Super Mario Run \(Trap Remix\) v]\nClone all PFP part\nClone [0] [0] [Background]\nClone [0] [0] [Original PFP]\nClone [0] [0] [Beat]\n\ndefine Clone (x) (y) (costume)\nswitch costume to (costume)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\ndefine Clone all PFP part\nClone [0] [0] [PFP Part 1]\nClone [0] [206] [PFP Part 2]\nClone [0] [-206] [PFP Part 3]\nClone [-202] [0] [PFP Part 4]\nClone [202] [0] [PFP Part 5]\n\nwhen I start as a clone\nif <(costume [name v]) = [PFP Part 1]> then\n set size to (0) %\n show\n repeat until <(size) > [99.5]>\n change size by (((100) - (size)) / (10))\n end\n set size to (100) %\n wait (0.8) seconds\nend\nif <(costume [name v]) = [PFP Part 2]> then\n show\n repeat until <(y position) < [0.5]>\n change y by (((0) - (y position)) / (10))\n end\n set y to (0)\n wait (0.5) seconds\nend\nif <(costume [name v]) = [PFP Part 3]> then\n show\n repeat until <(y position) > [-0.5]>\n change y by (((0) - (y position)) / (10))\n end\n set y to (0)\n wait (0.5) seconds\nend\nif <(costume [name v]) = [PFP Part 4]> then\n show\n repeat until <(x position) > [-0.5]>\n change x by (((0) - (x position)) / (10))\n end\n set x to (0)\n wait (0.5) seconds\nend\nif <(costume [name v]) = [PFP Part 5]> then\n show\n repeat until <(x position) < [0.5]>\n change x by (((0) - (x position)) / (10))\n end\n set x to (0)\n wait (0.5) seconds\nend\nif <(costume [name v]) = [Background]> then\n set [y vel v] to [-1]\n wait (2.4) seconds\n show\n repeat (135)\n go to x: (0) y: (0)\n end\n broadcast (Intro Done v)\n repeat until <(y position) < [-347]>\n change y by (y vel)\n change [y vel v] by ((y vel) / (4))\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\nif <(costume [name v]) = [Original PFP]> then\n set [var v] to [0]\n wait (2.4) seconds\n show\n wait (0.5) seconds\n repeat (110)\n PFP action\n end\n repeat until <(size) < [50.5]>\n change size by (((50) - (size)) / (5))\n change [ghost v] effect by (8)\n PFP action\n end\nend\nif <(costume [name v]) = [Beat]> then\n set size to (0) %\n wait (2.35) seconds\n show\n repeat until <(size) > [199.5]>\n change size by (((200) - (size)) / (5))\n change [ghost v] effect by (5)\n end\nend\ndelete this clone\n\ndefine PFP action\nchange [var v] by (10)\npoint in direction ((([sin v] of (var) ) * (10)) + (90))\nset y to (([sin v] of ((var) * (2)) ) * (10))\n\n@Setup\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [intro done v]\nset [lvl. x v] to [1]\nset [lvl. y v] to [1]\nset [player already out? v] to [false]\nset [key door opened? v] to [false]\nset [code door opened? v] to [false]\nset [main key door opened? v] to [false]\nset [player have key? v] to [false]\nset [player have code? v] to [false]\nset [player have main key? v] to [false]\nset [player have jump booster? v] to [false]\nbroadcast (Run Game v)\n\n@Player\n\nwhen I receive [run game v]\nset rotation style [left-right v]\nset [x vel v] to [0]\nset [y vel v] to [0]\nset [have touch ground? v] to [false]\nshow\n\n if <(player have jump booster?) = [false]> then\n Platformer physic [3] [0.8] [15] [-1]\n else\n Platformer physic [3] [0.8] [20] [-1]\n end\n Detect if go to next level\n Detect if player want to open door\n Switch to true costume\nend\n\nwhen flag clicked\ngo to x: (-152) y: (107)\nhide\n\ndefine Platformer physic (side speed) (friction) (jump height) (gravity)\nswitch costume to (hitbox v)\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y vel v] by (4)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y vel v] by (-4)\n end\n set [y vel v] to ((0.8) * (y vel))\nelse\n change [y vel v] by (gravity)\nend\nchange y by (y vel)\nTouch ground <(y vel) > [0]>\nset [x vel v] to ((friction) * ((x vel) + ((side speed) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>>))))\nchange x by (x vel)\nif <<touching (platform v)?> or <touching (locked door v)?>> then\n change x by ((x vel) * (-1))\n set [x vel v] to [0]\nend\nchange y by (-1)\nif <<touching (platform v)?> or <touching (locked door v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y vel v] to (jump height)\n if <(player have jump booster?) = [false]> then\n start sound [Jump v]\n else\n start sound [Big jump v]\n end\n end\n if <(have touch ground?) = [false]> then\n set [have touch ground? v] to [true]\n if <<<(Lvl. X) = [5]> or <(Lvl. X) = [6]>> and <(Lvl. Y) = [1]>> then\n start sound [Impact on dirt v]\n broadcast (Dirt impact v)\n else\n start sound [Impact on wood v]\n broadcast (Wood impact v)\n end\n end\nelse\n set [have touch ground? v] to [false]\nend\nchange y by (1)\n\ndefine Detect if go to next level\nif <(x position) > [239]> then\n set x to (-239)\n change [lvl. x v] by (1)\nelse\n if <(x position) < [-239]> then\n set x to (239)\n change [lvl. x v] by (-1)\n end\nend\nif <(y position) > [179]> then\n set y to (-179)\n change [lvl. y v] by (1)\nelse\n if <(y position) < [-179]> then\n set y to (179)\n change [lvl. y v] by (-1)\n end\nend\n\ndefine Touch ground <jumping?>\nrepeat until <not <touching (platform v)?>>\n if <jumping?> then\n change y by (-1)\n else\n change y by (1)\n end\n set [y vel v] to [0]\nend\n\ndefine Detect if player want to open door\nif <<<(Lvl. X) = [3]> and <(Lvl. Y) = [3]>> and <<(x position) < [-170]> and <(code door opened?) = [false]>>> then\n broadcast (Ask for code v) and wait\n repeat until <(x position) > [-170]>\n if <(player have jump booster?) = [false]> then\n Platformer physic [3] [0.8] [15] [-1]\n else\n Platformer physic [3] [0.8] [20] [-1]\n end\n Detect if go to next level\n end\nend\nif <<<(Lvl. X) = [2]> and <(Lvl. Y) = [3]>> and <<(x position) < [-170]> and <(key door opened?) = [false]>>> then\n if <(player have key?) = [true]> then\n set [key door opened? v] to [true]\n broadcast (Open key door v)\n else\n broadcast (Find key first v)\n repeat until <(x position) > [-170]>\n if <(player have jump booster?) = [false]> then\n Platformer physic [3] [0.8] [15] [-1]\n else\n Platformer physic [3] [0.8] [20] [-1]\n end\n Detect if go to next level\n Switch to true costume\n end\n end\nend\nif <<<(Lvl. X) = [4]> and <(Lvl. Y) = [1]>> and <<[170] < (x position)> and <(main key door opened?) = [false]>>> then\n if <(player have main key?) = [true]> then\n set [main key door opened? v] to [true]\n broadcast (Open main key door v)\n else\n broadcast (Find key first v)\n repeat until <[170] > (x position)>\n if <(player have jump booster?) = [false]> then\n Platformer physic [3] [0.8] [15] [-1]\n else\n Platformer physic [3] [0.8] [20] [-1]\n end\n Detect if go to next level\n Switch to true costume\n end\n end\nend\n\ndefine Switch to true costume\nif <((x vel) + (-0.2)) > [0]> then\n set [right / left v] to [right]\nelse\n if <((x vel) + (0.2)) < [0]> then\n set [right / left v] to [left]\n else\n set [right / left v] to [none]\n end\nend\nif <((y vel) + (-0.2)) > [0]> then\n set [up / down v] to [up]\nelse\n if <((y vel) + (0.2)) < [0]> then\n set [up / down v] to [down]\n else\n set [up / down v] to [none]\n end\nend\nswitch costume to (join (right / left) (join [ / ] (up / down)))\n\ndefine Detect if any message needed\nif <<<<<(Lvl. X) = [2]> and <(Lvl. Y) = [1]>> and <(player have jump booster?) = [false]>> and <<(x position) > [-100]> and <(y vel) > [0]>>> or <<<<(Lvl. X) = [4]> and <(Lvl. Y) = [3]>> and <(player have jump booster?) = [false]>> and <<<(x position) > [-20]> and <(x position) < [40]>> and <(y vel) > [0]>>>> then\n broadcast (Need jump booster v)\n if <<<<(Lvl. X) = [2]> and <(Lvl. Y) = [1]>> and <(player have jump booster?) = [false]>> and <<(x position) > [-100]> and <(y vel) > [0]>>> then\n wait until <not <(y vel) > [0]>>\n else\n wait until <not <(y vel) > [0]>>\n end\nend\n\nwhen I receive [run game v]\n\n Detect if any message needed\nend\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [run game v]\nshow\n\n switch costume to (join (join [X : ] (Lvl. X)) (join [ // Y : ] (Lvl. Y)))\nend\n\n@Ladder\n\nwhen flag clicked\nhide\n\nwhen I receive [run game v]\nshow\n\n switch costume to (join (join [X : ] (Lvl. X)) (join [ // Y : ] (Lvl. Y)))\nend\n\n@Chest\n\nwhen flag clicked\nhide\n\nwhen I receive [run game v]\nCreate a chest at level X : [1] Y : [2] at X : [-170] Y : [-105] Name : [Key]\nCreate a chest at level X : [2] Y : [2] at X : [-171] Y : [106] Name : [Code]\nCreate a chest at level X : [4] Y : [3] at X : [-165] Y : [64] Name : [Main Key]\nCreate a chest at level X : [1] Y : [3] at X : [-170] Y : [-105] Name : [Jump Booster]\n\ndefine Create a chest at level X : (x1) Y : (y1) at X : (x2) Y : (y2) Name : (name)\ngo to x: (x2) y: (y2)\nset [id v] to (join (join (x1) (y1)) (name))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (chest animation 1 v)\nset [already touch player? v] to [false]\n\n go to [back v] layer\n if <<(Lvl. X) = (letter (1) of (ID))> and <(Lvl. Y) = (letter (2) of (ID))>> then\n show\n else\n hide\n end\n if <<touching (player v)?> and <(already touch player?) = [false]>> then\n set [already touch player? v] to [true]\n if <<not < (ID) contains [Main]?>> and < (ID) contains [Key]?>> then\n broadcast (Got key v)\n set [player have key? v] to [true]\n end\n if < (ID) contains [Code]?> then\n broadcast (Got code v)\n set [player have code? v] to [true]\n end\n if < (ID) contains [Main Key]?> then\n broadcast (Got main key v)\n set [player have main key? v] to [true]\n end\n if < (ID) contains [Jump Booster]?> then\n broadcast (Got jump booster v)\n set [player have jump booster? v] to [true]\n end\n repeat (7)\n wait (0) seconds\n next costume\n end\n end\nend\n\n@Locked Door\n\ndefine Create a locked door at level X : (x1) Y : (y1) at X : (x2) Y : (y2) Name : (name) Dir : (dir)\nset rotation style [left-right v]\ngo to x: (x2) y: (y2)\npoint in direction (dir)\nset [id v] to (join (join (x1) (y1)) (name))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [run game v]\nCreate a locked door at level X : [3] Y : [3] at X : [-229] Y : [-50] Name : [Code] Dir : [90]\nCreate a locked door at level X : [2] Y : [3] at X : [-229] Y : [-50] Name : [Key] Dir : [90]\nCreate a locked door at level X : [4] Y : [1] at X : [250] Y : [-50] Name : [Main Key] Dir : [-90]\n\nwhen I start as a clone\n\n go to [back v] layer\n if <<(Lvl. X) = (letter (1) of (ID))> and <(Lvl. Y) = (letter (2) of (ID))>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [correct code v]\nif < (ID) contains [Code]?> then\n delete this clone\nend\n\nwhen I receive [open key door v]\nif <<not < (ID) contains [Main]?>> and < (ID) contains [Key]?>> then\n delete this clone\nend\n\nwhen I receive [open main key door v]\nif < (ID) contains [Main Key]?> then\n delete this clone\nend\n\nset [player have jump booster? v] to [true]\n\n@Message\n\nwhen I receive [run game v]\ngo to x: (0) y: (-100)\nset [ghost v] effect to (100)\nswitch costume to (blank v)\nshow\n\nwhen I receive [got key v]\ngo to x: (0) y: (-100)\nset [ghost v] effect to (100)\nstart sound [Coin v]\nswitch costume to (got key v)\nrepeat until <(y position) > [-0.5]>\n switch costume to (t h i c c v)\n change y by (((0) - (y position)) / (5))\n switch costume to (got key v)\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nrepeat until <[-99.5] > (y position)>\n switch costume to (t h i c c v)\n change y by (((-100) - (y position)) / (5))\n switch costume to (got key v)\n change [ghost v] effect by (12)\nend\n\nwhen I receive [got code v]\ngo to x: (0) y: (-100)\nset [ghost v] effect to (100)\nstart sound [Coin v]\nswitch costume to (got code v)\nrepeat until <(y position) > [-0.5]>\n switch costume to (t h i c c v)\n change y by (((0) - (y position)) / (5))\n switch costume to (got code v)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat until <[-99.5] > (y position)>\n switch costume to (t h i c c v)\n change y by (((-100) - (y position)) / (5))\n switch costume to (got code v)\n change [ghost v] effect by (12)\nend\n\nwhen I receive [got main key v]\ngo to x: (0) y: (-100)\nset [ghost v] effect to (100)\nstart sound [Coin v]\nswitch costume to (got main key v)\nrepeat until <(y position) > [-0.5]>\n switch costume to (t h i c c v)\n change y by (((0) - (y position)) / (5))\n switch costume to (got main key v)\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nrepeat until <[-99.5] > (y position)>\n switch costume to (t h i c c v)\n change y by (((-100) - (y position)) / (5))\n switch costume to (got main key v)\n change [ghost v] effect by (12)\nend\n\nwhen I receive [got jump booster v]\ngo to x: (0) y: (-100)\nset [ghost v] effect to (100)\nstart sound [Coin v]\nswitch costume to (got jump booster v)\nrepeat until <(y position) > [-0.5]>\n switch costume to (t h i c c v)\n change y by (((0) - (y position)) / (5))\n switch costume to (got jump booster v)\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nrepeat until <[-99.5] > (y position)>\n switch costume to (t h i c c v)\n change y by (((-100) - (y position)) / (5))\n switch costume to (got jump booster v)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [correct code v]\ngo to x: (0) y: (-100)\nset [ghost v] effect to (100)\nstart sound [Coin v]\nswitch costume to (correct code v)\nrepeat until <(y position) > [-0.5]>\n switch costume to (t h i c c v)\n change y by (((0) - (y position)) / (5))\n switch costume to (correct code v)\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nrepeat until <[-99.5] > (y position)>\n switch costume to (t h i c c v)\n change y by (((-100) - (y position)) / (5))\n switch costume to (correct code v)\n change [ghost v] effect by (12)\nend\n\nwhen I receive [incorrect code v]\ngo to x: (0) y: (-100)\nset [ghost v] effect to (100)\nstart sound [Crunch v]\nswitch costume to (incorrect code v)\nrepeat until <(y position) > [-0.5]>\n switch costume to (t h i c c v)\n change y by (((0) - (y position)) / (5))\n switch costume to (incorrect code v)\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nrepeat until <[-99.5] > (y position)>\n switch costume to (t h i c c v)\n change y by (((-100) - (y position)) / (5))\n switch costume to (incorrect code v)\n change [ghost v] effect by (12)\nend\n\nwhen I receive [open key door v]\ngo to x: (0) y: (-100)\nset [ghost v] effect to (100)\nstart sound [Coin v]\nswitch costume to (key door opened v)\nrepeat until <(y position) > [-0.5]>\n switch costume to (t h i c c v)\n change y by (((0) - (y position)) / (5))\n switch costume to (key door opened v)\n change [ghost v] effect by (-5)\nend\nrepeat until <[-99.5] > (y position)>\n switch costume to (t h i c c v)\n change y by (((-100) - (y position)) / (5))\n switch costume to (key door opened v)\n change [ghost v] effect by (12)\nend\n\nwhen I receive [find key first v]\ngo to x: (0) y: (-100)\nset [ghost v] effect to (100)\nstart sound [Crunch v]\nswitch costume to (find key first v)\nrepeat until <(y position) > [-0.5]>\n switch costume to (t h i c c v)\n change y by (((0) - (y position)) / (5))\n switch costume to (find key first v)\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nrepeat until <[-99.5] > (y position)>\n switch costume to (t h i c c v)\n change y by (((-100) - (y position)) / (5))\n switch costume to (find key first v)\n change [ghost v] effect by (12)\nend\n\nwhen I receive [run game v]\n\n if <<(player already out?) = [false]> and <<(Lvl. X) = [5]> and <(Lvl. Y) = [1]>>> then\n set [player already out? v] to [true]\n start sound [Coin v]\n switch costume to (player out v)\n repeat until <(y position) > [-0.5]>\n switch costume to (blank v)\n change y by (((0) - (y position)) / (5))\n switch costume to (player out v)\n change [ghost v] effect by (-4)\n go to [front v] layer\n end\n wait (0.5) seconds\n repeat until <[-80.5] > (y position)>\n switch costume to (blank v)\n change y by (((-100) - (y position)) / (5))\n switch costume to (player out v)\n change [ghost v] effect by (12)\n go to [front v] layer\n end\n end\nend\n\nwhen I receive [run game v]\n\n if <<(player already out?) = [true]> and <not <<<(Lvl. X) = [5]> or <(Lvl. X) = [6]>> and <(Lvl. Y) = [1]>>>> then\n start sound [Crunch v]\n switch costume to (why in v)\n repeat until <(y position) > [-0.5]>\n switch costume to (blank v)\n change y by (((0) - (y position)) / (5))\n switch costume to (why in v)\n change [ghost v] effect by (-4)\n go to [front v] layer\n end\n wait (0.5) seconds\n repeat until <[-80.5] > (y position)>\n switch costume to (blank v)\n change y by (((-100) - (y position)) / (5))\n switch costume to (why in v)\n change [ghost v] effect by (12)\n go to [front v] layer\n end\n wait until <<(Lvl. X) = [5]> and <(Lvl. Y) = [1]>>\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop button pressed v]\nhide\n\nwhen I receive [need jump booster v]\ngo to x: (0) y: (-100)\nset [ghost v] effect to (100)\nstart sound [Crunch v]\nswitch costume to (need jump booster v)\nrepeat until <(y position) > [-0.5]>\n switch costume to (t h i c c v)\n change y by (((0) - (y position)) / (5))\n switch costume to (need jump booster v)\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nrepeat until <[-99.5] > (y position)>\n switch costume to (t h i c c v)\n change y by (((-100) - (y position)) / (5))\n switch costume to (need jump booster v)\n change [ghost v] effect by (12)\nend\n\n@Code\n\nwhen I receive [ask for code v]\nClone all asset\nwait (0.1) seconds\nwait until <(length of (entered code)) = [3]>\n\nwhen flag clicked\nhide\n\ndefine Clone all asset\nswitch costume to (base v)\nrepeat (11)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nset [entered code v] to []\nset y to (-999)\nset [ghost v] effect to (100)\nshow\nrepeat until <(y position) > [-20.5]>\n change y by (((-20) - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\nset y to (-20)\nrepeat until <(length of (entered code)) = [3]>\n if <<not <(costume [name v]) = [Base]>> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n set [entered code v] to (join (entered code) (costume [name v]))\n set [s vel v] to [-1]\n start sound [Clixk v]\n repeat (2)\n change size by (s vel)\n change [s vel v] by (-5)\n end\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n repeat until <(size) > [99.5]>\n change size by (((100) - (size)) / (5))\n end\n set size to (100) %\n end\nend\nif <(entered code) = [165]> then\n set [code door opened? v] to [true]\n broadcast (Correct code v)\nelse\n broadcast (Incorrect code v)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Impact Particle Effect\n\nwhen flag clicked\nset [clone? v] to [false]\nhide\n\nwhen I receive [wood impact v]\nif <(clone?) = [false]> then\n Clone particle effect [15] [1]\nend\n\ndefine Clone particle effect (amount) (type)\nset [type v] to (type)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [clone? v] to [true]\nset [x vel v] to (pick random (-5.0) to (5.0))\nset [y vel v] to (pick random (2.5) to (7.5))\nset [old lvl. x v] to (Lvl. X)\nset [old lvl. y v] to (Lvl. Y)\npoint in direction (pick random (-179.9) to (180.0))\ngo to (player v)\nchange y by (-10)\nif <(type) = [1]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\nset [brightness v] effect to (pick random (-20.0) to (0.0))\nshow\nrepeat until <(y position) < [-179]>\n change x by (x vel)\n change y by (y vel)\n turn right ((x vel) * (2)) degrees\n if <<not <(Lvl. X) = (old Lvl. X)>> or <not <(Lvl. Y) = (old Lvl. Y)>>> then\n delete this clone\n end\n set [x vel v] to ((0.95) * (x vel))\n change [y vel v] by (-1)\nend\ndelete this clone\n\nwhen I receive [dirt impact v]\nif <(clone?) = [false]> then\n Clone particle effect [15] [2]\nend\n\n@TN\n\nwhen flag clicked\nshow\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nrepeat (20)\n set size to (100) %\n change [ghost v] effect by (5)\n set [checktimer v] to (timer)\nend\nhide\nforever\n set [checktimer v] to (timer)\nend\n\nwhen [timer v] > (checkTimer)\nbroadcast (Stop button pressed v)\nshow\nset y to (346)\nrepeat until <(y position) < [0.5]>\n change y by (((0) - (y position)) / (5))\nend\ngo to x: (0) y: (0)\n\n@Cloud\n\nwhen flag clicked\nhide\n\nwhen I receive [run game v]\n\n if <<<(Lvl. X) = [5]> or <(Lvl. X) = [6]>> and <(Lvl. Y) = [1]>> then\n create clone of (_myself_ v)\n wait (pick random (1.0) to (2.5)) seconds\n end\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\ngo to x: (275) y: (pick random (70) to (160))\npoint in direction (pick random (-179) to (180))\nset [ghost v] effect to (pick random (20) to (50))\nset size to (pick random (40) to (70)) %\nset [speed v] to (pick random (-2.0) to (-6.0))\nset [var v] to [0]\nshow\nrepeat until <<(x position) < [-239]> or <not <<<(Lvl. X) = [5]> or <(Lvl. X) = [6]>> and <(Lvl. Y) = [1]>>>>\n change [var v] by (10)\n change x by (speed)\n change y by ([sin v] of (var) )\n go to [back v] layer\nend\ndelete this clone\n\n@Light\n\nwhen flag clicked\nhide\n\nwhen I receive [run game v]\nbroadcast (Start lighting v)\n\nwhen I receive [stop button pressed v]\nhide\n\nwhen I receive [ask for code v]\nhide\nstop [other scripts in sprite v]\nwait (0) seconds\nwait until <(length of (entered code)) = [3]>\nbroadcast (Start lighting v)\n\nwhen I receive [start lighting v]\n\n go to (player v)\n if <<(player already out?) = [true]> or <<<(Lvl. X) = [5]> or <(Lvl. X) = [6]>> and <(Lvl. Y) = [1]>>> then\n hide\n else\n show\n end\nend\n\n@Music 1\n\nwhen I receive [run game v]\n\n play sound [Hitman - Kevin Macleod v] until done\nend\n\nwhen I receive [run game v]\nwait until <(player already out?) = [true]>\nstop [other scripts in sprite v]\nbroadcast (Next song v)\n\n@Music 2\n\nwhen I receive [next song v]\n\n play sound [Rhymastic - My Happy Melody \(Instrumental\) v] until done\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]>>\nshow\ngo to x: (0) y: (50)\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat (35)\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nrepeat (35)\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\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@Extra message\n\nwhen flag clicked\nhide\n\nwhen I receive [run game v]\nforever\n go to x: (153) y: (185)\n set [ghost v] effect to (100)\n show\n start sound [High Whoosh v]\n repeat until <(y position) < [160.5]>\n change y by (((160) - (y position)) / (5))\n change [ghost v] effect by (-5)\n end\n wait (1) seconds\n start sound [High Whoosh v]\n repeat until <(y position) > [184.5]>\n change y by (((185) - (y position)) / (5))\n change [ghost v] effect by (5)\n end\n wait (pick random (10.0) to (30.0)) seconds\nend\n\n
⭐ Ad ⭐\n\nCheck out my first PFC Application! https://scratch.mit.edu/projects/468784763/\n\n----------------------------------------------------------------------\n\nEscape The House ll A puzzle platformer and an entry by Xx_InfiniteGame_xX\n\n---------------------------------------------------------------------\n⭐ Instruction ⭐\n\n➡️ Spam the green flag\n\n➡️ [<] [>] [^] [v] or [W] [A] [S] [D] to move the player\n\n➡️ Find the keys, jump booster and more things to escape the house!\n\n➡️ When a calculator-thing pop out at your screen, enter the code. If you don't know yet, just spam the calculator. XD\n\n➡️ You'll finish this game if you are at outside of the house.\n\n➡️ Hope you enjoy! :D\n\n---------------------------------------------------------------------\n⭐ Notes ⭐\n\n➡️ This is an entry for @-PickleAnimator-'s contest\n\n➡️ Yeah, I know there are some annoying bug, I'll try to fix it. Don't comment bug.\n\n➡️ Find the easter egg! (shoutout to @ScratchNinjaCoder for find the easter egg first)\n\n➡️ Don't comment the code! >:(\n\n➡️ If you enjoy, feel free to love and fav this game! Thanks!\n\n---------------------------------------------------------------------\n⭐ Credits ⭐\n\n➡️Platfromer engine made by me, inspired by @0014049 for basic platformer engine and @GameDev46 for ground impact inspo.\n➡️Background songs are from YT.\n➡️Some of the SFX was made on LeshySFX by me.\n➡️The text on the thumbnail was made on Google Drawing.\n➡️ @TheBlueGuy- for title idea\n➡️ @Game-Cloud for thumbnail inspo.\n➡️ @TimMcCool for love and fav detector.\n➡️ @0014049 for tileset inspo. (art by me)\n➡️ @QuaXX for the idea from the project "Dungeon"\n➡️ @Xx_InfiniteGame_xX (me) for everything else.\n\n---------------------------------------------------------------------\n⭐ Updates ⭐\n\n(dd/mm/yyyy)\n\n➡️ 19/12/2020 - Game shared! Loved by @TNTend!\n\n---------------------------------------------------------------------\n⭐ Tags ⭐\n\n#all #escape #the #house #game #puzzle #platformer #entry #player #key #code #lock #door \n\nSay no to unrelated tags ;)
The Midnight Valley // A scrolling platformer (Mobile Friendly) #all #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Tobu - Infectious \[NCS Release\] v] until done\nend\n\n@player\n\nwhen flag clicked\nswitch costume to (normal v)\nshow\ngo to [front v] layer\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n broadcast (Tick v)\nend\n\ndefine Tick\nset size to (75) %\nshow\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\nend\nchange x by (Xv)\nset [xv v] to ((Xv) * (0.9))\nif <<touching color (#00f01c)?> or <touching color (#aa8200)?>> then\n change y by (1)\n if <<touching color (#00f01c)?> or <touching color (#aa8200)?>> then\n change y by (1)\n if <<touching color (#00f01c)?> or <touching color (#aa8200)?>> then\n change y by (1)\n if <<touching color (#00f01c)?> or <touching color (#aa8200)?>> then\n change y by (1)\n if <<touching color (#00f01c)?> or <touching color (#aa8200)?>> then\n change y by (1)\n if <<touching color (#00f01c)?> or <touching color (#aa8200)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <<touching color (#00f01c)?> or <touching color (#aa8200)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<touching color (#00f01c)?> or <touching color (#aa8200)?>> then\n set [yv v] to [13]\n end\nend\nchange y by (1)\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <<touching color (#ff0000)?> or <(ScrollY) > [700]>> then\n set [scrollx v] to [0]\n set [scrolly v] to [0]\n start sound [Roblox Death Sound - OOF Sound Effect v]\nend\nif <touching color (#00ffff)?> then\n broadcast (Next Level v) and wait\nend\nif <touching color (#7f00ff)?> then\n set [yv v] to [25]\nend\n\nwhen I receive [tick v]\nTick\n\nwhen I receive [restart v]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <key (1 v) pressed?> then\n switch costume to (red v)\n end\n if <key (2 v) pressed?> then\n switch costume to (orange v)\n end\n if <key (3 v) pressed?> then\n switch costume to (yellow v)\n end\n if <key (4 v) pressed?> then\n switch costume to (green v)\n end\n if <key (5 v) pressed?> then\n switch costume to (dark blue v)\n end\n if <key (6 v) pressed?> then\n switch costume to (purple v)\n end\n if <key (7 v) pressed?> then\n switch costume to (pink v)\n end\n if <key (8 v) pressed?> then\n switch costume to (white v)\n end\n if <key (9 v) pressed?> then\n switch costume to (black v)\n end\n if <key (0 v) pressed?> then\n switch costume to (cool bro v)\n end\nend\n\nwhen [space v] key pressed\nswitch costume to (normal v)\n\n@level\n\nwhen flag clicked\nshow\nswitch costume to (blank v)\nset size to (300) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwhen I receive [next level v]\nPosition\nwait (0.1) seconds\nnext costume\n\ndefine Position\nset [scrollx v] to [0]\nset [scrolly v] to [0]\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [level 11]> then\n broadcast (hide skipbutton v)\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (36) y: (28)\nset [ghost v] effect to (100)\n\n@restart\n\nwhen flag clicked\ngo to x: (-180) y: (137)\npoint in direction (90)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\n point in direction ((([sin v] of ((timer) * (300)) ) * (6)) + (90))\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Restart v) and wait\n wait (1) seconds\n end\nend\n\n@skip\n\nwhen flag clicked\ngo to x: (-60) y: (137)\npoint in direction (90)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\n point in direction ((([sin v] of ((timer) * (300)) ) * (6)) + (90))\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Next Level v) and wait\n wait (1) seconds\n end\nend\n\nwhen I receive [hide skipbutton v]\nhide\nstop [this script v]\n\n
Welcome to my second scrolling Platformer game \nControls\n- Arrow Keys or WASD to move or Mobile\n- Up Arrow To Jump ( You can Wall jump )\n- Dodge The Dangerous Things\n So Leave a ❤️ and ⭐ will be highly appreciated.\nSo Enjoy and Have Fun!!\nYou can Remix and Add More Levels and more!!\nThe First Button I s the Restart Button You can Restart\nAnd the second button is the Skip button You can Skip A level. You just Have To Press them.\nGet To the blue portal To finish Each Level.\nRED= DANGER\nPurple=BOUNCY
CMlukian a platformer || #game #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (11.47) seconds\nnext backdrop\n\n@Player\n\nwhen flag clicked\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nswitch costume to (costume2 v)\ngo to x: (-193) y: (161)\nset [ghost v] effect to (0)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1.5)\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (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 if <touching (level v)?> then\n change x by ((X) * (-1))\n change x by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n change y by (1)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (12)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-193) y: (161)\n broadcast (New costume v)\n end\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-193) y: (161)\n end\nend\n\nwhen flag clicked\nwait (11.47) seconds\nforever\n play sound [Warriyo - Mortals \(feat. Laura Brehm\) \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\n@ \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 Frame Tween Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Bounce, Size: (s) Speed: (spd)\nset size to (1000) %\nrepeat (30)\n set [bounce v] to (((Bounce) * (0.7)) + (((s) - (size)) / (spd)))\n change size by (Bounce)\nend\n\ndefine Smooth Size Change, Size: (s) Speed: (spd)\nif <(s) > (size)> then\n repeat until <(size) > ((s) - (.1))>\n Frame Tween Size: (s) speed: (spd)\n end\nend\nif <(size) > (s)> then\n Frame Tween Size: (s) speed: (spd)\nend\nset size to (s) %\n\nwhen flag clicked\nset [\[intro\] playing v] to [false]\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nerase all\npen up\nstop all sounds\nclear sound effects\nset volume to (100) %\nstart sound [Robin Hustin x TobiMorrow - Light It Up \(feat v]\nset size to (100) %\ngo to [front v] layer\nshow\nswitch costume to (blank v)\nswitch backdrop to ( v)\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset [i v] to [0]\nset [// v] to [-180]\nset [ypos v] to [-146]\nset [counter v] to [0]\nset [bounce v] to [0]\nset [bar id v] to [0]\nset [slide id v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n switch costume to (slide v)\n set size to (5) %\n go to x: (//) y: (0)\n set [ghost v] effect to (100)\n repeat until <(size) > [50]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n if <(Slide ID) < [3]> then\n change [slide id v] by (1)\n change [// v] by (120)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [99]>\n Frame Tween Size: [100] speed: [4]\n change [ghost v] effect by (-7)\n end\n repeat until <(size) < [16]>\n Frame Tween Size: [15] speed: [4]\n change [ghost v] effect by (7)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (bar v)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n repeat until <(size) < [20]>\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n stamp\n delete this clone\nend\n\nwait (.2) seconds\n\nwhen flag clicked\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nwait (3.03) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n set size to (40) %\n switch costume to (logo v)\n go to [front v] layer\n Bounce, Size: [100] Speed: [5]\n set [counter v] to [0]\n reset timer\n set [clone id v] to [FlashBang]\n create clone of (_myself_ v)\n repeat until <(timer) > [2]>\n change [counter v] by (3)\n point in direction ((([tan v] of (Counter) ) / (.1)) + (90))\n end\n set [clone id v] to [4]\n create clone of (_myself_ v)\n Smooth Glide x: [-50] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n switch costume to (screen v)\n go to x: (0) y: (500)\n Smooth Glide x: [-] y: [-] speed: [5]\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [FlashBang]> then\n switch costume to (flashbang v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang v)\n end\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n switch costume to (username v)\n go to [back v] layer\n Smooth Glide x: [30] y: [-] speed: [5]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n go to x: (0) y: (0)\n switch costume to (flashbang2 v)\n set size to (50) %\n Smooth Size Change, Size: [130] Speed: [5]\n repeat until <(size) > [404]>\n switch costume to (blank v)\n Frame Tween Size: [405] speed: [5]\n switch costume to (flashbang2 v)\n end\n set [bar id v] to [0]\n set [ypos v] to [-146]\n change [clone id v] by (1)\n create clone of (_myself_ v)\n stamp\n delete this clone\nend\n\nstamp\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n switch costume to (bar v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n set size to (0) %\n go to x: (0) y: (YPos)\n repeat (3)\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n if <(Bar ID) < [5]> then\n change [bar id v] by (1)\n change [ypos v] by (60)\n create clone of (_myself_ v)\n end\n repeat until <(size) > [101]>\n change [ghost v] effect by (-5)\n Frame Tween Size: [102] speed: [5]\n end\n erase all\n clear graphic effects\n repeat until <(size) < [20]>\n change [ghost v] effect by (5)\n Frame Tween Size: [19] speed: [5]\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (.2) seconds\nrepeat until <(\[INTRO\] Playing) = [false]>\nwait (11.47) seconds\nbroadcast (Intro done v)\n\n@Level\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\n\nwhen I receive [new costume v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\n\nwhen I receive [new costume v]\nnext costume\n\n@Thumbnail \n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (100)\nend\n\n
Hello guys ! Today i share a new project : CMlukian a platformer !\nMove with arrow kews or mobile controls and avoid spikes.\nGood luck !\n@CMlukian\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment « CMlukian is the best scratcher for make platformers »
Parkour scrolling platformer game II Enjoy pls.
