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Sketch || A Mobile Friendly Platformer #games #sketch #fun
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [end of intro v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Amadeus Legendary EDM Release v] until done\nend\n\n@Platformer Engine\n\nwhen flag clicked\nhide\n\nwhen I receive [end of intro v]\nset size to (45) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (player v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-59)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [16]\n end\n end\n if <touching color (#ff0000)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <touching color (#ffde00)?> then\n set [yv v] to [21]\n end\n if <<(x position) > [-250]> and <(y position) < [-175]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <(x position) = [247]> then\n next backdrop\n go to x: (-197) y: (-63)\n end\nend\n\n@Intro\n\nwhen I start as a clone\nif <(Intro2: 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 [intro2: clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Intro2: 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 [TIME MACHINE INTRO SONG v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [intro2: clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [intro2: clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\n\nwhen I start as a clone\nif <(Intro2: 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 <(Intro2: 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 [intro2: 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 [intro2: clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Intro2: 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 <(Intro2: 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 [intro2: clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [intro2: clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Intro2: Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (8.7) seconds\nbroadcast (END OF INTRO v)\n\n
✿ Sketch ✿ \n ✿ A Mobile Friendly Platformer ✿\n\n#4 ON TRENDING??? OMG WHY U GUYS SO HELPFUL!!!!!\n\nCheck my NEW platformer out! https://scratch.mit.edu/projects/466538118\n\nThis is one of my harder games, but I assure you it is 100% possible.\n\nI spent 10+ hours on this, so if you appreciate my hard work in this please drop a ❤️ or ⭐️!\n\nIf it's laggy, it might be the fact that I used 300+ blocks for this platformer.\n\nNo advertising please, 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➜ Jumping onto trampolines give you a higher jump boost.\n➜ Advance to the next level by touching the edge.\n\n ✦✦ Credits ✦✦\n \n➜100% ART all by @TrentonTNT\n➜Thanks to @-PickleAnimator- for the Intro\n\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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nNothing down here... Start playing the game already!!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTrust me, you're wasting your time.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nSeriously. Why?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nLol comment "Secret" :D
Winter World | Platformer #games
@Stage\n\nwhen I receive [start v]\nwait (2) seconds\nforever\n set volume to (50) %\n play sound [\[Royalty Free Music\] Winter Sunshine - Nicolai Heidlas v] until done\nend\n\nwhen I receive [sound on v]\nset volume to (50) %\n\nwhen I receive [sound v]\nset volume to (0) %\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 [start v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\nreset\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((X v) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <<touching (ground v)?> or <<touching (moving ground v)?> or <touching (ice ghost stuff v)?>>> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> or <<touching (moving ground v)?> or <touching (ice ghost stuff v)?>>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (gears v)?> or <touching (danger v)?>> or <touching (killer wheel2 v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (trampoline v)?> then\n start sound [Big Boing v]\n set [y v v] to [20]\n end\nend\n\nwhen I receive [start v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [start v]\nset [change? v] to [0]\nforever\n if <touching (flag v)?> then\n start sound [Ding Sound Effect v]\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [start 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 [start 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 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 flag clicked\nclear graphic effects\nforever\n if <<touching (spikes v)?> or <touching (moving danger v)?>> then\n start sound [\[another deltarune noise\] v]\n broadcast (Dead v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (-65)\n clear graphic effects\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\nhide\n\nwhen flag clicked\nif <touching (trampoline v)?> then\n\nset [y v v] to [0]\n\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Intro\n\nwhen flag clicked\nshow\nstart sound [Tobu - Hope \(Edited\) v]\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [brightness v] effect to (0)\nswitch costume to (background v)\nwait (9) seconds\nrepeat (10)\n show\n change [ghost v] effect by (-10)\nend\nhide\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [clone id v] to [1]\nwait (0.03) seconds\ncreate clone of (_myself_ v)\nchange [clone id v] by (1)\nwait (0.03) seconds\ncreate clone of (_myself_ v)\nchange [clone id v] by (1)\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n hide\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (50)\n set [brightness v] effect to (0)\n go to [front v] layer\n switch costume to (oc v)\n go to x: (1000) y: (0)\n wait (3) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (4))\n end\n repeat (140)\n set [brightness v] effect to (0)\n change y by (([sin v] of (Direction) ) * (1))\n change [direction v] by (5)\n point in direction (([tan v] of ((timer) * (120)) ) + (90))\n end\n point in direction (90)\n repeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (2.5)\n end\n repeat (30)\n change y by (((5) - ((y position) * (0.2))) * (-1))\n change [ghost v] effect by (3)\n end\n broadcast (Start v)\n hide\nend\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n hide\n set size to (100) %\n point in direction (90)\n set [ghost v] effect to (50)\n set [brightness v] effect to (0)\n go to [front v] layer\n switch costume to (name logo v)\n go to x: (1000) y: (0)\n wait (2.5) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change x by (((0) - (x position)) / (4))\n end\n repeat (140)\n set [brightness v] effect to (0)\n change y by (([sin v] of (Direction) ) * (1))\n change [direction v] by (5)\n point in direction (([tan v] of ((timer) * (120)) ) + (90))\n end\n point in direction (90)\n repeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (2.5)\n end\n repeat (30)\n change y by (((5) - ((y position) * (0.2))) * (-1))\n change [ghost v] effect by (3)\n end\n hide\nend\n\nwhen I receive [end of intro v]\n\ncreate clone of (_myself_ v)\nchange [clone id v] by (1)\n\nwhen I receive [end of intro v]\n\nif <(Clone ID) = [4]> then\n show\n set [ghost v] effect to (100)\n set size to (100) %\n go to [front v] layer\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (ending transition v)\n wait (0.03) seconds\n repeat (10)\n show\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n hide\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n show\n point in direction (90)\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (0)\n switch costume to (flash v)\n go to [front v] layer\n clear graphic effects\n repeat (50)\n change [ghost v] effect by (10)\n end\nend\n\n@Snow\n\nwhen I receive [start v]\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.4)) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-227) to (228)) y: (180)\nrepeat until <(x position) = [-145]>\n change y by (-2)\nend\n\ndelete this clone\n\n@Stuff\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Hands\n\nwhen I receive [start v]\nshow\nforever\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\n@Flag\n\nwhen flag clicked\nhide\nswitch costume to (green flag v)\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nshow\nwait (1) seconds\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nshow\nforever\n repeat (10)\n change y by (-0.5)\n end\n repeat (10)\n change y by (0.5)\n end\nend\n\n@Sound\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n broadcast (Sound v)\nelse\n switch costume to (costume1 v)\n broadcast (Sound On v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n point in direction (90)\n else\n change size by (((40) - (size)) / (3))\n end\nend\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (70)\nforever\n go to x: (-26) y: (19)\n glide (8) secs to x: (-300) y: (13)\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nshow\n\n@Spikes\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [key v]\nif <(Level) = [10]> then\n switch costume to (costume11 v)\nend\n\nwhen I receive [start v]\nshow\nforever\n repeat (10)\n change y by (-0.5)\n end\n repeat (10)\n change y by (0.5)\n end\nend\n\nwhen I receive [next level v]\nnext costume\nif <(Level) = [11]> then\n switch costume to (costume12 v)\nend\n\n@Moving danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\npoint in direction (90)\nnext costume\nif <(costume [number v]) = [3]> then\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [4]>\n repeat (40)\n change x by (3)\n end\n repeat (40)\n change x by (-3)\n end\n end\nend\nif <(costume [number v]) = [4]> then\n switch costume to (costume4 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [5]>\n repeat (50)\n change x by (5)\n end\n repeat (50)\n change x by (-5)\n end\n end\nend\nif <(costume [number v]) = [5]> then\n switch costume to (costume5 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [6]>\n repeat (45)\n change x by (3)\n end\n repeat (45)\n change x by (-3)\n end\n end\nend\nif <(costume [number v]) = [9]> then\n switch costume to (costume9 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [10]>\n repeat (60)\n change x by (3)\n end\n repeat (60)\n change x by (-3)\n end\n end\nend\nif <(costume [number v]) = [10]> then\n switch costume to (costume10 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [11]>\n repeat (60)\n change x by (3)\n end\n repeat (60)\n change x by (-3)\n end\n end\nend\n\nwhen I receive [start v]\nshow\n\n@Moving ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [3]> then\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [4]>\n repeat (40)\n change x by (3)\n end\n repeat (40)\n change x by (-3)\n end\n end\nend\nif <(costume [number v]) = [4]> then\n switch costume to (costume4 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [5]>\n repeat (60)\n change x by (3)\n end\n repeat (60)\n change x by (-3)\n end\n end\nend\nif <(costume [number v]) = [6]> then\n switch costume to (costume6 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [7]>\n repeat (80)\n change x by (-3)\n end\n repeat (80)\n change x by (3)\n end\n end\nend\nif <(costume [number v]) = [10]> then\n switch costume to (costume10 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [11]>\n repeat (80)\n change x by (-3)\n end\n repeat (80)\n change x by (3)\n end\n end\nend\n\nwhen I receive [start v]\nshow\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (95) y: (-27)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.03)\ngo to x: (95) y: (-1000)\nrepeat until <(round (y position)) = [-27]>\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((1) - (y position)) / (5))\nend\nset y to (-27)\n\n@Skip\n\nwhen flag clicked\nhide\nset volume to (100) %\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n point in direction (90)\n else\n change size by (((40) - (size)) / (3))\n end\nend\n\nwhen this sprite clicked\nbroadcast (NEXT LEVEL v)\nchange [level v] by (1)\n\nwhen I receive [start v]\nforever\n if <([costume # v] of [ground v]) = [11]> then\n change volume by (-10)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(volume) = [90]> then\n hide\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\nswitch costume to (t1 v)\n\nwhen I receive [start v]\nshow\nwait (1) seconds\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n repeat (10)\n change y by (-0.2)\n end\n repeat (10)\n change y by (0.2)\n end\nend\n\n@Ice Ghost Stuff\n\nwhen [m v] key pressed\nshow variable [mousex v]\nshow variable [mousey v]\nset [mousex v] to (mouse x)\nset [mousey v] to (mouse y)\n\nbroadcast (Reset v)\n\nwhen flag clicked\nhide variable [mousex v]\nhide variable [mousey v]\nhide\n\ndefine Clone At X: (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [6]> then\n Clone At X: [109] [-9]\n Clone At X: [152] [89]\nend\nif <(Level) = [7]> then\n Clone At X: [76] [98]\nend\nif <(Level) = [9]> then\n Clone At X: [232] [-8]\nend\nif <(Level) = [10]> then\n Clone At X: [44] [-60]\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo [backward v] (11) layers\nwait until <touching (player v)?>\nif <(Level) = [6]> then\n if <([y position v] of [player v]) > (y position)> then\n wait (0.1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nelse\n wait (0.1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nbroadcast (Next v)\n\nwhen I receive [dead v]\nif <(Level) = [6]> then\n wait (0.4) seconds\n Clone At X: [109] [-9]\n Clone At X: [152] [89]\nend\nif <(Level) = [7]> then\n wait (0.4) seconds\n Clone At X: [76] [98]\nend\nif <(Level) = [9]> then\n wait (0.4) seconds\n Clone At X: [232] [-8]\nend\nif <(Level) = [10]> then\n wait (0.4) seconds\n Clone At X: [44] [-60]\nend\n\n@Key\n\nwhen flag clicked\nclear graphic effects\ngo to x: (36) y: (28)\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n start sound [Collect v]\n broadcast (Key v)\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n repeat (10)\n change y by (-0.5)\n end\n repeat (10)\n change y by (0.5)\n end\nend\n\nwhen I receive [next level v]\nnext costume\nif <(Level) = [10]> then\n show\nelse\n hide\nend\n\n
Welcome to the Winter World! It is the time of year where there is snow on the ground! (In Canada mostly)\nHave Fun and Enjoy!\n\n----------------------INSTRUCTIONS------------------------\n\nUse arrow or WAD keys to move!\nTrampolines make you bounce and the flag is the end of the level! Make sure to avoid spikes and ice cold water!\nAlso, watch out for moving enemies!\nThe last level has a key that you must get!\n\n---------------------------CREDITS---------------------------\n\nThanks to @InfinitelyEndless for most of the platformer character code! :D\n@-zerx- for the hat!\n@TheFunkyPanda for the intro and OC!\nAnd @DANISON for the nice music!\n\nFollow me and @Pancham106 for a cookie! :)\nPlease NO ADS.\n\n-----------------------CHECK LIST----------------------------\n10 loves: Completed!\n25 loves: Completed!\n50 loves: Completed!\n100 loves: Completed!\n200 loves: Completed!\n500 loves: Completed\n1000 loves:\n\nUseless tags:\n#games #fun #all #art #platformer\n