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLLX)) (join [,] ((mouse y) + (SCROLLY))))\nshow variable [mouse v]\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo \(Original Mix\) v] until done\nend\n\nwhen I receive [change backdrop v]\nif <(LEVEL) = [1]> then\n switch backdrop to (backdrop2 v)\nend\nif <(LEVEL) = [2]> then\n switch backdrop to (backdrop2 v)\nend\nif <(LEVEL) = [2]> then\n switch backdrop to (backdrop1 v)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nforever\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v) and wait\n\n@BLANK\n\n@player\n\ndefine GAME ON\nset [x v] to [0]\nset [y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nshow\nset size to (40) %\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)\n broadcast (Setup v)\n GAME ON\n repeat until <(EXIT) > []>\n Tick\n broadcast (TICK v) and wait\n end\n if <(EXIT) = [Win]> then\n Player win\n else\n Player die\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nTrap die\nChange player y by (sy)\nif <(SCROLLX) < [0]> then\n set [scrollx v] to [0]\nend\nPosition\nset [scrollx v] to (x)\nChange player y by (sy)\nif <(y) < [-180]> then\n set [exit v] to [dead]\nend\nchange [scrolly v] by (round (((y) - (SCROLLY)) / (10)))\nif <(SCROLLY) < [0]> then\n set [scrolly v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [dead]\nend\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nchange [in air v] by (1)\nPosition\nif <touching (obstacles/ground v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (obstacles/ground v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <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 (obstacles/ground v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (obstacles/ground v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Player 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\nPosition\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\n\ndefine Trap die\nif <touching (danger!!! v)?> then\n set [exit v] to [dead]\nend\n\ndefine Player win\nrepeat (50)\n point towards (open/ closed portal v)\n turn right (65) degrees\n move ((distance to [open/ closed 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\nbroadcast (Change backdrop v) and wait\n\nwhen I receive [player die v]\nset [exit v] to [dead]\n\nwhen I receive [start game v]\nset [timer v] to [0]\nset [level v] to [1]\nshow variable [level v]\nif <(PLAYER COLOR) = [Red]> then\n switch costume to (red v)\nend\nif <(PLAYER COLOR) = [Blue]> then\n switch costume to (blue v)\nend\nif <(PLAYER COLOR) = [Green]> then\n switch costume to (green v)\nend\nbroadcast (Change backdrop v) and wait\nbroadcast (Green flag v) and wait\nbroadcast (PLAY GAME v) and wait\n\n@obstacles/ground\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\ndefine clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n clone at [360] [0]\n clone at [380] [0]\n clone at [380] [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n clone at [150] [200]\n clone at [360] [100]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n clone at [360] [0]\n clone at [360] [0]\n clone at [360] [0]\n clone at [1348] [187]\n clone at [360] [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\nend\n\nclone at [380] [0]\nclone at [380] [0]\nclone at [380] [0]\nclone at ((360) * (2)) [0]\nclone at ((360) * (1)) [0]\nclone at ((360) * (1)) [0]\nclone at ((360) * (1)) [0]\nclone at ((360) * (1)) [0]\n\nclone at [360] [0]\nclone at [360] [0]\n\n@danger!!!\n\ndefine Position (x) (y)\ngo 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) - (SCROLLX)) ((y) - (SCROLLY))\n\ndefine clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n clone at [360] [0]\n clone at [380] [0]\n clone at [380] [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n clone at [150] [200]\n clone at [360] [100]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n clone at [360] [0]\n clone at [360] [0]\n clone at [360] [0]\nend\n\nclone at [380] [0]\nclone at ((360) * (2)) [0]\nclone at [380] [0]\nclone at [380] [0]\nclone at [380] [0]\nclone at [380] [0]\n\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\nend\n\nclone at [0] [0]\nclone at [0] [0]\n\n@Open/ closed portal\n\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) < [4]> then\n if <(LEVEL) = [1]> then\n switch costume to (closed portal v)\n clone at [1743] [22]\n end\n if <(LEVEL) = [2]> then\n switch costume to (closed portal v)\n clone at [947] [517]\n end\n if <(LEVEL) = [3]> then\n switch costume to (closed portal v)\n clone at [1283] [172]\n end\nelse\n set [x v] to [-99999]\nend\n\nwhen I receive [open portal v]\nswitch costume to (open portal v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLLX)) ((y) - (SCROLLY))\nif <<(costume [name v]) = [open portal]> and <touching (player v)?>> then\n set [exit v] to [Win]\nend\n\n\n\n@collectables\n\ndefine Position (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) (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\nswitch costume to (pick random (1) to (8))\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLLX)) ((y) - (SCROLLY))\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]\nset [collected max v] to [0]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n clone at [360] [0]\n clone at ((360) * (2)) [0]\n clone at ((360) * (3.3)) [0]\n clone at ((360) * (4)) [0]\n clone at ((300) * (3)) [112]\n clone at ((300) * (3.6)) [112]\nend\nif <(LEVEL) = [2]> then\n clone at [-134] [134]\n clone at [190] [273]\n clone at [0] [367]\n clone at [479] [340]\n clone at [622] [405]\nend\nset [x v] to [-999999999]\nif <(LEVEL) = [3]> then\n clone at [360] [-37]\n clone at [946] [-50]\n clone at [1346] [-14]\nend\nset [x v] to [-999999999]\n\nclone at [-291] [-180]\n\nwhen I receive [green flag v]\nhide\n\nclone at [360] [112]\nclone at [360] [112]\n\n@saw\n\nwhen I receive [setup v]\n\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [player dying v] to [N]\nif <(LEVEL) = [2]> then\n clone at [334] [257]\nend\nset [x v] to [-99999]\n\nif <(LEVEL) = [1]> then\n clone at [360] [0]\n clone at [380] [0]\n clone at [380] [0]\nend\n\ndefine clone at (x) (y)\n\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nPosition\n\nnext costume\n\ndefine Position (x) (y)\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\n\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\n\nPosition ((x) - (SCROLLX)) ((y) - (SCROLLY))\nif <<touching (player v)?> and <(PLAYER DYING) = [N]>> then\n set [player dying v] to [Y]\n broadcast (Player die v) and wait\n set [player dying v] to [N]\nend\n\nwhen I start as a clone\n\nforever\n wait (0.05) seconds\n next costume\nend\n\nPosition\n\n@Play button\n\nwhen flag clicked\ngo to x: (0) y: (-90)\nset size to (0) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (30)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen this sprite clicked\nstart sound [pop v]\nhide\nbroadcast (Start Game v)\nstop [this script v]\n\n@Words\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (30)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen I receive [start game v]\nhide\n\n@character 1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (not selected v)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen this sprite clicked\nswitch costume to (slected v)\nset [player color v] to [Red]\nbroadcast (Selected Color v)\n\nwhen I receive [selected color v]\nif <(PLAYER COLOR) = [Red]> then\n switch costume to (slected v)\nelse\n switch costume to (not selected v)\nend\n\n@Character 2\n\nwhen flag clicked\nswitch costume to (not selected v)\ngo to x: (152) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen this sprite clicked\nswitch costume to (selected v)\nset [player color v] to [Blue]\nbroadcast (Selected Color v)\n\nwhen I receive [selected color v]\nif <(PLAYER COLOR) = [Blue]> then\n switch costume to (selected v)\nelse\n switch costume to (not selected v)\nend\n\n@Character 3\n\nwhen flag clicked\ngo to x: (-139) y: (-5)\nswitch costume to (not selected v)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen this sprite clicked\nswitch costume to (slected v)\nset [player color v] to [Green]\nbroadcast (Selected Color v)\n\nwhen I receive [selected color v]\nif <(PLAYER COLOR) = [Green]> then\n switch costume to (slected v)\nelse\n switch costume to (not selected v)\nend\n\n@You Win!!\n\nwhen flag clicked\nhide\nhide variable [timer v]\nset [timer v] to [0]\n\nwhen I receive [start game v]\nshow variable [timer v]\ngo to x: (0) y: (0)\nwait until <(LEVEL) = [4]>\nwait (1) seconds\nshow\n\nwhen I receive [start game v]\nforever\n set [timer v] to (timer)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n
Collect the colored circles to unlock the portal that brings you to the next level. Use W, A, S, D or arrow keys to move. Pls enjoy. Comment any problems and if you want any more levels. \n\nBe free to remix, like, and follow me.
(DEMO) Twinkling Valleys || A Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Amadeus Legendary EDM Release v] until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Be careful!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thanks.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\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\nwhen flag clicked\nset [my player # v] to [0]\nset [max players v] to [10]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nset [connect v] to [Connecting]\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n 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 send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (Player: x) to encoded\nwrite (Player: y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.63))\nelse\n change [sx v] by ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.79))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n set [sy v] to [13.2]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [21]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> then\n change [player: y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [player: y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (Player: x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-180]> then\n set [exit v] to [die]\nend\n\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timeout v] to [1000]\nelse\n change [timeout v] by (-1)\nend\n\nif <(Timeout) < [1]> then\n broadcast (timeout v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [player: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [player: y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (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 [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [player: x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [player: y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [player: y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\ndefine Test - Die\nif <<touching (spinny v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\n Reset\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\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [player: x v] to [-100]\n set [player: y v] to [-60]\n set [scroll y v] to (Player: y)\n set [scroll x v] to (Player: x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [player: x v] to [1400]\n set [player: y v] to [-95]\n set [scroll y v] to (Player: y)\n set [scroll x v] to (Player: x)\n else\n if <(CHECKPOINT) = [2]> then\n set [player: x v] to [1800]\n set [player: y v] to [945]\n set [scroll y v] to (Player: y)\n set [scroll x v] to (Player: x)\n else\n if <(CHECKPOINT) = [3]> then\n set [player: x v] to [265]\n set [player: y v] to [2440]\n set [scroll y v] to (Player: y)\n set [scroll x v] to (Player: x)\n end\n end\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [10]\nset [timeout v] to [1000]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n set size to (110) %\nend\n\nwhen I start as a clone\nforever\n set size to (110) %\nend\n\nwhen [r v] key pressed\nReset\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 [timer v] > (0)\nhide\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [630] [0]\nClone at [450] [2]\nClone at [360] [150]\nClone at [0] [0]\nClone at [-200] [400]\nClone at [-600] [600]\nClone at [-800] [520]\nClone at [-800] [495]\nClone at [600] [500]\nClone at [1250] [300]\nClone at [1500] [300]\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [360] [165]\n\nwhen I receive [tick v]\nposition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\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 [name v]) = [closed]> then\n if <touching (player v)?> then\n switch costume to (open v)\n set [brightness v] effect to (30)\n change [checkpoint v] by (1)\n end\nend\ngo to [front v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [checkpoint: x v] to (x)\nset [checkpoint: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [checkpoint: x v] to [0]\nset [checkpoint: y v] to [0]\nswitch costume to (closed v)\nClone at [1400] [-95]\nClone at [1800] [945]\nClone at [265] [2435]\nset [checkpoint: x v] to [-99999]\n\n@@StratfordJames Tree\n\nwhen I receive [tick v]\nposition ((@StratfordJames Tree: x) - (SCROLL X)) ((@StratfordJames Tree: 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 [green flag v]\nhide\nset [@stratfordjames tree: x v] to [0]\nset [@stratfordjames tree: y v] to [0]\nswitch costume to (1 v)\nClone at [-91] [-58]\nClone at [1527] [-39]\nClone at [1758] [120]\nset [@stratfordjames tree: x v] to [-99999]\n\nClone at [0] [-128]\n\ndefine Clone at (x) (y)\nset [@stratfordjames tree: x v] to (x)\nset [@stratfordjames tree: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo [backward v] (5) layers\n\n@Me Tree\n\ndefine position (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) (y)\nset [me tree: x v] to (x)\nset [me tree: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\nset [me tree: x v] to [0]\nset [me tree: y v] to [0]\nswitch costume to (1 v)\nClone at [300] [0]\nClone at [600] [0]\nset [me tree: x v] to [-99999]\n\nClone at [692] [-68]\nClone at [1514] [114]\n\nwhen I receive [tick v]\nposition ((Me Tree: x) - (SCROLL X)) ((Me Tree: y) - (SCROLL Y))\n\nwhen flag clicked\ngo [backward v] (5) layers\n\n@Chat\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n set size to (0) %\n wait until <(is the chat open) = [1]>\n repeat (10)\n set size to ((size) + (((100) - (size)) / (3))) %\n change [ghost v] effect by (-10)\n end\n wait until <(is the chat open) = [0]>\n repeat (10)\n set size to ((size) + (((0) - (size)) / (3))) %\n change [ghost v] effect by (10)\n end\nend\n\ndefine GO\ngo to [front v] layer\ngo to [front v] layer\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n GO\nend\n\n@Notification\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (7) 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@Tip\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (10) 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@Sun\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen flag clicked\nforever\n next costume\n wait (0.04) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
62% Done!\n\nUse arrow keys or WASD to move.\nClick on the player to open chat, click on the player again to close it.\nAvoid falling and spikes.\nAdmire the great game.\nLeave a love and favorite and, maybe a follow?\nOh, and I have LOTS of pet cats.\nHere they are -\n\n(=^・w・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・ω・^=)\n(=^・w・^=)\n\nSpecial kitty that is different from all the others -\n\n(^• ω •^)
360° Scrolling Platformer Engine #Games V1.7
@Stage\n\n@Player\n\ndefine 360°\npoint in direction (90)\ngo to x: (0) y: (150)\nset [y velocity v] to [0]\nforever\n if <touching (game v)?> then\n change y by (1)\n end\n if <touching (game v)?> then\n change y by (1)\n end\n if <touching (game v)?> then\n change y by (1)\n end\n if <touching (game v)?> then\n change y by (1)\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (game v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <not <(y position) = [0]>> then\n set y to (0)\n end\n end\n change y by (-1)\n if <<touching (game v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <touching color (#b3b3b3)?> then\n broadcast (Reset v)\n end\nend\n\nwhen flag clicked\nforever\n set [y velocity v] to [0]\n 360°\nend\n\n@Game\n\ndefine Set Size (size)\nswitch costume to (size by pass v)\nset size to (size) %\nswitch costume to (size by pass v)\n\nwhen flag clicked\nSet Size [350]\nswitch costume to (level 1 v)\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (-514)\npoint in direction (90)\nforever\n if <key (left arrow v) pressed?> then\n turn right (0.5) degrees\n end\n if <key (right arrow v) pressed?> then\n turn left (0.5) degrees\n end\nend\n\nwhen I receive [reset v]\npoint in direction (90)\n\n@Danger\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nclear graphic effects\n\n
This is a 360 degree platformer engine which means that you utilize the code and create your own by modifying the ground and scripts, however if you remix please be sure to give credit to what I have done. Thank you all in the scratch community! Instructions: Arrow Keys
1 Life - Platformer [ #Games #All ]
@Stage\n\n@Player\n\nwhen I receive [start level v]\nset [jumping v] to [true]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-1)\n if <key (left arrow v) pressed?> then\n if <(x velocity) > [-10]> then\n change [x velocity v] by (-2)\n end\n end\n if <key (right arrow v) pressed?> then\n if <(x velocity) < [10]> then\n change [x velocity v] by (2)\n end\n end\n if <(x velocity) > [0]> then\n change [x velocity v] by (-1)\n end\n if <(x velocity) < [0]> then\n change [x velocity v] by (1)\n end\n change x by (x velocity)\n move vertical\n move horizontal \n if <touching color (#ff0000)?> then\n broadcast (start level v)\n end\n if <touching color (#770000)?> then\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (start level v)\n\ndefine move horizontal \nif <touching color (#7bff8c)?> then\n if <(x velocity) > [0]> then\n repeat until <not <touching color (#7bff8c)?>>\n change x by (-2)\n end\n else\n repeat until <not <touching color (#7bff8c)?>>\n change x by (-2)\n end\n set [x velocity v] to [0]\n end\nend\n\nwhen flag clicked\nset [timer: v] to [0]\nrepeat until <touching color (#63cd71)?>\n wait (1) seconds\n change [timer: v] by (1)\nend\n\ndefine move vertical\nchange y by (y velocity)\nif <touching color (#7bff8c)?> then\n if <(y velocity) > [0]> then\n repeat until <not <touching color (#7bff8c)?>>\n change y by (-1)\n end\n else\n repeat until <not <touching color (#7bff8c)?>>\n change y by (1)\n end\n set [jumping v] to [false]\n end\n set [y velocity v] to [0]\nend\n\nwhen I receive [start level v]\nif <(Level) = [1]> then\n go to x: (-190) y: (-114)\n switch backdrop to (backdrop1 v)\nend\nif <(Level) = [2]> then\n switch backdrop to (backdrop2 v)\n go to x: (-243) y: (-54)\nend\nif <(Level) = [3]> then\n switch backdrop to (backdrop3 v)\n go to x: (-175) y: (-91)\nend\n\nwhen [up arrow v] key pressed\nif <(jumping) = [false]> then\n set [y velocity v] to [15]\n set [jumping v] to [true]\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Tobu & Syndec - Dusk \[NCS Release\] v] until done\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (1) y: (4)\ngo to [front v] layer\nset size to (100) %\nset [ghost v] effect to (100)\n\n
Press THE GREEN FLAG TWICE TO MAKE THE TIMER WORK\n\nNO ADVERTISING!! \nNote: This Took 10 Hours To Make! (Because it's my first game!)\nWelcome to 1 Life! \nThis a platformer genre game.\n#7 Page On Trending! 16-01-2021 \n#13 On Games! 16-01-2021\n \n - How to Play -\n- Use arrow keys to move,\n- Avoid Lava and spikes\n- Like and favorite and follow me (Optional) \n- Have fun\n- Don't rage (xD)\nLess lag: https://turbowarp.org/462245694\n-Goals-\n 10 Views - ✅\n 50 Views - ✅\n100 Views - ✅\n500 Views - ✅\n1000 Views - ✅\n2500 Views - ✅\n5000 Views - ✅\n10000 Views - ✅\n\n10 Likes and Favorites - ✅\n 50 Likes and Favorites - ✅\n100 Likes and Favorites - ✅\n500 Likes and Favorites - ❌\n1000 Likes and Favorites - ❌
White place|A platformer
@Stage\n\nwhen flag clicked\nhide variable [your time v]\nset [your time v] to [0]\nset [bgm volume v] to [100]\nhide variable [number of clicks on the "skip" button v]\nset [number of clicks on the "skip" button v] to [0]\nset volume to (BGm volume) %\nset [level v] to [1]\nswitch backdrop to (backdrop1 v)\nwait until <(timer) > [6]>\nswitch backdrop to (backdrop2 v)\nbroadcast (Intro end v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [back v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [credits v]\nswitch backdrop to (backdrop4 v)\n\nwhen I receive [bgm on v]\nset [bgm volume v] to [0]\nset volume to (BGm volume) %\n\nwhen I receive [bgm off v]\nset [bgm volume v] to [100]\nset volume to (BGm volume) %\n\nwhen I receive [start v]\nreset timer\nwait until <(level) = [20]>\nset [your time v] to (timer)\nif <(your time) = (your time)> then\n set [☁ your time v] to (your time)\n set [☁ number of clicks on the "skip" button v] to (number of clicks on the "Skip" button)\nend\nshow (your time)\n\ndefine show (record)\nset [your time v] to (join (record) [ second])\nshow variable [number of clicks on the "skip" button v]\nshow variable [your time v]\n\nwhen I receive [skip v]\nchange [number of clicks on the "skip" button v] by (1)\nif <(level) < [20]> then\n change [level v] by (1)\n broadcast (next v)\n broadcast (reset v)\nend\n\nwhen I receive [intro end v]\nhide variable [your time v]\nset [your time v] to [0]\nset [bgm volume v] to [100]\nhide variable [number of clicks on the "skip" button v]\nset [number of clicks on the "skip" button v] to [0]\nset volume to (BGm volume) %\nset [level v] to [1]\nswitch backdrop to (backdrop2 v)\nstop [other scripts in sprite v]\nforever\n play sound [Tobu Itro - Sunburst \[NCS Release\] v] until done\nend\n\n@Platforming Script\n\nwhen I receive [next v]\nerase all\ndelete this clone\n\ndefine Side Collsion\nif <<touching (ground and wall v)?> or <<touching (botton v)?> or <touching color (#81b1f6)?>>> then\n change y by (1)\n if <<touching (ground and wall v)?> or <<touching (botton v)?> or <touching color (#81b1f6)?>>> then\n change y by (1)\n if <<touching (ground and wall v)?> or <<touching (botton v)?> or <touching color (#81b1f6)?>>> then\n change y by (1)\n if <<touching (ground and wall v)?> or <<touching (botton v)?> or <touching color (#81b1f6)?>>> then\n change y by (1)\n if <<touching (ground and wall v)?> or <<touching (botton v)?> or <touching color (#81b1f6)?>>> then\n change y by (1)\n if <<touching (ground and wall v)?> or <<touching (botton v)?> or <touching color (#81b1f6)?>>> then\n change x by ((Change in x) * (-1))\n change y by (-5)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <(.JSP_Jump?) = [1]>> and <not <touching (spikes v)?>>> then\n if <(Change in x) > [0]> then\n set [change in x v] to [-5]\n else\n set [change in x v] to [5]\n end\n set [change in y v] to [10]\n else\n set [change in x v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\ndefine Gravity\nchange [change in y v] by (-1)\nchange y by (change in y)\nif <<touching (ground and wall v)?> or <<touching (botton v)?> or <touching color (#81b1f6)?>>> then\n change y by ((-1) * (change in y))\n set [change in y v] to [0]\nend\nchange y by (-1)\nif <<<touching (ground and wall v)?> or <<touching (botton v)?> or <touching color (#81b1f6)?>>> and <not <touching (spikes v)?>>> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <(.JSP_Jump?) = [1]>> then\n set [change in y v] to [15]\n end\nend\nchange y by (1)\n\nwhen flag clicked\ngo to x: (-225) y: (-98)\nset rotation style [left-right v]\nswitch costume to (stand or walking v)\npoint in direction (90)\nset [change in y v] to [0]\nset [change in x v] to [0]\nhide\n\ndefine reset pos (level)\nclear graphic effects\nset [.jps_movex v] to [0]\nset [.jsp_movey v] to [0]\nset [change in x v] to [0]\nset [change in y v] to [0]\nif <(level) = (level)> then\n go to x: (item (level) of [reset x v]) y: (item (level) of [reset y v])\n point in direction (90)\nend\n\nwhen I receive [reset v]\nreset pos (level)\nerase all\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (item (level) of [reset x v]) y: (item (level) of [reset y v])\nforever\n if <(Transitions) = [n]> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <(.JPS_MoveX) > [0]>> then\n change [change in x v] by (1)\n switch costume to (stand or walking v)\n point in direction (90)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(.JPS_MoveX) < [0]>> then\n change [change in x v] by (-1)\n switch costume to (stand or walking v)\n point in direction (-90)\n end\n set [change in x v] to ((change in x) * (0.9))\n change x by (change in x)\n Side Collsion\n Gravity\n if <touching (spikes v)?> then\n repeat (2)\n switch costume to (hurt v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n repeat (4)\n change [ghost v] effect by (-25)\n end\n end\n switch costume to (cube v)\n if <<(level) > [10]> and <(level) < [13]>> then\n create clone of (_myself_ v)\n else\n stamp\n end\n reset pos (level)\n switch costume to (stand or walking v)\n end\n if <touching (crystal v)?> then\n broadcast (next v)\n change [level v] by (1)\n reset pos (level)\n end\n if <(y position) < [-178]> then\n switch costume to (hurt v)\n repeat (5)\n change y by ((2.5) - ((y position) * (0.1)))\n change [ghost v] effect by (5)\n end\n repeat (15)\n change y by (((2.5) - ((y position) * (0.1))) * (-0.5))\n change [ghost v] effect by (6)\n end\n switch costume to (stand or walking v)\n reset pos (level)\n end\n end\nend\n\nwhen I receive [intro end v]\ngo to x: () y: (-99)\nshow\n\nwhen I start as a clone\nSide Collsion\nforever\n if <not <<touching (ground and wall v)?> or <<<touching (spikes v)?> and <([costume # v] of [spikes v]) < [11]>> or <touching color (#81b1f6)?>>>> then\n change y by (-5)\n end\nend\n\nwhen flag clicked\nerase all\ndelete this clone\n\n@ground and wall\n\nwhen flag clicked\nset [#clone v] to [0]\nswitch costume to (1 v)\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\ngo to x: () y: ()\nswitch costume to (1 v)\nshow\nforever\n if <(backdrop [number v]) = [3]> then\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (level)\n end\nend\n\nwhen I receive [intro end v]\nset [#clone v] to [1]\ncreate clone of (_myself_ v)\nset [#clone v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\nif <(#clone) = [1]> then\n move the gound1 []\nend\nif <(#clone) = [2]> then\n move the gound2 [-469]\nend\n\ndefine move the gound2 (x2)\nset x to (x2)\nforever\n change x by (-5)\n if <(x position) < [-469]> then\n set x to (469)\n end\nend\n\ndefine move the gound1 (x1)\nset x to (x1)\nforever\n change x by (-5)\n if <(x position) < [-469]> then\n set x to (469)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n switch costume to (level)\n if <<(level) = [11]> and <(Transitions) = [n]>> then\n glide (1) secs to x: (60) y: (-50)\n glide (1) secs to x: (-60) y: (-50)\n else\n if <<(level) = [12]> and <(Transitions) = [n]>> then\n glide (1) secs to x: (135) y: (20)\n glide (1) secs to x: (135) y: (-80)\n else\n go to x: (0) y: (0)\n end\n end\nend\n\nwhen I receive [next v]\nwait until <(level) = [11]>\nrepeat until <<(Transitions) = [n]> and <<(x position) = [-60]> and <(y position) = [-50]>>>\n go to x: (-60) y: (-50)\nend\n\nwhen I receive [next v]\nwait until <(level) = [12]>\nrepeat until <<(Transitions) = [n]> and <<(x position) = [135]> and <(y position) = [-80]>>>\n go to x: (135) y: (-80)\nend\n\nwhen I receive [next v]\nwait until <(level) = [13]>\nrepeat until <<(Transitions) = [n]> and <<(x position) = [0]> and <(y position) = [0]>>>\n go to x: (0) y: (0)\nend\n\n@botton\n\nwhen this sprite clicked\nif <(costume [name v]) = (costume [name v])> then\n set [brightness v] effect to (-20)\n broadcast (costume [name v])\n stop [this script v]\nend\n\nwhen flag clicked\nhide\nbutton [start]\nbutton [credits]\nbutton [back]\nbutton [reset]\nbutton [bgm on]\nbutton [skip]\n\nwhen [r v] key pressed\nif <(backdrop [number v]) = [3]> then\n broadcast (reset v)\n stop [this script v]\nend\n\ndefine button (text)\nswitch costume to (text)\ncreate clone of (_myself_ v)\nswitch costume to ( v)\n\nwhen I start as a clone\nif <(costume [name v]) = [start]> then\n forever\n if <(backdrop [number v]) = [2]> then\n float [15] pos []\n go to [back v] layer\n show\n else\n hide\n end\n end\nend\nif <(costume [name v]) = [credits]> then\n forever\n if <(backdrop [number v]) = [2]> then\n float [-30] pos []\n go to [back v] layer\n show\n else\n hide\n end\n end\nend\nif <(costume [name v]) = [back]> then\n forever\n if <(backdrop [number v]) = [4]> then\n go to x: (190) y: (155)\n go to [back v] layer\n show\n else\n hide\n end\n end\nend\nif <(costume [name v]) = [reset]> then\n forever\n if <(backdrop [number v]) = [3]> then\n set size to (40) %\n swing (item (level) of [button x v]) (item (level) of [button y v])\n switch costume to (reset v)\n show\n else\n hide\n end\n end\nend\nif <(costume [name v]) = [bgm on]> then\n forever\n if <<(backdrop [number v]) = [2]> or <(backdrop [number v]) = [3]>> then\n set size to (40) %\n float [-150] pos [-210]\n show\n if <(BGm volume) = [100]> then\n switch costume to (bgm on v)\n else\n if <(BGm volume) = [0]> then\n switch costume to (bgm off v)\n end\n end\n else\n hide\n end\n end\nend\nif <(costume [name v]) = [skip]> then\n forever\n if <<(backdrop [number v]) = [3]> and <(level) < [20]>> then\n go to x: (item (level) of [skip x v]) y: (item (level) of [skip y v])\n set size to (100) %\n show\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nset [#swing v] to [0]\nset [#float v] to [0]\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) * (0.1))\n set [brightness v] effect to (20)\n else\n change size by (((100) - (size)) * (0.1))\n set [brightness v] effect to (0)\n end\nend\n\ndefine float (y) pos (x)\ngo to x: (x) y: (y)\nchange y by ((((([sin v] of (#float) ) * (10)) + (y)) - (y)) * (1))\nchange [#float v] by (3)\n\ndefine swing (x) (y)\ngo to x: ((([sin v] of (#swing) ) * (10)) + (x)) y: (y)\nchange [#swing v] by (3)\n\n@PlatformerJoyStick\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (40)\ngo to [front v] layer\nswitch costume to (js_stick v)\nrepeat until <not <mouse down?>>\n go to (platformerjoystick v)\n set [ø:jsp_difx v] to ((mouse x) - ([x position v] of [platformerjoystick v]))\n set [ø:jsp_dify v] to ((mouse y) - ([y position v] of [platformerjoystick v]))\n set [.jps_movex v] to (Ø:JSP_DifX)\n set [.jsp_movey v] to (Ø:JSP_DifY)\n if <(Ø:JSP_DifX) > (Ø:JSP_Max*)> then\n set [.jps_movex v] to (Ø:JSP_Max*)\n end\n if <(Ø:JSP_DifX) < ((Ø:JSP_Max*) * (-1))> then\n set [.jps_movex v] to ((Ø:JSP_Max*) * (-1))\n end\n if <(Ø:JSP_DifY) > (Ø:JSP_Max*)> then\n set [.jsp_movey v] to (Ø:JSP_Max*)\n end\n if <(Ø:JSP_DifY) < ((Ø:JSP_Max*) * (-1))> then\n set [.jsp_movey v] to ((Ø:JSP_Max*) * (-1))\n end\n go to x: ((x position) + (.JPS_MoveX)) y: ((y position) + (.JSP_MoveY))\n if <((.JSP_MoveY) / (Ø:JSP_Max*)) > ((Ø:JSP_JumpDZ) - (0.01))> then\n set [.jsp_jump? v] to [1]\n set [brightness v] effect to (20)\n else\n set [.jsp_jump? v] to [0]\n set [brightness v] effect to (0)\n end\n set [.jps_movex v] to (((.JPS_MoveX) / (Ø:JSP_Max*)) * (Ø:JSP_Max))\n set [.jsp_movey v] to (((.JSP_MoveY) / (Ø:JSP_Max*)) * (Ø:JSP_Max))\nend\nset [.jps_movex v] to [0]\nset [.jsp_movey v] to [0]\nset [.jsp_jump? v] to [0]\ndelete this clone\n\ndefine JSP | Size: (size) Max Movement Speed (max) Jump deadzone: (jdz)\nset rotation style [don't rotate v]\nswitch costume to (js_base v)\nset [ghost v] effect to (40)\nset size to (((size) * (500)) + (1000)) %\nset [ø:jsp_max v] to (max)\nset [ø:jsp_max* v] to ((size) / (100))\nset [ø:jsp_jumpdz v] to (jdz)\nforever\n wait until <mouse down?>\n show\n go to [front v] layer\n go to (mouse-pointer v)\n create clone of (_myself_ v)\n wait until <not <mouse down?>>\n hide\nend\n\nwhen I receive [start v]\nwait (0.1) seconds\nJSP | Size: [2] Max Movement Speed [5] Jump deadzone: [1]\n\n@text\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [start v]\nshow\nrepeat until <(level) > [4]>\n go to [back v] layer\n go [forward v] (3) layers\n switch costume to (level)\nend\nhide\n\n@cover\n\nwhen flag clicked\n\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n@Spriteffect\n\nwhen I start as a clone\nset rotation style [all around v]\nset [color v] effect to (-10)\nset [brightness v] effect to (10)\ngo to [back v] layer\nset size to (80) %\nshow\nrepeat until <(size) < [20]>\n switch costume to (costume1 v)\n if <([direction v] of [platforming script v]) = [90]> then\n turn left (15) degrees\n else\n if <([direction v] of [platforming script v]) = [-90]> then\n turn right (15) degrees\n end\n end\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n go to (platforming script v)\nend\n\nwhen I receive [start v]\nforever\n wait (0.2) seconds\n create clone of (spriteffect v)\nend\n\n@Crystal\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (light v)\ncreate clone of (_myself_ v)\nswitch costume to (crystal v)\nforever\n if <not <(level) = [20]>> then\n go to x: (item (level) of [crystal x v]) y: (item (level) of [crystal y v])\n go to [back v] layer\n go [forward v] (1) layers\n set size to (60) %\n show\n else\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(level) = [20]>> then\n set size to (50) %\n switch costume to (light v)\n go to x: (item (level) of [crystal x v]) y: (item (level) of [crystal y v])\n go to [back v] layer\n show\n turn right (1) degrees\n else\n hide\n delete this clone\n end\nend\n\n@intro\n\nwhen flag clicked\nif <(intro?) = [0]> then\n set [intro? v] to [1]\n reset timer\n start sound [Intro Song v]\n switch costume to (color ball1 v)\n hide\n repeat (5)\n slide down [0.2]\n end\n wait until <(timer) > [3]>\n switch costume to (name v)\n create clone of (_myself_ v)\n wait until <(timer) > [3.5]>\n switch costume to (color ball1 v)\n repeat (40)\n create clone of (_myself_ v)\n end\nelse\n broadcast (Intro end v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) < [6]> then\n show\n go to x: (0) y: (500)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (10))\n end\n slide up [0.1] (costume [number v])\nend\n\ndefine slide down (sec)\nwait (sec) seconds\nnext costume\ncreate clone of (_myself_ v)\nhide\n\ndefine slide up (sec) (costume num)\nif <(costume [number v]) = (costume num)> then\n wait until <(timer) > [6]>\n wait ((sec) * (costume num)) seconds\n repeat until <(round (y position)) = [500]>\n change y by (((500) - (y position)) / (8))\n change [ghost v] effect by (10)\n go to [front v] layer\n end\nend\n\nwhen I receive [start v]\nwait until <(timer) > [9]>\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n go to x: (0) y: (0)\n set rotation style [all around v]\n show\n set size to (5) %\n repeat (50)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\n point in direction ((90) + (([sin v] of ((timer) * (400)) ) * (5)))\n end\n wait until <(timer) > [5]>\n repeat (50)\n change size by (((5) - (size)) / (5))\n change [ghost v] effect by (5)\n turn right (15) degrees\n end\n go to [back v] layer\n hide\nend\nif <(costume [number v]) = [7]> then\n set size to (pick random (40) to (100)) %\n set [color v] effect to (pick random (0) to (25))\n set [brightness v] effect to (20)\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\n point in direction (pick random (-180) to (180))\n set [#g v] to (pick random (20) to (40))\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat until <(y position) < [-170]>\n move (#g) steps\n set [#g v] to ((#g) * (0.992))\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [7]> then\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\nend\n\n@title\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\ngo to [back v] layer\nset [#i v] to [0]\nforever\n if <(backdrop [number v]) = [2]> then\n change [#i v] by (6)\n set y to (([cos v] of (#i) ) * (10))\n point in direction ((([cos v] of ((#i) * (1.2)) ) * (5)) + (90))\n set size to ((((1000) - (size)) * (0.1)) - (([cos v] of ((timer) * (100)) ) * (10))) %\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\n@Snow\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (180)\nshow\nset size to (pick random (30) to (100)) %\nglide (pick random (2) to (4)) secs to x: (x position) y: (-180)\ndelete this clone\n\nwhen I start as a clone\nforever\n change x by ([cos v] of (#sine) )\nend\n\nwhen I receive [intro end v]\nforever\n change [#sine v] by (6)\n wait (0) seconds\n hide\nend\n\nwhen I receive [intro end v]\nset [#sine v] to [0]\nforever\n create clone of (_myself_ v)\n wait (pick random (0.05) to (0.09)) seconds\nend\n\n@Transitions\n\nwhen flag clicked\nset [transitions v] to [n]\nswitch costume to (1 v)\n\nwhen I receive [next v]\nshow\ngo to [front v] layer\nswitch costume to (level)\nset [transitions v] to [y]\nwait (2) seconds\nset [transitions v] to [n]\nhide\n\nwhen I receive [intro end v]\nset [transitions v] to [n]\nswitch costume to (1 v)\nhide\n\n
Among Us Hoverboard Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [next page v]\nswitch backdrop to (instructs 2 v)\n\nwhen I receive [previous page v]\nswitch backdrop to (instructs 1 v)\n\n@Among Us\n\nwhen flag clicked\nhide\nforever\n Platform Gravity [-1] Jump Height [16] Side Movement Speed [3] Friction [0.7] Slope [8]\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow\nset size to (65) %\nswitch costume to (purple 1 v)\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ngo to x: (-65) y: (-20)\nforever\n if <key (p v) pressed?> then\n switch costume to (purple 1 v)\n end\n if <key (r v) pressed?> then\n switch costume to (red 1 v)\n end\n if <key (b v) pressed?> then\n switch costume to (blue 1 v)\n end\n if <key (y v) pressed?> then\n switch costume to (yellow 1 v)\n end\n if <key (g v) pressed?> then\n switch costume to (green 1 v)\n end\n if <key (o v) pressed?> then\n switch costume to (orange 1 v)\n end\n if <key (w v) pressed?> then\n switch costume to (white 1 v)\n end\n if <key (i v) pressed?> then\n switch costume to (pink 1 v)\n end\n if <key (k v) pressed?> then\n switch costume to (brown 1 v)\n end\n if <touching (switch 1 v)?> then\n go to x: (-65) y: (-20)\n broadcast (Level v)\n end\n if <touching (lava v)?> then\n go to x: (-65) y: (-20)\n play sound [Low Whoosh v] until done\n end\nend\n\ndefine Platform Gravity (gravity) Jump Height (jump height) Side Movement Speed (side movement) Friction (friction) Slope (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (stages v)?> then\n repeat until <not <touching (stages v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<key (up arrow v) pressed?> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<key (left arrow v) pressed?> * ((side movement) * (-1))) + (<key (right arrow v) pressed?> * (side movement)))) * (friction))\nchange x by (X Velocity)\nset [my variable v] to [0]\nif <touching (stages v)?> then\n change y by (1)\n repeat until <not <touching (stages v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\nwhen flag clicked\nforever\n start sound [Dance Funky v]\n wait (5.04) seconds\nend\n\n@Stages\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [switch 1 v]\nswitch costume to (costume3 v)\n\nwhen I receive [level v]\nnext costume\n\n@Play\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nhide\nswitch backdrop to (backdrop1 v)\nplay sound [pop v] until done\n\nwhen backdrop switches to [instructs 1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\n@Help\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nswitch backdrop to (instructs 1 v)\nhide\nplay sound [pop v] until done\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\n@Switch 1\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen flag clicked\nhide\n\n@Back\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [instructs 2 v]\nshow\n\nwhen this sprite clicked\nbroadcast (Previous page v)\nplay sound [pop v] until done\n\nwhen backdrop switches to [instructs 1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [instructs 1 v]\nshow\n\nwhen this sprite clicked\nbroadcast (Next Page v)\nplay sound [pop v] until done\n\nwhen backdrop switches to [instructs 2 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [level v]\nnext costume\n\nwhen backdrop switches to [backdrop1 v]\nshow\nswitch costume to (costume1 v)\n\n@Home\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [instructs 1 v]\nshow\n\nwhen this sprite clicked\nswitch backdrop to (backdrop2 v)\nplay sound [pop v] until done\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n
\nPress the left or right arrow to move sideways.\nPress the up arrow to jump.\nDon't touch the lava.\nTo change your sprite colour, press the following keys:\n'P' for purple\n'R' for red\n'B' for blue\n'Y' for yellow\n'G' for green\n'O' for orange\n'W' for white\n'I' for pink\n'K' for brown
Night 2 ‖ -A Platformer -
@Stage\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\n@Player\n\ndefine (1~9▽) 層目へ行く\ngo to [front v] layer\ngo [backward v] (1~9▽) layers\n\nwhen flag clicked\nforever\n [1] 層目へ行く\nend\n\nwhen flag clicked\n初期化\nset [level v] to [1]\nforever\n 移動\nend\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\nswitch costume to (右 v)\n\ndefine 移動\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<[0] < (mouse x)> and <mouse down?>>>> then\n change [x v] by (1)\n switch costume to (右 v)\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>>> then\n change [x v] by (-1)\n switch costume to (左 v)\nend\nset [x v] to ((X) * (0.85))\nchange x by (X)\nrepeat (10)\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 (-10)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>>> then\n set [y v] to [10]\n if <[0] < (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 <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>>> then\n if <(([ceiling v] of (([abs v] of (X) ) * (10)) ) / (10)) = [5.7]> then\n set [y v] to [20]\n else\n set [y v] to [12.5]\n end\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\nif <[235] < ([ceiling v] of (x position) )> then\n 初期化\n change [level v] by (1)\nend\n\nwhen flag clicked\nforever\n if <<(y position) < [-175]> or <touching (platformerオトゲ。 v)?>> then\n 初期化\n end\nend\n\n@Light\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to (player v)\n [6] 層目へ行く\nend\n\ndefine (1~9▽) 層目へ行く\ngo to [front v] layer\ngo [backward v] (1~9▽) layers\n\nrepeat (30)\n change size by (0.5)\nend\nrepeat (30)\n change size by (-0.5)\nend\n\nset [ghost v] effect to (20)\n\nwhen flag clicked\nforever\n set size to ((80) + (([cos v] of ((timer) * (120)) ) * (10))) %\nend\n\n@革\n\ndefine (1~9▽) 層目へ行く\ngo to [front v] layer\ngo [backward v] (1~9▽) layers\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (10)\nforever\n [0] 層目へ行く\nend\n\ncreate clone of (_myself_ v)\n\n@Platformer\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\ndefine (1~9▽) 層目へ行く\ngo to [front v] layer\ngo [backward v] (1~9▽) layers\n\nwhen flag clicked\nforever\n [10000] 層目へ行く\nend\n\n@サムネイル\n\nwhen flag clicked\nhide\nforever\n set [たいまー v] to (timer)\nend\n\nwhen [timer v] > ((たいまー) + (0))\ngo to x: (0) y: (0)\nswitch costume to ( v)\nset size to (100) %\nswitch costume to (thumbnail v)\nshow\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\n\n@moon\n\nwhen flag clicked\nhide\nswitch costume to (  v)\nset [id v] to [45]\ncreate clone of (_myself_ v)\nswitch costume to (    v)\nset [id v] to [75]\ncreate clone of (_myself_ v)\nswitch costume to (   v)\nset [id v] to [90]\ncreate clone of (_myself_ v)\nswitch costume to (     v)\nset [id v] to [60]\ncreate clone of (_myself_ v)\n\ndefine (1~9▽) 層目へ行く\ngo to [front v] layer\ngo [backward v] (1~9▽) layers\n\nrepeat (30)\n change size by (0.5)\nend\nrepeat (30)\n change size by (-0.5)\nend\n\nset [ghost v] effect to (50)\n\nwhen flag clicked\n\ngo to x: (-77) y: (-31)\n\nwhen I start as a clone\nforever\n set size to ((125) + (([cos v] of ((timer) * (ID)) ) * (25))) %\nend\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nshow\ngo to x: (200) y: (150)\nforever\n [1] 層目へ行く\nend\n\n@Platformerオトゲ。\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\nforever\n go to [back v] layer\nend\n\n
***Night 2 ‖ -A Platformer -***\nーーーーーーーーーーーー≫ New Platformer ≪ーーーーーーーーーーーーーーーーーーーーー\n\n十字キー、ADWキーで操作\nOperate with the cross key and ADW key\n左右キー長押し+上キー=大ジャンプ\nPress and hold + left key up key = big jump\n\nTry remixing and adding more stages\nリミックスしてステージを追加してみてください\n\nハートと星を押してくれると作品作りの励みになります\nPushing the heart and the stars will encourage you to make your work.\n\nPlayer costume:@StratfordJames\n\n#Platformer\n#Night\n#yuhaku\n#Game\n#Games\n#Mobile\n#Night2\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続編が出ました!面白かったらハートと星と押してください!感想はコメント欄にお願いします\n\nThe sequel is out! If you find it interesting, press the heart and the stars! Please leave your impressions in the comments section!\n◈ ◈ ◈ URL of the previous work / 前作のURL ◈ ◈ ◈\n❖ ❖ Night || -A Platformer-❖ ❖\nhttps://scratch.mit.edu/projects/454609460/\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\n\n
とげとげプラットフォーマー ~Spike platformer~
@Stage\n\nwhen flag clicked\nhide variable [x v]\nhide variable [y v]\nhide variable [ステージ v]\nforever\n play sound [MEDIUM-037_T132B05A08_Yuoq6vh8aXQ v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ステージ v] to [1]\n初期位置\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1.75)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1.75)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [14.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (ステージ v)?> and <key (up arrow v) pressed?>> then\n start sound [ニュッ2 v]\n change [y v] by (16)\n end\n change y by (1)\n if <<<touching (とげ・マグマ v)?> or <(y position) < [-175]>> or <touching (スプライト1 v)?>> then\n start sound [キャンセル5 v]\n wait (0.05) seconds\n 初期位置\n end\n if <not <(ステージ) = [11]>> then\n if <(x position) > [200]> then\n start sound [成功音 v]\n change [ステージ v] by (1)\n wait (0.05) seconds\n 初期位置\n broadcast (メッセージ1 v) and wait\n end\n end\nend\n\ndefine 初期位置\nset size to (100) %\ngo to x: (-207) y: (-81)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nwhen this sprite clicked\nnext costume\nbroadcast (メッセージ2 v)\nstart sound [カーソル移動11 v]\n\n@ステージ\n\nwhen flag clicked\nswitch costume to (ステージ1 v)\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n switch costume to (ステージ)\nend\n\n@とげ・マグマ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\nend\n\n@NEXT\n\nwhen I receive [メッセージ1 v]\nset [next v] to [1]\ngo to [front v] layer\nshow\nrepeat until <(x position) < [.1]>\n change x by (((x position) / (3)) * (-1))\nend\nrepeat until <(x position) < [-464]>\n change x by (((([abs v] of (x position) ) + (1)) / (3)) * (-1))\nend\nset [next v] to [0]\nhide\ngo to x: (465) y: (0)\n\nwhen flag clicked\ngo to x: (465) y: (0)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [メッセージ2 v]\nnext costume\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo to x: (-1) y: (0)\nforever\n repeat until <(ステージ) = [8]>\n if <(ステージ) = [7]> then\n go to x: (-1) y: (0)\n show\n repeat until <(y position) = [160]>\n change y by (10)\n end\n wait (1) seconds\n repeat until <(y position) = [0]>\n change y by (-10)\n end\n wait (1) seconds\n end\n hide\n end\nend\n\n
日本語は下。\n\n〈English〉\nWelcome to my platformer!\nClick on the player and it will change color.\nMove with the arrow keys.\nIf you hit a thorn, you will have to start over from the beginning of the stage.\n\n〈日本語〉\nkisanakaのプラットフォーマーへようこそ!\nプラフォ君をクリックすると、色が変わります。\n矢印キーで操作します。\nとげに触れるとそのステージの最初からやり直しになります。
Lands a Platformer
@Stage\n\nwhen flag clicked\nbroadcast (Menu v)\nbroadcast (\[INTRO\] Play intro v)\n\nwhen I receive [menu v]\nset volume to (100) %\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [intro v]\nset volume to (0) %\nstop all sounds\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [mobile? v]\nset volume to (100) %\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [menu v]\nforever\n if <(Intro done) = [yes]> then\n play sound [Platformer Music v] until done\n end\nend\n\n@Blank\n\n@player\n\nwhen I receive [intro v]\nset [die? v] to [no]\nshow\ngo to [front v] layer\nset size to (80) %\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (left v)\ngo to x: (-200) y: (-80)\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [14]\n if <<touching (danger v)?> or <touching (saw v)?>> then\n set [die? v] to [yes]\n spin off screen\n end\n if <touching (trampoline v)?> then\n set [y vel v] to [20]\n set [die? v] to [no]\n end\n if <touching (water/ lava v)?> then\n set [die? v] to [almost]\n wait (0.5) seconds\n set [die? v] to [yes]\n spin off screen\n end\n if <touching (ground v)?> then\n set [die? v] to [no]\n end\nend\n\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [y vel v] to (jump height)\nelse\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water/ lava v)?>> then\n set [y vel v] to [1.24]\n end\nend\nif <touching (water/ lava v)?> then\n change y by (([abs v] of (X vel) ) + (1))\nend\n\nwhen I receive [reset v]\nreset\n\nwhen I receive [intro v]\nforever\n if <(x position) > [235]> then\n broadcast (end v)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <touching (trampoline v)?> then\n play sound [Drum Boing v] until done\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(Die?) = [almost]> then\n if <touching (water/ lava v)?> then\n if <(Liquid?) = [Lava]> then\n if <(Costume?) = [normal]> then\n switch costume to (center hot v)\n end\n if <(Costume?) = [rainbow]> then\n switch costume to (center hot2 v)\n end\n end\n if <(Liquid?) = [Water]> then\n if <(Costume?) = [normal]> then\n switch costume to (center freeze v)\n end\n if <(Costume?) = [rainbow]> then\n switch costume to (center freeze2 v)\n end\n end\n end\n end\nend\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?> or <(Arrow x player) = [right]>>> then\n change [x vel v] by (speed)\n if <(Costume?) = [normal]> then\n switch costume to (left v)\n end\n if <(Costume?) = [rainbow]> then\n switch costume to (left2 v)\n end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <(Arrow x player) = [left]>>> then\n change [x vel v] by ((speed) * (-1))\n if <(Costume?) = [normal]> then\n switch costume to (right v)\n end\n if <(Costume?) = [rainbow]> then\n switch costume to (right2 v)\n end\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nset [slope v] to [0]\nif <touching (ground v)?> then\n repeat until <<not <touching (ground v)?>> or <(slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n change y by (slope)\n repeat until <not <touching (ground 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?> or <(Arrow y player) = [jump]>>> 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 (ground v)?> then\n repeat until <not <touching (ground 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 <(Arrow y player) = [jump]>>> and <touching (ground v)?>> then\n set [y vel v] to (jump height)\nend\nchange y by (1)\n\nwhen I receive [end v]\ngo to x: (-198) y: (-10)\n\nwhen I receive [hurt v]\nreset\n\nwhen I receive [intro v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Costume?) = [normal]> then\n switch costume to (effect v)\n repeat (10)\n change [ghost v] effect by (10)\n change [color v] effect by (8)\n change size by (-5)\n end\n delete this clone\nend\nif <(Costume?) = [rainbow]> then\n switch costume to (effect2 v)\n repeat (10)\n change [ghost v] effect by (10)\n change [color v] effect by (1)\n change size by (-5)\n end\n delete this clone\nend\n\nwhen I receive [intro v]\nforever\n if <(Die?) = [no]> then\n if <<<not <key (up arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>>> and <<not <key (w v) pressed?>> and <<not <key (d v) pressed?>> and <<<not <key (a v) pressed?>> and <not <(Arrow y player) = [jump]>>> and <<not <(Arrow x player) = [left]>> and <not <(Arrow x player) = [right]>>>>>>> then\n if <(Costume?) = [normal]> then\n switch costume to (center v)\n end\n if <(Costume?) = [rainbow]> then\n switch costume to (center2 v)\n end\n end\n end\nend\n\ndefine spin off screen\nstart sound [Roblox Death Sound - OOF Sound Effect v]\nchange [deaths v] by (1)\nset [y vel v] to [10]\nrepeat until <(y position) < [-179]>\n if <(Costume?) = [normal]> then\n switch costume to (dead v)\n end\n if <(Costume?) = [rainbow]> then\n switch costume to (dead2 v)\n end\n go to [front v] layer\n turn right (10) degrees\n change y by (Y vel)\n change [y vel v] by (-1)\nend\nhide\ngo to x: (-200) y: (-80)\nreset\n\ndefine reset\nset [die? v] to [no]\nswitch costume to (center v)\nclear graphic effects\nshow\ngo to x: (-200) y: (-80)\npoint in direction (90)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nset [costume? v] to [normal]\n\nwhen I receive [intro v]\nforever\n if <key (1 v) pressed?> then\n set [costume? v] to [normal]\n end\n if <key (2 v) pressed?> then\n set [costume? v] to [rainbow]\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nshow\nforever\n go to x: (-2) y: (6)\n switch costume to (level)\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nshow\ngo to x: (240) y: (0)\nforever\n go to [back v] layer\n go [backward v] (99) layers\n if <touching (player v)?> then\n broadcast (end v)\n end\nend\n\nforever\n next costume\nend\n\ngo to x: (200) y: (-108)\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@danger\n\nwhen I receive [intro v]\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n go to [back v] layer\n if <(level) = [1]> then\n hide\n else\n if <(level) = [2]> then\n switch costume to (spike v3 v)\n point in direction (90)\n go to x: (10) y: (-93)\n show\n else\n if <(level) = [3]> then\n switch costume to (spike v2 v)\n point in direction (90)\n go to x: (105) y: (-93)\n show\n else\n if <(level) = [4]> then\n hide\n else\n if <(level) = [5]> then\n switch costume to (shooting spike v)\n show\n point in direction (90)\n go to x: (([acos v] of ((timer) * (200)) ) * (20)) y: (([cos v] of ((timer) * (200)) ) * (20))\n else\n if <(level) = [6]> then\n switch costume to (spike v1 v)\n point in direction (90)\n go to x: (132) y: (-97)\n show\n else\n if <(level) = [7]> then\n switch costume to (spike v4 v)\n point in direction (90)\n go to x: (132) y: (-84)\n show\n else\n if <(level) = [8]> then\n switch costume to (spike v4 v)\n point in direction (90)\n go to x: (0) y: (-89)\n show\n else\n if <(level) = [9]> then\n switch costume to (shooting spike v)\n show\n point in direction (90)\n go to x: (([acos v] of ((timer) * (200)) ) * (20)) y: (([cos v] of ((timer) * (200)) ) * (20))\n else\n if <(level) = [10]> then\n point in direction (-90)\n go to x: (54) y: (35)\n switch costume to (spike v3 v)\n show\n else\n if <(level) = [11]> then\n go to x: (241) y: (0)\n point in direction (-90)\n switch costume to (spike v5 v)\n show\n else\n if <(level) = [12]> then\n point in direction (90)\n hide\n else\n if <(level) = [13]> then\n hide\n else\n if <(level) = [14]> then\n hide\n else\n if <(level) = [15]> 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\n end\n end\nend\n\ngo to [back v] layer\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Level\n\nwhen I receive [end v]\nchange [level v] by (1)\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [intro v]\nforever\n repeat until <(level) = [15]>\n change [timer v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [intro v]\nset [arrow x player v] to [0]\nset [arrow y player v] to [0]\nset [level v] to [1]\nset [level v] to [1]\nset [deaths v] to [0]\nset [timer v] to [0]\nhide variable [deaths v]\nhide variable [timer v]\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [15]> then\n show variable [deaths v]\n show variable [timer v]\n broadcast (deaths v)\n end\nend\n\nwhen I receive [menu v]\nset [arrow x player v] to [0]\nset [arrow y player v] to [0]\nset [level v] to [1]\nset [level v] to [1]\nset [deaths v] to [0]\nset [timer v] to [0]\nhide variable [timer v]\nhide variable [deaths v]\nhide\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 go to [back v] layer\n go [backward v] (900000000000000) layers\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 (10) 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 receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [menu v]\ndelete this clone\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nhide\nset size to (150) %\nforever\n go to [back v] layer\n if <(level) = [1]> then\n hide\n else\n if <(level) = [2]> then\n hide\n else\n if <(level) = [3]> then\n go to x: (-120) y: (-108)\n show\n else\n if <(level) = [4]> then\n go to x: (-80) y: (-108)\n show\n else\n if <(level) = [5]> then\n hide\n else\n if <(level) = [6]> then\n hide\n else\n if <(level) = [7]> then\n hide\n else\n if <(level) = [8]> then\n hide\n else\n if <(level) = [9]> then\n hide\n else\n if <(level) = [10]> then\n go to x: (132) y: (-108)\n show\n else\n if <(level) = [11]> then\n go to x: (132) y: (-108)\n show\n else\n if <(level) = [12]> then\n hide\n else\n if <(level) = [13]> then\n hide\n else\n if <(level) = [14]> then\n go to x: (-75) y: (-108)\n show\n else\n if <(level) = [15]> 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\n end\n end\nend\n\nwhen I receive [intro v]\nhide\nforever\n go to [back v] layer\n if <touching (player v)?> then\n repeat (10)\n next costume\n end\n end\nend\n\nwhen I receive [end v]\nswitch costume to (1 v)\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@sun\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [intro v]\ngo to [back v] layer\nshow\nforever\n go to [back v] layer\n broadcast (Tick v)\nend\n\nwhen I receive [deaths v]\ngo to [back v] layer\nshow\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo to x: (([sin v] of ((timer) * (100)) ) * (20)) y: (([sin v] of ((timer) * (100)) ) * (20))\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Decor\n\nwhen I receive [intro v]\nshow\nforever\n go to x: (-2) y: (6)\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Water/ Lava\n\nwhen I receive [intro v]\nhide\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nforever\n set [ghost v] effect to (30)\n if <(level) = [1]> then\n hide\n else\n if <(level) = [2]> then\n hide\n else\n if <(level) = [3]> then\n hide\n else\n if <(level) = [4]> then\n go to x: (113) y: (-123)\n set size to (100) %\n switch costume to (water v)\n show\n else\n if <(level) = [5]> then\n go to x: (25) y: (73)\n set size to (60) %\n switch costume to (water v)\n show\n else\n if <(level) = [6]> then\n set size to (100) %\n hide\n else\n if <(level) = [7]> then\n hide\n else\n if <(level) = [8]> then\n hide\n else\n if <(level) = [9]> then\n hide\n else\n if <(level) = [10]> then\n hide\n else\n if <(level) = [11]> then\n hide\n else\n if <(level) = [12]> then\n hide\n else\n if <(level) = [13]> then\n go to x: (120) y: (-192)\n switch costume to (lava 2 v)\n show\n else\n if <(level) = [14]> then\n go to x: (52) y: (-163)\n switch costume to (lava v)\n show\n else\n if <(level) = [15]> 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\n end\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [intro v]\nhide\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nforever\n set [ghost v] effect to (30)\n if <(level) = [1]> then\n hide\n else\n if <(level) = [2]> then\n hide\n else\n if <(level) = [3]> then\n hide\n else\n if <(level) = [4]> then\n go to x: (113) y: (-123)\n set size to (100) %\n switch costume to (water v)\n show\n else\n if <(level) = [5]> then\n go to x: (25) y: (73)\n set size to (60) %\n switch costume to (water v)\n show\n else\n if <(level) = [6]> then\n set size to (100) %\n hide\n else\n if <(level) = [7]> then\n hide\n else\n if <(level) = [8]> then\n hide\n else\n if <(level) = [9]> then\n hide\n else\n if <(level) = [10]> then\n hide\n else\n if <(level) = [11]> then\n hide\n else\n if <(level) = [12]> then\n hide\n else\n if <(level) = [13]> then\n go to x: (120) y: (-192)\n switch costume to (lava 2 v)\n show\n else\n if <(level) = [14]> then\n go to x: (52) y: (-163)\n switch costume to (lava v)\n show\n else\n if <(level) = [15]> 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\n end\n end\nend\n\nwhen I receive [intro v]\nhide\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nforever\n if <(costume [number v]) = [1]> then\n set [liquid? v] to [Water]\n end\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>> then\n set [liquid? v] to [Lava]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (5000)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nforever\n set [stop timer v] to [0]\nend\n\nwhen [timer v] > (Stop Timer)\ngo to x: (0) y: (5000)\nshow\ngo to [front v] layer\nforever\n change y by (((0) - (y position)) / (7))\nend\n\nwhen flag clicked\nset [stop timer v] to [0]\nforever\n set [stop timer v] to (timer)\nend\n\n@Saw\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nhide\nset size to (100) %\nforever\n go to [back v] layer\n if <(level) = [1]> then\n hide\n else\n if <(level) = [2]> then\n hide\n else\n if <(level) = [3]> then\n go to x: (-28) y: (-100)\n turn right (10) degrees\n show\n else\n if <(level) = [4]> then\n hide\n else\n if <(level) = [5]> then\n go to x: (225) y: (-100)\n turn right (10) degrees\n show\n else\n if <(level) = [6]> then\n go to x: (-49) y: (-100)\n turn right (10) degrees\n show\n else\n if <(level) = [7]> then\n go to x: (-112) y: (-100)\n turn right (10) degrees\n show\n else\n if <(level) = [8]> then\n hide\n else\n if <(level) = [9]> then\n go to x: (227) y: (-100)\n turn right (10) degrees\n show\n else\n if <(level) = [10]> then\n go to x: (0) y: (-100)\n turn right (10) degrees\n show\n else\n if <(level) = [11]> then\n go to x: (-12) y: (-100)\n turn right (10) degrees\n show\n else\n if <(level) = [12]> then\n hide\n else\n if <(level) = [13]> then\n hide\n else\n if <(level) = [14]> then\n go to x: (230) y: (-100)\n turn right (10) degrees\n show\n else\n if <(level) = [15]> 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\n end\n end\nend\n\nwhen I start as a clone\n\ndefine Clone\n\nClone\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Play\n\nwhen I receive [menu v]\ngo to x: (0) y: (-85)\npoint in direction (90)\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\ngo to [back v] layer\nshow\nwait (1.5) seconds\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n if <touching (mouse-pointer v)?> then\n point in direction ((90) + (([cos v] of (((timer) - (1)) * (300)) ) * (4)))\n set size to ((size) + (((130) - (size)) / (10))) %\n set [brightness v] effect to (15)\n if <mouse down?> then\n go [backward v] (99) layers\n broadcast (Mobile? v)\n hide\n stop [this script v]\n end\n set size to ((size) + (((115) - (size)) / (3))) %\n else\n point in direction (90)\n set size to ((size) + (((100) - (size)) / (3))) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Menu\n\nwhen I receive [intro v]\nforever\n if <(level) = [15]> then\n broadcast (Show menu v)\n else\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [menu v]\nhide variable [deaths v]\nhide variable [timer v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [show menu v]\ngo to x: (0) y: (-150)\npoint in direction (90)\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nwait (1.5) seconds\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n if <touching (mouse-pointer v)?> then\n point in direction ((90) + (([cos v] of (((timer) - (1)) * (300)) ) * (4)))\n set size to ((size) + (((130) - (size)) / (10))) %\n set [brightness v] effect to (15)\n if <mouse down?> then\n broadcast (Menu v)\n hide\n stop [this script v]\n end\n set size to ((size) + (((115) - (size)) / (3))) %\n else\n point in direction (90)\n set size to ((size) + (((100) - (size)) / (3))) %\n set [brightness v] effect to (0)\n end\nend\n\n@Reset\n\nwhen I receive [intro v]\nshow\nswitch costume to (on v)\ngo to x: (166) y: (-154)\nforever\n go to [front v] layer\n go [forward v] (100000) layers\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n if <mouse down?> then\n broadcast (Reset v)\n wait until <not <mouse down?>>\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [intro v]\nforever\n point in direction ((([sin v] of ((timer) * (1000)) ) * (4)) + (90))\nend\n\n@Skip\n\nwhen I receive [intro v]\nshow\nswitch costume to (on v)\ngo to x: (216) y: (-154)\nforever\n go to [front v] layer\n go [forward v] (100000) layers\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n if <mouse down?> then\n change [level v] by (1)\n broadcast (Reset v)\n wait until <not <mouse down?>>\n end\n else\n set size to (100) %\n end\n if <(level) = [15]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [intro v]\nforever\n point in direction ((([sin v] of ((timer) * (1000)) ) * (4)) + (90))\nend\n\n@volume button\n\nwhen I receive [intro v]\nshow\nforever\n play sound [the piano music v] until done\nend\n\nwhen this sprite clicked\nnext costume\nwait until <not <mouse down?>>\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [intro v]\nshow\nswitch costume to (on v)\ngo to x: (116) y: (-154)\nforever\n go to [front v] layer\n go [forward v] (100000) layers\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 I receive [intro v]\nforever\n point in direction ((([sin v] of ((timer) * (1000)) ) * (4)) + (90))\nend\n\n@Jump\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [intro v]\npoint in direction (90)\ngo to x: (-156) y: (-117)\nshow\ngo to [front v] layer\ngo [forward v] (99) layers\nforever\n if <(Game Mode) = [Moblie]> then\n point in direction (90)\n go to x: (-156) y: (-117)\n show\n go to [front v] layer\n go [forward v] (99) layers\n end\n if <(Game Mode) = [PC]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((130) - (size)) / (10))) %\n set [brightness v] effect to (15)\n if <mouse down?> then\n set [arrow y player v] to [jump]\n wait until <not <mouse down?>>\n set [arrow y player v] to [0]\n end\n set size to ((size) + (((115) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n set [brightness v] effect to (0)\n end\nend\n\n@Right\n\nwhen I receive [intro v]\npoint in direction (180)\ngo to x: (-106) y: (-142)\nshow\ngo to [front v] layer\ngo [forward v] (99) layers\nforever\n if <(Game Mode) = [Moblie]> then\n point in direction (180)\n go to x: (-106) y: (-142)\n show\n go to [front v] layer\n go [forward v] (99) layers\n end\n if <(Game Mode) = [PC]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((130) - (size)) / (10))) %\n set [brightness v] effect to (15)\n if <mouse down?> then\n set [arrow x player v] to [right]\n wait until <not <mouse down?>>\n set [arrow x player v] to [0]\n end\n set size to ((size) + (((115) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\n@Left\n\nwhen I receive [intro v]\npoint in direction (0)\ngo to x: (-206) y: (-142)\nshow\ngo to [front v] layer\ngo [forward v] (99) layers\nforever\n if <(Game Mode) = [Moblie]> then\n go to x: (-206) y: (-142)\n point in direction (0)\n show\n go to [front v] layer\n go [forward v] (99) layers\n end\n if <(Game Mode) = [PC]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((130) - (size)) / (10))) %\n set [brightness v] effect to (15)\n if <mouse down?> then\n set [arrow x player v] to [left]\n wait until <not <mouse down?>>\n set [arrow x player v] to [0]\n end\n set size to ((size) + (((115) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Done\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [intro v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\nwhen I receive [mobile? v]\ngo to x: (172) y: (-140)\npoint in direction (90)\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nwait (1.5) seconds\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((130) - (size)) / (10))) %\n set [brightness v] effect to (15)\n if <mouse down?> then\n broadcast (intro v)\n hide\n stop [this script v]\n end\n set size to ((size) + (((115) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n set [brightness v] effect to (0)\n end\nend\n\n@Back\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [intro v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\nwhen I receive [mobile? v]\ngo to x: (-172) y: (-140)\npoint in direction (90)\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nwait (1.5) seconds\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((130) - (size)) / (10))) %\n set [brightness v] effect to (15)\n if <mouse down?> then\n broadcast (Menu v)\n hide\n stop [this script v]\n end\n set size to ((size) + (((115) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n set [brightness v] effect to (0)\n end\nend\n\n@Mobile\n\nwhen I receive [mobile? v]\ngo to x: (-128) y: (120)\npoint in direction (90)\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nwait (1.5) seconds\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n if <(Game Mode) = [Mobile]> then\n switch costume to (costume2 v)\n end\n if <(Game Mode) = [PC]> then\n switch costume to (costume1 v)\n end\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((130) - (size)) / (10))) %\n set [brightness v] effect to (15)\n if <mouse down?> then\n set [game mode v] to [Mobile]\n end\n set size to ((size) + (((115) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [menu v]\nset [game mode v] to [PC]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@PC\n\nwhen I receive [menu v]\nset [game mode v] to [PC]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [intro v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [mobile? v]\ngo to x: (128) y: (120)\npoint in direction (90)\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nwait (1.5) seconds\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nforever\n if <(Game Mode) = [Mobile]> then\n switch costume to (costume1 v)\n end\n if <(Game Mode) = [PC]> then\n switch costume to (costume2 v)\n end\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((130) - (size)) / (10))) %\n set [brightness v] effect to (15)\n if <mouse down?