Night || A Mobile Friendly Platformer #Games [My Entry]
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [light v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [end v]\nwait (.1) seconds\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop3 v)\n\n@BLANK\n\n@player\n\nwhen I receive [start v]\nforever\n if <<[240] < (x position)> and <(dead) = [0]>> then\n change [level v] by (1)\n broadcast (NAXT LEVEL v)\n :P\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead v]\nhide variable [yv v]\nhide\n\ndefine :P\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 MEAT\nset [dead v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\nend\n:P\n\nwhen I start as a clone\nswitch costume to (3 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\nend\ndelete this clone\n\ndefine :D\ngo to [front v] layer\nset [level v] to [1]\nset [dead v] to [0]\nset size to (20) %\n:P\nforever\n go to [front v] layer\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (3 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 (4 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (1 v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (2 v)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (5 v)\n end\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 <(y position) < (mouse y)>>>> then\n set [yv v] to [11]\n end\n end\n change y by (1)\n if <<touching (spike v)?> or <<touching (saws v)?> or <<touching (lava v)?> or <touching (saws2 v)?>>>> then\n DEAD MEAT\n end\n if <(y position) < [-180]> then\n DEAD MEAT\n end\n if <touching (tramps v)?> then\n set [yv v] to [10]\n end\n if <touching (tramps2 v)?> then\n set [yv v] to [10]\n end\n if <<<<key (w v) pressed?> or <mouse down?>> and <<touching (tramps v)?> or <touching (tramps2 v)?>>> or <<key (up arrow v) pressed?> and <touching (tramps2 v)?>>> then\n set [yv v] to [15]\n end\n if <<<<key (w v) pressed?> or <mouse down?>> and <<touching (tramps v)?> or <touching (tramps2 v)?>>> or <<key (up arrow v) pressed?> and <touching (tramps v)?>>> then\n set [yv v] to [15]\n end\n if <touching (water v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [5]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [yv v] to [-5]\n end\n end\nend\n\nwhen I receive [start v]\n:D\n\ndefine I WAS BORED\nif <<<(round (MOVE)) = (pick random (timer) to (MOVE))> and <mouse down?>> = ((100000) * <<mouse down?> and <(([abs v] of (mouse x) ) mod (round ((timer) / ((30) * ((2) * ((loudness) + < [:] contains < [:] contains [#]?>?>)))))) = [50]>>)> then\n reset timer\n change [move v] by (1)\nend\nif <(MOVE) = [226000]> then\n set [move v] to [0]\nend\nif <(MOVE) = [5]> then\n set [move v] to [0]\nend\n\nwhen flag clicked\nforever\n I WAS BORED\nend\n\nwhen I receive [1 v]\nhide\nwait (1.2) seconds\ngo to x: (-222) y: (-35)\nshow\n\nwhen I receive [end v]\nforever\n hide\nend\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\n@Tramps\n\nwhen I receive [start v]\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ndelete this clone\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n end\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n show\n go to x: (0) y: (0)\n end\n if <(Level) = [7]> then\n show\n go to x: (-140) y: (-30)\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [12]> then\n hide\n end\n if <(Level) = [13]> then\n set [brightness v] effect to (-100)\n show\n go to x: (-20) y: (-30)\n end\n if <(Level) = [14]> then\n set [brightness v] effect to (-100)\n hide\n end\nend\n\n@Tramps2\n\nwhen I receive [start v]\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ndelete this clone\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n end\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n show\n go to x: (60) y: (-30)\n end\n if <(Level) = [8]> then\n hide\n end\nend\n\n@Saws\n\nwhen I receive [start v]\ngo to [back v] layer\nhide\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n turn right (10) degrees\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n show\n go to x: (-100) y: (-90)\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n show\n go to x: (-125) y: (50)\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n show\n go to x: (-125) y: (-95)\n end\n if <(Level) = [7]> then\n show\n go to x: (-70) y: (-15)\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [11]> then\n show\n switch costume to (2 v)\n go to x: (-40) y: (-90)\n end\n if <(Level) = [12]> then\n hide\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Saws2\n\nwhen I receive [start v]\ngo to [back v] layer\nhide\nswitch costume to (1 v)\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n turn right (10) degrees\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n show\n go to x: (100) y: (-90)\n else\n hide\n end\n if <(Level) = [3]> then\n if <(Level) = [4]> then\n show\n go to x: (-80) y: (-90)\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n show\n go to x: (125) y: (-15)\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [10]> then\n switch costume to (2 v)\n hide\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Lava\n\nwhen I receive [start v]\ngo to [back v] layer\ngo [backward v] (3) layers\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n go to x: (0) y: (0)\n forever\n glide (1) secs to x: (0) y: (-20)\n wait (.1) seconds\n glide (1) secs to x: (0) y: (0)\n end\n end\nend\n\nwhen I receive [end v]\nhide\n\n@platform\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [naxt level v]\nnext costume\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) = [8]> then\n broadcast (Light v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Words of wisdom\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo [forward v] (99) layers\n\nshow\n\nset [level v] to [31]\n\n@spike\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@scenery \n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo [backward v] (99) layers\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Water\n\nwhen I receive [end v]\nhide\n\n@...\n\nwhen flag clicked\nhide\nwait (.01) seconds\ngo to x: (0) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (1 v)\nwait (.1) seconds\nchange [level v] by (1)\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n switch costume to (costume1 v)\n end\nend\n\n@Sprite1\n\nwhen I receive [1 v]\nshow\nset size to (0) %\ngo [forward v] (99) layers\nrepeat (10)\n change size by (10)\nend\nwait (.1) seconds\nrepeat (10)\n change size by (-10)\nend\nhide\nclear graphic effects\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [end v]\nhide\n\n@Audio\n\nwhen this sprite clicked\nif <(volume) = [50]> 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 (50) %\nend\n\nwhen flag clicked\nswitch costume to (play v)\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\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 flag clicked\nhide\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Origin Reprise - The Fat Rat v] until done\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n hide\n end\nend\n\nset [color v] effect to (0)\n\n@Clouds\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (50) to (80))\ngo to x: (-244) y: (pick random (180) to (100))\nforever\n repeat until <(x position) > [171]>\n move (pick random (2) to (7)) steps\n end\n delete this clone\nend\n\nwhen I receive [start v]\nhide\nrepeat until <(Level) = [8]>\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) > [8]> then\n hide\n end\nend\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\nstart sound [music 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\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (7.4) seconds\nbroadcast (Start v)\nhide\n\nwhen flag clicked\nforever\nend\n\nplay sound [music v] until done\n\n@Bright Light\n\nwhen flag clicked\nhide\n\nwhen I receive [light v]\ngo to [back v] layer\nshow\nset size to (100) %\nforever\n repeat (15)\n change size by (1)\n end\n wait (.15) seconds\n repeat (15)\n change size by (-1)\n end\n wait (.15) seconds\nend\n\nwhen I receive [light v]\nforever\n go to (player v)\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [14]> then\n hide\n end\nend\n\n@Confetti\n\nwhen I start as a clone\nshow\nforever\n next costume\nend\n\nwhen flag clicked\nshow\nset [color v] effect to (120)\ngo to x: (-999) y: (-999)\nrepeat (5)\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n set [brightness v] effect to (100)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\nend\nwait (2) seconds\n\nwhen I start as a clone\npoint in direction (pick random (0) to (70))\nwait (0.2) seconds\nrepeat until <[-178] > (y position)>\n change y by (-5)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (pick random (1) to (10))\n move (25) steps\nend\nrepeat (pick random (1) to (10))\n move (20) steps\nend\nrepeat (pick random (1) to (10))\n move (10) steps\nend\nrepeat (pick random (1) to (10))\n move (5) steps\nend\nrepeat (pick random (1) to (10))\n move (3) steps\nend\nrepeat (pick random (1) to (10))\n move (2) steps\nend\nrepeat (pick random (1) to (10))\n move (1) steps\nend\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nwait (2) seconds\nforever\n if <(Level) = [???]> then\n show\n set [color v] effect to (120)\n go to x: (-999) y: (-999)\n repeat (5)\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n set [brightness v] effect to (100)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n end\n wait (2) seconds\n end\nend\n\n@Confetti2\n\nwhen I start as a clone\nshow\nforever\n next costume\nend\n\nwhen flag clicked\nshow\nset [color v] effect to (120)\ngo to x: (999) y: (-999)\nrepeat (5)\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n set [brightness v] effect to (100)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\nend\nwait (2) seconds\n\nwhen I start as a clone\npoint in direction (pick random (0) to (-70))\nwait (0.2) seconds\nrepeat until <[-178] > (y position)>\n change y by (-5)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (pick random (1) to (10))\n move (25) steps\nend\nrepeat (pick random (1) to (10))\n move (20) steps\nend\nrepeat (pick random (1) to (10))\n move (10) steps\nend\nrepeat (pick random (1) to (10))\n move (5) steps\nend\nrepeat (pick random (1) to (10))\n move (3) steps\nend\nrepeat (pick random (1) to (10))\n move (2) steps\nend\nrepeat (pick random (1) to (10))\n move (1) steps\nend\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nwait (2) seconds\nforever\n if <(Level) = [???]> then\n show\n set [color v] effect to (120)\n go to x: (999) y: (-999)\n repeat (5)\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n set [brightness v] effect to (100)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n end\n wait (2) seconds\n end\nend\n\n
This is my entry for @AtomicSapper101 \nSPAM FLAG FOR NO LAG. :)\nIf you enjoyed please like and fav. Advertising will get reported. Tell me what I should add and feedback.\n Thanks and enjoy\nThanks for #24 on trending :)\ngo check my studio -https://scratch.mit.edu/studios/27871866/\n___________________________________________\n\nUse arrow keys or WASD. \nAvoide:\n\n- spikes\n- lava\n- saws\n- gaps\n_____________________________________________\n\nGood: \n\n- scenery \n- land\n- YOU (character)
Colorless A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n if <(Level) = [13]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen I receive [start v]\nforever\n play sound [Imagine Dragons - Thunder v] until done\nend\n\nwhen flag clicked\nhide variable [time v]\nset [time v] to [0]\n\nwhen I receive [start v]\nforever\n wait (1) seconds\n change [time v] by (1)\n if <(Level) = [13]> then\n show variable [time v]\n stop [this script v]\n end\nend\n\nset [level v] to [10]\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\ngo to x: (-219) y: (62)\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n change [color v] effect by (10)\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [color v] effect by (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nset [level v] to [10]\n\nwhen I receive [start v]\nshow\nbroadcast (Restart v)\nset [level v] to [1]\nshow\nswitch costume to (costume1 v)\nset [x vel v] to [0]\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)?> or <touching (sprite1 v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (sprite1 v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (sprite1 v)?>> then\n change y by (1)\n end\n if <<touching (level v)?> or <touching (sprite1 v)?>> then\n change y by (1)\n end\n if <<touching (level 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?> then\n if <(x vel) > <<<touching (level v)?> or <touching (sprite1 v)?>> or <touching (sprite1 v)?>>> 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)?> 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 (level v)?> or <touching (sprite1 v)?>> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n change y by (1)\n if <(x position) > [238]> then\n change [level v] by (1)\n broadcast (Next Level v)\n end\n if <touching (spikes v)?> then\n broadcast (Restart v)\n end\n if <touching (bounce v)?> then\n set [y vel v] to [19]\n end\n if <touching (lava v)?> then\n broadcast (Restart v)\n end\nend\n\n@Level\n\nwhen flag clicked\nhide\n\nset [level v] to [10]\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nforever\n switch costume to (Level)\nend\n\n@Spikes \n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nset [level v] to [0]\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 [-125] [105]\nend\nif <(Level) = [9]> then\n Clone at [-122] [-58]\nend\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\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 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 (level 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 (level 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) = [12]> then\n Phisyics\n show\n show\n if <touching color (#989898)?> then\n change [boss health v] by (-10)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [boss health v] to [100]\nforever\n if <touching (player v)?