> then\n set [game mode v] to [PC]\n end\n set size to ((size) + (((115) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen I start as a clone\nif <(CloneID) = [2]> then\n switch costume to (screen1 v)\n Frame Tween Animation x: [0] y: [0] size: [100] rotate: [90] speed: [1]\n Set colors: [0] [-20] [0]\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n wait until <[6] < (\[INTRO\] Keyframe)>\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n set [val1 v] to ((([abs v] of (X) ) + ([abs v] of (Y) )) * (0.0015))\n switch costume to (circle1 v)\n Frame Tween Animation x: (X) y: (Y) size: [0] rotate: [90] speed: [1]\n Set colors: [0] [-20] [0]\n wait (Val1) seconds\n show\n repeat until <[1] < (\[INTRO\] Keyframe)>\n switch costume to (screen1 v)\n Frame Tween Size: [50] speed: [10]\n switch costume to (circle1 v)\n end\n hide\n set size to (50) %\n wait until <[6] < (\[INTRO\] Keyframe)>\n show\n wait (Val1) seconds\n repeat (20)\n switch costume to (screen1 v)\n Frame Tween Size: [0] speed: [10]\n switch costume to (circle1 v)\n end\n repeat (5)\n switch costume to (screen1 v)\n Frame Tween Size: [0] speed: [10]\n change [ghost v] by (20)\n switch costume to (circle1 v)\n end\n delete this clone\nend\n\ndefine Clone background blobs\nset [x v] to [-240]\nset [y v] to [180]\nset [cloneid v] to [1]\nrepeat (11)\n repeat (13)\n create clone of (_myself_ v)\n change [x v] by (((240) * (2)) / (12))\n end\n set [x v] to [-240]\n change [y v] by (((-180) * (2)) / (10))\nend\nset [cloneid v] to [0]\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(CloneID) = [0]> then\n set [val1 v] to [0]\n wait until <[1] < (\[INTRO\] Keyframe)>\n repeat until <[6] < (\[INTRO\] Keyframe)>\n Set colors: [0] [100] [0]\n Spiral spline explosion (Val1)\n change [val1 v] by (25)\n wait (0.1) seconds\n Set colors: [0] [50] [0]\n Spiral spline explosion (Val1)\n change [val1 v] by (25)\n wait (0.1) seconds\n end\nend\n\ndefine Spiral spline explosion (angle)\nset [rot v] to (angle)\nset [cloneid v] to [3]\ncreate clone of (_myself_ v)\nchange [rot v] by (90)\ncreate clone of (_myself_ v)\nchange [rot v] by (90)\ncreate clone of (_myself_ v)\nchange [rot v] by (90)\ncreate clone of (_myself_ v)\nchange [rot v] by (90)\nset [cloneid v] to [0]\n\nwhen I start as a clone\nif <(CloneID) = [3]> then\n set [val1 v] to [20]\n switch costume to (lineexplosion1 v)\n go to [front v] layer\n go [forward v] (-5) layers\n show\n Frame Tween Animation x: [0] y: [0] size: [0] rotate: (Rot) speed: [1]\n repeat until <(Val1) < [2]>\n set [val1 v] to ((Val1) * (0.9))\n switch costume to (((Val1) * (-0.5)) + (74))\n Frame Tween Size: [100] speed: [5]\n move (Val1) steps\n end\n repeat (10)\n set [val1 v] to ((Val1) * (0.9))\n switch costume to (((Val1) * (-0.5)) + (74))\n Frame Tween Size: [100] speed: [5]\n move (Val1) steps\n change [ghost v] by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [4]> then\n set [val1 v] to [25]\n set [var2 v] to (pick random (-1.1) to (1.1))\n set [val3 v] to (pick random (0.9) to (0.75))\n set [size v] to (pick random (50) to (150))\n Set colors: [0] [100] [0]\n switch costume to (lightray1 v)\n go to [front v] layer\n go [backward v] (3) layers\n Frame Tween Animation x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n show\n repeat until <(Val1) < [2]>\n set [val1 v] to ((Val1) * (Val3))\n switch costume to (((Val1) * (-1)) + (100))\n Frame Tween Size: (Size) speed: ((Val3) * (3))\n turn right (Var2) degrees\n end\n repeat (10)\n set [val1 v] to ((Val1) * (Val3))\n switch costume to (((Val1) * (-1)) + (100))\n Frame Tween Size: (Size) speed: ((Val3) * (3))\n change [ghost v] by (10)\n turn right (Var2) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [5]> then\n set [val1 v] to [50]\n set [var2 v] to [0]\n switch costume to (logoframe v)\n Frame Tween Animation x: [0] y: [0] size: [0] rotate: [90] speed: [1]\n Set colors: [0] [100] [0]\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n go to [front v] layer\n repeat until <[6] < (\[INTRO\] Keyframe)>\n set size to ((([sin v] of (Var2) ) * (Val1)) + (75)) %\n set [val1 v] to ((Val1) * (0.85))\n change [var2 v] by (30)\n go to [front v] layer\n end\n set [var2 v] to [15]\n repeat until <(size) < [20]>\n change size by (Var2)\n change [var2 v] by (-5)\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] listen for keyframes v]\nif <(CloneID) = [0]> then\n wait until <[1] < (\[INTRO\] Keyframe)>\n repeat until <[6] < (\[INTRO\] Keyframe)>\n Clone same sprite [4] (pick random (1) to (3))\n Clone same sprite [8] (pick random (2) to (4))\n wait (pick random (0.05) to (0.1)) seconds\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [6]> then\n set [val1 v] to [50]\n set [var2 v] to [0]\n set [rot v] to ((-360) * (1.25))\n switch costume to (logo v)\n Frame Tween Animation x: [0] y: [0] size: [0] rotate: [90] speed: [1]\n Set colors: [0] [-20] [0]\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n go to [front v] layer\n repeat until <[6] < (\[INTRO\] Keyframe)>\n set size to ((([sin v] of ((Var2) + (-50)) ) * (Val1)) + (75)) %\n point in direction ((Rot) + (90))\n set [val1 v] to ((Val1) * (0.85))\n set [rot v] to ((Rot) * (0.94))\n change [var2 v] by (30)\n go to [front v] layer\n end\n set [var2 v] to [20]\n repeat until <(size) < [20]>\n change size by (Var2)\n point in direction ((Rot) + (90))\n change [var2 v] by (-5)\n set [rot v] to ((Rot) * (0.94))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <[clonegroup1 v] contains (CloneID)?> then\n set [brightnessval v] to [0]\n forever\n set [brightness v] to ((-20) + (BrightnessVal))\n set [brightnessval v] to ((BrightnessVal) * (0.9))\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <[clonegroup1 v] contains (CloneID)?> then\n set [brightnessval v] to [40]\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(CloneID) = [5]> then\n if <[2] < (\[INTRO\] Keyframe)> then\n set [val1 v] to [12]\n end\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(CloneID) = [6]> then\n if <[2] < (\[INTRO\] Keyframe)> then\n set [val1 v] to [12]\n end\nend\n\ndefine Clone logo glow effect\nset [cloneid v] to [7]\nset [size v] to [100]\nset [ghostval v] to [4]\nrepeat (25)\n change [size v] by (5)\n change [ghostval v] by (0.1)\n create clone of (_myself_ v)\nend\nset [cloneid v] to [0]\n\nwhen I start as a clone\nif <(CloneID) = [7]> then\n set [rot v] to ((-360) * (1.25))\n switch costume to (logo outline v)\n Frame Tween Animation x: [0] y: [0] size: [0] rotate: [90] speed: [1]\n Set colors: [0] [100] [0]\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n go to [front v] layer\n repeat (25)\n switch costume to (dot v)\n go to [front v] layer\n point in direction ((Rot) + (90))\n Frame Tween Size: (Size) speed: [8]\n set [rot v] to ((Rot) * (0.94))\n change [ghost v] by (GhostVal)\n switch costume to (logo outline v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [8]> then\n set [val1 v] to [25]\n set [var2 v] to (pick random (-1.1) to (1.1))\n set [val3 v] to (pick random (0.6) to (0.8))\n Set colors: [0] [100] [0]\n switch costume to (screen ray 1 v)\n go to [front v] layer\n go [backward v] (3) layers\n Frame Tween Animation x: [0] y: [0] size: (pick random (125) to (150)) rotate: (pick random (-180) to (180)) speed: [1]\n show\n repeat until <(Val1) < [2]>\n set [val1 v] to ((Val1) * (Val3))\n switch costume to (((Val1) * (-0.45)) + (110))\n end\n repeat (10)\n set [val1 v] to ((Val1) * (Val3))\n switch costume to (((Val1) * (-0.45)) + (110))\n change [ghost v] by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [9]> then\n set [val1 v] to (pick random (5) to (10))\n set [var2 v] to (pick random (10) to (50))\n set [val3 v] to [0]\n set [var4 v] to (pick random (100) to (250))\n set [x v] to (pick random (-250) to (250))\n set [y v] to (pick random (-200) to (200))\n set [rot v] to (pick random (-2) to (2))\n Set colors: [0] [50] [0]\n switch costume to (pick random (123) to (125))\n go to [front v] layer\n go [backward v] (3) layers\n Frame Tween Animation x: [0] y: [0] size: (pick random (10) to (75)) rotate: (pick random (-180) to (180)) speed: [1]\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n repeat until <<[6] < (\[INTRO\] Keyframe)> or <(Var4) < (Val3)>>\n change [val3 v] by (1)\n Frame Tween Position x: (X) y: (Y) speed: (Var2)\n turn right (Rot) degrees\n end\n repeat (10)\n change [ghost v] by (10)\n Frame Tween Position x: (X) y: (Y) speed: (Var2)\n turn right (Rot) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [10]> then\n Set colors: [0] [75] [0]\n switch costume to (gradientshockwave v)\n go to [front v] layer\n go [backward v] (3) layers\n Frame Tween Animation x: [0] y: [0] size: [0] rotate: [90] speed: [1]\n wait until <[3] < (\[INTRO\] Keyframe)>\n show\n repeat (25)\n switch costume to (dot v)\n change [ghost v] by (4)\n Frame Tween Size: [1000] speed: [15]\n switch costume to (gradientshockwave v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [11]> then\n Set colors: [0] [100] [0]\n switch costume to (dot pinwheel v)\n go to [front v] layer\n go [backward v] (3) layers\n Frame Tween Animation x: [0] y: [0] size: [0] rotate: [0] speed: [1]\n wait until <[3] < (\[INTRO\] Keyframe)>\n wait (Val1) seconds\n show\n repeat (25)\n switch costume to (dot v)\n Frame Tween Animation x: [0] y: [0] size: [1250] rotate: [90] speed: [20]\n switch costume to (dot pinwheel v)\n end\n delete this clone\nend\n\ndefine Clone dot spiral\nset [cloneid v] to [11]\nset [val1 v] to [0]\nrepeat (10)\n create clone of (_myself_ v)\n change [val1 v] by (0.025)\nend\nset [cloneid v] to [0]\n\nwhen I start as a clone\nif <(CloneID) = [12]> then\n set [val1 v] to [10]\n Set colors: [0] [100] [0]\n switch costume to (shockwave1 v)\n go to [front v] layer\n Frame Tween Animation x: [0] y: [0] size: [200] rotate: [90] speed: [1]\n wait until <[1] < (\[INTRO\] Keyframe)>\n show\n repeat (25)\n switch costume to (dot v)\n change [ghost v] by (4)\n set [val1 v] to ((Val1) * (0.8))\n Frame Tween Size: [300] speed: [5]\n switch costume to (((Val1) * (-1)) + (26))\n end\n delete this clone\nend\n\nwhen I receive [\[intro\] keyframe signal v]\nif <(CloneID) = [0]> then\n Clone sprites [12] [1]\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: [0] [0] [0]\n set [\[intro\] keyframe v] to [1]\n set [autoupdatecolor v] to [true]\n set [\[intro\] playing v] to [true]\n set [intro done v] to [no]\n Clone background blobs\n Clone same sprite [2] [1]\n Clone sprites [5] [2]\n Clone logo glow effect\n Clone same sprite [9] [15]\n Clone sprites [10] [1]\n Clone dot spiral\n switch costume to (logo v)\n set [\[intro\] keyframe v] to [1]\n broadcast (\[INTRO\] listen for keyframes v)\n reset timer\n play sound [Prismo - Stronger \(CUT\) v] until done\n wait (1) seconds\n set [\[intro\] playing v] to [false]\n broadcast (\[INTRO\] Stop intro v)\n set [intro done v] to [yes]\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nset [\[intro\] playing v] to [false]\n\ndefine Set colors: (colot) (brightness) (transparency)\nset [color v] to (colot)\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 start as a clone\nforever\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\nend\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)\nchange x by (((round (x)) - (round (x position))) / (spd))\nchange y by (((round (y)) - (round (y position))) / (spd))\nchange size by (((round (s)) - (round (size))) / (spd))\nturn right (((round (r)) - (round (direction))) / (spd)) degrees\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 flag clicked\nset [intro done v] to [no]\n\n
Have fun this platformer allows you to jump, wall jump, move, jump with trampolines, and much more!\n\nMake sure to like, fav, and follow.\nversion 1.1 Mobile friendly! ( mobile mode is next to impossible so i recommend you use your pc, laptop or computer )\n\n100% Pen Platformer : https://scratch.mit.edu/projects/468080642/
Scrolling Platformer Engine #Games
@Stage\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X velocity) * (0.85))\n change x by (X velocity)\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 (([y position v] of [ground v]) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching (ground v)?> then\n change y by ((Y velocity) - ((Y velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n change [the level v] by (1)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [scroll v]\nforever\n go to x: (0) y: (0)\nend\n\n@Ground\n\nwhen flag clicked\nforever\n if <(y position) > [340]> then\n go to x: (Unique x position) y: (-500)\n end\nend\n\nwhen I receive [unique x position v]\nset [unique x position v] to (x position)\n\nwhen flag clicked\ngo to x: (5) y: (2)\nforever\n switch costume to (The Level)\n if <(costume [name v]) = [a]> then\n change x by (([x velocity v] of [player v]) * (-1))\n change y by (([y velocity v] of [player v]) * (-1))\n broadcast (Scroll v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
Here is My Scrolling Platformer Engine Now out\nLike Fave and Follow If you use Remember: Just an Engine not supposed to be filled with asset's \nWasd or Arrow key's You can chose preferably Have fun\nCrouching and stuff (Down Arrow or s key's)
Night and day platformer game
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (tło1 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 (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nforever\n if <touching color (#ca0000)?> then\n go to x: (-215) y: (-118)\n end\n if <touching (sign v)?> then\n broadcast (next level v)\n go to x: (-215) y: (-118)\n end\nend\n\nwhen flag clicked\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n touch ground <(speed y) > [0]>\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n walk [-90] [-4]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n walk [90] [4]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(falling?) < [3]>> then\n set [speed y v] to [12]\n end\nend\n\ndefine walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\ndefine 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\nshow\ngo to x: (-215) y: (-118)\n\nwhen I receive [night/day v]\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (kostium1 v)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (kostium2 v)\n end\nend\n\nwhen flag clicked\n\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (left v)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (right v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (right v)\nforever\n set rotation style [don't rotate v]\n if <<not <(costume [number v]) = [3]>> or <not <(costume [number v]) = [4]>>> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (left v)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (right v)\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Echo - -SapphireDemon- v] until done\nend\n\nrepeat (100)\n play sound [Echo - -SapphireDemon- v] until done\n forever\n if <(backdrop [number v]) = [13]> then\n stop all sounds\n end\n end\nend\n\n@sign\n\nwhen flag clicked\nswitch costume to (kostium1 v)\nshow\n\nwhen I receive [night/day v]\nswitch costume to (kostium2 v)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [13]> then\n hide\n end\nend\n\n@ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (kostium1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (night/day v)\n end\nend\n\n\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (night/day v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (night/day v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (night/day v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (night/day v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (night/day v)\n end\nend\n\n@Duszek1\n\nwhen flag clicked\ngo to [back v] layer\ngo [backward v] (12) layers\nswitch costume to (moon v)\nshow\nforever\n if <<(backdrop [number v]) = [1]> or <<(backdrop [number v]) = [2]> or <<(backdrop [number v]) = [3]> or <<(backdrop [number v]) = [4]> or <<(backdrop [number v]) = [5]> or <(backdrop [number v]) = [6]>>>>>> then\n switch costume to (moon v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [7]> or <<(backdrop [number v]) = [8]> or <<(backdrop [number v]) = [9]> or <<(backdrop [number v]) = [10]> or <<(backdrop [number v]) = [11]> or <(backdrop [number v]) = [12]>>>>>> then\n switch costume to (sun v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [13]> then\n hide\n end\nend\n\n@Duszek2\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [night/day v]\nhide\n\n
[PL]\nRuch strzałkami lub w,a,s,d. Żeby przejść na następny poziom dojdź do tablicy.\nMiłej zabawy ;)\n\n[EN]\nUse arrows or w,a,s,d letters to move figure. To reache next level - touch board.\nHave a good time ;)\n\nUPDATE 30.01.2021 : music\n\n#All #Games #Animations #Projects #By #netoper
Adventure || A Scrolling Platformer #games #fun #scroll #platformer
@Stage\n\n@Player\n\nwhen flag clicked\nshow\nset size to (85) %\nswitch costume to (right v)\ngo to x: (0) y: (0)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\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 switch costume to (right v)\n change [x velocity 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 switch costume to (left v)\n change [x velocity v] by (-1)\nend\nchange x by (X velocity)\nset [x velocity v] to ((X velocity) * (0.9))\nif <<touching color (#00ef05)?> or <<touching color (#00cb03)?> or <touching color (#00ab03)?>>> then\n change y by (1)\n if <<touching color (#00ef05)?> or <<touching color (#00cb03)?> or <touching color (#00ab03)?>>> then\n change y by (1)\n if <<touching color (#00ef05)?> or <<touching color (#00cb03)?> or <touching color (#00ab03)?>>> then\n change y by (1)\n if <<touching color (#00ef05)?> or <<touching color (#00cb03)?> or <touching color (#00ab03)?>>> then\n change y by (1)\n if <<touching color (#00ef05)?> or <<touching color (#00cb03)?> or <touching color (#00ab03)?>>> then\n change y by (1)\n if <<touching color (#00ef05)?> or <<touching color (#00cb03)?> or <touching color (#00ab03)?>>> then\n change 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) > (y position)>>>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [y velocity v] by (-1)\nchange y by (Y velocity)\nif <<touching color (#00ef05)?> or <<touching color (#00cb03)?> or <touching color (#00ab03)?>>> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <<touching color (#00ef05)?> or <<touching color (#00cb03)?> or <touching color (#00ab03)?>>> then\n set [y velocity v] to [15]\n end\nend\nchange y by (1)\nchange [scroll x v] by ((x position) * (-1))\nchange [scroll y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <<touching color (#ff0000)?> or <<touching color (#ff2e00)?> or <(Scroll Y) > [1700]>>> then\n set [scroll x v] to [2362]\n set [scroll y v] to [1392]\nend\n\nwhen I receive [tick v]\nTick\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Prelude \(Jackpot EP Track 3\) v] until done\nend\n\n@Platform\n\nwhen flag clicked\nshow\nswitch costume to (blank v)\nset size to (1000) %\nswitch costume to (platform v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\ndefine Position\nset [scroll x v] to [2362]\nset [scroll y v] to [1392]\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
✿ Adventure ✿ \n ✿ A Scrolling Platformer ✿\n\nIT IS 100% POSSIBLE\n\nThis is my BEST GAME YET, and I spent 10+ hours on this, so if you appreciate my hard work in this please drop a ❤️ or ⭐️!\n\nIf this game reaches 100 loves, I will make a Part 2.\n\nIf it's laggy, it might be the fact that I used 300+ blocks for this platformer.\n\nNo advertising or saying bad things about this game, or I will report.\n\nENJOY!!!\n\n ✦✦ How to play ✦✦\n\n➜ Press the left and right arrow keys to move and up to jump. A and D or tapping in the direction where you want to go works, too.\n➜ Jump over spikes using the up arrow key. W or tapping above the player works as well.\n➜ Dodge the spikes and win the level.\n\n ✦✦ Credits ✦✦\n\n➜ @-TheAwesomeCoder- for the game engine \n➜100% ART all by @TrentonTNT\n➜Thanks to @-PickleAnimator- for the Intro\n\n\n#games #games #games #games #games #games #games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games
Scratch: A Platformer (Mobile Friendly) #Games #All
@Stage\n\nwhen flag clicked\nforever\n play sound [We Are Together2 v] until done\nend\n\n@Sprite1\n\ndefine up <now>\nchange [smash head v] by (1)\nrepeat until <not <touching (sprite2 v)?>>\n set [yv v] to [0]\n if <not <now>> then\n change y by (1)\n set [smash head v] to [0]\n else\n change y by (-1)\n end\nend\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [start v]\ngo to x: (-160) y: (140)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <(x position) > [230]> then\n change [level v] by (1)\n broadcast (start v)\n erase all\n end\n if <touching (report v)?> then\n broadcast (start v)\n end\n if <(y position) < [-170]> then\n broadcast (start v)\n end\n switch costume to (2 v)\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n change [yv v] by (-0.6)\n change x by (xv)\n if <touching (sprite2 v)?> then\n change x by ((xv) * (-1))\n end\n set [xv v] to ((xv) * (0.8))\n change y by (Yv)\n up <(Yv) > [0]>\n if <<(smash head) < [4]> and <<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> or <key (w v) pressed?>>>> then\n set [yv v] to [10]\n end\n switch costume to (1 v)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (-5)\nend\n\npoint in direction (90)\n\n@Sprite2\n\nwhen I receive [start v]\nswitch costume to (level)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nforever\n set [ghost v] effect to (57)\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (22) y: (-202)\nforever\n go to [front v] layer\n set size to (60) %\nend\n\n@Report\n\nwhen I receive [start v]\nswitch costume to (level)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Text\n\nwhen I receive [start v]\nswitch costume to (level)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.3)\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\ngo to x: (3) y: (19)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\n
love fave and look at this instead\nhttps://scratch.mit.edu/projects/515895890\n\nNo lag: https://experiments.turbowarp.org/interpolation/462840689\n\nScratch: A platformer\n==============================\nWelcome to Scratch: A platformer. Arrow keys, wasd or mobile to move. You are a blue scratch cube which has to avoid red report buttons. It may be hard, but you have to continue, to make it to the end...\n\n\nWoah, this is getting popular fast XD, Thankyou for all the loves and favs!!
Phantom Platformer Ⅱ || A Scroll Platformer
@Stage\n\nwhen flag clicked\nset [^ v] to [0]\nforever\n repeat (20)\n change [^ v] by (1)\n end\n wait (0.2) seconds\n repeat (40)\n change [^ v] by (-1)\n end\n wait (0.2) seconds\n repeat (20)\n change [^ v] by (1)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (a v)\nwait until <(User 状態) = [1]>\nswitch backdrop to (b v) and wait\n\nwhen I receive [stgo! v]\nforever\n start sound [Windfall v]\n wait (229) seconds\nend\n\n@User\n\ndefine Mov\nshow\nchange [yp v] by (-1)\nif <key (l v) pressed?> then\n broadcast (Bomb v)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[29] < (mouse x)>>>> then\n change [xp v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-29]>>>> then\n change [xp v] by (-1)\nend\nset [xp v] to ((XP) * (0.9))\nchange x by (XP)\nrepeat (6)\n if <touching (zone v)?> then\n change y by (1)\n end\nend\nif <touching (zone v)?> then\n change y by (-5)\n ErrorX (() - ((XP) / ([abs v] of (XP) ))) ([ceiling v] of ([abs v] of (XP) ) )\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <<[0] = (mouse y)> or <[0] < (mouse y)>>>> then\n set [yp v] to ((R) - (88))\n set [xp v] to ((7) - (<(XP) > [0]> * (13)))\n broadcast (Spin v)\n else\n set [xp v] to [0]\n end\nend\nchange y by (YP)\nif <touching (zone v)?> then\n ErrorY (() - ((YP) / ([abs v] of (YP) ))) ([ceiling v] of ([abs v] of (YP) ) )\nend\nchange y by (-1)\nif <<touching (zone v)?> and <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<mouse down?> and <<[0] = (mouse y)> or <[0] < (mouse y)>>>>> then\n set [yp v] to ((R) - (85))\n broadcast (Spin v)\nend\nif <touching (jumper v)?> then\n set [yp v] to [20]\n broadcast (Spin v)\nend\nchange y by (1)\nif <<(User Y) < [-400]> or <touching (out v)?>> then\n Re:START by Oborou\nend\nOUT\nbroadcast (Loop! v)\nif <touching (out v)?> then\n Re:START by Oborou\nend\n\nwhen I receive [power v]\nwait until <(User 状態) = [2]>\nMov\n\ndefine OUT\nchange [user x v] by ((x position) - ((User X) - (Flow X)))\nchange [user y v] by ((y position) - (((User Y) - (Flow Y)) - (20)))\nchange [flow x v] by ([floor v] of (((User X) - (Flow X)) * (0.1)) )\nchange [flow y v] by ([floor v] of (((User Y) - (Flow Y)) * (0.2)) )\nset x to ((User X) - (Flow X))\nset y to (((User Y) - (Flow Y)) - (20))\n\ndefine ErrorX (xdir) (xcot)\nif <(XP) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (zone v)?>> or <(i) = ((xcot) + (1))>>\n change [i v] by (1)\n change x by (xdir)\nend\nchange x by ((0) - ((xdir) * (((xcot) + (1)) * <<(i) = ((xcot) + (1))> and <touching (zone v)?>>)))\n\ndefine ErrorY (ydir) (ycot)\nif <(YP) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (zone v)?>> or <(i) = ((ycot) + (1))>>\n change [i v] by (1)\n change y by (ydir)\nend\nchange y by ((0) - ((ydir) * (((ycot) + (1)) * <<(i) = ((ycot) + (1))> and <touching (zone v)?>>)))\nset [yp v] to [0]\n\ndefine Re:START by Oborou\nclear graphic effects\ngo to [front v] layer\nshow\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xp v] to [0]\nset [yp v] to [0]\nset [user x v] to [0]\nset [user y v] to [0]\nset [flow x v] to [0]\nset [flow y v] to [0]\n\nwhen I receive [stgo! v]\ngo to [front v] layer\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [user x v] to [0]\nset [user y v] to [0]\nset [xp v] to [0]\nset [yp v] to [0]\nset [flow x v] to [-200]\nset [flow y v] to [-20]\nclear graphic effects\nshow\n\nwhen flag clicked\ngo to [back v] layer\nset [r v] to [100]\nhide\n\nwhen I receive [stgo! v]\nforever\n change [color v] effect by (0.4)\nend\n\nwhen I receive [bomb v]\nwait (2) seconds\nRe:START by Oborou\n\nwhen I receive [bomb v]\nchange [ghost v] effect by (100)\n\nwhen I receive [spin v]\nif <(Spin) = [0]> then\n if <[0] < (XP)> then\n repeat (20)\n turn right (4.5) degrees\n end\n wait (0.3) seconds\n if <not <<(direction) = [-90]> or <<(direction) = [0]> or <<(direction) = [90]> or <(direction) = [180]>>>>> then\n point in direction (90)\n end\n else\n repeat (20)\n turn left (4.5) degrees\n end\n wait (0.3) seconds\n if <not <<(direction) = [-90]> or <<(direction) = [0]> or <<(direction) = [90]> or <(direction) = [180]>>>>> then\n point in direction (90)\n end\n end\nend\nif <(Spin) = [1]> then\n point in direction (90)\nend\n\nwhen I receive [stgo! v]\nset [spin v] to [0]\nforever\n if <(Spin) = [0]> then\n if <key (n v) pressed?> then\n set [spin v] to [1]\n wait (0.2) seconds\n else\n set [spin v] to [0]\n end\n end\n if <(Spin) = [1]> then\n if <key (n v) pressed?> then\n set [spin v] to [0]\n wait (0.2) seconds\n else\n set [spin v] to [1]\n end\n end\nend\n\n@Zone\n\ndefine STG (x) (y) (num)\nswitch costume to (1 v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to ((num) + (1))\nset [n v] to ((num) + (1))\ncreate clone of (_myself_ v)\n\ndefine Mov (x) (y)\nswitch costume to (1 v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < ([abs v] of (x) )> or <([abs v] of (y position) ) < ([abs v] of (y) )>> then\n hide\nelse\n show\nend\nswitch costume to (N)\n\nwhen I receive [loop! v]\nif <(costume [number v]) = [1]> then\n broadcast (Power v)\nelse\n Mov ((X) - (Flow X)) ((Y) - (Flow Y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [stgo! v]\nhide\nSTG ((R) * (0)) ((R) * (0)) [1]\nSTG ((R) * (4.2)) ((R) * (0)) [2]\nSTG ((R) * (8.4)) ((R) * (0)) [3]\nSTG ((R) * (12.6)) ((R) * (0)) [4]\nSTG ((R) * (16.8)) ((R) * (0)) [5]\nSTG ((R) * (21)) ((R) * (0)) [6]\nSTG ((R) * (25.2)) ((R) * (0)) [7]\nSTG ((R) * (29.4)) ((R) * (0)) [8]\nSTG ((R) * (33.6)) ((R) * (0)) [9]\nSTG ((R) * (37.8)) ((R) * (0)) [10]\nSTG ((R) * (42)) ((R) * (0)) [11]\nSTG ((R) * (46.2)) ((R) * (0)) [12]\nSTG ((R) * (50.4)) ((R) * (0)) [13]\nSTG ((R) * (54.6)) ((R) * (0)) [14]\nSTG ((R) * (58.8)) ((R) * (0)) [15]\nswitch costume to (1 v)\nbroadcast (Power v)\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n@OUT\n\ndefine STG (x) (y) (num)\nswitch costume to (1 v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to ((num) + (1))\nset [n v] to ((num) + (1))\ncreate clone of (_myself_ v)\n\ndefine Mov (x) (y)\nswitch costume to (1 v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < ([abs v] of (x) )> or <([abs v] of (y position) ) < ([abs v] of (y) )>> then\n hide\nelse\n show\nend\nswitch costume to (N)\n\nwhen I receive [loop! v]\nif <(costume [number v]) = [1]> then\n broadcast (Power v)\nelse\n Mov ((X) - (Flow X)) (((Y) - (Flow Y)) + ((^) * (5)))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [stgo! v]\nhide\nSTG ((R) * (0)) ((R) * (0)) [1]\nSTG ((R) * (4.2)) ((R) * (0)) [2]\nSTG ((R) * (8.4)) ((R) * (0)) [3]\nSTG ((R) * (12.6)) ((R) * (0)) [4]\nSTG ((R) * (16.8)) ((R) * (0)) [5]\nSTG ((R) * (21)) ((R) * (0)) [6]\nSTG ((R) * (25.2)) ((R) * (0)) [7]\nSTG ((R) * (29.4)) ((R) * (0)) [8]\nSTG ((R) * (33.6)) ((R) * (0)) [9]\nSTG ((R) * (37.8)) ((R) * (0)) [10]\nSTG ((R) * (42)) ((R) * (0)) [11]\nSTG ((R) * (46.2)) ((R) * (0)) [12]\nSTG ((R) * (50.4)) ((R) * (0)) [13]\nSTG ((R) * (54.6)) ((R) * (0)) [14]\nSTG ((R) * (58.8)) ((R) * (0)) [15]\nswitch costume to (1 v)\nbroadcast (Power v)\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n@Jumper\n\ndefine STG (x) (y) (num)\nswitch costume to (1 v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to ((num) + (1))\nset [n v] to ((num) + (1))\ncreate clone of (_myself_ v)\n\ndefine Mov (x) (y)\nswitch costume to (1 v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < ([abs v] of (x) )> or <([abs v] of (y position) ) < ([abs v] of (y) )>> then\n hide\nelse\n show\nend\nswitch costume to (N)\n\nwhen I receive [loop! v]\nif <(costume [number v]) = [1]> then\n broadcast (Power v)\nelse\n Mov ((X) - (Flow X)) ((Y) - (Flow Y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [stgo! v]\nhide\nSTG ((R) * (0)) ((R) * (0)) [1]\nSTG ((R) * (4.2)) ((R) * (0)) [2]\nSTG ((R) * (8.4)) ((R) * (0)) [3]\nSTG ((R) * (12.6)) ((R) * (0)) [4]\nSTG ((R) * (16.8)) ((R) * (0)) [5]\nSTG ((R) * (21)) ((R) * (0)) [6]\nSTG ((R) * (25.2)) ((R) * (0)) [7]\nSTG ((R) * (29.4)) ((R) * (0)) [8]\nSTG ((R) * (33.6)) ((R) * (0)) [9]\nSTG ((R) * (37.8)) ((R) * (0)) [10]\nSTG ((R) * (42)) ((R) * (0)) [11]\nSTG ((R) * (46.2)) ((R) * (0)) [12]\nSTG ((R) * (50.4)) ((R) * (0)) [13]\nSTG ((R) * (54.6)) ((R) * (0)) [14]\nSTG ((R) * (58.8)) ((R) * (0)) [15]\nswitch costume to (1 v)\nbroadcast (Power v)\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n@Logo\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (ⅱ v)\ncreate clone of (_myself_ v)\nset size to (500) %\nswitch costume to (logo v)\nshow\nrepeat (30)\n change size by (-2)\nend\nwait (3) seconds\nhide\n\nwhen I start as a clone\nset size to (0) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (30)\n change size by (6)\n change [ghost v] effect by (-3.1)\nend\nwait (3) seconds\nhide\nset [user 状態 v] to [2]\ndelete this clone\n\nwhen I receive [start v]\nwait (3.8) seconds\nbroadcast (STGO! v)\n\n@Flow\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n switch costume to (<)\n set x to ((S') + (((R) * (4.82)) * ((<) - (1))))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [stgo! v]\nforever\n if <((S') / ((R) * (4.82))) < (round ((S') / ((R) * (4.82))))> then\n set [< v] to ((1) + (round ((S') / ((R) * (-4.82)))))\n else\n set [< v] to (round ((S') / ((R) * (-4.82))))\n end\nend\n\nwhen I receive [stgo! v]\nset [s' v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [<2 v] by (-0.5)\n end\n if <key (left arrow v) pressed?> then\n change [<2 v] by (0.5)\n end\n set [<2 v] to ((0.9) * (<2))\n change [s' v] by (<2)\nend\n\n@Flow2\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n switch costume to (<)\n set x to ((S') + (((R) * (4.82)) * (<)))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@背景 Ball\n\nwhen I receive [start v]\npen up\nswitch backdrop to (背景2 v)\nforever\n set pen size to (pick random (15) to (55))\n set pen (color v) to (pick random (1) to (99))\n set pen (saturation v) to (pick random (60) to (99))\n set pen (transparency v) to (pick random (40) to (70))\n go to x: (pick random (-240) to (240)) y: (-200)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\npen down\nglide (pick random (4) to (7)) secs to x: (pick random (-240) to (240)) y: (200)\ndelete this clone\n\nwhen I receive [start v]\nforever\n erase all\nend\n\n@Effect\n\nwhen flag clicked\nhide\n\nwhen I receive [stgo! v]\nforever\n if <<[5] < ([abs v] of (XP) )> or <[5] < ([abs v] of (YP) )>> then\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (0)\n switch costume to (ef v)\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [user v]) y: ([y position v] of [user v])\nend\n\nwhen I start as a clone\nshow\nrepeat (20)\n change size by (-2.5)\n change [ghost v] effect by (5)\n change x by (() - (XP))\n move (2) steps\nend\ndelete this clone\n\nwhen I receive [stgo! v]\nforever\n change [color v] effect by (0.4)\nend\n\n@Effect2\n\nwhen flag clicked\nhide\n\nwhen I receive [spin v]\nset size to (0) %\nset [ghost v] effect to (0)\nif <[0.5] < (timer)> then\n create clone of (_myself_ v)\n reset timer\nend\n\nwhen I start as a clone\nshow\nrepeat (20)\n change size by (15)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [spin v]\nforever\n go to x: ([x position v] of [user v]) y: ([y position v] of [user v])\nend\n\n@Bomb\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\n\nwhen I receive [bomb v]\nshow\nrepeat (20)\n point in direction (pick random (0) to (360))\n create clone of (_myself_ v)\n point in direction (pick random (0) to (360))\n create clone of (_myself_ v)\n point in direction (pick random (0) to (360))\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [user v]) y: ([y position v] of [user v])\nend\n\nwhen I start as a clone\nrepeat (30)\n change [ghost v] effect by (-3)\n move (pick random (3) to (7)) steps\nend\ndelete this clone\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Oborou イ文字\n\nwhen flag clicked\nclear graphic effects\nwait (2) seconds\nset size to (100) %\npoint in direction (90)\nset [ghost v] effect to (100)\nhide\ngo to x: (-150) y: (-120)\nswitch costume to (o v)\ncreate clone of (_myself_ v)\nnext costume\nchange x by (80)\ncreate clone of (_myself_ v)\nnext costume\nchange x by (60)\ncreate clone of (_myself_ v)\nnext costume\nchange x by (60)\ncreate clone of (_myself_ v)\nnext costume\nchange x by (60)\ncreate clone of (_myself_ v)\nnext costume\nchange x by (60)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nrepeat (50)\n change size by (-1.5)\n change [ghost v] effect by (-1.5)\nend\nwait (((7) - (costume [number v])) * (0.15)) seconds\nswitch costume to ((costume [number v]) + (18))\nrepeat (30)\n change size by (1.4)\n change [ghost v] effect by (2)\nend\nswitch costume to ((costume [number v]) - (6))\nrepeat (30)\n change size by (-1)\n change [ghost v] effect by (() - ((100) / (3)))\nend\nrepeat (30)\n change [brightness v] effect by (-3)\nend\nswitch costume to ((costume [number v]) - (6))\nrepeat (20)\n change [brightness v] effect by (5)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat until <(UserManage) = [1]>\n go to [front v] layer\nend\n\n@Intro\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [number v]) = [1]> then\n point in direction (0)\n go to x: (-500) y: (-500)\n repeat until <(round (y position)) = [0]>\n change x by (((Var) - (x position)) / (5)) change y by ((() - (y position)) / (5)) turn (((90) - (direction)) / (5))\n end\n wait [1.75]\n set [brightness v] effect to (-100)\nelse\n if <(costume [number v]) = [2]> then\n switch costume to (pick random (2) to (3))\n set size to (pick random (50) to (150)) %\n go to (random position v)\n set [var v] to (pick random (0.1) to (0.5))\n point in direction (pick random (1) to (360))\n set [ghost v] effect to (125)\n if <(costume [number v]) = [2]> then\n repeat (50)\n change [ghost v] effect by (-2)\n move (Var) steps\n end\n repeat ((Var) * (100))\n move (Var) steps\n end\n repeat (50)\n change [ghost v] effect by (2)\n move (Var) steps\n end\n delete this clone\n else\n repeat (50)\n change [ghost v] effect by (-1)\n move (Var) steps\n end\n repeat ((Var) * (100))\n move (Var) steps\n end\n repeat (50)\n change [ghost v] effect by (1)\n move (Var) steps\n end\n delete this clone\n end\n else\n if <(costume [number v]) = [5]> then\n point in direction (90)\n set size to (100) %\n go to x: (75) y: (0)\n set [var v] to [75]\n forever\n change [var v] by (-150)\n repeat (15)\n change x by (((Var) - (x position)) / (3)) change y by [] turn []\n if <(x position) < [-290]> then\n delete this clone\n end\n end\n end\n else\n if <(costume [number v]) = [6]> then\n point in direction (90)\n set size to (100) %\n go to x: (-75) y: (0)\n set [var v] to [-75]\n forever\n change [var v] by (150)\n repeat (15)\n change x by (((Var) - (x position)) / (3)) change y by [] turn []\n if <[290] < (x position)> then\n delete this clone\n end\n end\n end\n else\n if <(costume [number v]) = [4]> then\n set [color v] effect to ((current [hour v]) + (pick random (0) to (5.0)))\n set [var v] to [0]\n set size to (0) %\n switch costume to (icon v)\n point in direction (180)\n repeat (35)\n go to [front v] layer\n change [color v] effect by (1)\n set [var v] to (((Var) * (0.65)) + (((150) - (size)) / (2)))\n change x by [] change y by [] turn (((90) - (direction)) / (4))\n change size by (Var)\n end\n set [var v] to [0]\n repeat (40)\n change [color v] effect by (1)\n point in direction ((90) + (([tan v] of (Var) ) / (0.3)))\n change [var v] by (4.6)\n end\n wait [4.9]\n set [var v] to [0]\n repeat (40)\n change [color v] effect by (1)\n point in direction ((90) + (([tan v] of (Var) ) / (0.3)))\n change [var v] by (4.6)\n end\n point in direction (90)\n wait [7]\n set [var v] to [0]\n repeat (40)\n change [color v] effect by (1)\n point in direction ((90) + (([tan v] of (Var) ) / (0.3)))\n change [var v] by (4.6)\n end\n point in direction (90)\n else\n if <(costume [number v]) = [8]> then\n point in direction (0)\n go to x: (-500) y: (-500)\n repeat until <(round (y position)) = [0]>\n change x by (((Var) - (x position)) / (5)) change y by ((() - (y position)) / (5)) turn (((90) - (direction)) / (5))\n end\n wait (1) seconds\n repeat (25)\n turn right (((direction) - (89)) / (5)) degrees\n change x by ((direction) - (90))\n change [ghost v] effect by (4)\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\ndefine change x by (x) change y by (y) turn (di)\nchange x by (x)\nchange y by (y)\nturn right (di) degrees\n\ndefine wait (time)\nwait until <(time) < (timer)>\n\ndefine allow\nswitch costume to (allow v)\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n wait (1) seconds\n forever\n change size by (50)\n repeat (14)\n change size by (((150) - (size)) / (3))\n go to [front v] layer\n end\n end\nelse\n if <(costume [number v]) = [8]> then\n forever\n go to [front v] layer\n end\n end\nend\n\nwhen I start as a clone\nif <not <(costume [number v]) = [8]>> then\n forever\n if <[10] < (timer)> then\n broadcast (START v)\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nerase all\nset [usermanage v] to [0]\nhide\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nreset timer\nstart sound [RetroVision-Campfire-NCS-Release2 v]\nset [brightness v] effect to (-50)\nswitch costume to (card v)\nset [var v] to [-225]\nrepeat (5)\n create clone of (_myself_ v)\n change [var v] by (120)\n change [brightness v] effect by (10)\n wait (0.05) seconds\nend\nclear graphic effects\nwait [1.75]\nswitch costume to (icon v)\ncreate clone of (_myself_ v)\nrepeat until <[9] < (timer)>\n allow\n switch costume to (dot v)\n create clone of (_myself_ v)\n wait (0.45) seconds\nend\nset [brightness v] effect to (-50)\nswitch costume to (card2 v)\nset [var v] to [-225]\nrepeat (5)\n create clone of (_myself_ v)\n change [var v] by (120)\n wait (0.05) seconds\n change [brightness v] effect by (10)\nend\n\n
You can skip Intro by click or tap!\nBlue block >Safe\nRed block >OUT\nYellow block >Jumper\n<PC>\n[Space],[Up],[W],[Click Upside]: Go up!(ジャンプ)\n[Right],[D],[Click Rightside]: Go next!(進む)\n[Left],[A],[Click Leftside]: Go back!(戻る)\n[L]: Back to the beginning!(最初に戻る)\n[N]: Stop/Restart spin!(スピン)\n\n<Mobile>\n[Tap Upside]: Go up!(ジャンプ)\n[Tap Rightside]: Go next!(進む)\n[Tap Leftside]: Go back!(戻る)
☁ The Climb! || a cloud multiplayer scrolling platformer (mobile friendly) #games
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join (join ((mouse x) + (scroll x)) [ . ]) ((mouse y) + (scroll y)))\nshow variable [mouse v]\n\nwhen I receive [mg intro done =d v]\nset volume to (60) %\nforever\n play sound [Vexento - Tevo \(Original Mix\) v] until done\nend\n\n@blank\n\n@player\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n send cloud data\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nif <[1] > (MY PLAYER #)> then\n stop [this script v]\nend\nadd (x) to [buffer v]\nadd (y) to [buffer v]\nchange [cloud timer v] by (1)\nif <[3] > (cloud timer)> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite (Chat Words) to encoded\nwrite (round ((timer) * (10))) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine game on\nset rotation style [don't rotate v]\nset size to (50) %\nclear graphic effects\npoint in direction (90)\nshow\nset [in air 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 [x v] to [0]\nset [y v] to [0]\nset [exit v] to []\nreset timer\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine tick\nif <<<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> or <key (d v) pressed?>> then\n change [sx v] by (2)\nend\nif <<<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> or <key (a v) pressed?>> then\n change [sx v] by (-2)\nend\nif <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\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 <(sy) > [-15]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\nposition\ntest - die\nchange [scroll x v] by (round (((x) - (scroll x)) / (10)))\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\nif <<key (any v) pressed?> or <mouse down?>> then\n set [timeout? v] to [1100]\nelse\n if <not <(username) = [mGR8T]>> then\n change [timeout? v] by (-1)\n end\nend\nif <(timeout?) < [1]> then\n broadcast (session timeout v) and wait\nend\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (reset v)\n broadcast (setup v)\n game on\n repeat until <(exit) > []>\n tick\n broadcast (tick v)\n end\n if <(exit) = [win]> then\n Game - win\n else\n game - die\n end\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nif <touching (platforms v)?> then\n if <(sy) > [0]> then\n touching platformer out [-1]\n else\n touching platformer out [1]\n end\nend\n\nwhen I receive [begin v]\nbroadcast (green flag v) and wait\nbroadcast (play game v) and wait\n\ndefine position\ngo to x: ((x) - (scroll x)) y: ((y) - (scroll y))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine game - die\nstart sound [Door Closing v]\nset [exit v] to []\nwait (0.5) seconds\n\ndefine test - die\nif <<touching (enemy v)?> or <touching color (#ff7272)?>> then\n set [exit v] to [die]\nend\n\ndefine Game - win\nset [level v] to [2]\nbroadcast (win v)\nwait (1) seconds\n\ndefine touching platformer out (out)\nchange [y v] by (out)\nposition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by (out)\n position\nend\nset [sy v] to [0]\nif <(out) > [0]> then\n set [in air v] to [0]\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <touching (ladders v)?> then\n set [sy v] to [2]\n if <<<key (up arrow v) pressed?> or <<<(mouse y) > (y position)> and <mouse down?>> and <not <touching (mouse-pointer v)?>>>> or <key (w v) pressed?>> then\n change [sy v] by (8)\n end\n if <<<key (down arrow v) pressed?> or <<<(y position) > (mouse y)> and <mouse down?>> and <not <touching (mouse-pointer v)?>>>> or <key (s v) pressed?>> then\n change [sy v] by (-8)\n end\n if <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <key (d v) pressed?>> then\n change [sx v] by (2)\n end\n if <<<key (right arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <key (a v) pressed?>> then\n change [sx v] by (-2)\n end\n set [sx v] to ((SX) * (0.8))\n position\nend\n\nwhen flag clicked\nset [chat v] to [0]\nshow list [opponent chat v]\nshow list [chat v]\ndelete all of [chat v]\ndelete all of [opponent chat v]\nadd [Hello!] to [chat v]\nadd [Bye!] to [chat v]\nadd [wait for me!] to [chat v]\nadd [HARD!] to [chat v]\nadd [c'mon!] to [chat v]\nadd [yes] to [chat v]\nadd [no thanks!] to [chat v]\nadd [Ok] to [chat v]\nadd [race to the top?] to [chat v]\nset [i v] to [0]\nrepeat (length of [chat v])\n change [i v] by (1)\n add (join [: ] (item (i) of [chat v])) to [opponent chat v]\nend\n\nwhen I receive [begin v]\nforever\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (Chat Words) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [timeout? v] to [1100]\n\nwhen I receive [mg intro done =d v]\nhide\nset [max players v] to [10]\nset [my player # v] to [0]\ndelete all of [buffer v]\nbroadcast (setup opponents v) and wait\nbroadcast (joinibng v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (joined v)\nelse\n broadcast (full v)\nend\nwait (1) seconds\nbroadcast (begin v)\n\nwhen I receive [begin v]\nforever\n if <key (t v) pressed?> then\n if <(Chat) = [0]> then\n set [chat v] to [1]\n else\n set [chat v] to [0]\n end\n wait until <not <key (t v) pressed?>>\n end\n if <(Chat) = [0]> then\n show list [chat v]\n else\n hide list [chat v]\n end\nend\n\n@opponents\n\ndefine begin decoding of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from ecoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n 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 [setup opponents v]\nsetup players\n\ndefine tick\ngo to [front v] layer\ngo [backward v] (1) layers\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 decoding of (value)\n value = read from ecoded\n set [username v] to (value)\n if <(username) = [amawesome2000]> then\n hide\n stop [this script v]\n end\n value = read from ecoded\n if <(names) = [1]> then\n say (join (username) (item (value) of [opponent chat v]))\n else\n say []\n end\n value = read from ecoded\n value = read from ecoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n value = read from ecoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n set x to ((item (1) of [buffer v]) - (scroll x))\n delete (1) of [buffer v]\n set y to ((item (1) of [buffer v]) - (scroll y))\n delete (1) of [buffer v]\nend\ncheck if of edge\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 [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n set [names v] to [0]\n else\n set [names v] to [1]\n end\n end\n wait until <not <key (n v) pressed?>>\nend\n\ndefine check if of edge\nif <<<(x position) > [200]> or <(x position) < [-200]>> or <<(y position) > [150]> or <(y position) < [-150]>>> then\n switch costume to (arrow v)\n point towards (player v)\n if on edge, bounce\nelse\n switch costume to (costume1 v)\n point in direction (90)\nend\n\n@trophy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\npoint in direction ((([cos v] of ((timer) * (180)) ) * (-6)) + (90))\nif <touching (player v)?> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (open v)\n clone at x: [-95] y: [3052]\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 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] (5) layers\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (1 v)\n clone at x: [0] y: [250]\n clone at x: [0] y: [360]\n repeat (4)\n clone at x: [0] y: [240]\n end\n clone at x: [0] y: [380]\n repeat (5)\n clone at x: [0] y: [240]\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]\nhide\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@ladders\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 (1 v)\n clone at x: [0] y: [249]\n clone at x: [0] y: [360]\n clone at x: [0] y: [250]\n clone at x: [0] y: [250]\n clone at x: [0] y: [250]\n clone at x: [0] y: [250]\n clone at x: [0] y: [340]\n clone at x: [0] y: [238]\n clone at x: [0] y: [243]\n clone at x: [0] y: [240]\n clone at x: [0] y: [240]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@clouds\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (7) to (15)) seconds\n go to [back v] layer\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\ngo to x: (250) y: (pick random (-180) to (180))\nshow\nset [ghost v] effect to (pick random (0) to (30))\nset size to (pick random (30) to (80)) %\nglide (pick random (30) to (50)) secs to x: (-220) y: (y position)\ndelete this clone\n\n@lava\n\nwhen I receive [setup v]\nset rotation style [left-right v]\nset [move x v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n set [clone id v] to [0]\n switch costume to (1 v)\n clone at x: [70] y: [625]\n clone at x: [-35] y: [1688]\nend\nset [x v] to [-9999]\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\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 [green flag v]\nhide\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo [forward v] (5) layers\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\n@glow\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\npoint in direction ((timer) * (15))\n\nwhen I receive [setup v]\nset size to (30) %\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (open v)\n clone at x: [-95] y: [3052]\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@enemy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset rotation style [left-right v]\nchange [move x v] by (2)\nif <(clone id) = [1]> then\n position (((x) - (scroll x)) + (([cos v] of (move x) ) * (200))) ((y) - (scroll y))\nend\nif <(clone id) = [2]> then\n position (((x) - (scroll x)) + (([cos v] of ((move x) * (1.1)) ) * (270))) ((y) - (scroll y))\nend\n\nwhen I receive [setup v]\nset rotation style [left-right v]\nset [move x v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n set [clone id v] to [0]\n switch costume to (1 v)\n clone at x: [0] y: [245]\n clone at x: [0] y: [1445]\nend\nset [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]\nhide\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nchange [clone id v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [joined v]\ngo [forward v] (1322) layers\ngo to [front v] layer\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nstart sound [Disconnect v]\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [mg intro done =d v]\nswitch costume to (joining 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 [joinibng v]\nrepeat (10)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [joined v]\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [full v]\nhide\ndelete this clone\n\n@MG Intro\n\nwhen flag clicked\nhide variable [collected2 v]\nhide\nclear graphic effects\nset size to (100) %\nbroadcast (front v)\nrepeat (10)\n go to [front v] layer\nend\ngo to x: (0) y: (0)\nset [xpos v] to [0]\nset [value v] to [0]\nset [sinus v] to [0]\nswitch costume to (dot v)\nset [velocity v] to [0]\nset [clonenumber v] to [0]\nstart sound [Anikdote - Turn It Up v]\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.001) seconds\nend\nchange [clonenumber v] by (1)\ncreate clone of (_myself_ v)\nchange [clonenumber v] by (1)\nset [xpos v] to [-87.5]\nwait (1) seconds\nrepeat (5)\n change [xpos v] by (35)\n create clone of (_myself_ v)\n change [value v] by (1)\n wait (0.01) seconds\nend\nwait (.7) seconds\nchange [clonenumber v] by (1)\ncreate clone of (_myself_ v)\nwait (1.6) seconds\nchange [clonenumber v] by (1)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nchange [clonenumber v] by (1)\ncreate clone of (_myself_ v)\nwait (3.2) seconds\nchange [clonenumber v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clonenumber) = [0]> then\n show\n switch costume to (dot v)\n set size to (pick random (50) to (100)) %\n go to x: (pick random (-180) to (180)) y: (pick random (-180) to (180))\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (x position)) / (5))\n change y by (((0) - (y position)) / (5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n show\n switch costume to (dot v)\n set size to (50) %\n go to x: (0) y: (0)\n repeat until <(round (size)) = [150]>\n change size by (((150) - (size)) / (3))\n end\n set [velocity v] to [10]\n repeat until <(round (size)) > [1400]>\n switch costume to (blank v)\n change size by (velocity)\n change [velocity v] by ((velocity) / (2))\n switch costume to (dot v)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [2]> then\n set [brightness v] effect to (100)\n show\n switch costume to ((value) + (5))\n set size to (50) %\n go to x: (xpos) y: (-1000)\n go to [front v] layer\n repeat (56)\n change size by (((100) - (size)) / (3))\n set [velocity v] to (((velocity) * (.72)) + (((0) - (y position)) / (7)))\n change y by (velocity)\n end\n wait (2) seconds\n set y to (-1000)\n set size to (0) %\n go to [front v] layer\n repeat (25)\n change size by (((100) - (size)) / (3))\n set [velocity v] to (((velocity) * (.72)) + (((-100) - (y position)) / (7)))\n change y by (velocity)\n end\n repeat (100)\n set y to ((([sin v] of (sinus) ) * (15)) - (100))\n change [sinus v] by (15)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [3]> then\n show\n go to [front v] layer\n switch costume to (bar v)\n set size to (100) %\n go to x: (-1000) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\n end\n set [velocity v] to [15]\n repeat until <(round (size)) > [45000]>\n switch costume to (blank v)\n change size by (velocity)\n change [velocity v] by ((velocity) / (2))\n switch costume to (bar v)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [4]> then\n show\n switch costume to (logo v)\n go to x: (0) y: (0)\n clear graphic effects\n set size to (0) %\n go to [front v] layer\n repeat (26)\n change size by (((100) - (size)) / (3))\n set [velocity v] to (((velocity) * (.79)) + (((200) - (size)) / (10)))\n change size by (velocity)\n end\n set [velocity v] to [10]\n repeat until <(x position) > [239]>\n change [velocity v] by ((velocity) / (4))\n change x by (velocity)\n change size by (((100) - (size)) / (5))\n end\n go to x: (-1000) y: (0)\n hide\n wait (.2) seconds\n show\n repeat until <<(round (x position)) = [0]> and <(round (size)) = [200]>>\n change x by (((0) - (x position)) / (5))\n change size by (((200) - (size)) / (5))\n end\n repeat until <(round (size)) = [350]>\n change size by (((350) - (size)) / (5))\n end\n repeat until <(round (size)) = [200]>\n change size by (((200) - (size)) / (5))\n end\n set [velocity v] to [1]\n repeat until <(size) < [15]>\n change [ghost v] effect by (4)\n change [velocity v] by ((velocity) / (4))\n change size by ((0) - (velocity))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [5]> then\n show\n switch costume to (screen v)\n clear graphic effects\n go to x: (0) y: (0)\n Flash\n wait (0.05) seconds\n Flash\n wait (.2) seconds\n Flash\n wait (0.08) seconds\n Flash\n wait (.1) seconds\n Flash\nend\n\ndefine Flash\nclear graphic effects\nset [brightness v] effect to (100)\nset size to (100) %\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\n\nwhen I start as a clone\nif <(clonenumber) = [6]> then\n show\n go to [front v] layer\n switch costume to (bar v)\n set size to (100) %\n go to x: (-1000) y: (0)\n set [brightness v] effect to (100)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\n end\n set [velocity v] to [15]\n repeat until <(round (size)) > [45000]>\n switch costume to (blank v)\n change size by (velocity)\n change [velocity v] by ((velocity) / (2))\n switch costume to (bar v)\n end\n broadcast (Delete v)\nend\n\nwhen I receive [delete v]\nset [brightness v] effect to (100)\nif <not <(costume [number v]) = [11]>> then\n delete this clone\nelse\n wait (1) seconds\n broadcast (mg intro done =D v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\n@intro bg :P\n\nwhen I receive [front v]\ngo to [front v] layer\nshow\nwait (2) seconds\nhide\n\n@tn\n\nwhen flag clicked\nhide variable [collected show v]\nhide variable [collected2 v]\nshow\nswitch costume to (co3stume1 v)\nset [ghost v] effect to (100)\nrepeat (20)\n hide variable [collected show v]\nend\nforever\n go to [front v] layer\n if <(level) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (300)\nswitch costume to (costume 1 v)\nset [level v] to [1]\nwait until <(level) = [2]>\nstop [other scripts in sprite v]\nclear graphic effects\nshow list [cloud chat items v]\nhide variable [collected show v]\nset [show v] to (seconds)\nshow variable [show v]\nstop [all v]\n\nwhen flag clicked\nset [play? v] to [0]\nreset timer\nhide variable [show v]\nhide variable [seconds v]\nforever\n set [seconds v] to (timer)\nend\n\nwhen flag clicked\nwait (1) seconds\nrepeat (200)\n hide variable [collected show v]\nend\n\nwhen I receive [session timeout v]\nswitch costume to (timeout2 v)\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nshow list [chat v]\nrepeat until <(y position) < [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\ngo to x: (0) y: (0)\nstop [this script v]\n\n
You with your team, when playing ToS accidentally fell into a similar but different version of it! complete the game and like and fav it to be FREE!!!! XD or you could get yourself captured in the game again by clicking the green flag and try defeating it again, totally for the reason to have FUN!!!! XD ENJOY!!!\n=========================================Sub to my YT channel for useful tutorials and fun content! https://www.youtube.com/channel/UCS-MpseSsGhtijbHt0aevzw\n=========================================\n>> arrow keys / WASD / mobile controls to move.\n>> avoid enemy bots and lava to survive!\n>> climb to the trophy at the top of the tower to WIN!!!\n>> your on a timer! so climb fast!!\n>> press "N" to show/hide names.\n>> press "T" to show/hide cloud chat items.\n>> if you want to chat, press the number of the slot in the chat list you want to say!\n>> if you defeated the game then please comment your time!\n>> like and fav! (very important!) XD\n>> ENJOY!!!!!
Among Us A Space Platformer
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@Cube\n\nwhen flag clicked\nset [timer v] to [0]\n\nwhen I receive [you win and time c v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nhide variable [☁ highscore v]\n\nwhen flag clicked\nplay sound [Vexento - Tevo \(Original Mix\).mp3 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 (imposter 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 (you win and time c v)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [231]> then\n if <(y position) = [-60]> then\n broadcast (NEXT LEVEL v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [231]> then\n if <(y position) = [-79]> then\n broadcast (NEXT LEVEL v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [214]> then\n if <(y position) = [89]> then\n broadcast (NEXT LEVEL v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [231]> then\n if <(y position) = [-61]> then\n broadcast (NEXT LEVEL v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [231]> then\n if <(y position) = [-82]> then\n broadcast (NEXT LEVEL v)\n end\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) = [3]> then\n Clone at [-71] [-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\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen flag clicked\nforever\n if <touching (cube v)?> then\n play sound [Big Boing v] until done\n end\nend\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Moon\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@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@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)\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n hide\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n show\n go to [back v] layer\n end\nend\n\n@You win\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [you win and time c v]\nshow\ngo to [front v] layer\nshow variable [timer v]\nset [timer v] to (Timer)\n\nwhen flag clicked\nhide variable [☁ highscore v]\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n
Part 2 at 1000 Loves! :)\n\nI wonder How many of you will play this just because it's among us themed lol\n\nSorry if it is to easy I worked so hard on this project\n\nComment your best Time mine is 24 Seconds! :)
✩LIFE || Scrolling Platformer✩
@Stage\n\nwhen flag clicked\nbroadcast (Green Flag v)\n\nwhen flag clicked\nset [music___ v] to [1]\nforever\n if <(Music) = [On]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nforever\n if <(Music___) = [1]> then\n play sound [1 v] until done\n end\n if <(Music___) = [2]> then\n play sound [2 v] until done\n end\n if <(Music___) = [3]> then\n play sound [3 v] until done\n end\n if <(Music___) = [4]> then\n play sound [4 v] until done\n end\n if <(Music___) = [5]> then\n play sound [5 v] until done\n end\n if <(Music___) = [6]> then\n play sound [6 v] until done\n end\n if <(Music___) = [7]> then\n play sound [7 v] until done\n end\n if <(Music___) = [8]> then\n play sound [8 v] until done\n end\n if <(Music___) = [9]> then\n set [music___ v] to [1]\n end\nend\n\nwhen I receive [aaa change music v]\nstop all sounds\nchange [music___ v] by (1)\n\n@B L AN K\n\n@Anti-Lag\n\nwhen flag clicked\nshow\nwait (1.5) seconds\nhide\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n go to [front v] layer\nend\n\n@PLAYER\n\nwhen flag clicked\nset size to (100) %\nset [res x v] to [-250]\nset [res y v] to [11]\nset [ghost v] effect to (10)\nbroadcast (set up v) and wait\nDie\nwait (1) seconds\nforever\n game tick\nend\n\ndefine change player x by (val)\nchange [playerx v] by (val)\nposition player\nif <<touching (hitboxes v)?> or <<touching (moving platforms v)?> or <touching (door v)?>>> then\n repeat (8)\n change [playery v] by (1)\n position player\n if <not <<touching (hitboxes v)?> or <<touching (moving platforms v)?> or <touching (door v)?>>>> then\n stop [this script v]\n end\n end\n change [playery v] by (-8)\n repeat until <not <<touching (hitboxes v)?> or <<touching (moving platforms v)?> or <touching (door v)?>>>>\n if <(val) < [0]> then\n change [playerx v] by (1)\n position player\n else\n change [playerx v] by (-1)\n position player\n end\n end\n set [sx v] to [0]\nend\n\ndefine change player y by (val)\nchange [playery v] by (val)\nposition player\nif <touching (door v)?> then\n set [touching door? v] to [1]\nelse\n set [touching door? v] to [0]\nend\nif <<touching (hitboxes v)?> or <<touching (moving platforms v)?> or <touching (door v)?>>> then\n repeat until <not <<touching (hitboxes v)?> or <<touching (moving platforms v)?> or <touching (door v)?>>>>\n if <(val) > [0]> then\n change [playery v] by (-1)\n position player\n set [in air? v] to [1]\n else\n change [playery v] by (1)\n position player\n set [in air? v] to [0]\n end\n end\n set [sy v] to [0]\nelse\n if <touching (water v)?> then\n if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n change [sy v] by (-0.2)\n set [in air? v] to [1]\n end\n else\n if <not <touching (ladder v)?>> then\n change [sy v] by (-1.2)\n set [in air? v] to [1]\n end\n end\nend\n\ndefine position player\ngo to x: ((playerX) - (SCROLLX)) y: ((playerY) - (SCROLLY))\n\ndefine game tick\nBLANK\nswitch costume to (hitbox detect v)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <(Speed Boost) = [No]> then\n change [sx v] by (-1)\n else\n change [sx v] by (-1.6)\n end\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n if <(Speed Boost) = [No]> then\n change [sx v] by (1)\n else\n change [sx v] by (1.7)\n end\nend\nchange player x by (round (sx))\nposition player\nset [sx v] to ((sx) * (0.8))\nif <touching (bouncy v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [sy v] to [21]\n else\n set [sy v] to [13]\n end\n broadcast (boing v)\nelse\n if <touching (ladder v)?> then\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [sy v] to [5]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [sy v] to [-5]\n end\n else\n set [sy v] to [0]\n end\n else\n if <<touching (water v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [sy v] to [5]\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air?) = [0]> then\n if <(Jump Boost) = [Yes]> then\n set [sy v] to [18]\n else\n set [sy v] to [13]\n end\n set [in air? v] to [0]\n end\n end\n end\n end\nend\nif <(playerX) < [-350]> then\n set [playerx v] to [-350]\nend\nif <(playerX) > [7073]> then\n set [playerx v] to [7073]\nend\nif <(sy) < [-30]> then\n set [sy v] to [-30]\nend\nif <(sy) > [30]> then\n set [sy v] to [30]\nend\nchange player y by (round (sy))\nposition player\nchange [scrollx v] by (round (((playerX) - (SCROLLX)) / (5)))\nchange [scrolly v] by (round (((playerY) - (SCROLLY)) / (5)))\nif <(SCROLLX) < [-130]> then\n set [scrollx v] to [-130]\nend\nif <(SCROLLY) < [-150]> then\n set [scrolly v] to [-150]\nend\nbroadcast (POSITION v)\nposition player\nCostume\nif <(playerY) < [-350]> then\n start sound [Clang v]\n broadcast (relight v)\n Die\nend\nif <<touching (spikes v)?> and <(SPIKE RESISTANT?) = [No]>> then\n start sound [Clang v]\n broadcast (relight v)\n Die\nend\n\nwhen flag clicked\nforever\n wait until <touching (water v)?>\n start sound [Small_Splash_Audio v]\n wait until <not <touching (water v)?>>\n wait (0.1) seconds\nend\n\nwhen I receive [touched enemy v]\nstart sound [Clang v]\nDie\nbroadcast (relight v)\n\nwhen I receive [kill enemy v]\nset [sy v] to [13]\nstart sound [High Whoosh v]\n\nwhen I receive [touching mv v]\nswitch costume to (hitbox detect v)\nif <(sy) > [0]> then\n change player y by [10]\nelse\n change player y by [-10]\nend\nCostume\n\ndefine Costume\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <not <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (up v)\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (right v)\n else\n switch costume to (middle v)\n end\n end\nend\nif <<<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 (right + up v)\nend\nif <<<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 (left + up v)\nend\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right + down v)\nend\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left + down v)\nend\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (down v)\nend\n\nwhen I receive [reached! v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [key grabbed? v] to [false]\nforever\n wait until <touching (key v)?>\n set [key grabbed? v] to [true]\n broadcast (hide key v)\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <touching (enemies v)?> then\n if <not <(sy) < [-2]>> then\n start sound [Clang v]\n broadcast (relight v)\n Die\n else\n broadcast (kill enemy v)\n end\n wait until <not <touching (enemies v)?>>\n end\nend\n\nwhen I receive [speak v]\nsay (@USERNAME@) for (4) seconds\n\nwhen [t v] key pressed\nif <not <<mouse down?> and <touching (mouse-pointer v)?>>> then\n broadcast (chat v) and wait\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <not <key (t v) pressed?>> then\n broadcast (chat\(mobile\) v) and wait\n end\n end\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\nend\n\nwhen flag clicked\nforever\n if <<(last_playerx) = (playerX)> and <(last_playery) = (playerY)>> then\n if <[] > [5400]> then\n set [@player slot@ v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [chatting v]\nsay (answer) for (6) seconds\n\ndefine BLANK\n\ndefine Die\nswitch costume to (middle v)\nset [in air? v] to [1]\nset [playerx v] to (RES X)\nset [playery v] to (RES Y)\nset [scrollx v] to ((playerX) + (100))\nset [scrolly v] to (playerY)\nset [sx v] to [0]\nset [sy v] to [0]\nposition player\nbroadcast (POSITION v)\nbroadcast (set up enemies v) and wait\nbroadcast (Loose Coins v)\n\nwhen I receive [die v]\nswitch costume to (middle v)\nset [in air? v] to [1]\nset [playerx v] to (RES X)\nset [playery v] to (RES Y)\nset [scrollx v] to ((playerX) + (100))\nset [scrolly v] to (playerY)\nset [sx v] to [0]\nset [sy v] to [0]\nposition player\nbroadcast (POSITION v)\nbroadcast (set up enemies v) and wait\n\nwhen flag clicked\nforever\n if <(Sound Effects) = [On]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (100)\nwait (1.6) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\nend\n\nwhen I receive [loose coins v]\nif <(Coins) > [9]> then\n repeat (10)\n change [coins v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <(Shrunk) = [Yes]> then\n set size to (60) %\n else\n set size to (100) %\n end\nend\n\n@Hitboxes\n\nwhen I receive [position v]\nposition (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [set up v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (1 v)\nclone\n\ndefine clone\nclone at [0] [-150]\nclone at [-215] [380]\nclone at [1280] [20]\nclone at [1980] [20]\nclone at [2800] [40]\nclone at [3500] [600]\nclone at [4000] [930]\nclone at [4350] [800]\nclone at [5900] [1889]\nclone at [6100] [1271]\nclone at [5956] [2343]\nclone at [6156] [2650]\nclone at [7055] [1271]\nclone at [7055] [764]\nset [x v] to [-9999999999999999]\n\n@Background\n\nwhen I receive [position v]\nposition (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [set up v]\nrepeat (2)\n go to [back v] layer\nend\nswitch costume to (1 v)\nclone\n\ndefine clone\nclone at [0] [-150]\nclone at [-215] [380]\nclone at [1280] [20]\nclone at [1980] [20]\nclone at [2800] [40]\nclone at [3500] [600]\nclone at [4000] [930]\nclone at [4350] [800]\nclone at [5000] [1889]\nclone at [6100] [1271]\nclone at [5956] [2343]\nclone at [6156] [2650]\nclone at [7055] [1271]\nclone at [7055] [764]\nset [x v] to [-9999999999999999]\n\n@Spikes\n\nwhen I receive [position v]\nposition (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\nif <(costume [number v]) = [1]> then\n turn left (10) degrees\nelse\n point in direction (90)\nend\n\ndefine position (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at x: (x) y: (y) Costume (cos)\nswitch costume to (cos)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [set up v]\nswitch costume to (saw v)\nrepeat (3)\n go to [back v] layer\nend\nclone at x: [-120] y: [-110] Costume [1]\nclone at x: [-0] y: [-110] Costume [1]\nclone at x: [1986] y: [20] Costume [1]\nclone at x: [2130] y: [-15] Costume [1]\nclone at x: [2284] y: [-11] Costume [1]\nclone at x: [2615] y: [60] Costume [1]\nclone at x: [2800] y: [380] Costume [1]\nclone at x: [2964] y: [384] Costume [1]\nclone at x: [3070] y: [1138] Costume [1]\nclone at x: [3200] y: [1016] Costume [1]\nclone at x: [3330] y: [1138] Costume [1]\nclone at x: [3480] y: [300] Costume [1]\nclone at x: [3580] y: [300] Costume [1]\nclone at x: [3690] y: [300] Costume [1]\nset [x v] to [-9999999999999999]\n\nwhen I receive [die v]\n\n@Ladder\n\nwhen I receive [position v]\nposition (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n\ndefine position (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y) (cos)\nswitch costume to (cos)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [set up v]\nrepeat (2)\n go to [back v] layer\n go to [back v] layer\nend\nswitch costume to (1 v)\nclone at [50] [60] [4]\nclone at [-310] [-226] [2]\nclone at [1540] [190] [4]\nclone at [2435] [1320] [4]\nclone at [3000] [900] [3]\nclone at [3400] [800] [4]\nclone at [3400] [1100] [4]\nclone at [3400] [1400] [4]\nclone at [3400] [1700] [4]\nclone at [3400] [2000] [4]\nset [x v] to [-9999999999999999]\n\n@Bouncy\n\nwhen I receive [position v]\nposition (round ((x) - (SCROLLX))) (round ((y) - (SCROLLY)))\n\ndefine position (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y)\nswitch costume to ( v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [set up v]\nswitch costume to ( v)\nclone at [1020] [-55]\nclone at [2900] [400]\nclone at [3300] [2107]\nset [x v] to [-9999999999999999]\n\nwhen I receive [boing v]\nif <(Sound Effects) = [On]> then\n start sound [boing v]\nelse\nend\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (5)\nend\nrepeat (10)\n change [ghost v] effect by (-5)\nend\n\n@Checkpoints\n\nwhen I receive [position v]\ngo to [back v] layer\nset size to (400) %\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\nset size to (100) %\n\nwhen I receive [set up v]\nclone at [698] [-70] [1]\nclone at [2200] [40] [1]\nclone at [3050] [2140] [1]\nset [x v] to [-99999999999]\n\ndefine clone at (x) (y) (type)\nswitch costume to (type)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [res x v] to (x)\n set [res y v] to (y)\n if <(Sound Effects) = [On]> then\n start sound [Water Drop v]\n broadcast (Coins go up x2 v)\n end\n repeat (5)\n change [brightness v] effect by (20)\n change [ghost v] effect by (10)\n end\n switch costume to (1 v)\n repeat (5)\n change [brightness v] effect by (-20)\n end\n clear graphic effects\n set [ghost v] effect to (0)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Sound Effects) = [On]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [coins go up x2 v]\nbroadcast (Coins go up v) and wait\nbroadcast (Coins go up v)\n\n@Enemies\n\nwhen I receive [position v]\nposition (round (((x) - (SCROLLX)) + (([sin v] of ((timer) * (100)) ) * (100)))) (round ((y) - (SCROLLY)))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y)\nclear graphic effects\nswitch costume to (enemy v)\nset [x v] to (x)\nset [y v] to (y)\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\ncreate clone of (_myself_ v)\n\nwhen I receive [set up enemies v]\nbroadcast (delete enemy clones v) and wait\nclone\n\nwhen I receive [delete enemy clones v]\ndelete this clone\n\nwhen I receive [kill enemy v]\nif <touching (player v)?