> then\n broadcast (Restart v)\n end\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\nwhen I receive [restart v]\ngo to x: (165) y: (39)\n\nwhen flag clicked\nset [boss health v] to [100]\nforever\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nset [boss health v] to [100]\nforever\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\n@HealthBar\n\nwhen I receive [restart v]\ngo to x: (215) y: (0)\n\nwhen flag clicked\nhide\nset [boss health v] to [100]\nforever\n if <(Boss Health) = [100]> then\n switch costume to (costume1 v)\n end\n if <(Boss Health) = [90]> then\n switch costume to (costume2 v)\n end\n if <(Boss Health) = [70]> then\n switch costume to (costume3 v)\n end\n if <(Boss Health) = [60]> then\n switch costume to (costume4 v)\n end\n if <(Boss Health) = [50]> then\n switch costume to (costume5 v)\n end\n if <(Boss Health) = [30]> then\n switch costume to (costume6 v)\n end\n if <(Boss Health) = [20]> then\n switch costume to (costume7 v)\n end\n if <(Boss Health) = [10]> then\n switch costume to (costume7 v)\n end\n if <(Boss Health) = [5]> then\n switch costume to (costume8 v)\n end\n if <(Boss Health) = [0]> then\n switch costume to (costume9 v)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (([x position v] of [boss v]) + (5)) y: (([y position v] of [boss v]) + (60))\n if <(Level) = [12]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\n@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 (level 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 (level 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\nRestart\nset [level v] to [1]\n\nwhen I receive [restart danger! v]\nRestart\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n go to [front v] layer\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@Player2\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\ngo to x: (-219) y: (62)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\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 flag clicked\nforever\n if <(Level) = [13]> then\n hide\n delete this clone\n end\nend\n\nwhen I receive [start v]\nshow\nbroadcast (Restart v)\nset [level v] to [1]\nshow\nswitch costume to (costume2 v)\nset [x vel v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume1 v)\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> 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 (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 if <(x position) > [239]> then\n broadcast (Next Level v)\n end\n if <touching (spikes v)?> then\n broadcast (Restart v)\n end\n if <touching (bounce v)?> then\n set [y vel v] to [19]\n end\n if <touching (lava v)?> then\n broadcast (Restart v)\n end\nend\n\n@Sword\n\nwhen I receive [sword v]\nforever\n go to (player v)\n if <key (right arrow v) pressed?> then\n change x by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change x by (-1)\n set rotation style [left-right v]\n point in direction (-90)\n end\nend\n\nwhen flag clicked\ngo to x: (17) y: (-6)\nwait until <touching (player v)?>\nforever\n go to [front v] layer\n if <<(Level) = [11]> or <(Level) = [12]>> then\n broadcast (Sword v)\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 [next level v]\nif <<(Level) = [11]> or <(Level) = [12]>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\ngo to x: (17) y: (-6)\n\nset [level v] to [10]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(Level) = [12]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <(Boss Health) = [0]> then\n hide\n end\nend\n\nset [level v] to [10]\n\n@Trees and Snowman\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go [backward v] (99999999999999999999999) layers\n if <(Level) = [13]> then\n go to [back v] layer\n show\n end\nend\n\n@Intro\n\ndefine Smooth Size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine Glide (xpos) (ypos) (speed)\nset [rawangle v] to ([acos v] of ((X) / (Distance)) )\nset [v v] to (speed)\nrepeat until <<<((ypos) - (3)) < (y position)> and <(y position) < ((ypos) + (3))>> and <<((xpos) - (3)) < (x position)> and <(x position) < ((xpos) + (3))>>>\n change x by (((xpos) - (x position)) * ((V) / (8)))\n change y by (((ypos) - (y position)) * ((V) / (8)))\nend\nrepeat (4)\n change x by (((xpos) - (x position)) * ((V) / (8)))\n change y by (((ypos) - (y position)) * ((V) / (8)))\n set [v v] to ((V) / (1.2))\nend\n\ndefine Gradient Shockwave\ngo to x: (0) y: (0)\nset [cloneid v] to [Shockwave]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [Shockwave]> then\n switch costume to (shockwave1 v)\n repeat (9)\n next costume\n end\nend\n\ndefine Shockwave (x) (y)\ngo to x: (x) y: (y)\nset [cloneid v] to [Shock]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [Shock]> then\n switch costume to (shockwave1 v)\n repeat (9)\n next costume\n end\n delete this clone\nend\n\ndefine Square\ngo to x: (0) y: (0)\nset [cloneid v] to [BigSquare]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [BigSquare]> then\n switch costume to (bigsquare1 v)\n repeat (18)\n next costume\n end\nend\n\ndefine Square (Random Position)\ngo to (random position v)\nset [cloneid v] to [Square]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [Square]> then\n switch costume to (square 1 v)\n repeat (50)\n next costume\n end\nend\n\nwhen I start as a clone\nshow\n\ndefine Shockwave (Random Position)\nset size to (100) %\ngo to (random position v)\nset [cloneid v] to [Shockwave]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [Disquare]> then\n set size to (100) %\n switch costume to (circulator v)\n Glide (0) (0) (1)\n wait (1) seconds\n Smooth Size: [1093] speed: [6]\nend\n\ndefine Circulator (#)\nset [color v] effect to (pick random (0) to (100))\nset [cloneid v] to [Disquare]\nrepeat (#)\n create clone of (_myself_ v)\n go to (random position v)\nend\n\ndefine Circles\ngo to x: (517) y: (0)\nset [cloneid v] to [CircleColor]\nchange [color v] effect by (pick random (0) to (100))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [CircleColor]> then\n set size to (100) %\n switch costume to (circulator v)\n Glide (0) (0) (1)\n Smooth Size: [1093] speed: [6]\nend\n\nwhen I start as a clone\nif <(CloneID) = [Arrow1]> then\n switch costume to (arrow v)\n go to x: (-229) y: (0)\n Glide (229) (0) (2)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Arrow2]> then\n switch costume to (arrow v)\n go to x: (-229) y: (0)\n Glide (154) (0) (2)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Arrow3]> then\n switch costume to (arrow v)\n go to x: (-229) y: (0)\n Glide (82) (0) (2)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Arrow4]> then\n switch costume to (arrow v)\n go to x: (-229) y: (0)\n Glide (8) (0) (2)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Arrow5]> then\n switch costume to (arrow v)\n go to x: (-229) y: (0)\n Glide (-67) (0) (2)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Arrow6]> then\n switch costume to (arrow v)\n go to x: (-229) y: (0)\n Glide (-115) (0) (2)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Arrow7]> then\n switch costume to (arrow v)\n go to x: (-229) y: (0)\n Glide (-191) (0) (2)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Arrow8]> then\n switch costume to (arrow v)\n go to x: (-229) y: (0)\n Glide (-265) (0) (2)\nend\n\nwhen flag clicked\nhide\nset size to (100) %\nstart sound [Foxsky - Kirby Smash v]\nset [cloneid v] to [Arrow1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Arrow2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Arrow3]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Arrow4]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Arrow5]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Arrow6]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Arrow7]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [cloneid v] to [Arrow8]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [cloneid v] to [Logo]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [cloneid v] to [Text]\ncreate clone of (_myself_ v)\n\ndefine Arrows\nset size to (100) %\nset [cloneid v] to [Arow1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [Arow2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [Arow1]> then\n set [ghost v] effect to (0)\n switch costume to (arow1 v)\n go to x: (-359) y: (0)\n Glide (0) (0) (2)\n wait (0.5) seconds\n Glide (359) (0) (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [Arow2]> then\n set [ghost v] effect to (0)\n switch costume to (arow2 v)\n go to x: (359) y: (0)\n Glide (0) (0) (2)\n wait (0.5) seconds\n Glide (-359) (0) (1)\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\ndefine Shockwave Size: (#)\ngo to x: (0) y: (0)\nset size to (#) %\nset [cloneid v] to [Shockwave]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [Logo]> then\n switch costume to (logo v)\n go to x: (0) y: (0)\n wait (0.5) seconds\n Gradient Shockwave\n Up Arrow\n Drops [100]\n wait (1) seconds\n Flash\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [Flash]> then\n go to x: (0) y: (0)\n switch costume to (flash v)\n show\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n repeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (-10)\n end\nend\n\ndefine Up Arrow\nset [cloneid v] to [UpArrow]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [UpArrow]> then\n switch costume to (up arrow v)\n set [ghost v] effect to (50)\n go to x: (0) y: (-299)\n Glide (0) (299) (2)\nend\n\ndefine Lines\ngo to x: (0) y: (0)\nset [cloneid v] to [Lines]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [Lines]> then\n switch costume to (lines1 v)\n repeat (9)\n next costume\n end\nend\n\ndefine Flash\nset [cloneid v] to [Flash]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [Text]> then\n switch costume to (text v)\n go to x: (0) y: (0)\n repeat (2)\n Lines\n wait (0.5) seconds\n Arrows\n wait (1) seconds\n Gradient Shockwave\n wait (1) seconds\n Square\n end\n wait (1) seconds\n Slide\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [Slide]> then\n switch costume to (slide v)\n go to x: (604) y: (0)\n Glide (0) (0) (1)\n broadcast (start v)\nend\n\ndefine Slide\nset [cloneid v] to [Slide]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [Text]> then\n switch costume to (text v)\n go to x: (0) y: (0)\n repeat (2)\n Lines\n wait (0.5) seconds\n Arrows\n wait (1) seconds\n Gradient Shockwave\n wait (1) seconds\n Square\n end\nend\n\ndefine Drops (#)\nset [cloneid v] to [drops]\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(CloneID) = [drops]> then\n switch costume to (particle v)\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n set [brightness v] effect to (pick random (1) to (100))\n set [y v] to (pick random (10) to (20))\n set size to (pick random (1) to (100)) %\n point in direction (pick random (-90) to (90))\n repeat until <(y position) < [-170]>\n change [y v] by (-1)\n change y by (Y)\n move (6) steps\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nDrops [50]\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n stop [other scripts in sprite v]\nend\n\nwhen I receive [start v]\nforever\n hide\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (0)\nforever\n switch costume to (Level)\n set [ghost v] effect to (0)\n if <touching (player v)?> then\n change [ghost v] effect by (25)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\nshow\nwait (1) seconds\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n go [forward v] (99999999999) layers\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n@Sprite3\n\nwhen flag clicked\n\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [13]> then\n go [forward v] (9) layers\n go to [front v] layer\n show\n end\nend\n\n
100+ like and faves :DD\n\n\n\nHello Guys , HeroOfWar here .Hope you like it @JackPigPro . I really did very much hard work so pls like fave and follow me to appreciate my hardwork :) Pls tell what was your time in the comments . Pls tell if there are any glitches .\n\n\n\n\n\n\n\n\n\n\n --------------- Story line ----------------\n\n\n The enemy boss has taken your beautiful colors . You only are left . You should kill the boss and SAVE THE WORLD !!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nPls Love , Fave and Follow me pls :D
|| ☁ Scratchland™️ ☁ || Amusement Park || Multiplayer Scrolling Platformer ||
@Stage\n\nwhen flag clicked\nswitch backdrop to (white v)\nset [music? v] to [1]\nset volume to (100) %\nforever\n play sound [Vexento - Norway \(128 kbps\) v] until done\nend\n\nwhen I receive [joined! v]\nstart sound [Connect v]\nswitch backdrop to (connected v)\nwait (2) seconds\nswitch backdrop to (white v)\n\nwhen I receive [full v]\nstart sound [Disconnect v]\nswitch backdrop to (game full v)\nwait (2) seconds\nswitch backdrop to (white v)\n\nwhen I receive [new scratcher v]\nstart sound [Disconnect v]\nswitch backdrop to (new scratcher v)\nwait (2) seconds\nswitch backdrop to (white v)\n\nwhen I receive [not signed in v]\nstart sound [Disconnect v]\nswitch backdrop to (not signed in v)\nwait (2) seconds\nswitch backdrop to (white v)\n\nwhen I receive [connecting... v]\nswitch backdrop to (connecting v)\n\nwhen I receive [tick v]\nif <(Music?) = [1]> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\nwhen I receive [food chat v]\nstart sound [Bite v]\n\n@Player\n\ndefine Scratcher Status Detector\nset [scratcher status v] to []\nif <(username) = []> then\n set [scratcher status v] to [Not Signed In]\nelse\n set [scratcher status detector 2 v] to (☁ Scratcher Status Detector)\n change [☁ scratcher status detector v] by (1)\n if <(☁ Scratcher Status Detector) = (Scratcher Status Detector 2)> then\n set [scratcher status v] to [New Scratcher]\n else\n set [scratcher status v] to [Scratcher]\n end\nend\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 Setup\n forever\n if <(Pause?) = [yes]> then\n Send Cloud Data\n broadcast (Update Cloud v) and wait\n else\n set [pause? v] to [no]\n Tick\n broadcast (Tick v) and wait\n end\n end\nend\n\ndefine Setup\npoint in direction (90)\nset rotation style [left-right v]\nset [player_x v] to [-122]\nset [player_y v] to [0]\nset [speed_y v] to [0]\nset [speed_x v] to [0]\nset [>>> player in air v] to [0]\nset [pause? v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [>>> player frame v] to [0]\nset [ticket bought? v] to [0]\nset size to (35) %\nclear graphic effects\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\nif <touching (water v)?> then\n change [>>> player frame v] by ([abs v] of ((Speed_X) / (30)) )\nelse\n change [>>> player frame v] by ([abs v] of ((Speed_X) / (15)) )\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n if <touching (water v)?> then\n change [speed_x v] by (-0.5)\n else\n change [speed_x v] by (-2)\n end\nelse\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n if <touching (water v)?> then\n change [speed_x v] by (0.5)\n else\n change [speed_x v] by (2)\n end\n else\n set [>>> player frame v] to [0]\n end\nend\nif <touching (water v)?> then\n set [speed_x v] to ((Speed_X) * (0.9))\nelse\n set [speed_x v] to ((Speed_X) * (0.8))\nend\nif <([abs v] of (Speed_X) ) > [0.9]> then\n Change Player X by (round (Speed_X))\nend\nif <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [player falling? v] to [6]\n change [speed_y v] by (2)\n if <(Speed_Y) > [5]> then\n set [speed_y v] to [5]\n end\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 [player falling? v] to [6]\n change [speed_y v] by (-2)\n if <(Speed_Y) < [-5]> then\n set [speed_y v] to [-5]\n end\n end\n if <(Speed_Y) < [5]> then\n change [speed_y v] by (0.5)\n end\nelse\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(>>> Player In Air) < [4]> then\n set [player falling? v] to [6]\n set [speed_y v] to [16]\n end\n end\n if <(Speed_Y) > [-20]> then\n set [player falling? v] to [6]\n change [speed_y v] by (-2)\n end\nend\nChange Player Y by (Speed_Y)\nset [scroll x v] to (Player_X)\nset [scroll y v] to (Player_Y)\nif <(Scroll X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(Player_X) < [-240]> then\n set [player_x v] to [-240]\nend\nif <touching (bounce v)?> then\n set [speed_y v] to [26]\nend\nPosition\nSet Correct Costume\n\ndefine Change Player Y by (speed y)\nchange [player_y v] by (speed y)\nchange [>>> player in air v] by (1)\nPosition\nrepeat until <not <touching (level v)?>>\n if <(speed y) > [0]> then\n change [player_y v] by (-1)\n else\n change [player_y v] by (1)\n set [>>> player in air v] to [0]\n set [player falling? v] to [0]\n end\n Position\n set [speed_y v] to [0]\nend\n\ndefine Position\ngo to x: ((Player_X) - (Scroll X)) y: ((Player_Y) - (Scroll Y))\n\ndefine Change Player X by (speed x)\nchange [player_x v] by (speed x)\nPosition\nif <touching (level v)?> then\n repeat (12)\n change [player_y v] by (1)\n Position\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change [player_y v] by (-12)\n set [speed_x v] to [0]\n repeat until <not <touching (level v)?>>\n if <(speed x) > [0]> then\n change [player_x v] by (-1)\n else\n change [player_x v] by (1)\n end\n Position\n end\nend\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nrepeat (20)\n change y by (10)\n turn right (15) degrees\n change size by (-0.1)\n change [ghost v] effect by (5)\nend\nbroadcast (Play Game 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 end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Send Cloud Data\nif <(MY PLAYER NUMBER!) < [1]> then\n stop [this script v]\nend\nadd (Player_X) to [buffer v]\nadd (Player_Y) to [buffer v]\nadd (costume [number v]) to [buffer v]\nadd (direction) to [buffer v]\nchange [cloud timer v] by (1)\nif <(cloud timer) < [3]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nWrite (username) To Encoded\nWrite (round ((timer) * (10))) To Encoded\nWrite (Chat) To Encoded\nif <(Chat) = [0]> then\n say (join (MY PLAYER NUMBER!) (join [: ] (username)))\nelse\n say (Chat)\nend\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 NUMBER!) to (Encoded)\nreplace item (MY PLAYER NUMBER!) of [players online v] with (username)\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 [tick v]\nSend Cloud Data\nbroadcast (Update Cloud v) and wait\n\nwhen flag clicked\nhide\n\ndefine Setup Lists\ndelete all of [players online v]\ndelete all of [code v]\ndelete all of [buffer v]\ndelete all of [achievements v]\nrepeat (8)\n add [0] to [achievements v]\nend\nadd [] to [players online v]\nadd [] to [players online v]\nadd [] to [players online v]\nadd [] to [players online v]\nadd [] to [players online v]\nadd [] to [players online v]\nadd [] to [players online v]\nadd [] to [players online v]\nrepeat (9)\n add [qwerty17] to [code v]\nend\nadd [a] to [code v]\nadd [b] to [code v]\nadd [c] to [code v]\nadd [d] to [code v]\nadd [e] to [code v]\nadd [f] to [code v]\nadd [g] to [code v]\nadd [h] to [code v]\nadd [i] to [code v]\nadd [j] to [code v]\nadd [k] to [code v]\nadd [l] to [code v]\nadd [m] to [code v]\nadd [n] to [code v]\nadd [o] to [code v]\nadd [p] to [code v]\nadd [q] to [code v]\nadd [r] to [code v]\nadd [s] to [code v]\nadd [t] to [code v]\nadd [u] to [code v]\nadd [v] to [code v]\nadd [w] to [code v]\nadd [x] to [code v]\nadd [y] to [code v]\nadd [z] to [code v]\nadd [0] to [code v]\nadd [1] to [code v]\nadd [2] to [code v]\nadd [3] to [code v]\nadd [4] to [code v]\nadd [5] to [code v]\nadd [6] to [code v]\nadd [7] to [code v]\nadd [8] to [code v]\nadd [9] to [code v]\nadd [+] to [code v]\nadd [-] to [code v]\nadd [.] to [code v]\nadd [ ] to [code v]\nadd [_] to [code v]\nadd [!] to [code v]\nadd [?] to [code v]\nadd [/] to [code v]\nadd ['] to [code v]\nadd [:] to [code v]\nadd [;] to [code v]\nadd [,] to [code v]\nadd [l] to [code v]\nset [max players v] to [8]\nset [my player number! v] to [0]\n\nwhen I receive [connecting... v]\nSetup Lists\nadd ['] to [code v]\nScratcher Status Detector\nset [cloud on? v] to [0]\nbroadcast (Green Flag v) and wait\nif <(Scratcher Status) = [Scratcher]> then\n broadcast (Join Game v) and wait\n if <(MY PLAYER NUMBER!) > [0]> then\n set [cloud on? v] to [Yes]\n broadcast (Joined! v) and wait\n else\n set [cloud on? v] to [No]\n broadcast (Full v) and wait\n end\nelse\n if <(Scratcher Status) = [Not Signed In]> then\n broadcast (Not Signed In v) and wait\n end\n if <(Scratcher Status) = [New Scratcher]> then\n broadcast (New Scratcher v) and wait\n end\nend\nbroadcast (Play Game v)\n\nif <(Scroll Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <(Scroll X) > [1600]> then\n set [scroll x v] to [1600]\nend\n\ndefine Set Correct Costume\nif <(Player Falling?) < [6]> then\n if <(Speed_X) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((>>> Player Frame) mod (8))) )\n end\nelse\n if <(Speed_Y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\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 [ghost v] effect to (50)\nset rotation style [left-right v]\nhide\nset size to (35) %\nset [offline v] to [50]\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 [update cloud v]\nif <(Cloud On?) > [0]> then\n if <(MY PLAYER NUMBER!) = (Player #)> then\n set [offline v] to [50]\n hide\n else\n Tick\n end\nend\n\ndefine Value = Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [green flag v]\nSetup Players\n\ndefine Tick\nValue = Cloud # (Player #)\nif <(join [twonerdsrocks] (Value)) = (Last Value)> then\n change [offline v] by (1)\n if <(Offline) = [50]> then\n hide\n Begin Decode of (Value)\n Value = Read From Encoded\n replace item (Player #) of [players online v] with []\n end\nelse\n set [last value v] to (join [twonerdsrocks] (Value))\n if <(Offline) > [49]> then\n show\n end\n set [offline v] to [0]\n Begin Decode of (Value)\n Value = Read From Encoded\n set [username v] to (Value)\n replace item (Player #) of [players online v] with (Value)\n say (Value)\n Value = Read From Encoded\n Value = Read From Encoded\n if <(Value) = [0]> then\n say (join (Player #) (join [: ] (Username)))\n else\n say (Value)\n end\n Value = Read From Encoded\n repeat until <(Value) = []>\n add (Value) to [buffer v]\n Value = Read From Encoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n set [>>> opponent x v] to (item (1) of [buffer v])\n delete (1) of [buffer v]\n set [>>> opponent y v] to (item (1) of [buffer v])\n delete (1) of [buffer v]\n Position ((>>> Opponent X) - (Scroll X)) ((>>> Opponent Y) - (Scroll Y))\n switch costume to (item (1) of [buffer v])\n delete (1) of [buffer v]\n point in direction (item (1) of [buffer v])\n delete (1) of [buffer v]\nend\n\nwhen I receive [join game v]\nValue = Cloud # (Player #)\nset [last value v] to (join [twonerdsrocks] (Value))\nwait (3) seconds\nValue = Cloud # (Player #)\nif <(join [twonerdsrocks] (Value)) = (Last Value)> then\n set [my player number! v] to (Player #)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [ghost v] effect to (50)\nelse\n set [ghost v] effect to (100)\nend\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\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position (x) (y)\nset [brightness v] effect to (0)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <<(costume [name v]) = [Lock]> and <(Ticket Bought?) = [1]>> then\n switch costume to (unlock v)\nend\n\nwhen I receive [setup v]\nhide\nswitch costume to (1-1 v)\n(Set) Clone at X: [0] Y: [0]\nrepeat (20)\n (Change) Clone at X: [480] Y: [0]\nend\nswitch costume to (2-20 v)\n(Set) Clone at X: [9120] Y: [360]\nrepeat (6)\n (Change) Clone at X: [0] Y: [360]\nend\nswitch costume to (0-1 v)\n(Set) Clone at X: [0] Y: [-360]\nrepeat (20)\n (Change) Clone at X: [480] Y: [0]\nend\nswitch costume to (-1-1 v)\n(Set) Clone at X: [0] Y: [-720]\nrepeat (20)\n (Change) Clone at X: [480] Y: [0]\nend\nswitch costume to (1-23 v)\n(Set) Clone at X: [9600] Y: [-720]\nrepeat (8)\n switch costume to (1-23 v)\n (Change) Clone at X: [0] Y: [360]\nend\nswitch costume to (8-24 v)\n(Change) Clone at X: [0] Y: [360]\nswitch costume to (nothing v)\n\ndefine (Set) 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 (Change) Clone at X: (x) Y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\n@Decoration\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position (x) (y)\nset [brightness v] effect to (0)\ngo 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\nswitch costume to (1-1 v)\n(Set) Clone at X: [0] Y: [0]\nrepeat (21)\n (Change) Clone at X: [480] Y: [0]\nend\nswitch costume to (2-20 v)\n(Set) Clone at X: [9120] Y: [360]\nrepeat (6)\n (Change) Clone at X: [0] Y: [360]\nend\nswitch costume to (0-15 v)\n(Set) Clone at X: [6720] Y: [-360]\nrepeat (3)\n (Change) Clone at X: [480] Y: [0]\nend\nswitch costume to (super shaker v)\n(Set) Clone at X: [2400] Y: [360]\nswitch costume to (roller coaster 1 v)\n(Set) Clone at X: [6720] Y: [360]\nrepeat (3)\n (Change) Clone at X: [480] Y: [0]\nend\n(Set) Clone at X: [6720] Y: [720]\nrepeat (3)\n (Change) Clone at X: [480] Y: [0]\nend\n(Set) Clone at X: [6720] Y: [1080]\nrepeat (3)\n (Change) Clone at X: [480] Y: [0]\nend\nswitch costume to (nothing v)\n\ndefine (Set) 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 (Change) 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 flag clicked\nhide\n\n@Water\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position (x) (y)\ngo to [back v] layer\nset [ghost v] effect to (50)\ngo 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\nswitch costume to (-1-21 v)\n(Set) Clone at X: [9600] Y: [-720]\nrepeat (3)\n (Change) Clone at X: [0] Y: [360]\nend\nswitch costume to (nothing v)\n\ndefine (Set) 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 (Change) Clone at X: (x) Y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\n@Speed Boost\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position (x) (y)\nif <(costume [number v]) = [3]> then\n set [ghost v] effect to (50)\nend\nif <(costume [number v]) = [4]> then\n set [ghost v] effect to (100)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <touching (player v)?> then\n if <not <(([sin v] of (direction) ) * (>>> Speed Boost Speed)) = [0]>> then\n set [speed_x v] to (([sin v] of (direction) ) * (>>> Speed Boost Speed))\n end\n if <not <(([cos v] of (direction) ) * (>>> Speed Boost Speed)) = [0]>> then\n set [speed_y v] to (([cos v] of (direction) ) * (>>> Speed Boost Speed))\n end\nend\n\ndefine (Set) Clone at X: (x) Y: (y) Direction: (direction) Speed: (speed)\nset [x v] to (x)\nset [y v] to (y)\npoint in direction (direction)\nset [>>> speed boost speed v] to (speed)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nswitch costume to (long v)\n(Set) Clone at X: [2251] Y: [140] Direction: [0] Speed: [10]\n(Set) Clone at X: [2553] Y: [140] Direction: [-180] Speed: [10]\n(Set) Clone at X: [8925] Y: [140] Direction: [0] Speed: [10]\n(Set) Clone at X: [8925] Y: [500] Direction: [0] Speed: [10]\n(Set) Clone at X: [8925] Y: [860] Direction: [0] Speed: [10]\n(Set) Clone at X: [8925] Y: [1220] Direction: [0] Speed: [10]\n(Set) Clone at X: [8925] Y: [1580] Direction: [0] Speed: [10]\n(Set) Clone at X: [8925] Y: [1940] Direction: [0] Speed: [10]\n(Set) Clone at X: [8925] Y: [2300] Direction: [0] Speed: [10]\n(Set) Clone at X: [9313] Y: [140] Direction: [180] Speed: [10]\n(Set) Clone at X: [9313] Y: [500] Direction: [180] Speed: [10]\n(Set) Clone at X: [9313] Y: [860] Direction: [180] Speed: [10]\n(Set) Clone at X: [9313] Y: [1220] Direction: [180] Speed: [10]\n(Set) Clone at X: [9313] Y: [1580] Direction: [180] Speed: [10]\n(Set) Clone at X: [9313] Y: [1940] Direction: [180] Speed: [10]\n(Set) Clone at X: [9313] Y: [2300] Direction: [180] Speed: [10]\nswitch costume to (long2 v)\n(Set) Clone at X: [6600] Y: [-75] Direction: [90] Speed: [10]\n(Set) Clone at X: [6700] Y: [50] Direction: [45] Speed: [10]\n(Set) Clone at X: [6950] Y: [300] Direction: [45] Speed: [10]\n(Set) Clone at X: [7262] Y: [400] Direction: [75] Speed: [10]\n(Set) Clone at X: [7550] Y: [300] Direction: [135] Speed: [20]\n(Set) Clone at X: [7725] Y: [100] Direction: [0] Speed: [15]\n(Set) Clone at X: [7725] Y: [500] Direction: [0] Speed: [15]\n(Set) Clone at X: [7600] Y: [720] Direction: [-85] Speed: [15]\n(Set) Clone at X: [7350] Y: [700] Direction: [-85] Speed: [15]\n(Set) Clone at X: [7100] Y: [680] Direction: [-85] Speed: [15]\n(Set) Clone at X: [6900] Y: [800] Direction: [15] Speed: [15]\n(Set) Clone at X: [7100] Y: [1000] Direction: [85] Speed: [15]\n(Set) Clone at X: [7400] Y: [950] Direction: [85] Speed: [15]\n(Set) Clone at X: [7700] Y: [950] Direction: [85] Speed: [15]\n(Set) Clone at X: [8000] Y: [800] Direction: [135] Speed: [20]\n(Set) Clone at X: [8200] Y: [500] Direction: [135] Speed: [25]\n(Set) Clone at X: [8400] Y: [200] Direction: [135] Speed: [30]\n(Set) Clone at X: [8600] Y: [50] Direction: [-180] Speed: [10]\nswitch costume to (speed boost v)\nswitch costume to (master v)\n\nwhen flag clicked\nhide\n\n@Start Screen\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (40)\nset size to (100) %\nset [var 1 v] to (costume [number v])\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n switch costume to ((Var 1) + (1))\n else\n change size by (((100) - (size)) / (5))\n switch costume to (Var 1)\n end\nend\n\ndefine Setup\nshow\nswitch costume to (sign 1 v)\nrepeat (6)\n create clone of (_myself_ v)\n next costume\n next costume\nend\nswitch costume to (play v)\nset size to (60) %\ngo to x: (0) y: (-135)\n\nwhen I receive [connecting... v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [start project v]\nSetup\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((75) - (size)) / (5))\n if <mouse down?