> then\n broadcast (Coins go up v)\n repeat (5)\n change [ghost v] effect by (20)\n change [y v] by (-5)\n end\n delete this clone\nend\n\ndefine clone\nshow\nswitch costume to (enemy v)\nclone at [850] [-107]\nclone at [2470] [73]\nset [x v] to [-9999999999999999]\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(Sound Effects) = [On]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [coins go up v]\nrepeat (10)\n change [coins v] by (1)\nend\n\n@Menu\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\ngo [backward v] (3) layers\nset [ghost v] effect to (27)\nhide\n\nwhen I receive [green flag v]\nshow\nforever\n if <(mouse y) > [166]> then\n repeat (11)\n change y by (-3)\n end\n repeat (6)\n change y by (-2)\n end\n repeat (6)\n change y by (-1)\n end\n wait until <not <(mouse y) > [140]>>\n repeat (11)\n change y by (3)\n end\n repeat (6)\n change y by (2)\n end\n repeat (6)\n change y by (1)\n end\n end\nend\n\n@Coins\n\nwhen I receive [set up v]\nclone at x: [-44] y: [500] [4]\nclone at x: [-203] y: [500] [4]\nclone at x: [-330] y: [510] [2]\nclone at x: [-300] y: [635] [1]\nclone at x: [-250] y: [635] [1]\nclone at x: [-200] y: [635] [1]\nclone at x: [-150] y: [635] [1]\nclone at x: [-100] y: [635] [1]\nclone at x: [-50] y: [635] [1]\nclone at x: [0] y: [635] [1]\nclone at x: [50] y: [635] [1]\nclone at x: [-310] y: [-300] [2]\nclone at x: [-115] y: [-25] [1]\nclone at x: [0] y: [-25] [1]\nclone at x: [0] y: [250] [1]\nclone at x: [-50] y: [250] [1]\nclone at x: [-100] y: [250] [1]\nclone at x: [-150] y: [250] [1]\nclone at x: [-200] y: [250] [1]\nclone at x: [-250] y: [250] [1]\nclone at x: [100] y: [-160] [1]\nclone at x: [150] y: [-160] [1]\nclone at x: [200] y: [-160] [1]\nclone at x: [250] y: [-160] [1]\nclone at x: [300] y: [-160] [1]\nclone at x: [350] y: [-160] [1]\nclone at x: [400] y: [-160] [1]\nclone at x: [450] y: [-160] [1]\nclone at x: [500] y: [-160] [1]\nclone at x: [550] y: [-160] [1]\nclone at x: [600] y: [-160] [1]\nclone at x: [650] y: [-100] [1]\nclone at x: [700] y: [-100] [1]\nclone at x: [750] y: [-100] [1]\nclone at x: [800] y: [-100] [1]\nclone at x: [850] y: [-100] [1]\nclone at x: [900] y: [-100] [1]\nclone at x: [950] y: [-100] [1]\nclone at x: [1025] y: [0] [1]\nclone at x: [1025] y: [50] [1]\nclone at x: [1025] y: [100] [1]\nclone at x: [1025] y: [150] [1]\nclone at x: [-330] y: [310] [2]\nclone at x: [1100] y: [120] [1]\nclone at x: [1205] y: [90] [1]\nclone at x: [1300] y: [60] [1]\nclone at x: [1393] y: [78] [1]\nclone at x: [1480] y: [70] [1]\nclone at x: [1600] y: [390] [1]\nclone at x: [1730] y: [250] [1]\nclone at x: [1830] y: [175] [1]\nclone at x: [1950] y: [90] [1]\nclone at x: [2048] y: [10] [1]\nclone at x: [2078] y: [10] [1]\nclone at x: [2200] y: [10] [1]\nclone at x: [2300] y: [80] [1]\nclone at x: [2350] y: [80] [1]\nclone at x: [2400] y: [80] [1]\nclone at x: [2450] y: [80] [1]\nclone at x: [2500] y: [80] [1]\nclone at x: [2550] y: [80] [1]\nclone at x: [2650] y: [150] [1]\nclone at x: [2650] y: [200] [1]\nclone at x: [2650] y: [250] [1]\nclone at x: [2650] y: [300] [1]\nclone at x: [2650] y: [350] [1]\nclone at x: [2650] y: [400] [1]\nclone at x: [2730] y: [410] [1]\nclone at x: [2905] y: [450] [1]\nclone at x: [2905] y: [500] [1]\nclone at x: [2905] y: [550] [1]\nclone at x: [2905] y: [600] [1]\nclone at x: [3000] y: [650] [1]\nclone at x: [3000] y: [700] [1]\nclone at x: [3000] y: [750] [1]\nclone at x: [3050] y: [1040] [1]\nclone at x: [3100] y: [1040] [1]\nclone at x: [3150] y: [1040] [1]\nclone at x: [3250] y: [1040] [1]\nclone at x: [3300] y: [1040] [1]\nclone at x: [3350] y: [1040] [1]\nclone at x: [3400] y: [660] [2]\nclone at x: [2330] y: [1530] [3]\nclone at x: [3050] y: [2115] [1]\nclone at x: [3100] y: [2115] [1]\nclone at x: [3150] y: [2115] [1]\nclone at x: [3200] y: [2115] [1]\nclone at x: [3250] y: [2115] [1]\nclone at x: [3350] y: [2115] [1]\nclone at x: [3400] y: [2195] [2]\nclone at x: [3300] y: [2315] [3]\nclone at x: [3455] y: [500] [1]\nclone at x: [3505] y: [500] [1]\nclone at x: [3555] y: [500] [1]\nclone at x: [3605] y: [500] [1]\nclone at x: [3655] y: [500] [1]\nclone at x: [3705] y: [500] [1]\nclone at x: [3755] y: [580] [1]\nclone at x: [3852.2] y: [650] [1]\nclone at x: [3852.2] y: [700] [1]\nclone at x: [3852.2] y: [750] [1]\nclone at x: [3852.2] y: [800] [1]\nclone at x: [3852.2] y: [850] [1]\nclone at x: [3852.2] y: [940] [3]\nclone at x: [3943] y: [842] [2]\nclone at x: [3455] y: [200] [1]\nclone at x: [3505] y: [200] [1]\nclone at x: [3555] y: [200] [1]\nclone at x: [3605] y: [200] [1]\nclone at x: [3655] y: [200] [1]\nclone at x: [3705] y: [200] [1]\nclone at x: [3455] y: [150] [1]\nclone at x: [3505] y: [150] [1]\nclone at x: [3555] y: [150] [1]\nclone at x: [3605] y: [150] [1]\nclone at x: [3655] y: [150] [1]\nclone at x: [3705] y: [150] [1]\nclone at x: [3455] y: [100] [1]\nclone at x: [3505] y: [100] [1]\nclone at x: [3555] y: [100] [1]\nclone at x: [3605] y: [100] [1]\nclone at x: [3655] y: [100] [1]\nclone at x: [3705] y: [100] [1]\nclone at x: [3455] y: [50] [1]\nclone at x: [3505] y: [50] [1]\nclone at x: [3555] y: [50] [1]\nclone at x: [3605] y: [50] [1]\nclone at x: [3655] y: [50] [1]\nclone at x: [3705] y: [50] [1]\nclone at x: [3455] y: [11] [1]\nclone at x: [3505] y: [11] [1]\nclone at x: [3555] y: [11] [1]\nclone at x: [3605] y: [11] [1]\nclone at x: [3655] y: [11] [1]\nclone at x: [3705] y: [11] [1]\nset [x v] to [-9999999999999999999]\n\ndefine clone at x: (x) y: (y) (cos)\nswitch costume to (cos)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [position v]\ngo to [front v] layer\ngo [backward v] (60) layers\nset size to (400) %\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\nset size to (65) %\n\nwhen I start as a clone\nwait (pick random (1) to (3)) seconds\nforever\n repeat (12)\n change [y v] by (0.5)\n wait (0.01) seconds\n end\n repeat (12)\n change [y v] by (-0.5)\n wait (0.01) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> and <(costume [number v]) = [1]>> then\n change [coins v] by (5)\n set volume to (30) %\n start sound [Ring Tone4 v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\n if <<touching (player v)?> and <(costume [number v]) = [2]>> then\n change [coins v] by (50)\n set volume to (30) %\n start sound [Ring Tone4 v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\n if <<touching (player v)?> and <(costume [number v]) = [3]>> then\n change [coins v] by (70)\n set volume to (30) %\n start sound [Ring Tone4 v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\n if <<touching (player v)?> and <(costume [number v]) = [4]>> then\n change [coins v] by (500)\n set volume to (30) %\n start sound [Ring Tone4 v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\nforever\n repeat (40)\n change size by (0.6)\n end\n repeat (40)\n change size by (-0.6)\n end\nend\n\n@Coin Display\n\nwhen flag clicked\nset size to (100) %\nshow\ngo to x: (-222) y: (157)\nset size to (100) %\nwait (1.5) seconds\nforever\n go to [front v] layer\nend\n\nwhen I receive [show end screen with higscore v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n repeat (40)\n change size by (0.6)\n end\n repeat (40)\n change size by (-0.6)\n end\nend\n\n@Moving Platforms\n\nwhen I receive [position v]\nif <(costume [number v]) = [1]> then\n position (round (((x) - (SCROLLX)) + (([cos v] of ((days since 2000) * (4000000)) ) * (200)))) (round ((y) - (SCROLLY)))\n if <touching (player v)?> then\n broadcast (touching mv v)\n end\nend\nif <(costume [number v]) = [2]> then\n position (round ((x) - (SCROLLX))) (round (((y) - (SCROLLY)) + (([cos v] of ((days since 2000) * (5000000)) ) * (100))))\n if <touching (player v)?> then\n broadcast (touching mv v)\n end\nend\nif <(costume [number v]) = [3]> then\n position (round (((x) - (SCROLLX)) + (([cos v] of ((days since 2000) * (4000000)) ) * (200)))) (round (((y) - (SCROLLY)) + (([cos v] of ((days since 2000) * (4000000)) ) * (150))))\n if <touching (player v)?> then\n broadcast (touching mv v)\n end\nend\n\ndefine position (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y) (cos)\nswitch costume to (cos)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [set up v]\nset [sfx_waveplayed v] to [0]\ngo to [back v] layer\nswitch costume to (1 v)\nclone at [500] [-100] [1]\nclone at [2701] [180] [2]\nclone at [3050] [650] [2]\nclone at [3900] [700] [2]\nset [x v] to [-9999999999999999]\n\n@Water\n\nwhen I receive [position v]\nposition (round ((x) - (SCROLLX))) (round (((y) - (SCROLLY)) + (([sin v] of ((timer) * (50)) ) * (30))))\n\ndefine position (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine clone at (x) (y) (cos)\nswitch costume to (cos)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [set up v]\nset [sfx_waveplayed v] to [0]\nrepeat (4)\n go to [back v] layer\nend\nswitch costume to (1 v)\nclone at [-300] [-330] [2]\nclone at [-300] [-230] [1]\nclone at [3600] [-600] [2]\nclone at [3600] [-400] [2]\nclone at [3600] [-200] [2]\nclone at [3600] [0] [2]\nclone at [3600] [100] [2]\nclone at [3600] [300] [2]\nclone at [3600] [500] [2]\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <([abs v] of (distance to [player v]) ) < [300]> then\n if <not <(SFX_WAVEPLAYED) = [1]>> then\n broadcast (try to play sound v) and wait\n end\n end\n end\nend\n\nwhen I receive [try to play sound v]\nif <not <(SFX_WAVEPLAYED) = [1]>> then\n set [sfx_waveplayed v] to [1]\n play sound [ocean wave v] until done\n set [sfx_waveplayed v] to [0]\nend\n\nif <(Sound Effects) = [On]> then\n\nwhen flag clicked\nforever\n if <(Sound Effects) = [On]> then\n set volume to (80) %\n else\n set volume to (0) %\n end\nend\n\n@C L O U D\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\ngo to [back v] layer\nset [speed v] to (pick random (1) to (3))\nshow\nset size to (pick random (50) to (150)) %\nset [ghost v] effect to (pick random (50) to (80))\nif <(pick random (1) to (2)) = [1]> then\n go to x: (-240) y: (pick random (100) to (180))\n repeat until <(x position) > [240]>\n change x by (speed)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nelse\n go to x: (240) y: (pick random (100) to (180))\n repeat until <(x position) < [-240]>\n change x by ((speed) - ((speed) * (2)))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\nend\n\n@Finish\n\ndefine set end flag at (x) (y)\nswitch costume to (2 v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [position v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [set up v]\nset [reached end? v] to [false]\nset end flag at [4040] [700]\nset [x v] to [-999999999]\n\ndefine position (x) (y)\ngo to x: (round (x)) y: (round (y))\nif <<(round (x)) = (x position)> and <(round (y)) = (y position)>> 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 (10)\n change [ghost v] effect by (25)\n end\n set [reached end? v] to [true]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [2]> then\n wait until <(REACHED END?) = [true]>\n if <[] < (HIGHSCORE\(value only\))> then\n broadcast (new highscore v)\n if <(Sound Effects) = [On]> then\n start sound [Win v]\n end\n broadcast (reached! v)\n repeat (8)\n change [y v] by (-5)\n position ((x) - (SCROLLX)) ((y) - (SCROLLY))\n end\n wait (2) seconds\n if <[] = (HIGHSCORE\(value only\))> then\n broadcast (show end screen with higscore v)\n else\n broadcast (show end screen v)\n end\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nwait until <<key (any v) pressed?> or <mouse down?>>\nreset timer\n\ndefine reset highscore to (val) <lock>\nif <lock> then\n broadcast (new highscore v)\nend\n\nwhen I start as a clone\nforever\n turn right (2) degrees\nend\n\n@End Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [show end screen v]\nset [@player slot@ v] to [0]\nswitch costume to ( v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [show end screen with higscore v]\nset [@player slot@ v] to [0]\nswitch costume to (new highscore v)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\n\n@Cloud Data\n\ndefine delete and rewrite code data list\ndelete all of [run:data v]\nset [readdata# v] to [1]\nset [datachars v] to [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789+-*/~`!@#$%^&*\(\)_=\[\]\{}|;':",./<>?]\nrepeat (99)\n add [] to [run:data v]\nend\nrepeat (length of (datachars))\n add (letter (readdata#) of (datachars)) to [run:data v]\n change [readdata# v] by (1)\nend\nadd [ ] to [run:data v]\n\ndefine encode string (val) and add to encoded value (new encode section?) (boolean)\nswitch costume to (lowercase v)\nif <(boolean) = [true]> then\n set [encoded value v] to []\nend\nset [readdata# v] to [1]\nrepeat (length of (val))\n set [word v] to (letter (readdata#) of (val))\n switch costume to (join (word) [\)])\n set [word v] to (item # of (word) in [run:data v])\n if <(costume [name v]) = [lowercase]> then\n if <not <(word) = [0]>> then\n set [encoded value v] to (join (encoded value) (word))\n else\n set [encoded value v] to (join (encoded value) (item # of [*] in [run:data v]))\n end\n else\n if <not <(word) = [0]>> then\n set [encoded value v] to (join (encoded value) ((word) + (26)))\n else\n set [encoded value v] to (join (encoded value) (item # of [*] in [run:data v]))\n end\n end\n switch costume to (lowercase v)\n change [readdata# v] by (1)\nend\nset [encoded value v] to (join (encoded value) [000])\n\ndefine decode string (code) and add to value (new decode section?) (boolean)\nset [decoded result v] to []\nif <(boolean) = [true]> then\n set [encoded value v] to (code)\n set [readdata# v] to [1]\nend\nforever\n set [decode idx v] to (join (letter (readdata#) of (encoded value)) (join (letter ((readdata#) + (1)) of (encoded value)) (letter ((readdata#) + (2)) of (encoded value))))\n change [readdata# v] by (3)\n if <(decode IDX) < [1]> then\n stop [this script v]\n end\n set [decoded result v] to (join (decoded result) (item (decode IDX) of [run:data v]))\nend\n\nwhen flag clicked\nset [@username@ v] to (username)\nset [ghost v] effect to (10)\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\nset [@player slot@ v] to [0]\nset [@connected@? v] to <(@PLAYER SLOT@) > [0]>\nclone: [7]\nbroadcast (tick v)\nbroadcast (@GET_SLOT v) and wait\n\ndefine clone: (opponents count)\nset [offline frames v] to [0]\nset [clone# v] to [1]\nrepeat ((opponents count) - (1))\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\n\ndefine send (data) to (cloud#)\nif <(cloud#) = [1]> then\n set [☁ p1 v] to (data)\nelse\n if <(cloud#) = [2]> then\n set [☁ p2 v] to (data)\n else\n if <(cloud#) = [3]> then\n set [☁ p3 v] to (data)\n else\n if <(cloud#) = [4]> then\n set [☁ p4 v] to (data)\n else\n if <(cloud#) = [5]> then\n set [☁ p5 v] to (data)\n else\n if <(cloud#) = [6]> then\n set [☁ p6 v] to (data)\n else\n if <(cloud#) = [7]> then\n set [☁ p7 v] to (data)\n end\n end\n end\n end\n end\n end\nend\n\ndefine get val (cloud#)\nif <(cloud#) = [1]> then\n set [decoded result v] to (☁ P1)\nelse\n if <(cloud#) = [2]> then\n set [decoded result v] to (☁ P2)\n else\n if <(cloud#) = [3]> then\n set [decoded result v] to (☁ P3)\n else\n if <(cloud#) = [4]> then\n set [decoded result v] to (☁ P4)\n else\n if <(cloud#) = [5]> then\n set [decoded result v] to (☁ P5)\n else\n if <(cloud#) = [6]> then\n set [decoded result v] to (☁ P6)\n else\n if <(cloud#) = [7]> then\n set [decoded result v] to (☁ P7)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [@get_slot v]\nbroadcast (connecting v)\nget val (clone#)\nset [slot_last_val v] to (join [A] (decoded result))\nwait (4) seconds\nget val (clone#)\nif <(join [A] (decoded result)) = (slot_last_val)> then\n set [@player slot@ v] to (clone#)\nend\nif <(@PLAYER SLOT@) > [0]> then\n broadcast (connected v)\nelse\n broadcast (failed v)\nend\nset [@connected@? v] to [true]\n\nwhen I receive [tick v]\nforever\n if <(@PLAYER SLOT@) = (clone#)> then\n hide\n encode string ([playerx v] of [player v]) and add to encoded value (new encode section?) [true]\n encode string ([playery v] of [player v]) and add to encoded value (new encode section?) []\n encode string ([costume name v] of [player v]) and add to encoded value (new encode section?) []\n encode string (@USERNAME@) and add to encoded value (new encode section?) []\n encode string (round ((days since 2000) * (1000000))) and add to encoded value (new encode section?) []\n send (encoded value) to (@PLAYER SLOT@)\n else\n disconnection time out: [70]\n decode string (☁ C_HIGHSCORE) and add to value (new decode section?) [true]\n set [highscore\(decoded\) v] to (decoded result)\n set [highscore\(value only\) v] to (decoded result)\n decode string [] and add to value (new decode section?) []\n set [highscore\(decoded\) v] to (join (HIGHSCORE\(decoded\)) (join [ by ] (decoded result)))\n get val (clone#)\n decode string (decoded result) and add to value (new decode section?) [true]\n change [self.x v] by (((decoded result) - (self.x)) / (2.5))\n decode string [] and add to value (new decode section?) []\n change [self.y v] by (((decoded result) - (self.y)) / (2.5))\n decode string [] and add to value (new decode section?) []\n switch costume to (decoded result)\n position ((self.x) - (SCROLLX)) ((self.y) - (SCROLLY))\n end\nend\n\nwhen I receive [relight v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen flag clicked\nhide variable [☁ c_highscore v]\nhide variable [highscore\(value only\) v]\nhide variable [☁ p1 v]\nhide variable [☁ p2 v]\nhide variable [☁ p3 v]\nhide variable [☁ p4 v]\nhide variable [☁ p5 v]\nhide variable [☁ p6 v]\nhide variable [☁ p7 v]\n\nwhen I receive [new highscore v]\nrepeat (10)\n encode string (@TIME@) and add to encoded value (new encode section?) [true]\n encode string (username) and add to encoded value (new encode section?) []\n set [☁ c_highscore v] to (encoded value)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> then\n point in direction (90)\n decode string [] and add to value (new decode section?) []\n think (decoded result)\nelse\n switch costume to (arrow v)\n point towards (b l a n k v)\n move (20) steps\n if <touching (mouse-pointer v)?> then\n decode string [] and add to value (new decode section?) []\n think (decoded result)\n else\n think []\n end\nend\n\ndefine disconnection time out: (frames)\nget val (clone#)\nif <(join [A] (decoded result)) = (disconnection_value)> then\n change [offline frames v] by (1)\n if <(offline frames) > (frames)> then\n hide\n end\nelse\n set [offline frames v] to [0]\n set [disconnection_value v] to (join [A] (decoded result))\n if <(@CONNECTED@?) = [true]> then\n show\n end\nend\n\n@Coins count\n\nwhen flag clicked\nset size to (20) %\nhide\nwait (1.5) seconds\nset [digits v] to [0]\nset [coins v] to [0]\nrepeat (20)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\nforever\n set [time v] to (Coins)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [brightness v] effect to (100)\nshow\nset size to (47) %\nforever\n go to x: ((((Digits) * (22)) + (106)) - (320)) y: (157)\n if <(length of (Coins)) < (Digits)> then\n hide\n else\n show\n if <(letter (Digits) of (Coins)) = [.]> then\n switch costume to (blank v)\n else\n switch costume to (letter (Digits) of (Coins))\n end\n end\nend\n\n@Reset\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\n\nwhen I receive [green flag v]\nshow\ngo to [front v] layer\nforever\n set [ghost v] effect to (27)\n if <(mouse y) > [166]> then\n repeat (11)\n change y by (-3)\n end\n repeat (6)\n change y by (-2)\n end\n repeat (6)\n change y by (-1)\n end\n wait until <not <(mouse y) > [140]>>\n repeat (11)\n change y by (3)\n end\n repeat (6)\n change y by (2)\n end\n repeat (6)\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (die v)\n\n@Music\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\n\nwhen I receive [green flag v]\nshow\ngo to [front v] layer\nforever\n set [ghost v] effect to (27)\n if <(mouse y) > [166]> then\n repeat (11)\n change y by (-3)\n end\n repeat (6)\n change y by (-2)\n end\n repeat (6)\n change y by (-1)\n end\n wait until <not <(mouse y) > [140]>>\n repeat (11)\n change y by (3)\n end\n repeat (6)\n change y by (2)\n end\n repeat (6)\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [music v] to [On]\n else\n set [music v] to [Off]\n end\nend\n\nwhen I receive [aaa change music v]\nstop all sounds\nplay sound [ v] until done\n\n@Sound Effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\n\nwhen I receive [green flag v]\nshow\ngo to [front v] layer\nforever\n set [ghost v] effect to (27)\n if <(mouse y) > [166]> then\n repeat (11)\n change y by (-3)\n end\n repeat (6)\n change y by (-2)\n end\n repeat (6)\n change y by (-1)\n end\n wait until <not <(mouse y) > [140]>>\n repeat (11)\n change y by (3)\n end\n repeat (6)\n change y by (2)\n end\n repeat (6)\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [sound effects v] to [On]\n else\n set [sound effects v] to [Off]\n end\nend\n\n@Shop\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (20) layers\n\nwhen this sprite clicked\nbroadcast (Hide Shop v)\nrepeat (10)\n change y by (-15)\nend\nrepeat (11)\n change y by (-13)\nend\nrepeat (10)\n change y by (-10)\nend\nrepeat (10)\n change y by (-5)\nend\nrepeat (10)\n change y by (-4)\nend\nrepeat (6)\n change y by (-2)\nend\nrepeat (4)\n change y by (-1)\nend\nhide\n\nwhen I receive [shop v]\nshow\ngo to x: (0) y: (-600)\nrepeat (11)\n change y by (15)\nend\nrepeat (10)\n change y by (13)\nend\nrepeat (10)\n change y by (10)\nend\nrepeat (10)\n change y by (5)\nend\nrepeat (10)\n change y by (4)\nend\nrepeat (6)\n change y by (2)\nend\nrepeat (4)\n change y by (1)\nend\n\n@Shop Item 1\n\nwhen flag clicked\nhide\nset [speed boost v] to [No]\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <(Coins) > [99]> then\n set [speed boost v] to [Yes]\n change [coins v] by (-100)\n if <(Sound Effects) = [On]> then\n start sound [Bought v]\n end\nelse\n set [speed boost v] to [No]\n if <(Sound Effects) = [On]> then\n start sound [Can't Afford v]\n end\nend\n\nwhen I receive [hide shop v]\nrepeat (10)\n change y by (-15)\nend\nrepeat (11)\n change y by (-13)\nend\nrepeat (10)\n change y by (-10)\nend\nrepeat (10)\n change y by (-5)\nend\nrepeat (10)\n change y by (-4)\nend\nrepeat (6)\n change y by (-2)\nend\nrepeat (4)\n change y by (-1)\nend\nhide\n\nwhen flag clicked\ngo to x: (-30) y: (-43)\nforever\n if <touching (mouse-pointer v)?> then\n if <(Coins) > [99]> then\n switch costume to (touching can afford v)\n else\n switch costume to (touching can't afford v)\n end\n else\n switch costume to (not touching v)\n end\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n if <(username) = [ZAF253]> then\n if <key (space v) pressed?> then\n change [coins v] by (50)\n end\n end\nend\n\nwhen I receive [shop v]\nshow\ngo to x: (-10) y: (-600)\nrepeat (11)\n change y by (15)\nend\nrepeat (10)\n change y by (13)\nend\nrepeat (10)\n change y by (10)\nend\nrepeat (10)\n change y by (5)\nend\nrepeat (10)\n change y by (4)\nend\nrepeat (6)\n change y by (2)\nend\nrepeat (4)\n change y by (1)\nend\n\n@Change Music\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\n\nwhen I receive [green flag v]\nshow\ngo to [front v] layer\nforever\n set [ghost v] effect to (27)\n if <(mouse y) > [166]> then\n repeat (11)\n change y by (-3)\n end\n repeat (6)\n change y by (-2)\n end\n repeat (6)\n change y by (-1)\n end\n wait until <not <(mouse y) > [140]>>\n repeat (11)\n change y by (3)\n end\n repeat (6)\n change y by (2)\n end\n repeat (6)\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (aaa Change Music v)\n\n@Shop Button\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\n\nwhen I receive [green flag v]\nshow\ngo to [front v] layer\nforever\n set [ghost v] effect to (27)\n if <(mouse y) > [166]> then\n repeat (11)\n change y by (-3)\n end\n repeat (6)\n change y by (-2)\n end\n repeat (6)\n change y by (-1)\n end\n wait until <not <(mouse y) > [140]>>\n repeat (11)\n change y by (3)\n end\n repeat (6)\n change y by (2)\n end\n repeat (6)\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Shop v)\n\n@Shop Item 2\n\nwhen flag clicked\nhide\nset [jump boost v] to [No]\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <(Coins) > [199]> then\n set [jump boost v] to [Yes]\n change [coins v] by (-200)\n if <(Sound Effects) = [On]> then\n start sound [Bought v]\n end\nelse\n set [jump boost v] to [No]\n if <(Sound Effects) = [On]> then\n start sound [Can't Afford v]\n end\nend\n\nwhen I receive [hide shop v]\nrepeat (10)\n change y by (-15)\nend\nrepeat (11)\n change y by (-13)\nend\nrepeat (10)\n change y by (-10)\nend\nrepeat (10)\n change y by (-5)\nend\nrepeat (10)\n change y by (-4)\nend\nrepeat (6)\n change y by (-2)\nend\nrepeat (4)\n change y by (-1)\nend\nhide\n\nwhen flag clicked\ngo to x: (-10) y: (-43)\nforever\n if <touching (mouse-pointer v)?> then\n if <(Coins) > [199]> then\n switch costume to (touching can afford v)\n else\n switch costume to (touching can't afford v)\n end\n else\n switch costume to (not touching v)\n end\nend\n\nwhen I receive [shop v]\nshow\ngo to x: (-10) y: (-600)\nrepeat (11)\n change y by (15)\nend\nrepeat (10)\n change y by (13)\nend\nrepeat (10)\n change y by (10)\nend\nrepeat (10)\n change y by (5)\nend\nrepeat (10)\n change y by (4)\nend\nrepeat (6)\n change y by (2)\nend\nrepeat (4)\n change y by (1)\nend\n\n@Shop Item 3\n\nwhen flag clicked\nhide\nhide variable [shrunk v]\nset [shrunk v] to [No]\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <(Coins) > [299]> then\n set [shrunk v] to [Yes]\n change [coins v] by (-300)\n if <(Sound Effects) = [On]> then\n start sound [Bought v]\n end\nelse\n set [shrunk v] to [No]\n if <(Sound Effects) = [On]> then\n start sound [Can't Afford v]\n end\nend\n\nwhen I receive [hide shop v]\nrepeat (10)\n change y by (-15)\nend\nrepeat (11)\n change y by (-13)\nend\nrepeat (10)\n change y by (-10)\nend\nrepeat (10)\n change y by (-5)\nend\nrepeat (10)\n change y by (-4)\nend\nrepeat (6)\n change y by (-2)\nend\nrepeat (4)\n change y by (-1)\nend\nhide\n\nwhen flag clicked\ngo to x: (-10) y: (-43)\nforever\n if <touching (mouse-pointer v)?> then\n if <(Coins) > [299]> then\n switch costume to (touching can afford v)\n else\n switch costume to (touching can't afford v)\n end\n else\n switch costume to (not touching v)\n end\nend\n\nwhen I receive [shop v]\nshow\ngo to x: (-10) y: (-600)\nrepeat (11)\n change y by (15)\nend\nrepeat (10)\n change y by (13)\nend\nrepeat (10)\n change y by (10)\nend\nrepeat (10)\n change y by (5)\nend\nrepeat (10)\n change y by (4)\nend\nrepeat (6)\n change y by (2)\nend\nrepeat (4)\n change y by (1)\nend\n\n@Shop Item 4\n\nwhen flag clicked\nhide\nhide variable [spike resistant? v]\nset [spike resistant? v] to [No]\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <(Coins) > [999]> then\n set [spike resistant? v] to [Yes]\n change [coins v] by (-1000)\n if <(Sound Effects) = [On]> then\n start sound [Bought v]\n end\nelse\n set [spike resistant? v] to [No]\n if <(Sound Effects) = [On]> then\n start sound [Can't Afford v]\n end\nend\n\nwhen I receive [hide shop v]\nrepeat (10)\n change y by (-15)\nend\nrepeat (11)\n change y by (-13)\nend\nrepeat (10)\n change y by (-10)\nend\nrepeat (10)\n change y by (-5)\nend\nrepeat (10)\n change y by (-4)\nend\nrepeat (6)\n change y by (-2)\nend\nrepeat (4)\n change y by (-1)\nend\nhide\n\nwhen flag clicked\ngo to x: (-10) y: (-43)\nforever\n if <touching (mouse-pointer v)?> then\n if <(Coins) > [999]> then\n switch costume to (touching can afford v)\n else\n switch costume to (touching can't afford v)\n end\n else\n switch costume to (not touching v)\n end\nend\n\nwhen I receive [shop v]\nshow\ngo to x: (-10) y: (-600)\nrepeat (11)\n change y by (15)\nend\nrepeat (10)\n change y by (13)\nend\nrepeat (10)\n change y by (10)\nend\nrepeat (10)\n change y by (5)\nend\nrepeat (10)\n change y by (4)\nend\nrepeat (6)\n change y by (2)\nend\nrepeat (4)\n change y by (1)\nend\n\ngo to x: (-10) y: (-43)\n\n
On The Moon A Platformer
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@Cube\n\nwhen flag clicked\nhide variable [☁ highscore v]\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 [19]\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 (you win and time c v)\n end\nend\n\n@Level\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@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 (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) = [7]> then\n Clone at [166] [-94]\nend\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(Level) = [8]> then\n Clone at [177] [-84]\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@Moon\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@Light\n\nwhen flag clicked\nforever\n wait (0.09) seconds\n repeat until <(size) > [99]>\n repeat (10)\n change size by (2)\n end\n end\n wait (0.09) seconds\n repeat until <(size) < [81]>\n repeat (10)\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start outro v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n go to (cube v)\nend\n\n@Lava\n\nwhen flag clicked\nset [timer v] to [0]\n\nwhen I receive [you win and time c v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nhide variable [timer v]\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@You win\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [you win and time c v]\nshow\ngo to [front v] layer\nshow variable [timer v]\nset [timer v] to (Timer)\n\nwhen flag clicked\nhide variable [☁ highscore v]\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n
Check Out Cheese Clicker! :) \nhttps://scratch.mit.edu/projects/463354520\n\nTrumpet Clicker Is Out! :) https://scratch.mit.edu/projects/463923422/\n\n\n#11 On Trending 20-12-14! :)\n\n\n\nYay Another Platformer a bit of a more challanging one but I bet you can do it! :)\n\n\nComment your best time mine is 20! :)\n
Snowy-A platformer #Games #Art #all #TRENDING