> then\n broadcast (Connecting... v)\n end\n else\n change size by (((60) - (size)) / (5))\n end\nend\n\n@Loading\n\nwhen flag clicked\nbroadcast (Start Project v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set size to (100) %\n clear graphic effects\n repeat (50)\n change size by (-2)\n change [ghost v] effect by (2)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n point in direction (90)\n show\n go to [back v] layer\n go to x: (0) y: (14)\n change y by (-1)\n forever\n repeat (28)\n change y by (-1)\n change x by (1)\n end\n change y by (28)\n change x by (-28)\n end\nend\n\nwhen I receive [play game v]\nbroadcast (Delete Clones v)\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [delete clones v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [connecting... v]\nif <(costume [number v]) = [1]> then\n switch costume to (costume1 v)\n show\n go to x: (68) y: (0)\n point in direction (150)\n forever\n move (-14) steps\n turn left (10) degrees\n create clone of (_myself_ v)\n end\nelse\n delete this clone\nend\n\nwhen I receive [start project v]\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nhide\n\n@Chat\n\ndefine Smooth Glide X: (x) Y: (y) Speed: (speed) Ghost: (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 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\nwhen flag clicked\nhide\nSetup Lists\n\nwhen I receive [tick v]\nif <(costume [name v]) = [Chat]> then\n if <(Chat #3) > [100]> then\n set [chat v] to [0]\n else\n change [chat #3 v] by (1)\n end\n go to x: (90) y: (y position)\n if <(Menu Touching?) = [yes]> then\n change y by (((150) - (y position)) / (5))\n else\n change y by (((210) - (y position)) / (5))\n end\n show\n go to [front v] layer\n if <(y position) > [184]> then\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <<(Chat #2) = [0]> and <(Pause?) = [no]>> then\n broadcast (Chat v)\n end\n end\nend\n\nwhen I receive [reset v]\nswitch costume to (chat v)\nset size to (100) %\nset [chat #3 v] to [0]\nset [chat v] to [0]\nset [chat category v] to [0]\nset [chat #2 v] to [0]\n\nwhen I receive [chat v]\nset [pause? v] to [yes]\nSetup Chat\n\nwhen I start as a clone\nif <(costume [name v]) = [Chat Title]> then\n show\n set size to (0) %\n go to x: (0) y: (125)\n Bounce with (65) , (10) and (90)\nend\nif <(costume [name v]) = [Choose: Category]> then\n show\n set size to (0) %\n go to x: (0) y: (85)\n Bounce with (65) , (10) and (75)\nend\nif < (costume [name v]) contains [Category:]?> then\n show\n set size to (75) %\n set [var 1 v] to (x position)\n if <(Var 1) < [0]> then\n go to x: (-300) y: (y position)\n else\n go to x: (300) y: (y position)\n end\n Smooth Glide X: (Var 1) Y: (y position) Speed: [7] Ghost: [0]\nend\nif < (costume [name v]) contains [Message]?> then\n show\n set size to (75) %\n set [var 1 v] to (x position)\n if <(Var 1) < [0]> then\n go to x: (-300) y: (y position)\n else\n go to x: (300) y: (y position)\n end\n Smooth Glide X: (Var 1) Y: (y position) Speed: [7] Ghost: [0]\nend\nif <(costume [name v]) = [Chat Hider]> then\n show\n go to [front v] layer\n set [ghost v] effect to (50)\n set size to (100) %\n go to x: (0) y: (500)\n Smooth Glide X: [0] Y: [0] Speed: [5] Ghost: [0]\n forever\n if <key (space v) pressed?> then\n broadcast (>>> Chat Sent! v) and wait\n end\n end\nend\n\nwhen I start as a clone\nif <<not <(costume [name v]) = [Chat Hider]>> and <not <(costume [name v]) = [Chat Title]>>> then\n forever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n else\n change size by (((75) - (size)) / (5))\n end\n end\nelse\n if <(costume [name v]) = [Chat Title]> then\n forever\n go to [front v] layer\n end\n end\nend\n\nwhen this sprite clicked\nif <(costume [name v]) = [Chat Hider]> then\n if <(round (y position)) = [0]> then\n broadcast (>>> Chat Sent! v)\n end\nend\nif < (costume [name v]) contains [Category:]?> then\n set [chat #3 v] to [0]\n set [chat category v] to (item ((costume [number v]) - (5)) of [chat categories v])\n broadcast (>>> Chat Category Chosen v)\nend\n\nwhen I receive [>>> chat category chosen v]\nif < (costume [name v]) contains [Category:]?> then\n set [var 1 v] to (x position)\n if <(Var 1) < [0]> then\n Smooth Glide X: [-200] Y: (y position) Speed: [7] Ghost: [10]\n else\n Smooth Glide X: [200] Y: (y position) Speed: [7] Ghost: [10]\n end\nend\nif <(costume [name v]) = [Choose: Category]> then\n turn right (2) degrees\n set [var 1 v] to [5]\n repeat (20)\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 switch costume to (choose: chat v)\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)\nend\nif <(costume [name v]) = [Chat]> then\n if <(Chat Category) = [Yes/No]> then\n switch costume to (message 1 v)\n end\n if <(Chat Category) = [Thanks/No Problem]> then\n switch costume to (message 11 v)\n end\n if <(Chat Category) = [Nice!]> then\n switch costume to (message 21 v)\n end\n if <(Chat Category) = [Sorry...]> then\n switch costume to (message 31 v)\n end\n if <(Chat Category) = [Emoticons...]> then\n switch costume to (message 41 v)\n end\n if <(Chat Category) = [Where is this?]> then\n switch costume to (message 51 v)\n end\n if <(Chat Category) = [It is over here...]> then\n switch costume to (message 61 v)\n end\n if <(Chat Category) = [Hello/Goodbye]> then\n switch costume to (message 71 v)\n end\n if <(Chat Category) = [Text Abbreviations]> then\n switch costume to (message 91 v)\n end\n if <(Chat Category) = [Other]> then\n switch costume to (message 81 v)\n end\n wait (1) seconds\n Setup Chat Messages\nend\n\ndefine Setup Lists\ndelete all of [chat categories v]\ndelete all of [chat messages v]\nadd [Yes/No] to [chat categories v]\nadd [Thanks/No Problem] to [chat categories v]\nadd [Nice!] to [chat categories v]\nadd [Sorry...] to [chat categories v]\nadd [Emoticons...] to [chat categories v]\nadd [Where is this?] to [chat categories v]\nadd [It is over here...] to [chat categories v]\nadd [Hello/Goodbye] to [chat categories v]\nadd [Text Abbreviations] to [chat categories v]\nadd [Other] to [chat categories v]\nadd [Yes] to [chat messages v]\nadd [Of course!] to [chat messages v]\nadd [Maybe...] to [chat messages v]\nadd [Ok] to [chat messages v]\nadd [K] to [chat messages v]\nadd [Alright] to [chat messages v]\nadd [Sure!] to [chat messages v]\nadd [Not now...] to [chat messages v]\nadd [No] to [chat messages v]\nadd [No thank you] to [chat messages v]\nadd [Thanks!] to [chat messages v]\nadd [Thx!] to [chat messages v]\nadd [Thank you!] to [chat messages v]\nadd [I owe you one!] to [chat messages v]\nadd [Thanks anyway] to [chat messages v]\nadd [My pleasure] to [chat messages v]\nadd [Your welcome] to [chat messages v]\nadd [No problem] to [chat messages v]\nadd [My pleasure] to [chat messages v]\nadd [It was nothing!] to [chat messages v]\nadd [Nice!] to [chat messages v]\nadd [Great!] to [chat messages v]\nadd [Good!] to [chat messages v]\nadd [Awesome!] to [chat messages v]\nadd [Amazing!] to [chat messages v]\nadd [Cool!] to [chat messages v]\nadd [Impressive!] to [chat messages v]\nadd [Wonderful!] to [chat messages v]\nadd [Unbelievable!] to [chat messages v]\nadd [Astonishing!] to [chat messages v]\nadd [Sorry] to [chat messages v]\nadd [Pardon Me] to [chat messages v]\nadd [Excuse Me] to [chat messages v]\nadd [Oops] to [chat messages v]\nadd [Whoops] to [chat messages v]\nadd [My bad...] to [chat messages v]\nadd [My fault!] to [chat messages v]\nadd [My mistake...] to [chat messages v]\nadd [My apologies. ] to [chat messages v]\nadd [Forgive me?] to [chat messages v]\nadd [:\)] to [chat messages v]\nadd [:\(] to [chat messages v]\nadd [:D] to [chat messages v]\nadd [XD] to [chat messages v]\nadd [:b] to [chat messages v]\nadd [;\)] to [chat messages v]\nadd [=\)] to [chat messages v]\nadd [:0] to [chat messages v]\nadd [>:\(] to [chat messages v]\nadd [ ,:-l] to [chat messages v]\nadd [Where is Tera s Ultimate Avalanche?] to [chat messages v]\nadd [Where is Nano s Super Shaker?] to [chat messages v]\nadd [Where is Tera s Taco Truck?] to [chat messages v]\nadd [Where are the autograph booths?] to [chat messages v]\nadd [Where is Pico s Pizza Palace?] to [chat messages v]\nadd [Where is Batty s Burger Bonanza?] to [chat messages v]\nadd [Where is Gobo s Wild Ride?] to [chat messages v]\nadd [Where are the food stands?] to [chat messages v]\nadd [If you saw this, comment scratchland rocks!] to [chat messages v]\nadd [Which way?] to [chat messages v]\nadd [Tera s Ultimate Avalanche is this way!] to [chat messages v]\nadd [Nano s Super Shaker is this way!] to [chat messages v]\nadd [Tera s Taco Truck is this way!] to [chat messages v]\nadd [The autograph booths are this way!] to [chat messages v]\nadd [Pico s Pizza Palace is this way!] to [chat messages v]\nadd [Batty s Burger Bonanza is this way!] to [chat messages v]\nadd [Gobo s Wild Ride is this way!] to [chat messages v]\nadd [The Food Stands are this way!] to [chat messages v]\nadd [If you saw this, comment scratchland rocks!] to [chat messages v]\nadd [This way!] to [chat messages v]\nadd [Hi!] to [chat messages v]\nadd [Hello!] to [chat messages v]\nadd [How s it going?] to [chat messages v]\nadd [What s up?] to [chat messages v]\nadd [Howdy partner!] to [chat messages v]\nadd [Bye!] to [chat messages v]\nadd [Goodbye!] to [chat messages v]\nadd [See you later!] to [chat messages v]\nadd [Got to go bye!] to [chat messages v]\nadd [Later!] to [chat messages v]\nadd [Good] to [chat messages v]\nadd [Bad] to [chat messages v]\nadd [RU ok?] to [chat messages v]\nadd [I m busy...] to [chat messages v]\nadd [Where s the park map?] to [chat messages v]\nadd [EPIC!] to [chat messages v]\nadd [I m lagging!] to [chat messages v]\nadd [Everyone this way!] to [chat messages v]\nadd [Please!] to [chat messages v]\nadd [In the top right corner!] to [chat messages v]\nadd [LOL] to [chat messages v]\nadd [OMG] to [chat messages v]\nadd [IDK] to [chat messages v]\nadd [IKR] to [chat messages v]\nadd [ROTFL] to [chat messages v]\nadd [BRB] to [chat messages v]\nadd [BTW] to [chat messages v]\nadd [NVM] to [chat messages v]\nadd [LMK] to [chat messages v]\nadd [TGIF] to [chat messages v]\n\nwhen I receive [>>> chat sent! v]\nif <(costume [name v]) = [Chat]> then\n go to x: (-200) y: (150)\n replace item (2) of [achievements v] with [1]\n set [chat #2 v] to [0]\n set [pause? v] to [no]\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Setup Chat\nset [chat #2 v] to [1]\npoint in direction (90)\nhide\nswitch costume to (chat title v)\ncreate clone of (_myself_ v)\nswitch costume to (choose: category v)\ncreate clone of (_myself_ v)\nswitch costume to (choose: category v)\ncreate clone of (_myself_ v)\nswitch costume to (chat hider v)\ncreate clone of (_myself_ v)\ngo to x: (-60) y: (45)\nswitch costume to (category: yes/no v)\nrepeat (5)\n create clone of (_myself_ v)\n change y by (-40)\n next costume\nend\ngo to x: (60) y: (45)\nrepeat (5)\n create clone of (_myself_ v)\n change y by (-40)\n next costume\nend\nswitch costume to (chat v)\n\ndefine Setup Chat Messages\nset [ghost v] effect to (0)\ngo to x: (-60) y: (45)\nrepeat (5)\n create clone of (_myself_ v)\n change y by (-40)\n next costume\nend\ngo to x: (60) y: (45)\nrepeat (5)\n create clone of (_myself_ v)\n change y by (-40)\n next costume\nend\nswitch costume to (chat v)\nset [ghost v] effect to (100)\n\nwhen I receive [cool chat v]\nset [pause? v] to [yes]\nask [What would u like to chat?] and wait\nset [chat v] to (answer)\nset [pause? v] to [no]\nset [chat #2 v] to [0]\nset [chat #3 v] to [0]\n\nwhen I receive [food chat v]\nset [chat v] to (>>> Food Chat)\nset [chat #2 v] to [0]\nset [chat #3 v] to [0]\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if < (costume [name v]) contains [Message]?> then\n set [chat v] to (item ((costume [number v]) - (15)) of [chat messages v])\n broadcast (>>> Chat Sent! v)\n end\n end\nend\n\n@Menu\n\nwhen I receive [tick v]\nshow\nset [ghost v] effect to (20)\ngo to x: (0) y: (y position)\nif <(mouse y) > [178]> then\n set [menu touching? v] to [no]\n change y by (((60) - (y position)) / (5))\nelse\n if <touching (mouse-pointer v)?> then\n set [menu touching? v] to [yes]\n change y by (((0) - (y position)) / (5))\n else\n set [menu touching? v] to [no]\n change y by (((60) - (y position)) / (5))\n end\nend\n\nwhen flag clicked\nhide\n\n@Menu Options\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <(costume [name v]) = [Coin]> then\n set size to (75) %\n go to x: (-210) y: (y position)\n if <(Menu Touching?) = [yes]> then\n change y by (((150) - (y position)) / (5))\n else\n change y by (((210) - (y position)) / (5))\n end\n if <(y position) > [180]> then\n hide\n else\n show\n go to [front v] layer\n end\nend\nif <(costume [name v]) = [Ach]> then\n go to x: (10) y: (y position)\n if <(Menu Touching?) = [yes]> then\n change y by (((150) - (y position)) / (5))\n else\n change y by (((210) - (y position)) / (5))\n end\n if <(y position) > [180]> then\n hide\n else\n show\n go to [front v] layer\n end\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\nend\nif <<(costume [number v]) > [1]> and <(costume [number v]) < [12]>> then\n set size to (200) %\n if <(Menu Touching?) = [yes]> then\n change y by (((147) - (y position)) / (5))\n else\n change y by (((210) - (y position)) / (5))\n end\n if <(y position) > [186]> then\n hide\n else\n show\n go to [front v] layer\n end\n if <(x position) = [-175]> then\n switch costume to (letter (2) of (>>> Coins))\n else\n switch costume to (letter (3) of (>>> Coins))\n end\nend\nif < (costume [name v]) contains [Volume]?> then\n go to x: (147) y: (y position)\n if <(Menu Touching?) = [yes]> then\n change y by (((150) - (y position)) / (5))\n else\n change y by (((210) - (y position)) / (5))\n end\n if <(y position) > [179]> then\n hide\n else\n show\n go to [front v] layer\n end\n if <touching (mouse-pointer v)?> then\n change size by (((40) - (size)) / (5))\n else\n change size by (((30) - (size)) / (5))\n end\nend\nif <(costume [name v]) = [Map 1]> then\n go to x: (200) y: (y position)\n if <(Menu Touching?) = [yes]> then\n change y by (((150) - (y position)) / (5))\n else\n change y by (((210) - (y position)) / (5))\n end\n if <(y position) > [180]> then\n hide\n else\n show\n go to [front v] layer\n end\n if <touching (mouse-pointer v)?> then\n change size by (((50) - (size)) / (5))\n else\n change size by (((40) - (size)) / (5))\n end\nend\n\nwhen I receive [setup v]\nbroadcast (>>> Menu Delete Clones v) and wait\nswitch costume to (1 v)\ngo to x: (-175) y: (300)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\ngo to x: (-150) y: (300)\ncreate clone of (_myself_ v)\nswitch costume to (volume on v)\ncreate clone of (_myself_ v)\nswitch costume to (map 1 v)\ncreate clone of (_myself_ v)\nswitch costume to (ach v)\ncreate clone of (_myself_ v)\nswitch costume to (coin v)\n\nwhen this sprite clicked\nif <(costume [number v]) = [12]> then\n set [music? v] to [0]\n switch costume to (volume off v)\nelse\n if <(costume [number v]) = [13]> then\n set [music? v] to [1]\n switch costume to (volume on v)\n end\n if <(costume [number v]) = [14]> then\n switch costume to (map 2 v)\n replace item (8) of [achievements v] with [1]\n set [pause? v] to [yes]\n go to x: (0) y: (5000)\n set size to (100) %\n go to [front v] layer\n repeat until <<not <mouse down?