@Stage\n\n@Sprite1\n\nwhen flag clicked\nwait (10) seconds\nplay sound [Snow by bubblebee3 v] until done\n\n@Sprite6\n\nwhen flag clicked\n\nwhen I receive [the real green flag v]\ngo to (random position v)\nset y to (201)\nforever\n change y by (-10)\n if <(y position) = [-119]> then\n go to (random position v)\n set y to (201)\n end\nend\n\n@Sprite4\n\n@Snow\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (3))\n if <(costume [number v]) = [2]> then\n set size to (100) %\n go to x: (pick random (208) to (-206)) y: (170)\n repeat until <touching color (#7f7f7f)?>\n go to [front v] layer\n show\n turn left (3) degrees\n change y by (-2)\n end\n switch costume to (kostüm4 v)\n stamp\n wait (pick random (1) to (3)) seconds\n else\n set size to (40) %\n go to x: (pick random (208) to (-206)) y: (170)\n repeat until <touching color (#7f7f7f)?>\n go to [front v] layer\n show\n turn left (3) degrees\n change y by (-2)\n end\n switch costume to (kostüm4 v)\n stamp\n wait (pick random (1) to (3)) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [the real green flag v]\nhide\nerase all\nrepeat (pick random (60) to (120))\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.4)) seconds\nend\nforever\n switch costume to (pick random (1) to (3))\n if <(costume [number v]) = [2]> then\n set size to (100) %\n go to x: (pick random (208) to (-206)) y: (170)\n repeat until <touching color (#7f7f7f)?>\n go to [front v] layer\n show\n turn left (3) degrees\n change y by (-2)\n end\n switch costume to (kostüm4 v)\n stamp\n wait (pick random (1) to (3)) seconds\n else\n set size to (40) %\n go to x: (pick random (208) to (-206)) y: (170)\n repeat until <touching color (#7f7f7f)?>\n go to [front v] layer\n show\n turn left (3) degrees\n change y by (-2)\n end\n switch costume to (kostüm4 v)\n stamp\n wait (pick random (1) to (3)) seconds\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n@Base\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\n\nwhen I receive [next lvllvlvllvv v]\nnext costume\n\n@Sprite2\n\nset size to (100) %\n\nwhen flag clicked\nforever\n if <(x position) = [232]> then\n change [x v] by (1)\n broadcast (NEXT LVLLVLVLLVV v)\n go to x: (-183) y: (-56)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-188]> then\n go to x: (-183) y: (-56)\n end\nend\n\nwhen [right arrow v] key pressed\nswitch costume to (still2 v)\nwait (1) seconds\nswitch costume to (still v)\n\nwhen [left arrow v] key pressed\nswitch costume to (stillleft v)\nwait (1) seconds\nswitch costume to (still v)\n\nwhen flag clicked\nforever\n if <<touching (fixed intro v)?> or <touching (sprite6 v)?>> then\n go to x: (-183) y: (-56)\n end\nend\n\nwhen I receive [the real green flag v]\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to x: (-183) y: (-56)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n switch costume to (placeholder v)\n change [yvel v] by (-1)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xvel v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvel v] by (-1)\n end\n set [xvel v] to ((xvel) * (0.9))\n change x by (xvel)\n if <touching (base v)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yvel v] to [10]\n if <(xvel) > [0]> then\n set [xvel v] to [-10]\n else\n set [xvel v] to [10]\n end\n else\n change x by ((xvel) * (-1))\n set [xvel v] to [0]\n end\n end\n change y by (yvel)\n if <touching (base v)?> then\n change y by ((yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<touching (base v)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yvel v] to [10]\n end\n change y by (1)\n if <<<(xvel) < [-0.2]> and <(xvel) > [-2]>> and <(yvel) = [0]>> then\n switch costume to (left1 v)\n else\n if <<(xvel) < [-2]> and <(yvel) = [0]>> then\n switch costume to (left2 v)\n else\n if <<<(xvel) > [0.2]> and <(xvel) < [2]>> and <(yvel) = [0]>> then\n switch costume to (right1 v)\n else\n if <<(xvel) > [2]> and <(yvel) = [0]>> then\n switch costume to (right2 v)\n else\n if <<(xvel) < [-0.2]> and <(yvel) > [0.2]>> then\n switch costume to (leftjump v)\n else\n if <<(xvel) < [-0.2]> and <(yvel) < [-0.2]>> then\n switch costume to (leftfall v)\n else\n if <<(xvel) > [0.2]> and <(yvel) > [0.2]>> then\n switch costume to (rightjump v)\n else\n if <<(xvel) > [0.2]> and <(yvel) < [-0.2]>> then\n switch costume to (rightfall v)\n else\n if <<<(xvel) < [0.2]> and <(xvel) > [-0.2]>> and <(yvel) > [0.2]>> then\n switch costume to (stilljump v)\n else\n if <<<(xvel) < [0.2]> and <(xvel) > [-0.2]>> and <(yvel) < [-0.2]>> then\n switch costume to (stillfall v)\n else\n switch costume to (still v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nshow\n\n
Your stuck in a Snowy forest the day before Christmas!!\nEscape from the forest to get home for Christmas! \nBUUUT there are bad icicles that you have to dodge! Oh no!\nI worked hard so drop a follow please!\n16th on trending! I was wondering why my notifications went brrrr\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Games #all #Bill-0 #Is #The #Best #Okay #WHy #are #You #Reading #ART #ANIMATION ( totally an animation lols\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Tutorial #Bill-0is better than griffpatch # Im jk #jkjkjkjjk #SNOW #Letitsnow #Wizard #Generic #TRENDING6thh
Cave Explorer - A Platformer #games #all
@Stage\n\nwhen flag clicked\nforever\n play sound [Deltarune Hip Shop \(LoFi Hip Hop Remix\) v] until done\nend\n\n@player\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [restart 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\ndefine run engine\nchange [y v] by (-0.5)\nif < or <key (a v) pressed?>> then\n switch costume to (left v)\n change [x v] by (-.6)\nend\nif < or <key (d v) pressed?>> then\n switch costume to (right 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 [9]\nend\nchange y by (0.5)\nif <<touching (moving spikes v)?> or <<touching (saw v)?> or <touching (moving spikes v)?>>> then\n broadcast (Restart v)\nend\nif <(x position) > [233]> 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\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [begin now v]\nclear graphic effects\nset [level v] to [1]\nshow\nset [x spawn v] to [-199]\nset [y spawn v] to [0]\ngo to x: (x spawn) y: (y spawn)\nswitch costume to (1 v)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nrepeat until <(stop) = [t]>\n run engine\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nset [stop v] to [f]\nforever\n if <(level) = [9]> then\n set [stop v] to [t]\n hide\n end\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (1) y: (-8)\nforever\n switch costume to (level)\nend\n\n@moving spikes\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n glide (.3) secs to x: (0) y: (15)\n glide (.3) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\npoint in direction (90)\n\nforever\n point in direction ((([cos v] of (((timer) - (2)) * (200)) ) * (10)) + (90))\nend\n\n@saw\n\nwhen flag clicked\nforever\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 (0)\nforever\n if <<(level) = [2]> or > then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n repeat (11)\n change y by (1)\n end\n repeat (11)\n change y by (-1)\n end\nend\n\ngo to [back v] layer\n\n@thumb\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n@timer\n\nwhen flag clicked\nswitch costume to (back v)\ngo to x: (0) y: (0)\nset [time v] to [0]\nhide variable [time v]\nhide\nforever\n if <(level) = [9]> then\n show\n show variable [time v]\n else\n hide\n hide variable [time v]\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\nwait until <(level) = [9]>\n\nrepeat until <(stop) = [t]>\n\n@light\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch costume to (1 v)\nrepeat until <(stop) = [t]>\n go to [back v] layer\n go to (player v)\nend\nwait until <(stop) = [t]>\nhide\n\nwhen flag clicked\nforever\n repeat (20)\n change size by (1)\n end\n wait (.01) seconds\n repeat (20)\n change size by (-1)\n end\n wait (.01) seconds\nend\n\n@text\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n
✦ Cave Explorer ✦\nYou are an explorer stuck in a very dark cave. Escape quickly and comment your high score! But make sure to avoid dangerous obstacles; they can hurt you! Love, favorite, and follow for more fun games! Propose this project to be featured here! https://scratch.mit.edu/studios/4228481/ \nMy new account: @-eons- \n✦ Credits ✦\n- All graphics and all code by @talexat\n- Inspired by multiple games.\n- Music - Deltarune Hip Shop (LoFi Hip Hop Remix)\n✦ Tags ✦\n#games #all #games #all #platformer #platformers \n#games #all #games #all #platformer #platformers \n#games #all #games #all #platformer #platformers \n#games #all #games #all #platformer #platformers \n#games #games #games #games #games #games \n#games #games #games #games #games #games \n#games #games #games #games #games #games \n#games #games #games #games #games #games \n#games #games #games #games #games #games \n#games #games #games #games #games #games \n#games #games #games #games #games #games \n#games #games #games #games #games #games \n#all #all #all #all #all #all #all #all #all #all #all #all #all \n#all #all #all #all #all #all #all #all #all #all #all #all #all \n#games #games #games #games #games #games \n#games #games #games #games #games #games \n#games #games #games #games #games #games \n#games #games #games #games #games #games \n#games #games #games #games #games #games \n#games #games #games #games #games #games \n#games #games #games #games #games #games \n#games #games #games #games #games #games \n#all #all #all #all #all #all #all #all #all #all #all #all #all \n#all #all #all #all #all #all #all #all #all #all #all #all #all \n#games #games #games #games #games #games \n#all #all #all #all #all #all #all #all #all #all #all #all #all \n#games #games #games #games #games #games \n#games #games #games #games #games #games \n#all #all #all #all #all #all #all #all #all #all #all #all #all \n#all #all #all #all #all #all #all #all #all #all #all #all #all \n#games #games #games #games #games #games \n#all #all #all #all #all #all #all #all #all #all #all #all #all
Advanced Platformer Creator #Games #All #Art
@Stage\n\nwhen flag clicked\nset [allow v] to [0]\nset [wall jump v] to [0]\nbroadcast (Edit v)\n\n@Blocks\n\nwhen I receive [dirt v]\nswitch costume to (dirt v)\n\nwhen I receive [grass v]\nswitch costume to (grass v)\n\nwhen I receive [stone v]\nswitch costume to (stone v)\n\nwhen I receive [stone2 v]\nswitch costume to (stone2 v)\n\nwhen I receive [water v]\nswitch costume to (water v)\n\nwhen I receive [lava v]\nswitch costume to (lava v)\n\nwhen I receive [spike v]\nswitch costume to (spike v)\n\nwhen I receive [erase v]\nswitch costume to (erase v)\n\nwhen I receive [edit v]\nswitch costume to (grass v)\nshow\nstop [other scripts in sprite v]\nforever\n set [space v] to [14]\n set size to (25) %\n switch costume to (grass select v)\n show\n go to (mouse-pointer v)\n go to x: ((round ((x position) / (Space))) * (Space)) y: ((round ((y position) / (Space))) * (Space))\n set [stamp v] to [1]\n if <(x position) > [224]> then\n set x to (224)\n set [stamp v] to [0]\n end\n if <(x position) < [-224]> then\n set x to (-224)\n set [stamp v] to [0]\n end\n if <(y position) > [126]> then\n set y to (126)\n set [stamp v] to [0]\n end\n if <(y position) < [-112]> then\n set y to (-112)\n set [stamp v] to [0]\n end\n if <<<<mouse down?> and <(Stamp) = [1]>> and <(costume [number v]) = [9]>> and <(Start) = [0]>> then\n set size to (30) %\n switch costume to (start point v)\n stamp\n set [wherex v] to (x position)\n set [wherey v] to (y position)\n set size to (25) %\n set [start v] to [1]\n end\n if <<<<mouse down?> and <(Stamp) = [1]>> and <(costume [number v]) = [9]>> and <(Start) = [1]>> then\n set size to (30) %\n switch costume to (void v)\n stamp\n set size to (25) %\n end\n if <<<mouse down?> and <(Stamp) = [1]>> and <(costume [number v]) = [8]>> then\n if <touching color (#cbaf81)?> then\n set [start v] to [0]\n end\n set size to (30) %\n switch costume to (erase v)\n stamp\n set size to (25) %\n end\n if <<<mouse down?> and <(Stamp) = [1]>> and <touching color (#e5f6ff)?>> then\n set size to (30) %\n stamp\n set size to (25) %\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [wherex v] to [-220]\nset [wherey v] to [0]\nset [start v] to [0]\nerase all\n\nwhen I receive [start point v]\nswitch costume to (start point v)\n\nwhen I receive [start block v]\nset [start v] to [0]\n\n@Select - Grass\n\nwhen I receive [edit v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Grass v)\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@Select - Dirt\n\nwhen I receive [edit v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Dirt v)\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@Select - Stone Top\n\nwhen I receive [edit v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Stone v)\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@Select - Stone In\n\nwhen I receive [edit v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Stone2 v)\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@Select - Water\n\nwhen I receive [edit v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Water v)\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@Select - Lava\n\nwhen I receive [edit v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Lava v)\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@Select - Spike\n\nwhen I receive [edit v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Spike v)\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@Select - Eraser\n\nwhen I receive [edit v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Erase v)\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@Select - Start Point\n\nwhen I receive [edit v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Start Point v)\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@Select - Eraser2\n\nwhen I receive [erase v]\nstop [other scripts in sprite v]\nshow\nforever\n go to [front v] layer\n go to (mouse-pointer v)\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [dirt v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [grass v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [lava v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [spike v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start point v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [stone v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [stone2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [water v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\n@Play\n\nwhen I receive [edit v]\nwait (0.5) seconds\nshow\nforever\n set [ghost v] effect to (40)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n if <mouse down?> then\n broadcast (Play v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\n@Double Jump\n\nwhen I receive [edit v]\nwait (0.5) seconds\nshow\nforever\n set [ghost v] effect to (40)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n next costume\n set [allow v] to [1]\n wait (0.2) seconds\n end\n end\n if <mouse down?> then\n if <(costume [number v]) = [2]> then\n next costume\n set [allow v] to [0]\n wait (05) seconds\n end\n end\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (x v)\n\n@Wall Jump\n\nwhen I receive [edit v]\nwait (0.5) seconds\nshow\nforever\n set [ghost v] effect to (40)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n next costume\n set [wall jump v] to [1]\n wait (0.5) seconds\n end\n end\n if <mouse down?> then\n if <(costume [number v]) = [2]> then\n next costume\n set [wall jump v] to [0]\n wait (0.5) seconds\n end\n end\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (x v)\n\n@Clear all\n\nwhen I receive [edit v]\nwait (0.5) seconds\nshow\nforever\n set [ghost v] effect to (40)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n erase all\n broadcast (Start Block v)\n end\n end\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (x v)\n\n@Save\n\nwhen I receive [edit v]\nwait (0.5) seconds\nshow\nforever\n set [ghost v] effect to (40)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n if <mouse down?> then\n broadcast (Save v)\n end\n end\nend\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (x v)\n\n@Edit\n\nwhen I receive [play v]\nwait (0.5) seconds\nshow\nforever\n set [ghost v] effect to (40)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n if <mouse down?> then\n broadcast (Edit v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [edit v]\nhide\nstop [other scripts in sprite v]\n\n@Save menu\n\nwhen I receive [save v]\nshow\ngo to x: (0) y: (-500)\nglide (1) secs to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nglide (1) secs to x: (0) y: (-500)\nhide\n\n@Player stats\n\nwhen I receive [play v]\nwait (0.5) seconds\nshow\nforever\n set [ghost v] effect to (40)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n if <mouse down?> then\n ask [What do you want the jump height to be?] and wait\n if <<(answer) > [15]> or <(answer) < [0]>> then\n ask [Jump height can only be between 0 to 15. Chose again] and wait\n end\n if <<(answer) > [15]> or <(answer) < [0]>> then\n ask [Jump height can only be between 0 to 15. Chose again] and wait\n end\n if <<(answer) > [15]> or <(answer) < [0]>> then\n ask [Jump height can only be between 0 to 15. Chose again] and wait\n end\n if <<(answer) > [15]> or <(answer) < [0]>> then\n ask [Jump height can only be between 0 to 15. Chose again] and wait\n end\n if <<(answer) > [15]> or <(answer) < [0]>> then\n ask [Jump height can only be between 0 to 15. Chose again] and wait\n end\n if <<(answer) > [15]> or <(answer) < [0]>> then\n ask [Jump height can only be between 0 to 15. Chose again] and wait\n end\n if <<(answer) > [15]> or <(answer) < [0]>> then\n ask [Jump height can only be between 0 to 15. Chose again] and wait\n end\n if <<(answer) > [15]> or <(answer) < [0]>> then\n ask [Jump height can only be between 0 to 15. Chose again] and wait\n end\n set [yspeed v] to (answer)\n ask [What do you want the speed to be?] and wait\n if <<(answer) > [5]> or <(answer) < [0]>> then\n ask [Speed can only be between 0 to 5. Chose again] and wait\n end\n if <<(answer) > [5]> or <(answer) < [0]>> then\n ask [Speed can only be between 0 to 5. Chose again] and wait\n end\n if <<(answer) > [5]> or <(answer) < [0]>> then\n ask [Speed can only be between 0 to 5. Chose again] and wait\n end\n if <<(answer) > [5]> or <(answer) < [0]>> then\n ask [Speed can only be between 0 to 5. Chose again] and wait\n end\n if <<(answer) > [5]> or <(answer) < [0]>> then\n ask [Speed can only be between 0 to 5. Chose again] and wait\n end\n if <<(answer) > [5]> or <(answer) < [0]>> then\n ask [Speed can only be between 0 to 5. Chose again] and wait\n end\n if <<(answer) > [5]> or <(answer) < [0]>> then\n ask [Speed can only be between 0 to 5. Chose again] and wait\n end\n if <<(answer) > [5]> or <(answer) < [0]>> then\n ask [Speed can only be between 0 to 5. Chose again] and wait\n end\n set [xspeed v] to (answer)\n set [xspeed v] to (answer)\n end\n end\nend\n\nwhen I receive [edit v]\nhide\nstop [other scripts in sprite v]\n\n@scrolling platformer creator assets\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n go to [front v] layer\n change [ghost v] effect by (1)\nend\n\n@Player\n\nwhen I receive [play v]\nReset\nforever\n Physics <(y) > [0]> y speed (Yspeed) x speed (XSpeed)\nend\n\ndefine Physics <up> y speed (yspd) x speed (xspd)\nset [touching v] to [0]\nset [on ground v] to [0]\nchange [y v] by (-1)\nchange y by (y)\nrepeat until <not <<touching color (#8eda65)?> or <<touching color (#dab16f)?> or <<touching color (#848584)?> or <<touching color (#b0b1b0)?> or <<touching color (#ffffff)?> or <touching color (#ab946e)?>>>>>>>\n if <up> then\n change y by (-1)\n else\n set [double jump v] to [0]\n set [on ground v] to [1]\n change y by (1)\n end\n set [y v] to [0]\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(on ground) = [1]>> then\n set [y v] to (yspd)\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Double Jump) = [1]>> and <(Allow) = [1]>> then\n set [y v] to (yspd)\n set [double jump v] to [2]\nend\nif <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(Double Jump) = [0]>> then\n set [double jump v] to [1]\nend\nif <touching color (#9acdff)?> then\n set [y v] to [0]\n if <key (up arrow v) pressed?> then\n change [y v] by (2)\n end\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (xspd)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by ((xspd) * (-1))\nend\nset [x v] to ((x) * (0.8))\nchange x by (x)\nrepeat until <not <<touching color (#8eda65)?> or <<touching color (#dab16f)?> or <<touching color (#848584)?> or <<touching color (#b0b1b0)?> or <<touching color (#ffffff)?> or <touching color (#ab946e)?>>>>>>>\n change x by ((([abs v] of (x) ) / (x)) * (-1))\n set [touching v] to [1]\nend\nif <<(touching) = [1]> and <<key (up arrow v) pressed?> and <(Wall Jump) = [1]>>> 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 (yspd)\nend\nif <key (right arrow v) pressed?> then\n switch costume to (2a v)\nend\nif <key (left arrow v) pressed?> then\n switch costume to (1a v)\nend\nif <key (up arrow v) pressed?> then\n switch costume to (6a v)\nend\nif <not <key (any v) pressed?>> then\n switch costume to (3a v)\nend\nif <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (4a v)\nend\nif <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (5a v)\nend\nif <(y position) < [-110]> then\n Reset\nend\nif <touching color (#ff0000)?> then\n Reset\nend\nif <touching color (#bb0000)?> then\n Reset\nend\n\nwhen I receive [edit v]\nstop [other scripts in sprite v]\nhide\n\ndefine Reset\nstop [other scripts in sprite v]\nset [y v] to [0]\ngo to x: (WhereX) y: ((WhereY) + (10))\nshow\n\nwhen flag clicked\nset [xspeed v] to [1]\nset [yspeed v] to [8]\n\n
(Not reshared but exported into a new project)\nHey guys, @PrimeGuy_1001 here, I have made an Advanced Platformer Creator. It is non-scrolling. It has a variety of block which you can use, also, you can only use the begin block once. You can also edit player speeds. Get creating! And I'm proud to say, coding is 100% by @PrimeGuy_1001 (me)
Lethal Platform // Dodge Game #games #platformer
@Stage\n\n@Intro\n\nwhen flag clicked\nhide\nclear graphic effects\nwait (0.01) seconds\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (text v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nbroadcast (start v)\n\nwhen I start as a clone\nif <(costume [name v]) = [bg]> then\n go to x: (0) y: (0)\n set size to (100) %\n show\nend\nif <(costume [name v]) = [logo]> then\n point in direction (0)\n go to x: (0) y: (0)\n set size to (0) %\n show\n repeat (20)\n change size by (((100) - (size)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n end\n wait (0.1) seconds\n repeat (30)\n change x by (((-110) - (x position)) / (3))\n end\n wait (0.2) seconds\nend\nif <(costume [name v]) = [text]> then\n go to x: (0) y: (0)\n set size to (100) %\n go [backward v] (1) layers\n show\n repeat (30)\n change x by (((40) - (x position)) / (3))\n end\nend\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@UI\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nclear graphic effects\nwait (0.5) seconds\nswitch costume to (title v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nswitch costume to (play v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [title]> then\n go to x: (0) y: (-180)\n set size to (100) %\n show\n repeat (15)\n change y by (((0) - (y position)) / (3))\n end\n wait (0) seconds\n repeat (15)\n change y by (((40) - (y position)) / (3))\n end\n wait (0) seconds\n repeat (15)\n change y by (((60) - (y position)) / (3))\n end\nend\nif <(costume [name v]) = [play]> then\n go to x: (0) y: (-180)\n set size to (100) %\n show\n repeat (15)\n change y by (((-40) - (y position)) / (3))\n end\n wait (0) seconds\n repeat (15)\n change y by (((-20) - (y position)) / (3))\n end\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n if <mouse down?> then\n broadcast (game v)\n end\n else\n change size by (((100) - (size)) / (3))\n end\n end\nend\n\nwhen I receive [game v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Platforms1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1.5) seconds\nswitch costume to (main v)\ncreate clone of (_myself_ v)\nswitch costume to (master v)\n\nwhen I start as a clone\nif <(costume [name v]) = [main]> then\n set size to (0) %\n go to x: (0) y: (-180)\n set size to (70) %\n show\n repeat (20)\n change y by (((-55) - (y position)) / (3))\n end\nend\nif <(costume [name v]) = [everything else]> then\n set size to (0) %\n go to x: (0) y: (-180)\n set size to (70) %\n go [backward v] (1) layers\n set [ghost v] effect to (100)\n show\n repeat (20)\n change size by (((100) - (size)) / (3))\n change y by (((0) - (y position)) / (3))\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [game v]\nwait (0.3) seconds\nif <(costume [name v]) = [master]> then\n wait (0.2) seconds\n switch costume to (everything else v)\n create clone of (_myself_ v)\n switch costume to (master v)\nelse\n repeat (25)\n change size by (((100) - (size)) / (3))\n change y by (((0) - (y position)) / (3))\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@Platforms2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1.5) seconds\nswitch costume to (main v)\ncreate clone of (_myself_ v)\nswitch costume to (master v)\n\nwhen I start as a clone\nif <(costume [name v]) = [main]> then\n set size to (0) %\n go to x: (0) y: (-180)\n set size to (70) %\n show\n repeat (20)\n change y by (((-55) - (y position)) / (3))\n end\nend\nif <(costume [name v]) = [everything else]> then\n set size to (0) %\n go to x: (0) y: (-180)\n set size to (70) %\n go [backward v] (1) layers\n set [ghost v] effect to (100)\n show\n repeat (20)\n change size by (((100) - (size)) / (3))\n change y by (((0) - (y position)) / (3))\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [game v]\nwait (0.3) seconds\nif <(costume [name v]) = [master]> then\n wait (0.2) seconds\n switch costume to (everything else v)\n create clone of (_myself_ v)\n switch costume to (master v)\nelse\n repeat (25)\n change size by (((100) - (size)) / (3))\n change y by (((0) - (y position)) / (3))\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nset [player hp v] to [50]\ngo to x: (0) y: (180)\nwait (1) seconds\nset size to (25) %\nswitch costume to (idle v)\nset [🔒 xv v] to [0]\nset [🔒 yv v] to [0]\nset [🔒 slope v] to [0]\nset rotation style [left-right v]\nset [brightness v] effect to (18)\nshow\nrepeat until <<(y position) < [-180]> or <(player hp) < [1]>>\n set [🔒 previous costume v] to (costume [name v])\n switch costume to (hitbox v)\n change [🔒 xv v] by (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>)\n change y by (-1)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <touching (platforms1 v)?>> then\n set [🔒 yv v] to [12]\n end\n change y by (1)\n physics\n point in direction ((([abs v] of (🔒 xv) ) / (🔒 xv)) * (90))\n broadcast (🔒 player: animate v)\nend\nhide\nbroadcast (start v)\n\ndefine physics\nif <not <touching (platforms1 v)?>> then\n change [🔒 yv v] by (-1)\nend\nchange y by (🔒 yv)\nif <touching (platforms1 v)?> then\n repeat until <not <touching (platforms1 v)?>>\n change y by ((([abs v] of (🔒 yv) ) / (🔒 yv)) * (-1))\n end\n set [🔒 yv v] to [0]\nend\nchange x by (🔒 xv)\nif <touching (platforms1 v)?> then\n set [🔒 slope v] to [0]\n repeat until <<(🔒 slope) = [-8]> or <not <touching (platforms1 v)?>>>\n change [🔒 slope v] by (-1)\n change y by (1)\n end\n if <(🔒 slope) = [-8]> then\n change y by (🔒 slope)\n end\n repeat ([abs v] of ([ceiling v] of (🔒 xv) ) )\n change x by ((([abs v] of (🔒 xv) ) / (🔒 xv)) * (-1.2))\n end\n set [🔒 xv v] to [0]\nend\nset [🔒 xv v] to ((🔒 xv) * (0.8))\n\nwhen I receive [🔒 player: animate v]\nswitch costume to (🔒 previous costume)\nif <<([floor v] of ([abs v] of (🔒 xv) ) ) > [0]> and <(🔒 yv) < [1]>> then\n next costume\n if <(costume [name v]) = [hitbox]> then\n next costume\n next costume\n end\n wait (0.02) seconds\nelse\n switch costume to (idle v)\nend\n\nwhen I receive [game v]\nwait (1) seconds\nrepeat until <<(y position) < [-180]> or <(player hp) < [1]>>\n if <touching (danger v)?> then\n if <touching color (#ffff00)?> then\n change [player hp v] by (-2)\n else\n change [player hp v] by (-7)\n end\n repeat (7)\n create clone of (particles v)\n end\n wait until <not <touching (danger v)?>>\n end\nend\n\n@Particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (pick random (0) to (359))\ngo to x: ([x position v] of [player v]) y: ([y position v] of [player v])\nset size to (20) %\nset [🔒 xv v] to (([sin v] of (direction) ) * (pick random (-5) to (5)))\nset [🔒 yv v] to (([cos v] of (direction) ) * (pick random (-5) to (5)))\nset [ghost v] effect to (40)\nshow\nrepeat (20)\n change [ghost v] effect by (5)\n change x by (🔒 xv)\n change y by (🔒 yv)\n set [🔒 xv v] to ((🔒 xv) * (0.8))\n change [🔒 yv v] by (-1)\nend\ndelete this clone\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nwait (2) seconds\nforever\n if <(pick random (1) to (3)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n go to x: (-240) y: (pick random (-180) to (180))\n else\n go to x: (240) y: (pick random (-180) to (180))\n end\n else\n if <(pick random (1) to (2)) = [1]> then\n go to x: (pick random (-240) to (240)) y: (-180)\n end\n end\n repeat (pick random (3) to (6))\n switch costume to (bullet v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n else\n if <(pick random (1) to (3)) = [1]> then\n switch costume to (missile v)\n create clone of (_myself_ v)\n else\n if <(pick random (1) to (3)) = [1]> then\n switch costume to (saw v)\n create clone of (_myself_ v)\n else\n switch costume to (lazer v)\n create clone of (_myself_ v)\n end\n end\n end\n wait (pick random (1) to (2)) seconds\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [bullet]> then\n point towards (player v)\n turn right (pick random (-15) to (15)) degrees\n move (20) steps\n set size to (10) %\n show\n set [🔒 xv v] to (([sin v] of (direction) ) * (15))\n set [🔒 yv v] to (([cos v] of (direction) ) * (15))\n repeat until <<touching (_edge_ v)?> or <touching (player v)?>>\n change x by (🔒 xv)\n change y by (🔒 yv)\n change [🔒 yv v] by (-1)\n point in direction ([atan v] of ((🔒 xv) / (🔒 yv)) )\n end\n delete this clone\nend\nif <(costume [name v]) = [missile]> then\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n go to x: (-240) y: (pick random (-180) to (180))\n else\n go to x: (240) y: (pick random (-180) to (180))\n end\n else\n if <(pick random (1) to (2)) = [1]> then\n go to x: (pick random (-240) to (240)) y: (-180)\n end\n end\n point towards (player v)\n turn right (pick random (-20) to (20)) degrees\n move (20) steps\n set size to (60) %\n show\n set [🔒 xv v] to (([sin v] of (direction) ) * (25))\n set [🔒 yv v] to (([cos v] of (direction) ) * (25))\n repeat until <<([abs v] of (x position) ) > [240]> or <([abs v] of (y position) ) > [180]>>\n change x by (🔒 xv)\n change y by (🔒 yv)\n change [🔒 yv v] by (-1)\n point in direction ([atan v] of ((🔒 xv) / (🔒 yv)) )\n end\n delete this clone\nend\nif <(costume [name v]) = [saw]> then\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n go to x: (-240) y: (pick random (-180) to (180))\n else\n go to x: (240) y: (pick random (-180) to (180))\n end\n else\n if <(pick random (1) to (2)) = [1]> then\n go to x: (pick random (-240) to (240)) y: (-180)\n end\n end\n point towards (player v)\n turn right (pick random (-30) to (30)) degrees\n move (70) steps\n set size to (70) %\n set [ghost v] effect to (100)\n show\n set [🔒 xv v] to (([sin v] of (direction) ) * (10))\n set [🔒 yv v] to (([cos v] of (direction) ) * (10))\n repeat until <<([abs v] of (x position) ) > [240]> or <([abs v] of (y position) ) > [180]>>\n change [ghost v] effect by (-10)\n change x by (🔒 xv)\n change y by (🔒 yv)\n change [🔒 yv v] by (-0.3)\n turn right ((🔒 xv) * (2)) degrees\n end\n delete this clone\nend\nif <(costume [name v]) = [lazer]> then\n point in direction (pick random (0) to (359))\n go to x: (0) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n repeat (3)\n change [ghost v] effect by (-20)\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\ngo to x: (pick random (-240) to (240)) y: (180)\n\ngo to x: (pick random (-240) to (240)) y: (180)\n\ngo to x: (pick random (-240) to (240)) y: (180)\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Player HP Indicator\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nwait (0.01) seconds\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nforever\n set [ghost v] effect to (((100) * ((player hp) / (60))) + (30))\n go to [front v] layer\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n@Score\n\nwhen flag clicked\nset [score v] to [0]\nhide\n\nwhen I receive [start v]\nwait (0.5) seconds\nswitch costume to (0 v)\nset [🔒 clone id v] to [0]\nrepeat (3)\n change [🔒 clone id v] by (1)\n create clone of (_myself_ v)\nend\nswitch costume to (master v)\n\nwhen I start as a clone\ngo to x: ((-235) + ((🔒 clone id) * (23))) y: (-155)\nset size to (50) %\nset [brightness v] effect to (10)\nforever\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]\ndelete this clone\n\nwhen I receive [game v]\nif <(costume [name v]) = [master]> then\n set [score v] to [0]\n wait (1) seconds\n repeat until <<([y position v] of [player v]) < [-180]> or <(player hp) < [1]>>\n change [score v] by (1)\n wait (1) seconds\n end\nend\n\n@Thumb\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to x: (0) y: (0)\nset size to (100) %\nshow\n\n
Check out my multiplayer scrolling platformer: https://scratch.mit.edu/projects/463302065\n\n◈ // Info\nA simple dodge game\nMight be a bit hard\n\n₸ // Instructions\n▶ Survive as long as you can\nWASD / arrow keys to move\n\n⇑ // Credits\nInspired by @Funut\nAll by me I think\n\n#games #all #dodge #lethal #platformer #platformers #danger #fun #hard
Remixable Platformer || Mobile Friendly #All #Games #tutorial