>> and <not <key (space v) pressed?>>>\n change y by (((0) - (y position)) / (5))\n end\n repeat until <<mouse down?> or <key (space v) pressed?>>\n change y by (((0) - (y position)) / (5))\n end\n go to x: (200) y: (150)\n switch costume to (map 1 v)\n set [pause? v] to [no]\n end\n if <(costume [number v]) = [15]> then\n stop [other scripts in sprite v]\n set size to (75) %\n go to x: (200) y: (150)\n switch costume to (map 1 v)\n set [pause? v] to [no]\n end\n if <(costume [number v]) = [16]> then\n stop [other scripts in sprite v]\n set [pause? v] to [yes]\n broadcast (Achieve v)\n end\nend\n\nwhen I receive [>>> menu delete clones v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Ach]> then\n go to x: (10) y: (30000)\n hide\n set size to (100) %\nend\n\n@Clouds\n\ndefine Position (x) (y)\nset [ghost v] effect to (50)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen I receive [tick v]\nchange [x v] by (Var 1)\nPosition ((X) - (Scroll X)) ((Y) - (Scroll Y))\nif <(X) > [10000]> then\n set [var 1 v] to (pick random (-3) to (-7))\nend\nif <(X) < [-300]> then\n set [var 1 v] to (pick random (3) to (7))\nend\n\nwhen I receive [setup v]\nswitch costume to (cloud v)\nrepeat (30)\n set [x v] to (pick random (-300) to (9000))\n set [y v] to (pick random (100) to (500))\n set [var 1 v] to (pick random (-3) to (-7))\n create clone of (_myself_ v)\nend\nswitch costume to (master v)\n\n@End\n\nwhen flag clicked\nhide\nset [played? v] to [0]\nforever\n set [check timer v] to (timer)\nend\n\nwhen I receive [tick v]\nstop [other scripts in sprite v]\nset [check timer v] to (timer)\n\nwhen [timer v] > ((Check Timer) + (0.5))\nif <(Played?) = [0]> then\n Setup\n switch costume to (back2 v)\n set size to (500) %\n Smooth Glide X: [0] Y: [0] Speed: [5] Ghost: [0] [-5]\n set [played? v] to [1]\n repeat (20)\n go to [front v] layer\n switch costume to (back2 v)\n repeat (3)\n next costume\n change size by (((size) / (40)) * (-1))\n end\n change size by (((size) / (40)) * (-1))\n end\n repeat (10)\n go to [front v] layer\n switch costume to (back2 v)\n repeat (3)\n next costume\n change size by (((size) / (40)) * (-1))\n end\n change size by (((size) / (40)) * (-1))\n change [ghost v] effect by (10)\n end\n hide\n switch costume to (hider v)\n create clone of (_myself_ v)\n wait (0.5) seconds\n switch costume to (thumbnail v)\n create clone of (_myself_ v)\n forever\n switch costume to (pick random (8) to (11))\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\n\ndefine Smooth Glide X: (x) Y: (y) Speed: (speed) Ghost: (ghost) (size)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n change [ghost v] effect by (ghost)\n change size by (size)\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(costume [name v]) = [Back]> then\n go to x: (-5000) y: (0)\n show\n go to [front v] layer\n go [backward v] (1) layers\n Smooth Glide X: [0] Y: [0] Speed: [5] Ghost: [0] []\nend\nif <(costume [name v]) = [Back3]> then\n go to x: (0) y: (5000)\n show\n go to [front v] layer\n go [backward v] (1) layers\n Smooth Glide X: [0] Y: [0] Speed: [5] Ghost: [0] []\nend\nif <(costume [name v]) = [Hider]> then\n clear graphic effects\n go to x: (0) y: (5000)\n set size to (100) %\n show\n go to [front v] layer\n Smooth Glide X: [0] Y: [0] Speed: [5] Ghost: [0] [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nif <(costume [name v]) = [Thumbnail]> then\n clear graphic effects\n go to x: (0) y: (0)\n set size to (100) %\n show\n go to [front v] layer\n go [backward v] (1) layers\nend\nif < (costume [name v]) contains [Item]?> then\n clear graphic effects\n go to x: (pick random (-240) to (240)) y: (-5000)\n set size to (50) %\n show\n go to [front v] layer\n set [var 1 v] to (pick random (20) to (25))\n repeat until <(y position) > [-50]>\n change y by (Var 1)\n change [var 1 v] by (-1)\n change size by (-1)\n end\n repeat until <(y position) < [-50]>\n change y by (Var 1)\n change [var 1 v] by (-1)\n change size by (-1)\n end\n repeat (5)\n change y by (Var 1)\n change [var 1 v] by (-1)\n change [ghost v] effect by (20)\n change size by (-1)\n end\n delete this clone\nend\n\nwhen [timer v] > ((Check Timer) + (0.5))\nforever\n set [check timer v] to (timer)\nend\n\nwhen I receive [update cloud v]\nset [check timer v] to (timer)\n\nwhen I receive [chat v]\nset [check timer v] to (timer)\n\nwhen I receive [chat v]\nset [check timer v] to (timer)\n\nwhen [timer v] > ((Check Timer) + (0.5))\nif <(Played?) = [1]> then\n switch costume to (thumbnail v)\n set size to (100) %\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine Setup\nclear graphic effects\nswitch costume to (back v)\nset size to (100) %\ncreate clone of (_myself_ v)\nswitch costume to (back3 v)\ncreate clone of (_myself_ v)\ngo to x: (5000) y: (-5000)\nshow\ngo to [front v] layer\nswitch costume to (back2 v)\nset size to (500) %\n\n@Coins\n\ndefine Position (x) (y)\nif <not <(costume [name v]) = [Nothing]>> then\n set [brightness v] effect to (0)\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <touching (player v)?> then\n hide\n set [x v] to [-3000]\n change [>>> coins v] by (1)\n if <(Music?) = [1]> then\n start sound [Collect v]\n end\n end\n else\n hide\n end\nend\n\ndefine (Set) 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 (Change) 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 receive [setup v]\nhide\nswitch costume to (1 v)\n(Set) Clone at X: [-100] Y: [-70]\n(Set) Clone at X: [-50] Y: [-70]\n(Set) Clone at X: [0] Y: [-70]\n(Set) Clone at X: [50] Y: [-70]\n(Set) Clone at X: [100] Y: [-70]\n(Set) Clone at X: [9479] Y: [2400]\n(Set) Clone at X: [9479] Y: [2300]\n(Set) Clone at X: [9479] Y: [2200]\n(Set) Clone at X: [9419] Y: [2000]\n(Set) Clone at X: [9419] Y: [1900]\n(Set) Clone at X: [9419] Y: [1800]\n(Set) Clone at X: [9479] Y: [1600]\n(Set) Clone at X: [9479] Y: [1500]\n(Set) Clone at X: [9479] Y: [1400]\n(Set) Clone at X: [9544] Y: [1200]\n(Set) Clone at X: [9544] Y: [1100]\n(Set) Clone at X: [9544] Y: [1000]\n(Set) Clone at X: [9479] Y: [800]\n(Set) Clone at X: [9479] Y: [700]\n(Set) Clone at X: [9479] Y: [600]\n(Set) Clone at X: [9479] Y: [500]\n(Set) Clone at X: [9479] Y: [400]\n(Set) Clone at X: [9479] Y: [300]\n(Set) Clone at X: [9479] Y: [200]\n(Set) Clone at X: [9479] Y: [100]\n(Set) Clone at X: [830] Y: [-70]\n(Set) Clone at X: [973] Y: [-70]\n(Set) Clone at X: [1110] Y: [-70]\n(Set) Clone at X: [1209] Y: [70]\n(Set) Clone at X: [1209] Y: [0]\n(Set) Clone at X: [1209] Y: [-70]\n(Set) Clone at X: [3228] Y: [0]\n(Set) Clone at X: [3228] Y: [-70]\n(Set) Clone at X: [3484] Y: [0]\n(Set) Clone at X: [3484] Y: [-70]\n(Set) Clone at X: [4665] Y: [0]\n(Set) Clone at X: [4665] Y: [-70]\n(Set) Clone at X: [4920] Y: [0]\n(Set) Clone at X: [4920] Y: [-70]\n(Set) Clone at X: [6053] Y: [-154]\n(Set) Clone at X: [6145] Y: [-238]\n(Set) Clone at X: [6240] Y: [-299]\n(Set) Clone at X: [6333] Y: [-374]\n(Set) Clone at X: [8549] Y: [-374]\n(Set) Clone at X: [8641] Y: [-299]\n(Set) Clone at X: [8743] Y: [-238]\n(Set) Clone at X: [8822] Y: [-154]\n(Set) Clone at X: [9419] Y: [-570]\n(Set) Clone at X: [9479] Y: [-570]\n(Set) Clone at X: [9544] Y: [-570]\n(Set) Clone at X: [-3000] Y: [0]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((X) - (Scroll X)) (((Y) - (Scroll Y)) + (([cos v] of ((timer) * (200)) ) * (4)))\nnext costume\n\nwhen I receive [green flag v]\nset [>>> coins v] to [100]\nhide\n\nwhen flag clicked\nhide\n\n@Buy Food?\n\nwhen flag clicked\nhide\nset [timer v] to [0]\nset [touching v] to [0]\ngo to x: (-150) y: (-132)\nswitch costume to (pretzel v)\n\nwhen I receive [tick v]\nif <<<not <(costume [name v]) = [:\(]>> and <not <(costume [name v]) = [:\)2]>>> and <<not <(costume [name v]) = [:\)]>> and <not <(costume [name v]) = [:D]>>>> then\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n else\n change size by (((70) - (size)) / (5))\n end\n set [touching v] to [0]\n if <<<(Player_X) < [3028]> and <(Player_X) > [2738]>> and <<(Player_Y) < [200]> and <(Player_Y) > [-80]>>> then\n Burger\n set [touching v] to [1]\n end\n if <<<(Player_X) < [4448]> and <(Player_X) > [3731]>> and <<(Player_Y) < [200]> and <(Player_Y) > [-80]>>> then\n Pizza\n set [touching v] to [1]\n end\n if <<<(Player_X) < [5427]> and <(Player_X) > [5134]>> and <<(Player_Y) < [200]> and <(Player_Y) > [-80]>>> then\n Taco\n set [touching v] to [1]\n end\n if <<<(Player_X) < [9217]> and <(Player_X) > [9028]>> and <<(Player_Y) < [450]> and <(Player_Y) > [220]>>> then\n Lemonade\n set [touching v] to [1]\n end\n if <<<(Player_X) < [9217]> and <(Player_X) > [9028]>> and <<(Player_Y) < [1150]> and <(Player_Y) > [940]>>> then\n Pretzel\n set [touching v] to [1]\n end\n if <<<(Player_X) < [9217]> and <(Player_X) > [9028]>> and <<(Player_Y) < [1900]> and <(Player_Y) > [1660]>>> then\n Churro\n set [touching v] to [1]\n end\n if <<<(Player_X) < [629]> and <(Player_X) > [259]>> and <<(Player_Y) < [200]> and <(Player_Y) > [-80]>>> then\n Ticket\n if <(Ticket Bought?) = [0]> then\n set [touching v] to [1]\n end\n end\n if <<<(Player_X) < [3484]> and <(Player_X) > [3227]>> and <<(Player_Y) < [200]> and <(Player_Y) > [-80]>>> then\n Autograph\n set [touching v] to [1]\n end\n if <<<(Player_X) < [4913]> and <(Player_X) > [4665]>> and <<(Player_Y) < [200]> and <(Player_Y) > [-80]>>> then\n Autograph\n set [touching v] to [1]\n end\n if <<<(Player_X) < [2500]> and <(Player_X) > [2290]>> and <<(Player_Y) < [450]> and <(Player_Y) > [290]>>> then\n Super Shaker\n set [touching v] to [1]\n end\n if <<<(Player_X) < [7300]> and <(Player_X) > [7100]>> and <<(Player_Y) < [450]> and <(Player_Y) > [400]>>> then\n replace item (4) of [achievements v] with [1]\n end\n if <(Touching) = [1]> then\n change y by (((-132) - (y position)) / (5))\n change [ghost v] effect by (-10)\n else\n change y by (((-200) - (y position)) / (5))\n change [ghost v] effect by (10)\n end\n if <(y position) < [-199]> then\n hide\n end\n change [timer v] by (1)\nelse\n change y by (((0) - (y position)) / (5))\n if <(round (y position)) = [0]> then\n change [ghost v] effect by (10)\n change [timer v] by (1)\n if <(Timer) > [10]> then\n delete this clone\n end\n end\nend\n\ndefine Lemonade\nshow\nswitch costume to (lemonade v)\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Timer) > [5]> then\n set [timer v] to [0]\n if <(>>> Coins) > [104]> then\n change [>>> coins v] by (-5)\n switch costume to (:\) v)\n create clone of (_myself_ v)\n replace item (3) of [achievements v] with [1]\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n set [>>> food chat v] to [Very tart!]\n else\n set [>>> food chat v] to [I love lemonade!]\n end\n else\n if <(pick random (1) to (2)) = [1]> then\n set [>>> food chat v] to [This lemonade is amazing!]\n else\n set [>>> food chat v] to [Delicious!]\n end\n end\n broadcast (Food Chat v)\n else\n switch costume to (:\( v)\n create clone of (_myself_ v)\n end\n switch costume to (pretzel v)\n end\nend\n\ndefine Pretzel\nshow\nswitch costume to (pretzel v)\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Timer) > [5]> then\n set [timer v] to [0]\n if <(>>> Coins) > [104]> then\n change [>>> coins v] by (-5)\n switch costume to (:\) v)\n create clone of (_myself_ v)\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n set [>>> food chat v] to [Yum!]\n else\n set [>>> food chat v] to [I love pretzels!]\n end\n else\n if <(pick random (1) to (2)) = [1]> then\n set [>>> food chat v] to [These pretzels are amazing!]\n else\n set [>>> food chat v] to [Scrumptious!]\n end\n end\n broadcast (Food Chat v)\n else\n switch costume to (:\( v)\n create clone of (_myself_ v)\n end\n switch costume to (pretzel v)\n end\nend\n\ndefine Churro\nshow\nswitch costume to (churro v)\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Timer) > [5]> then\n set [timer v] to [0]\n if <(>>> Coins) > [102]> then\n change [>>> coins v] by (-3)\n switch costume to (:\) v)\n create clone of (_myself_ v)\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n set [>>> food chat v] to [Tasty!]\n else\n set [>>> food chat v] to [I love churros!]\n end\n else\n if <(pick random (1) to (2)) = [1]> then\n set [>>> food chat v] to [These churros are amazing!]\n else\n set [>>> food chat v] to [Mouthwatering!]\n end\n end\n broadcast (Food Chat v)\n else\n switch costume to (:\( v)\n create clone of (_myself_ v)\n end\n switch costume to (pretzel v)\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo to x: (0) y: (-200)\nset [timer v] to [0]\n\ndefine Pizza\nshow\nswitch costume to (pizza v)\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Timer) > [5]> then\n set [timer v] to [0]\n if <(>>> Coins) > [109]> then\n change [>>> coins v] by (-10)\n switch costume to (:\) v)\n create clone of (_myself_ v)\n replace item (1) of [achievements v] with [1]\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n set [>>> food chat v] to [Flavorful!]\n else\n set [>>> food chat v] to [This pizza is so good that I'm going to follow twonerds! XD]\n end\n else\n if <(pick random (1) to (2)) = [1]> then\n set [>>> food chat v] to [This pizza is amazing!]\n else\n set [>>> food chat v] to [Yummy!]\n end\n end\n broadcast (Food Chat v)\n else\n switch costume to (:\( v)\n create clone of (_myself_ v)\n end\n switch costume to (pretzel v)\n end\nend\n\ndefine Burger\nshow\nswitch costume to (burger v)\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Timer) > [5]> then\n set [timer v] to [0]\n if <(>>> Coins) > [114]> then\n change [>>> coins v] by (-15)\n switch costume to (:\) v)\n create clone of (_myself_ v)\n replace item (6) of [achievements v] with [1]\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n set [>>> food chat v] to [Delectable!]\n else\n set [>>> food chat v] to [This burger is so good that I'm going to follow twonerds! XD]\n end\n else\n if <(pick random (1) to (2)) = [1]> then\n set [>>> food chat v] to [This burger is amazing!]\n else\n set [>>> food chat v] to [Luscious!]\n end\n end\n broadcast (Food Chat v)\n else\n switch costume to (:\( v)\n create clone of (_myself_ v)\n end\n switch costume to (pretzel v)\n end\nend\n\ndefine Taco\nshow\nswitch costume to (taco v)\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Timer) > [5]> then\n set [timer v] to [0]\n if <(>>> Coins) > [109]> then\n change [>>> coins v] by (-10)\n switch costume to (:\) v)\n create clone of (_myself_ v)\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n set [>>> food chat v] to [Tacos are the best!]\n else\n set [>>> food chat v] to [This taco is so good that I'm going to follow twonerds! XD]\n end\n else\n if <(pick random (1) to (2)) = [1]> then\n set [>>> food chat v] to [This taco is amazing!]\n else\n set [>>> food chat v] to [Finger-lickin good!]\n end\n end\n broadcast (Food Chat v)\n else\n switch costume to (:\( v)\n create clone of (_myself_ v)\n end\n switch costume to (pretzel v)\n end\nend\n\ndefine Ticket\nshow\nswitch costume to (ticket v)\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Timer) > [5]> then\n if <(Ticket Bought?) = [0]> then\n set [timer v] to [0]\n if <(>>> Coins) > [104]> then\n change [>>> coins v] by (-5)\n set [ticket bought? v] to [1]\n switch costume to (:d v)\n create clone of (_myself_ v)\n set [>>> food chat v] to [I'm in!]\n broadcast (Food Chat v)\n else\n switch costume to (:\( v)\n create clone of (_myself_ v)\n end\n switch costume to (pretzel v)\n end\n end\nend\n\ndefine Autograph\nshow\nswitch costume to (autograph v)\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Timer) > [5]> then\n set [timer v] to [0]\n if <(>>> Coins) > [101]> then\n change [>>> coins v] by (-2)\n switch costume to (:\)2 v)\n create clone of (_myself_ v)\n replace item (5) of [achievements v] with [1]\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n set [>>> food chat v] to [Yay!]\n else\n set [>>> food chat v] to [Awesome!]\n end\n else\n if <(pick random (1) to (2)) = [1]> then\n set [>>> food chat v] to [I love autographs!]\n else\n set [>>> food chat v] to [Your signature is so neat!]\n end\n end\n broadcast (Food Chat v)\n else\n switch costume to (:\( v)\n create clone of (_myself_ v)\n end\n switch costume to (pretzel v)\n end\nend\n\ndefine Super Shaker\nset [player_x v] to (pick random (2291) to (2499))\nset [player_y v] to (pick random (293) to (449))\nset [>>> food chat v] to [AAAAAAHHH!!]\nbroadcast (Food Chat v)\nshow\nswitch costume to (get off v)\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Timer) > [5]> then\n replace item (7) of [achievements v] with [1]\n set [timer v] to [0]\n set [player_x v] to [2599]\n set [player_y v] to [294]\n end\nend\n\n@Autograph Booths\n\ndefine (Set) 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)\nset [brightness v] effect to (0)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <(costume [name v]) = [81]> then\n if <touching (player v)?> then\n say [Hello! Want an autograph?]\n else\n say []\n end\nend\nif <(costume [name v]) = [82]> then\n if <touching (player v)?> then\n say [Wassup, you look like you want an autograph!]\n else\n say []\n end\nend\nif <(costume [name v]) = [111]> then\n if <touching (player v)?> then\n say [Hey, Hey, want an autograph?]\n else\n say []\n end\nend\nif <(costume [name v]) = [112]> then\n if <touching (player v)?> then\n say [Autographs, anyone? Only $2!]\n else\n say []\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\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 [setup v]\nhide\nswitch costume to (81 v)\n(Set) Clone at X: [3354] Y: [0]\n(Set) Clone at X: [3354] Y: [0]\n(Set) Clone at X: [4791] Y: [0]\n(Set) Clone at X: [4791] Y: [0]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\n@Achievements\n\nwhen flag clicked\nhide\n\nwhen I receive [achieve v]\nSetup\nwait until <not <mouse down?>>\nrepeat until <mouse down?>\n change y by (((0) - (y position)) / (5))\nend\nset [pause? v] to [no]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (item (ID) of [achievements v])\nclear graphic effects\nset [y v] to (y position)\ngo to x: (-165) y: (180)\nrepeat until <(Pause?) = [no]>\n change y by (((Y) - (y position)) / (10))\n go to [front v] layer\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine Setup\nset [id v] to [1]\ngo to x: (-165) y: (70)\nrepeat (4)\n create clone of (_myself_ v)\n change [id v] by (1)\n change y by (-21)\nend\nrepeat (2)\n create clone of (_myself_ v)\n change [id v] by (1)\n change y by (-42)\nend\ncreate clone of (_myself_ v)\nchange [id v] by (1)\nchange y by (-21)\ncreate clone of (_myself_ v)\nshow\nswitch costume to (list v)\ngo to x: (0) y: (5000)\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\n\n
▬▬▬▬▬▬▬▬▬▬Welcome!▬▬▬▬▬▬▬▬▬▬▬\nWelcome to Scratchland™️, an amusement park based on Scratch! I had this idea because one of my favorite things to do is go to amusement parks with my family/friends. Lately, we haven't been able to do that because of quarantine, so I programmed this alternative on Scratch! Enjoy!\n\n▬▬▬▬▬▬▬▬▬▬Directions▬▬▬▬▬▬▬▬▬▬▬\n<<Arrow Keys/AWSD/Mouse to move>>\n<<To open the menu, hover over it.>>\n<<Use the mouse to click the buttons>>\n<<Collect coins by touching them>>\n<<Chat by clicking the chat button>>\n<<Open the map by clicking the map button>>\n<<Have Fun!!>>\n*Most of the instructions are self-explanatory, but if you have any questions, just comment them. :)\n\n▬▬▬▬▬▬▬▬▬Contest Entry▬▬▬▬▬▬▬▬▬▬\nTHIS WON THE CONTEST OMG :DD\n\n▬▬▬▬▬▬▬Also, please scroll down▬▬▬▬▬▬▬\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n--If you're reading this, comment "Scratchland Rocks!"--
Hot ll A 360 Degree Platformer # [My Entry]
@Stage\n\nwhen flag clicked\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro done v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [intro done v]\nforever\n play sound [Origin Reprise v] until done\nend\n\n@Blank\n\n@player\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (-1)\nhide\nforever\n delete this clone\nend\n\nwhen I receive [respawn v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [intro done v]\nshow\nset [level v] to [1]\nset size to (22) %\nforever\n change y by (-5)\n if <<touching color (#000000)?> or <<key (space v) pressed?> and <(username) = [Jshook2]>>> then\n set [y vel v] to [-10]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching color (#000000)?>> then\n set [y vel v] to [-20]\n end\n if <<touching color (#ff8800)?> or <touching color (#ffa43d)?>> then\n broadcast (respawn v)\n end\n if <touching color (#06bb00)?> then\n change [level v] by (1)\n broadcast (Next Level v)\n end\n if <touching color (#05ab00)?> then\n change [level v] by (1)\n broadcast (HIGH SCORE \(TIME\) v)\n wait (.1) seconds\n broadcast (FINISHEd v)\n end\n change y by (5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 v)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [finished v]\nhide\n\nwhen I receive [high score \(time\) v]\nhide\n\n@Platform\n\ndefine SIZE HACK (size hack)\nswitch costume to (size hack v)\nset size to (size hack) %\nswitch costume to (level 1 v)\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-520)\nset [d v] to [0]\nset [y vel v] to [0]\n\nwhen I receive [intro done v]\nerase all\ngo to [front v] layer\nshow\nbroadcast (respawn v)\nSIZE HACK [200]\nforever\n change [y vel v] by (1)\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [d v] by (-0.2)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [d v] by (0.2)\n end\n set [d v] to ((D) * (0.8))\n turn right (D) 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) * (-1)) degrees\n set [d v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nshow\nswitch costume to (level 1 v)\npoint in direction (90)\ngo to x: (-10) y: (-520)\nset [d v] to [0]\nset [y vel v] to [0]\n\nbroadcast (respawn v)\n\nwhen I receive [finished v]\nstop [other scripts in sprite v]\n\nwhen I receive [finished v]\n\nswitch costume to (level 1 v)\nset [d v] to [0]\nset [y vel v] to [0]\nbroadcast (respawn v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [high score \(time\) v]\nhide\n\n@Confetti2\n\nwhen I start as a clone\nshow\nforever\n next costume\nend\n\nwhen flag clicked\nshow\nset [color v] effect to (120)\ngo to x: (999) y: (-999)\nrepeat (5)\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n set [brightness v] effect to (100)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\nend\nwait (2) seconds\n\nwhen I start as a clone\npoint in direction (pick random (0) to (-70))\nwait (0.2) seconds\nrepeat until <[-178] > (y position)>\n change y by (-5)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (pick random (1) to (10))\n move (25) steps\nend\nrepeat (pick random (1) to (10))\n move (20) steps\nend\nrepeat (pick random (1) to (10))\n move (10) steps\nend\nrepeat (pick random (1) to (10))\n move (5) steps\nend\nrepeat (pick random (1) to (10))\n move (3) steps\nend\nrepeat (pick random (1) to (10))\n move (2) steps\nend\nrepeat (pick random (1) to (10))\n move (1) steps\nend\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n show\n set [color v] effect to (120)\n go to x: (999) y: (-999)\n repeat (5)\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n set [brightness v] effect to (100)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n end\n wait (2) seconds\n end\nend\n\n@Confetti3\n\nwhen I start as a clone\nshow\nforever\n next costume\nend\n\nwhen flag clicked\nshow\nset [color v] effect to (120)\ngo to x: (-999) y: (-999)\nrepeat (5)\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n set [brightness v] effect to (100)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\nend\nwait (2) seconds\n\nwhen I start as a clone\npoint in direction (pick random (0) to (70))\nwait (0.2) seconds\nrepeat until <[-178] > (y position)>\n change y by (-5)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (pick random (1) to (10))\n move (25) steps\nend\nrepeat (pick random (1) to (10))\n move (20) steps\nend\nrepeat (pick random (1) to (10))\n move (10) steps\nend\nrepeat (pick random (1) to (10))\n move (5) steps\nend\nrepeat (pick random (1) to (10))\n move (3) steps\nend\nrepeat (pick random (1) to (10))\n move (2) steps\nend\nrepeat (pick random (1) to (10))\n move (1) steps\nend\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n show\n set [color v] effect to (120)\n go to x: (-999) y: (-999)\n repeat (5)\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n set [brightness v] effect to (100)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n end\n wait (2) seconds\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\n@Sprite1\n\nwhen I receive [high score \(time\) v]\nforever\n point in direction ((90) + (([sin v] of ((move) * (2)) ) * (360)))\nend\n\nwhen I receive [high score \(time\) v]\nshow\nrepeat (20)\n change size by (4)\nend\n\nwhen flag clicked\nset size to (0) %\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n change [move v] by (1)\nend\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\nstart sound [music 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\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (7.4) seconds\nbroadcast (Intro Done v)\nhide\n\n
Thanks for #5 on trending. Thank you :)\nUse the arrow keys, WASD, or if you are playing on mobile it is mobile friendly :).\nPlease ❤️ and ⭐ Thanks. :)\nGood- landscape, bouncy things, Um... the ground, YOU\n\nBAD- Spikes... ya thats ALL the dangers :)
Christmas Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Last Christmas v] until done\nend\n\n@transition\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (347)\n\nwhen I receive [trans v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (20)\nrepeat (20)\n change [ghost v] effect by (-6)\nend\nwait (.1) seconds\nrepeat (20)\n change [ghost v] effect by (6)\nend\nhide\n\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\nrepeat until <(round (y position)) = [347]>\n go to [front v] layer\n change y by (15)\nend\nhide\n\nwhen I receive [next v]\nwait (0) seconds\nbroadcast (trans v)\n\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\nrepeat until <(round (y position)) = [347]>\n go to [front v] layer\n change y by (((347) - (y position)) / (5))\nend\nhide\n\n@ground\n\nwhen flag clicked\ngo to x: (1) y: (-8)\nforever\n switch costume to (level)\nend\n\ngo to [front v] layer\n\nwhen I receive [next v]\n\n@player\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [restart v]\nstart sound [Crunch v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (x spawn) y: (y spawn)\n\nwhen flag clicked\nbroadcast (BEGIN NOW v)\n\nhide\n\ndefine run engine\nchange [y v] by (-0.5)\nif < or <key (a v) pressed?>> then\n switch costume to (rightt v)\n change [x v] by (-.6)\nend\nif < or <key (d v) pressed?>> then\n switch costume to (left v)\n change [x v] by (.6)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [7]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or < or <<touching (ground v)?> and <key (w v) pressed?>>>> then\n switch costume to (up v)\n set [y v] to [7.5]\nend\nchange y by (0.5)\nif <<touching (danger v)?> or <<touching (saw v)?> or <touching (lava v)?>>> then\n broadcast (Restart v)\nend\nif <(level) = [14]> then\ncreate clone of (_myself_ v)\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [n]\n\npoint in direction (90)\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [next v]\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [begin now v]\nset [level v] to [1]\nshow\nset [x spawn v] to [-199]\nset [y spawn v] to [-76]\ngo to x: (x spawn) y: (y spawn)\nswitch costume to (1 v)\nswitch backdrop to (backdrop3 v)\nset size to (40) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n run engine\nend\n\nset rotation style [left-right v]\n\nset [brightness v] effect to (-7)\n\nset [moving_? v] to [y]\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <<<key (right arrow v) pressed?> or > or <key (d v) pressed?>>> or <key (a v) pressed?>> then\n set [moving_? v] to [y]\n else\n set [moving_? v] to [n]\n end\nend\n\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or <<touching (ground v)?> and <key (w v) pressed?>>> then\n set [moving_? v] to [up]\nend\n\n\n\nif <(MOVING_?) = [u]> then\n switch costume to (up v)\nend\n\nif <(y position) > [-60]> then\n set [moving_? v] to [u]\nelse\n set [moving_? v] to [n]\nend\n\nrepeat until <(costume [number v]) = [6]>\n\nset [moving_? v] to [n]\n\nif <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\nelse\n switch costume to (1 v)\nend\n\ncreate clone of (_myself_ v)\n\nforever\n if <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\n else\n switch costume to (1 v)\n end\nend\n\nswitch costume to (up v)\n\nwhen flag clicked\nforever\n if <not <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or >>>>>> then\n switch costume to (center v)\n end\nend\n\nset [brightness v] effect to (-9)\n\nset rotation style [left-right v]\n\nclear graphic effects\nset [brightness v] effect to (-7)\nrepeat (10)\n change y by (6)\n change [ghost v] effect by (10)\nend\nset [brightness v] effect to (-7)\nrepeat (10)\n change y by (-1)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n\nchange [color v] by (0)\nwait (.3) seconds\n\n@lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\n\n
Use WAD or arrow keys!\nMerry Christmas!