@Stage\n\n@spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\nforever\n go to x: (36) y: (27)\nend\n\n@levels\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nhide variable [level v]\nswitch costume to (1 v)\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n broadcast (End v)\n end\nend\n\n@Platform guy\n\nwhen flag clicked\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n switch costume to (costume2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n fast\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [15]\n else\n set [y v] to [0]\n end\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [237]> then\n broadcast (message1 v)\n go to x: (-223) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <<touching (sprite1 v)?> or <<touching (danger v)?> or <<touching (axe1 v)?> or <touching (axe2 v)?>>>>> then\n go to x: (-223) y: (-100)\n play sound [Death v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (levels v)?> then\n set [y v] to [21]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n play sound [Ahxello - Frisbee v] until done\nend\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\nshow\ngo to x: (-218) y: (-90)\n\nwhen I receive [someone pressed skip button v]\ngo to x: (-218) y: (-106)\n\n@thumnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\n@skip\n\nwhen flag clicked\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (217) y: (157)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n if <<touching (mouse-pointer v)?> and <not <([costume # v] of [levels v]) = [15]>>> then\n broadcast (someone pressed skip button v)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (guy v)\nset [level v] to [1]\n\nwhen I receive [someone pressed skip button v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n forever\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\nwhen flag clicked\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (217) y: (157)\n\nwhen I receive [end v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(level) = [11]> then\n show\n end\n if <(level) = [3]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n change [ghost v] effect by (25)\nend\n\n@Intro\n\nwhen flag clicked\n\nwait (2) seconds\nhide\nwait (1.99) seconds\ndelete this clone\n\nwhen I start as a clone\n\nhide\nif <(cloneID) = [0]> then\n set size to (100) %\n go to [front v] layer\n switch costume to (costume1 v)\n show\n go to x: (-200) y: (200)\n set [cloneid v] to [45]\n start sound [Whoosh Pack #1.mp3 v]\n repeat until <(cloneID) = [0]>\n change x by (cloneID)\n change y by ((cloneID) * (-1))\n set [cloneid v] to ((cloneID) * (0.9))\n end\nelse\n if <(cloneID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n wait (2) seconds\n set size to (2) %\n go to [front v] layer\n show\n start sound [Whoosh Pack #1.mp4 v]\n repeat (50)\n set [zv v] to ((((100) - (size)) * (0.6)) + ((zv) * (0.7)))\n change size by (zv)\n end\n else\n if <(cloneID) = [2]> then\n go to x: (0) y: (0)\n wait (3) seconds\n set size to (100) %\n show\n switch costume to (costume3 v)\n repeat (10)\n go to [front v] layer\n end\n else\n if <(cloneID) = [3]> then\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (costume4 v)\n hide\n wait (3.5) seconds\n set [ghost v] effect to (60)\n show\n go to [front v] layer\n go [backward v] (2) layers\n go to x: (-217) y: (25)\n set [cloneid v] to [60]\n start sound [Whoosh Pack #1.mp5 v]\n repeat until <(cloneID) = [0]>\n change x by (cloneID)\n set [cloneid v] to ((cloneID) * (0.9))\n end\n else\n if <(cloneID) = [4]> then\n wait (0.5) seconds\n go to x: (0) y: (0)\n switch costume to (costume6 v)\n set size to (2) %\n go to [front v] layer\n show\n set [cloneid v] to [50]\n repeat until <(cloneID) < [1]>\n turn right (cloneID) degrees\n set [cloneid v] to ((cloneID) * (0.9))\n switch costume to (costume7 v)\n change size by (7)\n switch costume to (costume6 v)\n end\n hide\n delete this clone\n else\n if <(cloneID) = [5]> then\n go to x: (0) y: (0)\n switch costume to (costume5 v)\n wait (1.2) seconds\n go to [front v] layer\n show\n set size to (2) %\n set [cloneid v] to [0.2]\n repeat until <(size) > [300]>\n go to [front v] layer\n switch costume to (costume7 v)\n change size by (cloneID)\n switch costume to (costume5 v)\n set [cloneid v] to ((cloneID) * (1.5))\n end\n delete this clone\n else\n if <(cloneID) = [6]> then\n wait (1.7) seconds\n set [ghost v] effect to (100)\n switch costume to (costume8 v)\n set size to (100) %\n show\n repeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\n end\n repeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\n end\n else\n if <(cloneID) = [7]> then\n go to [front v] layer\n switch costume to (costume7 v)\n set size to (100) %\n switch costume to (costume9 v)\n wait (6) seconds\n go to [front v] layer\n show\n go to x: (-200) y: (200)\n set [cloneid v] to [45]\n start sound [Whoosh Pack #1.mp3 v]\n repeat until <(cloneID) = [0]>\n change x by (cloneID)\n change y by ((cloneID) * (-1))\n set [cloneid v] to ((cloneID) * (0.9))\n end\n delete this clone\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\n\nif <(cloneID) = [0]> then\n wait (1.5) seconds\n switch backdrop to (backdrop2 v)\n hide\n delete this clone\nend\n\nwhen I start as a clone\n\nwait (8) seconds\nbroadcast (intro END v)\nhide\nstop [this script v]\n\nwhen flag clicked\n\nforever\n if <([costume # v] of [intro v]) = [9]> then\n broadcast (this v) and wait\n end\nend\n\nwhen I receive [this v]\n\nwait (5) seconds\nhide\n\nwhen flag clicked\n\nswitch costume to (costume7 v)\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nshow\nswitch costume to (bzckground 1 v)\ngo to x: (0) y: (0)\nwait (1) seconds\nstart sound [Music 1 v]\nset [cloneid v] to [0]\ncreate clone of (_myself_ v)\nset [cloneid v] to [1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [2]\ncreate clone of (_myself_ v)\nset [cloneid v] to [3]\ncreate clone of (_myself_ v)\nset [cloneid v] to [4]\ncreate clone of (_myself_ v)\nset [cloneid v] to [6]\ncreate clone of (_myself_ v)\nset [cloneid v] to [7]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nset volume to (100) %\nforever\n play sound [C418 - Stranger Think.mp3 v] until done\nend\n\nwhen flag clicked\nwait (8) seconds\ndelete this clone\n\nwhen flag clicked\n\nwait (8) seconds\nswitch costume to (costume9 v)\ngo to [front v] layer\ngo to x: (225) y: (-219)\nwait (0.5) seconds\nset volume to (0) %\nrepeat (100)\n show\n change [ghost v] effect by (1)\n change volume by (1)\nend\nshow\nbroadcast (intro v)\n\nwhen flag clicked\n\ngo to [front v] layer\n\nwhen flag clicked\n\nset volume to (70) %\nwait (6) seconds\nforever\n change volume by (-10)\n wait () seconds\nend\n\nwhen I receive [stop intro v]\nstop [other scripts in sprite v]\nhide\n\nhide\n\n@Axe1\n\nwhen flag clicked\nhide\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [5]> then\n show\n end\n if <(level) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\n@Axe2\n\nwhen flag clicked\nhide\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [5]> then\n show\n end\n if <(level) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\n
Remix this ! Mobile friendly !\n\nPlease ❤️⭐️ & Follow me for More ☻ \n \n_Instructions_\n\nUse ⬆⬅➡ \n\n-----Notes-----\nLast update : 14/12/2020 \n------Tags------ \n#clemJ72 #Games #All #Cool #tutorial\n\n-----Credits-----\n@you\n@Softec for the background
Explore || A Platformer
@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (-200) y: (50)\nforever\n change [speed y v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [speed x v] by (1.2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [speed x v] by (-1.2)\n end\n set [speed x v] to ((Speed X) * (0.84))\n change x by (Speed X)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (-5)\n change x by ((Speed X) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Speed X) > [0]> then\n set [speed x v] to [-8]\n else\n set [speed x v] to [8]\n end\n set [speed y v] to [8]\n else\n set [speed x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Speed Y)\n if <touching (platform v)?> then\n change y by ((Speed Y) * (-1))\n set [speed y v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [speed y v] to [14]\n end\n end\n change y by (1)\n create clone of (_myself_ v)\n if <<touching color (#989898)?> or <(y position) < [-180]>> then\n go to x: (-200) y: (50)\n end\n if <(x position) > [240]> then\n go to x: (-200) y: (50)\n broadcast (Next Level v)\n end\n if <touching color (#9933ff)?> then\n set [speed y v] to [20]\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (36)\nrepeat (8)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\n@Platform\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Stuff\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\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n
@AmazingQ loved, Lightning_Li loved/faved and @JC_ProGold loved/faved! :O\n\nWelcome! Play as a explorer on a journey to find treasure in a cave!\n\nThis is my first platformer, so please❤️, ⭐️, Follow and check out my newer and better games!\n\nControls:\nUse Arrow keys or WAD to move.\n\nHow to play:\nAvoid spikes or falling, jump on trampolines (purple) for a jump boost.\nReach the right side of the screen to progress to the next level and find the treasure (complete all 12 levels) to win!\n\nCredits:\nThanks to @TrentonTNT for platformer engine.\n\nAll the other code and art by me!\n\nTags:\n#Games #Platformers #Explore #Spikes #kevtheguy
UNDERTALE2 =Platformer=
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n play sound [Undertale - Megalovania.mp3 v] until done\nend\n\nwhen [timer v] > (0)\nstart sound [click v]\nwait (1.5) seconds\nstart sound [click v]\nswitch backdrop to (背景2 v)\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\nwhen [timer v] > (0)\nhide\n\nif <not <(L) = [10]>> then\n\n@Player\n\ndefine 初期化\nset [ok v] to [1]\nshow\nswitch costume to (ソウル v)\nset size to (50) %\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 <(OK) = [1]> then\n show\n if <<<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) )\n end\n if <<<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) ))\n end\n set [x v] to ((X) * (0.888))\n change x by (X)\n repeat (8)\n if <touching (platformer v)?> then\n change y by (1)\n end\n end\n if <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\n end\n change y by (-1)\n if <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\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (platformer v)?> then\n change y by (() - (Y))\n set [y v] to [0]\n end\nend\n\nProgram\n\nwhen flag clicked\n初期化\nset [ok v] to [1]\nforever\n if <(OK) = [1]> 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 [1]\n end\n if <(y position) < [-180]> then\n change [☁ みんなが死んだ回数 v] by (1)\n 初期化\n end\n if <touching (スプライト18 v)?> then\n change [☁ みんなが死んだ回数 v] by (1)\n broadcast (GAMEOVER v)\n broadcast (tya v)\n end\nend\n\nwhen I receive [gameover v]\nset [ok v] to [0]\nswitch costume to (ソウル v)\nshow\nrepeat (10)\n change x by (2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\nend\nchange [死亡回数 v] by (1)\nswitch costume to (ソウル タヒ v)\nwait (0) seconds\npoint in direction (0)\nswitch costume to (「パキッ…」赤 v)\nstart sound [heartbeatbreaker v]\nset [ソウル落ちろ v] to [5]\nwait (1) seconds\nstart sound [ソウル 壊れる v]\nhide\nset [dame v] to [1]\nrepeat (4)\n next costume\n create clone of (_myself_ v)\nend\nset [ソウル落ちろ v] to [5]\nrepeat (25)\n change [ソウル落ちろ v] by (-1)\nend\nwait (1) seconds\nset [ok v] to [1]\n初期化\nbroadcast (hone v)\n\nif <not <(dame) = [1]>> then\n\nwhen I start as a clone\nshow\npoint in direction (pick random (-90) to (90))\nrepeat until <(y position) < [-170]>\n change y by (ソウル落ちろ)\n move (4) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nhide\n\nif <not <(L) = [10]>> then\n\n@スプライト18\n\nwhen flag clicked\ngo to x: (-150) y: (-96)\nshow\nforever\n switch costume to ([costume # v] of [platformer v])\nend\n\nwhen I receive [hone v]\nshow\n\nwhen I receive [tya v]\nhide\n\nwhen [timer v] > (0)\nhide\n\n
ーーーーーーーー日本語は下ーーーーーーーーーーー\nThis is the second UNDERTALE-style platformer.\nIt's more difficult than the first one, so we recommend playing from the first one.\nUse the arrow keys to move. You can also do it on mobile.\nWhen it hits the bone, it returns to the beginning. When you die, it takes time to recover.\nPlease understand\n\nUNDERTALE風のプラットフォーマー第二弾です。\n第一弾よりも難しいので、第一弾からプレイすることをおすすめします。\n矢印キーで移動します。モバイルでもできます。\n骨に当たると最初に戻ります。死ぬと復活までに時間がかかります。\nどうかご了承ください
Name seek; a platformer
@Stage\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [backdrop3 v]\nbroadcast (endd v) and wait\nclear graphic effects\n\nforever\n repeat (10)\n change [mosaic v] effect by (10)\n wait (0.1) seconds\n end\n repeat (10)\n change [mosaic v] effect by (-10)\n wait (0.1) seconds\n end\nend\n\nclear graphic effects\n\nwhen flag clicked\nbroadcast (start v)\n\n@Player\n\nwhen flag clicked\nset [chosen costume v] to [1]\nswitch costume to (costume1 v)\nbroadcast (green flag v)\nbroadcast (play game v)\nhide\n\ndefine handle ground <moving up>\nrepeat until <not <<touching (ground v)?> or <touching (draw ground v)?>>>\n if <moving up> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y velocity v] to [0]\nend\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <<touching (ground v)?> or <touching (draw ground v)?>>> or <(ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen I receive [start1 v]\nbroadcast (set up v)\nwait (0.5) seconds\nshow\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-205) y: (-51)\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-2)\n change y by (y velocity)\n change [in air v] by (1)\n handle ground <(y velocity) > [0]>\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n walk [-6]\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n walk [6]\n end\n if <<key (up arrow v) pressed?> and <(in air) < [8]>> then\n set [y velocity v] to [12]\n end\n if <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> then\n if <[239] < (x position)> then\n go to x: (-205) y: (-51)\n broadcast (next level v)\n end\n if <(y position) < [-170]> then\n go to x: (-205) y: (-51)\n end\n if <touching (moving danger v)?> then\n play sound [Rip v] until done\n switch costume to (costume10 v)\n wait (0.5) seconds\n go to x: (-205) y: (-51)\n switch costume to (chosen costume)\n end\n if <touching (danger v)?> then\n switch costume to (costume10 v)\n play sound [Rip v] until done\n wait (0.5) seconds\n go to x: (-205) y: (-51)\n switch costume to (chosen costume)\n end\n if <touching (water v)?> then\n change [in air v] by (3)\n change [y velocity v] by (2.5)\n if <key (down arrow v) pressed?> then\n change [y velocity v] by (-1)\n end\n end\n if <key (r v) pressed?> then\n go to x: (-205) y: (-51)\n end\nend\n\nwhen I receive [next costume player v]\nchange [chosen costume v] by (1)\nnext costume\nif <(costume [number v]) = [9]> then\n switch costume to (costume1 v)\nend\n\nwhen I receive [next level v]\ngo to x: (-205) y: (-51)\n\nwhen I receive [endd v]\nhide\n\nwhen I receive [start1 v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume9 v)\nrepeat (10)\n change [color v] effect by (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nrepeat (2)\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(costume [number v]) = [4]> then\n broadcast (checkpoint 1 v) and wait\n end\n if <(costume [number v]) = [8]> then\n broadcast (checkpoint 2 v) and wait\n end\n if <(costume [number v]) = [16]> then\n broadcast (snow v) and wait\n end\nend\n\nwhen I receive [start1 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 [set up v]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (costume1 v)\nend\n\nwhen I receive [endd v]\nhide\n\n@draw ground\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\nforever\n go to (mouse-pointer v)\nend\n\nwhen I receive [snow v]\nhide\n\nwhen I receive [endd v]\nhide\n\n@moving danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (30)\n\nwhen I receive [next level v]\nnext costume\nforever\n if <(costume [number v]) = [2]> then\n go to x: (139) y: (-140)\n forever\n glide (1) secs to x: (32) y: (-140)\n wait (0.5) seconds\n glide (1) secs to x: (139) y: (-140)\n wait (0.5) seconds\n end\n end\n if <(costume [number v]) = [7]> then\n go to x: (-128) y: (-2)\n forever\n glide (1) secs to x: (-36) y: (-2)\n wait (0.5) seconds\n glide (1) secs to x: (-128) y: (-2)\n wait (0.5) seconds\n end\n end\n if <(costume [number v]) = [8]> then\n create clone of (_myself_ v)\n go to x: (139) y: (-140)\n forever\n glide (1) secs to x: (32) y: (-140)\n wait (0.5) seconds\n glide (1) secs to x: (139) y: (-140)\n wait (0.5) seconds\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\ngo to x: (-139) y: (-140)\nforever\n glide (1) secs to x: (-4) y: (-140)\n wait (0.5) seconds\n glide (1) secs to x: (-139) y: (-140)\n wait (0.5) seconds\nend\n\nwhen I receive [next level v]\nshow\nforever\n if <(costume [number v]) = [9]> then\n go to x: (-75) y: (-140)\n forever\n glide (1.5) secs to x: (200) y: (-140)\n wait (0.5) seconds\n glide (1.5) secs to x: (-75) y: (-140)\n wait (0.5) seconds\n end\n end\n if <(costume [number v]) = [15]> then\n go to x: (-75) y: (-140)\n forever\n glide (1.5) secs to x: (200) y: (-140)\n wait (0.5) seconds\n glide (1.5) secs to x: (-75) y: (-140)\n wait (0.5) seconds\n end\n end\nend\n\nwhen I receive [endd v]\nhide\n\n@name seek\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (0) y: (40)\nshow\n\nwhen I receive [start1 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\npoint in direction (90)\n\nforever\n set [spiin v] to [-4]\n repeat (15)\n turn right (spiin) degrees\n change [spiin v] by (0.5)\n end\n set [spiin v] to [4]\n repeat (15)\n turn right (spiin) degrees\n change [spiin v] by (-0.5)\n end\nend\n\n@danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (10)\n\nwhen I receive [next level v]\nshow\nnext costume\n\nwhen I receive [endd v]\nhide\n\n@Player costume\n\nwhen I receive [next costume player v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen I receive [start v]\nset size to (120) %\ngo to x: (0) y: (-79)\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [start1 v]\nhide\n\n@Checkpoint\n\nwhen flag clicked\nhide\nforever\n if <<touching (player v)?> and <(costume [number v]) = [5]>> then\n broadcast (N v)\n end\n if <<touching (player v)?> and <(costume [number v]) = [8]>> then\n broadcast (A v)\n end\n if <<touching (player v)?> and <(costume [number v]) = [11]>> then\n broadcast (A v)\n end\n if <<touching (player v)?> and <(costume [number v]) = [15]>> then\n broadcast (M v)\n end\n if <<touching (player v)?> and <(costume [number v]) = [19]>> then\n broadcast (E v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [set up v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [endd v]\nhide\n\n@background\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [set up v]\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (40)\n\nwhen I receive [endd v]\nhide\n\n@Text\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\nnext costume\nforever\n change [ghost v] effect by (-10)\n wait (0.1) seconds\nend\n\nwhen I receive [set up v]\nshow\nswitch costume to (costume1 v)\nforever\n if <<(costume [number v]) = [20]> and <(backdrop [number v]) = [2]>> then\n ask [What's your name?] and wait\n if <(answer) = [NAAME]> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (backdrop2 v)\n ask [What's your name?] and wait\n end\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [endd v]\nhide\n\n@Letters\n\nwhen flag clicked\nhide\n\nwhen I receive [n v]\nswitch costume to (costume1 v)\nshow\nwait (0.1) seconds\nhide\n\nwhen I receive [a v]\nswitch costume to (costume2 v)\nshow\nwait (0.1) seconds\nhide\n\nwhen I receive [m v]\nswitch costume to (costume4 v)\nshow\nwait (0.1) seconds\nhide\n\nwhen I receive [endd v]\nhide\n\nwhen I receive [e v]\nswitch costume to (costume3 v)\nshow\nwait (0.1) seconds\nhide\n\n@Water\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [set up v]\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [endd v]\nhide\n\n@sound\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [set up v]\n\nwhen this sprite clicked\nnext costume\nforever\n if <(costume [number v]) = [2]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\nwhen I receive [endd v]\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\ngo to x: (204) y: (153)\nplay sound [Vexento - Spark v] until done\nset volume to (100) %\n\n@skip\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [set up v]\nshow\ngo to x: (159) y: (153)\n\nwhen this sprite clicked\nbroadcast (next level v) and wait\n\nwhen I receive [endd v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@snow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (-175)\nset size to (pick random (75) to (125)) %\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat until <touching (ground v)?>\n move ((size) / (50)) steps\nend\ndelete this clone\n\nwhen I receive [snow v]\nshow\nset [ghost v] effect to (20)\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@play\n\nwhen this sprite clicked\nswitch backdrop to (backdrop2 v)\nbroadcast (start1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (0) y: (-20)\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 I receive [start1 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n set [spiin v] to [-4]\n repeat (15)\n turn right (spiin) degrees\n change [spiin v] by (0.5)\n end\n set [spiin v] to [4]\n repeat (15)\n turn right (spiin) degrees\n change [spiin v] by (-0.5)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (0) y: (-79)\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 this sprite clicked\nbroadcast (next costume player v)\nwait (1) seconds\n\nwhen I receive [start1 v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (70)\ngo to [back v] layer\n\nwhen I receive [start1 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (60)\nshow\nforever\n go to x: (-240) y: (-112)\n glide (2.5) secs to x: (56) y: (-112)\n repeat (13)\n change x by (5)\n change y by (4.5)\n end\n repeat (4)\n change x by (3)\n end\n repeat (13)\n change y by (-4.5)\n change x by (5)\n end\n glide (0.3) secs to x: (240) y: (-112)\nend\n\nwhen I receive [start1 v]\nhide\n\n@Sprite2\n\nhide\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [endd v]\nhide\n\nwhen I receive [start1 v]\n\nshow\nswitch costume to (costume1 v)\ngo to x: (210) y: (110)\n\n
So this is my best platformer, I spent soooo long on it ;) wait t'ill the end...\n\n\n-Controls-\n*arrow keys to move\n*r to restart a level\n*you can jump on the mouse pointer and lift yourself up\n*20 levels\nIMPORTANT: at the end, when they ask you for the name you've found, you have to write it in CAPITALS!\nAll levels 100% possible!\n\n\n\n\n\n
Squares a scrolling platformer
@Stage\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset size to (112) %\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n broadcast (Tick v)\nend\n\ndefine Tick\nif <<<touching color (#ff0000)?> or <(Sy) > [614]>> or <key (r v) pressed?>> then\n set [sx v] to [789]\n set [sy v] to [300]\nend\nswitch costume to (costume1 v)\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nchange x by (Xv)\nset [xv v] to ((Xv) * (0.9))\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1.1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <key (up arrow v) pressed?> then\n if <touching color (#000000)?> then\n set [yv v] to [15]\n end\nend\nchange y by (1)\nchange [sx v] by ((x position) * (-1))\nchange [sy v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <touching color (#002cf7)?> then\n broadcast (Next Level v)\nend\nif <<key (up arrow v) pressed?> and <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>>> then\n switch costume to (up v)\nend\nif <<key (left arrow v) pressed?> and <<not <key (up arrow v) pressed?>> and <not <key (right arrow v) pressed?>>>> then\n switch costume to (left v)\nend\nif <<key (right arrow v) pressed?> and <<not <key (up arrow v) pressed?>> and <not <key (left arrow v) pressed?>>>> then\n switch costume to (right v)\nend\nif <<key (right arrow v) pressed?> and <<key (up arrow v) pressed?> and <not <key (left arrow v) pressed?>>>> then\n switch costume to (up right v)\nend\nif <<key (left arrow v) pressed?> and <<key (up arrow v) pressed?> and <not <key (right arrow v) pressed?>>>> then\n switch costume to (up left v)\nend\nif <not <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n switch costume to (still v)\nend\nif <touching color (#fbff00)?> then\n broadcast (warning v)\nend\nif <touching color (#9966ff)?> then\n broadcast (warning 2 v)\nend\n\nwhen I receive [tick v]\nTick\n\n@Level\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\np\nforever\n go to x: (Sx) y: (Sy)\nend\n\ndefine p\nset [sx v] to [789]\nset [sy v] to [300]\n\nwhen I receive [next level v]\nnext costume\np\n\nwhen I receive [warning v]\nswitch costume to (level 11 v)\np\n\nwhen I receive [warning 2 v]\nswitch costume to (level 10 v)\np\n\n@Thumb Nail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
Arrow keys to move. R to reset.\nThis took me so long to make so please like and star.\nTry to get to the blue portal without touching any red.\nYou can wall jump.\nWill add music soon
Grass -A Mobile Friendly Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n if <(Level) = [7]> then\n switch backdrop to (2 v)\n else\n switch backdrop to (1 v)\n end\nend\n\nwhen I receive [start project v]\nswitch backdrop to (1 v)\nforever\n broadcast (Start v)\n play sound [Fade v] until done\nend\n\n@player\n\nwhen I receive [start v]\nforever\n if <<[240] < (x position)> and <(Dead) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [level v] by (1)\n reset\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead v]\nhide variable [level v]\nhide variable [yv v]\nhide\n\ndefine reset\nclear graphic effects\npoint in direction (90)\ngo to x: (-220) y: (-16)\nswitch costume to (1 v)\nset [dead v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (20) %\nshow\n\ndefine Dead\nset [dead v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nreset\n\nwhen I start as a clone\nswitch costume to (3 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change [color v] effect by (20)\n change size by (-1.5)\nend\ndelete this clone\n\ndefine Tick\nset [dead v] to [0]\nset [level v] to [1]\nset size to (20) %\nreset\nforever\n create clone of (_myself_ 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 (1 v)\n change [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(Dead) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change x by ((Xv) * (-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) + (10))>>>> 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 [13]\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 (-0.8)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (spike v)?> or <touching (lava v)?>> then\n Dead\n end\n if <(y position) < [-180]> then\n Dead\n end\nend\n\nwhen I receive [start v]\nTick\n\nwhen I receive [1 v]\nreset\n\nwhen I receive [start v]\nforever\n if <touching (trampolines v)?> then\n set [yv v] to [23]\n end\nend\n\n@platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\n@spike\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nswitch costume to (1 v)\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (35) y: (20)\nhide\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [13]> then\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nhide\nset size to (100) %\n\n@words\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\nswitch costume to (level 1 v)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nwait (1) seconds\nshow\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n go [backward v] (1) layers\n if <(Level) = [13]> then\n forever\n go to [back v] layer\n stop [this script v]\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Clouds\n\nwhen flag clicked\nhide\ngo to x: (396) y: (170)\nset [ghost v] effect to (20)\n\nclear graphic effects\n\nwhen I receive [start v]\nshow\ngo to x: (396) y: (170)\nforever\n go to x: (396) y: (170)\n set [ghost v] effect to (30)\n glide (4) secs to x: (-240) y: (170)\nend\n\n@Lava\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\nforever\n glide (1.5) secs to x: (0) y: (25)\n glide (1.5) secs to x: (0) y: (-10)\nend\n\nwhen flag clicked\nforever\n if <not <(Level) = [50]>> then\n go to [back v] layer\n else\n go to [front v] layer\n stop [this script v]\n end\nend\n\n@Trampolines\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\n@Skip button\n\nwhen flag clicked\nhide\nset [skip v] to [0]\n\nwhen I receive [start v]\nshow\nset [skip v] to [1]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n else\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n end\nend\n\nwhen this sprite clicked\nif <(Skip) = [1]> then\n if <not <(Level) = [14]>> then\n change [level v] by (1)\n broadcast (1 v)\n end\nend\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\nset [username v] to [Sushi7777]\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\nstart sound [bruh v]\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 (Start Project 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\n
          ✿ Grass ✿\n       ✿ A Awesome Platformer ✿\n\n\n ✦✦✦How to play✦✦✦\n➜Use the arrow keys or WASD keys to move. \n➜Avoid spikes and lava.\n➜Mobile friendly!! :)\n\n ✦✦✦News✦✦✦\n➜(1/4/2021) Shared\n➜(1/6/2021) ON TRENDING???
//Orange//Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Sunlight v] until done\nend\n\n@Sprite2\n\nwhen [down arrow v] key pressed\nswitch costume to (cat1 flying-a v)\nwait (2) seconds\n\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nstart sound [PixelPeekerPolka v]\nwait (200) seconds\nforever\n\nwhen flag clicked\nswitch backdrop to (poop v)\n\nwhen backdrop switches to [poop v]\nswitch costume to (costume 1 v)\nhide variable [end v]\nshow\ngo to x: (-149) y: (-145)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <(end) = [0]> then\n show\n if <not <key (down arrow v) pressed?>> then\n switch costume to (costume 1 v)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (cat1 flying-a v)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n switch costume to (costume 3 v)\n switch costume to (costume 2 v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n switch costume to (costume 2 v)\n switch costume to (costume 3 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#ffc015)?> then\n change y by (1)\n if <touching color (#ffc015)?> then\n change y by (1)\n if <touching color (#ffc015)?> then\n change y by (1)\n if <touching color (#ffc015)?> then\n change y by (1)\n if <touching color (#ffc015)?> then\n change y by (1)\n if <touching color (#ffc015)?> 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 (#ffc015)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ffc015)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n else\n hide\n switch backdrop to (game over v)\n end\n if <touching color (#1000ff)?> then\n go to x: (-149) y: (-145)\n end\n if <(y position) < [-210]> then\n broadcast (message1 v)\n wait (.3) seconds\n go to x: (-149) y: (-145)\n end\n if <touching color (#ffb100)?> then\n go to x: (-149) y: (-145)\n end\n if <touching color (#efc34a)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [270]> then\n broadcast (next v)\n go to x: (-149) y: (-145)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
ll Orange//Platformer//\n<>to move\nll 50 ❤️ for a part 2\n11 levels\n//Music l l Sunshine//\n//Happy l l Holidays//\nintro account @SquishedMango\npart 2 : https://scratch.mit.edu/projects/466777671/
darkness: A platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n play sound [Vexento-Pollen v] until done\nend\n\nwhen I receive [end v]\nwait (1) seconds\nswitch backdrop to (backdrop3 v)\nstop all sounds\nplay sound [Jacob’s outro \(1\) \(online-audio-converter2 v] until done\n\n@introduction \n\nwhen flag clicked\nbroadcast (flag 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@Tumbnaill\n\nwhen flag clicked\ngo to [back v] layer\nrepeat (100000000000000000000000000000000000000000000000000000000000000)\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)\nshow\nrepeat (45)\n change y by (((0) - (y position)) / (7))\n change [brightness v] effect by (-1)\nend\n\nwhen flag clicked\nwait (900000000000000000) seconds\nshow\n\nshow\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 set [player y v] to (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@heart\n\nwhen I receive [end v]\nwait (1) seconds\nhide\nrepeat (6)\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 (15))\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 (-200) 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@star\n\nwhen I receive [end v]\nwait (1) seconds\nhide\nrepeat (6)\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 (15))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (-200) 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 (-200) 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@follow\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 (15))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (-200) 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 (-200) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen I receive [end v]\nwait (1) seconds\nhide\nrepeat (6)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nwait (1) seconds\nshow\n\n
--------------------- Darkness -------------------\nFollow for more Fun games!! =)\n- Controls -\n- Arrow Keys or WASD to move\n- Up Arrow To Jump ( You can wall jump )\n- Comment your time and deaths\nPlease Leave a ❤️ and ⭐ will be highly appreciated.\n\n\n\n\n\nwhat are you doing...\n\n\n\n\n\n\nstop!\n\n\n\n\n\n\nok fine...\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\negg
Explorer / Platformer #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nforever\n wait (45) seconds\n change [ghost v] effect by (25)\n wait (0.5) seconds\n change [ghost v] effect by (25)\n wait (0.5) seconds\n change [ghost v] effect by (25)\n wait (0.5) seconds\n change [ghost v] effect by (25)\n wait (0.5) seconds\n switch backdrop to (backdrop2 v)\n change [ghost v] effect by (-25)\n wait (0.5) seconds\n change [ghost v] effect by (-25)\n wait (0.5) seconds\n change [ghost v] effect by (-25)\n wait (0.5) seconds\n change [ghost v] effect by (-25)\n wait (45) seconds\n change [ghost v] effect by (25)\n wait (0.5) seconds\n change [ghost v] effect by (25)\n wait (0.5) seconds\n change [ghost v] effect by (25)\n wait (0.5) seconds\n change [ghost v] effect by (25)\n wait (0.5) seconds\n switch backdrop to (backdrop1 v)\n change [ghost v] effect by (-25)\n wait (0.5) seconds\n change [ghost v] effect by (-25)\n wait (0.5) seconds\n change [ghost v] effect by (-25)\n wait (0.5) seconds\n change [ghost v] effect by (-25)\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Reset v)\nclear graphic effects\nswitch backdrop to (backdrop1 \(1\) v)\nswitch costume to (normal v)\nshow\ngo to x: (-205.21) y: (-118)\nset size to (50) %\nset [level v] to [1]\nset [x movement v] to [0]\nset [y movement v] to [0]\nforever\n Hi How are ya ;)\nend\n\nbroadcast (Reset v) and wait\n\nbroadcast (Next Level v) and wait\n\nwhen I receive [reset v]\nswitch costume to (normal v)\nset [x movement v] to [0]\nset [y movement v] to [0]\ngo to x: (-209) y: (-70)\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen this sprite clicked\nsay [I hope I get famous one day! hmm... they should call me Mr./Mrs. Discover ] for (4) seconds\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (right v)\n change [x movement v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n change [x movement v] by (-1)\n end\n set [x movement v] to ((X Movement) * (0.9))\n change x by (X Movement)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n end\n end\n end\n end\n if <touching (platform v)?> then\n change x by ((X Movement) * (-1))\n change y by (-4)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <(X Movement) > [0]> then\n set [x movement v] to [-5]\n else\n set [x movement v] to [5]\n end\n set [y movement v] to [15]\n else\n set [y movement v] to [0]\n end\n end\n change [y movement v] by (-1)\n change y by (Y Movement)\n if <touching (platform v)?> then\n change y by ((Y Movement) * (-1))\n set [y movement v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [y movement v] to [15]\n end\n if <(x position) > [239]> then\n broadcast (Next Level v)\n change [level v] by (1)\n end\n if <touching (traps v)?> then\n broadcast (Reset v)\n switch costume to (reset v)\n wait (0.5) seconds\n end\n if <[-189] > (y position)> then\n broadcast (Reset v)\n end\n if <touching (treasure v)?> then\n broadcast (Collected v) and wait\n play sound [Collect v] until done\n end\n end\n change y by (1)\n create clone of (_myself_ v)\nend\n\ndefine Hi How are ya ;)\nHi How are ya ;)\nHi How are ya ;)\nHi How are ya ;)\nHi How are ya ;)\nHi How are ya ;)\nHi How are ya ;)\n\n@Platform\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\n@Traps\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n switch costume to (Level)\nend\n\n@Treasure\n\nwhen flag clicked\nswitch costume to (costume4 v)\ngo to [front v] layer\nhide\nforever\n switch costume to (Level)\nend\n\nwhen I receive [collected v]\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (90) seconds\n show\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n change [ghost v] effect by (100)\nend\n\n@ Ending!!!\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\ngo to x: (-134) y: (-95)\nswitch costume to (costume1 v)\nforever\n if <(Level) = [26]> then\n show\n say [Hey you made it back after 234 days!] for (10) seconds\n wait (1) seconds\n say [everyone thought you died during your traveling] for (10) seconds\n wait (1) seconds\n say [I see you have some fossils and other cool things! :\)] for (10) seconds\n wait (1) seconds\n switch costume to (costume2 v)\n say [I will play 1 billion dollars for all that awesome things you have] for (10) seconds\n wait (1) seconds\n switch costume to (costume1 v)\n say [Thank you! I must tell the village your alive! Your gonna go down in history] for (15) seconds\n wait (1) seconds\n switch costume to (costume3 v)\n glide (5) secs to x: (244) y: (-91)\n set [ghost v] effect to (100)\n stop [this script v]\n end\nend\n\n
To move use the arrow keys or AWSD \n\nMOBILE-FRIENDLY THANKS TO: @TropicalStudio\n\nCan you check out my youtube channel its DJ Catscratch