Geometry Dash // A platformer #Games //
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [19]> then\n switch backdrop to (backdrop4 v)\n end\nend\n\n@player\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y vel v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (speed)\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((speed) * (-1))\n switch costume to (costume2 v)\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nset [slope v] to [0]\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <(slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X vel) ) / (X vel)) * (-1))\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X vel) > [0]> then\n set [x vel v] to [-12]\n else\n set [x vel v] to [12]\n end\n set [y vel v] to [12]\n else\n set [x vel v] to [0]\n end\nend\nchange y by (Y vel)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y vel) ) / (Y vel)) * (-1))\n end\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (level v)?>> then\n set [y vel v] to (jump height)\nend\nchange y by (1)\n\nwhen flag clicked\n\nwhen I receive [end v]\ngo to x: (-198) y: (-10)\n\nwhen I receive [intro v]\nshow\ngo to [front v] layer\nset [time v] to [0]\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 (bad guy v)?>> or <touching (boss v)?>> then\n set [ghost v] effect to (0)\n start sound [Geometry Dash Death Sound Effect v]\n repeat (18)\n change y by (5)\n end\n repeat (20)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n show\n go to x: (-198) y: (-10)\n end\n if <touching (trampoline v)?> then\n set [y vel v] to [21]\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [hurt v]\nstart sound [Geometry Dash Death Sound Effect v]\ngo to x: (-198) y: (-10)\n\nwhen I receive [intro v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [intro v]\nforever\n repeat until <(level) = [19]>\n play sound [GEOMETRY DASH SOUNDTRACK - LEVEL 1 STEREO MADNESS v] until done\n end\nend\n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\nforever\n if <(level) = [19]> then\n show variable [time v]\n broadcast (outro v)\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen I receive [intro v]\nforever\n repeat until <(level) = [19]>\n change [time v] by (1)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nhide variable [time v]\n\n@level\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [intro v]\nshow\n\nwhen I receive [outro v]\nhide\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nshow\ngo to x: (136) y: (-4)\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (end v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [18]> then\n hide\n end\nend\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [defeat boss v]\nforever\n show\n if <touching (player v)?> then\n broadcast (end v)\n wait (0.1) seconds\n broadcast (outro v)\n hide\n end\nend\n\nwhen I receive [intro v]\nshow\ngo to x: (136) y: (-4)\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n if <(level) = [9]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [19]> then\n go to [back v] layer\n hide\n end\nend\n\n@text\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [intro v]\nshow\n\nwhen I receive [outro v]\nhide\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (7) y: (2)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nset [direction v] to [8]\nset size to (80) %\ngo to [front v] layer\nswitch costume to (capture2 v)\nshow\nchange [my variable v] by (10)\npoint in direction (90)\ngo to x: (400) y: (0)\nglide (0.25) secs to x: (0) y: (0)\nrepeat (85)\n change [my variable v] by (10)\n point in direction ((90) + (([sin v] of (my variable) ) * (10)))\nend\npoint in direction (90)\nrepeat (10)\n change y by (10)\nend\nswitch costume to (capture3 v)\nwait (0.3) seconds\nhide\nwait (0.3) seconds\nshow\ngo to x: (0) y: (0)\nrepeat (120)\n change [direction v] by (8)\n point in direction ((([sin v] of ((direction) + (8)) ) * (20)) + (90))\n set size to ((([sin v] of (((direction) + (8)) * (1.4)) ) * (60)) + (100)) %\nend\nwait (0.9) seconds\nglide (1) secs to x: (4000) y: (0)\nrepeat (4)\n change [ghost v] effect by (60)\nend\nhide\nbroadcast (intro v)\npoint in direction (90)\n\nwhen flag clicked\nstart sound [my intro song v]\n\n@Sprite2\n\nwhen flag clicked\nrepeat (240)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (random position v)\nshow\nset [brightness v] effect to (0)\npoint in direction (90)\ngo to [front v] layer\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (pick random (20) to (50))\nset size to (pick random (40) to (80)) %\npoint in direction (pick random (-60) to (90))\nset [whirl v] effect to (pick random (-67) to (160))\nrepeat (240)\n go to (random position v)\n move (10) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\n@danger\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\ngo to [back v] layer\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\nhide\ngo to x: (-2) y: (6)\nforever\n if <(level) = [19]> then\n hide\n end\nend\n\n@nothing\n\nwhen I receive [end v]\nchange [level v] by (1)\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [11]> then\n show\n go to x: (-9) y: (-93)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n hide\n end\nend\n\n@Outro \n\ndefine Create A Clone Of Type (type)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to [front v] layer\n go to x: (0) y: (-300)\n Smooth Glide x: (0) y: (0) speed: (16)\n wait until <(wait1) = [1]>\n wait (0.1) seconds\n repeat (drop repeat)\n change y by (drop)\n change [drop v] by (-0.5)\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (-300)\n Smooth Glide x: (0) y: (0) speed: (16)\n wait until <(wait1) = [1]>\n wait (0.2) seconds\n repeat (drop repeat)\n change y by (drop)\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n go to [back v] layer\n go [forward v] (2) layers\n go to x: (0) y: (-300)\n Smooth Glide x: (0) y: (0) speed: (16)\n wait until <(wait1) = [1]>\n wait (0.3) seconds\n repeat (drop repeat)\n change y by (drop)\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (-300)\n Smooth Glide x: (0) y: (0) speed: (16)\n wait until <(wait1) = [1]>\n wait (0.4) seconds\n repeat (drop repeat)\n change y by (drop)\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [6]> then\n go to [front v] layer\n go [forward v] (1) layers\n go to x: (0) y: (-300)\n Smooth Glide x: (0) y: (0) speed: (16)\n wait until <(wait1) = [1]>\n wait (0.5) seconds\n repeat (drop repeat)\n change y by (drop)\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n go to x: (300) y: (0)\n Smooth Glide x: (0) y: (1) speed: (16)\n wait until <(wait1) = [1]>\n repeat (20)\n change x by (-10)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n go to [front v] layer\n point in direction (135)\n Smooth turn: Direction [30] Speed [8]\n forever\n point in direction ((([sin v] of (logo effect1) ) * (5)) + (30))\n end\nend\nif <(costume [number v]) = [10]> then\n go to x: (0) y: (0)\n go to [front v] layer\n point in direction (-135)\n Smooth turn: Direction [-30] Speed [8]\n forever\n point in direction ((([cos v] of (logo effect1) ) * (5)) + (-30))\n end\nend\nif <(costume [number v]) = [11]> then\n go to x: (0) y: (0)\n point in direction (0)\n go to [front v] layer\n go to [front v] layer\n forever\n point in direction ((([tan v] of (logo effect1) ) * (5)) + (90))\n set size to ((([sin v] of ((logo effect1) * (2)) ) * (20)) + (130)) %\n change [logo effect1 v] by (3)\n end\nend\nif <(costume [number v]) = [13]> then\n go to x: (0) y: (0)\n point in direction (90)\n go to [front v] layer\n go to [front v] layer\n forever\n go to x: (0) y: ((([sin v] of ((logo effect1) * (2)) ) * (20)) + (0))\n end\nend\nif <(costume [number v]) = [14]> then\n go to x: (0) y: (0)\n point in direction (90)\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n forever\n go to x: (0) y: ((([cos v] of ((logo effect1) * (2)) ) * (20)) + (130))\n end\nend\n\ndefine Smooth turn: Direction (directieo) Speed (speed)\nrepeat until <(round (direction)) = (round (directieo))>\n turn right (((round (directieo)) - (round (direction))) / (speed)) degrees\nend\npoint in direction (directieo)\n\nwhen I receive [outro v]\nset volume to (100) %\ngo to [front v] layer\nshow\nswitch costume to (sizer v)\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (costume1 v)\nset [logo effect1 v] to [0]\nset [cos \(blue line\) v] to [0]\nset [drop v] to [7]\nset [wait1 v] to [0]\nset [drop repeat v] to [42]\nstart sound [Highscore v]\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nCreate A Clone Of Type [2]\nCreate A Clone Of Type [3]\nCreate A Clone Of Type [4]\nCreate A Clone Of Type [5]\nCreate A Clone Of Type [6]\nCreate A Clone Of Type [7]\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to [back v] layer\nwait (5) seconds\nchange [wait1 v] by (1)\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nwait (2.7) seconds\nswitch costume to (costume8 v)\nset [ghost v] effect to (0)\nCreate A Clone Of Type [9]\nCreate A Clone Of Type [10]\nswitch costume to (sizer v)\nset size to (100) %\nswitch costume to (costume8 v)\nCreate A Clone Of Type [11]\nCreate A Clone Of Type [13]\nCreate A Clone Of Type [14]\nswitch costume to (costume8 v)\n\n@bad guy\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [14]> then\n switch costume to (geometry dash character 2 v)\n show\n go to x: (175) y: (-55)\n glide (3) secs to x: (-155) y: (-55)\n glide (3) secs to x: (175) y: (-55)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n hide\n end\nend\n\n@hitbox\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [16]> then\n show\n go to x: (4) y: (47)\n switch costume to (costume1 v)\n if <touching (player v)?> then\n start sound [pop v]\n set x to (0)\n switch costume to (costume2 v)\n set y to (0)\n wait until <key (space v) pressed?>\n start sound [pop v]\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n hide\n end\nend\n\n@Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nforever\n if <(level) = [18]> then\n go to x: (159) y: (-50)\n switch costume to (boss v)\n show\n say [H]\n wait (0.05) seconds\n say [He]\n wait (0.05) seconds\n say [Hel]\n wait (0.05) seconds\n say [Hell]\n wait (0.05) seconds\n say [Hello]\n wait (0.05) seconds\n say [Hello!]\n say [Hello!] for (2) seconds\n say [I am going to defeat you!!] for (3) seconds\n say [Hahahahahahahahahahahahaha] for (3) seconds\n repeat (10)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to (random position v)\n wait (0.3) seconds\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n go to x: (175) y: (-55)\n repeat (4)\n glide (3) secs to x: (-155) y: (-55)\n glide (3) secs to x: (175) y: (-55)\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n broadcast (defeat boss v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [19]> then\n hide\n end\nend\n\nwhen I receive [end v]\nhide\n\n@skip\n\nwhen flag clicked\ngo to x: (-188) y: (-152)\nhide\n\nwhen I receive [intro v]\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (end v)\n wait (1) seconds\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [outro v]\nforever\n hide\nend\n\n
Welcome to the world of geometry dash!! :D \nTask- Defeat the boss It also has a skip button\nNote- Try not to skip..\n - Controls -\n- Arrow Keys or WASD to move\n- Comment your time!! :D\n- Up Arrow To Jump ( You can wall jump )\n- Dodge The Dangerous Things And fun dangerous \nstuff!! :D\n-To defeat the Boss Just dodge the boss until he disappears!! :D\nPlease Leave a ❤️ and ⭐ will be highly appreciated.\n
Astro >>> A 360 degrees Platformer
@Stage\n\n@player\n\nwhen flag clicked\nshow\nset [air left v] to [100]\nswitch costume to (astronaut right v)\ngo to x: (0) y: (-10)\n\nwhen I receive [player to left v]\nswitch costume to (astronaut left v)\n\nwhen I receive [player to right v]\nswitch costume to (astronaut right v)\n\ngo to x: (0) y: (-40)\n\nwhen I receive [dead v]\nswitch costume to (astronaut right v)\ngo to x: (0) y: (-10)\n\nwhen flag clicked\nforever\n change y by (-5)\n if <touching color (#ff0000)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (setup v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n change y by (5)\nend\n\nwhen flag clicked\nforever\n change [air left v] by (-1)\n wait (0.2) seconds\nend\n\nwhen flag clicked\nforever\n if <(air left) = [0]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop all sounds\n broadcast (setup v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\nend\n\nwhen I receive [setup v]\nset [air left v] to [100]\n\nwhen flag clicked\nforever\n change y by (-5)\n if <<<touching color (#00ffff)?> and <touching (moon v)?>> or <touching color (#00ffff)?>> then\n broadcast (setup v)\n broadcast (next level v)\n end\n change y by (5)\nend\n\nwhen I receive [next level v]\nset [air left v] to [100]\n\nwhen flag clicked\nforever\n repeat until <(level) = [3]>\n play sound [Vexento - Masked Heroes \[NCS Fanmade\] v] until done\n end\nend\n\nwhen flag clicked\nshow variable [air left v]\nforever\n repeat until <(level) = [3]>\n if <(air left) = [35]> then\n start sound [alert sound v]\n end\n end\nend\n\nwhen I receive [outro v]\nstop all sounds\nhide variable [air left v]\nhide\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n hide\n broadcast (end v)\n stop [this script v]\n end\nend\n\n@moon\n\nwhen flag clicked\nshow\nbroadcast (setup v)\nset [level v] to [1]\nforever\n change [_y vel v] by (1)\n if <key (right arrow v) pressed?> then\n change [_r vel v] by (-0.2)\n broadcast (player to right v)\n end\n if <key (left arrow v) pressed?> then\n change [_r vel v] by (0.2)\n broadcast (player to left v)\n end\n set [_r vel v] to ((_R vel) * (0.82))\n turn right (_R 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 ((_R vel) * (-1)) degrees\n set [_r 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 [-16]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [setup v]\nSet Size to [500]\nset [_r vel v] to [0]\nset [_y vel v] to [0]\ngo to x: (0) y: (-800)\npoint in direction (90)\n\ndefine Set Size to (size)\nswitch costume to (dot v)\nset size to (size) %\nswitch costume to (level 1 v)\n\nwhen I receive [dead v]\ngo to x: (0) y: (-800)\npoint in direction (90)\n\nSet Size to [500]\nset [_r vel v] to [0]\nset [_y vel v] to [0]\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen I receive [outro v]\nhide\nstop [this script v]\n\nwhen I receive [end v]\nhide\nstop [this script v]\n\n@thumbnail\n\nwhen flag clicked\nswitch costume to (thumbnail v)\ngo to x: (9) y: (9)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@backdrops\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to x: (1) y: (-6)\nswitch costume to (pick random (1) to (3))\n\nwhen I receive [outro v]\nhide\n\n@ending\n\nwhen I receive [end v]\nswitch costume to (costume1 v)\nshow\nrepeat (74)\n wait (0.03) seconds\n next costume\nend\nwait (1) seconds\nbroadcast (outro v)\nhide\n\nwhen flag clicked\nhide\n\n@Outro \n\ndefine Create A Clone Of Type (type)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to [front v] layer\n go to x: (0) y: (-300)\n Smooth Glide x: (0) y: (0) speed: (16)\n wait until <(wait1) = [1]>\n wait (0.1) seconds\n repeat (drop repeat)\n change y by (drop)\n change [drop v] by (-0.5)\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (-300)\n Smooth Glide x: (0) y: (0) speed: (16)\n wait until <(wait1) = [1]>\n wait (0.2) seconds\n repeat (drop repeat)\n change y by (drop)\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n go to [back v] layer\n go [forward v] (2) layers\n go to x: (0) y: (-300)\n Smooth Glide x: (0) y: (0) speed: (16)\n wait until <(wait1) = [1]>\n wait (0.3) seconds\n repeat (drop repeat)\n change y by (drop)\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (-300)\n Smooth Glide x: (0) y: (0) speed: (16)\n wait until <(wait1) = [1]>\n wait (0.4) seconds\n repeat (drop repeat)\n change y by (drop)\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [6]> then\n go to [front v] layer\n go [forward v] (1) layers\n go to x: (0) y: (-300)\n Smooth Glide x: (0) y: (0) speed: (16)\n wait until <(wait1) = [1]>\n wait (0.5) seconds\n repeat (drop repeat)\n change y by (drop)\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n go to x: (300) y: (0)\n Smooth Glide x: (0) y: (1) speed: (16)\n wait until <(wait1) = [1]>\n repeat (20)\n change x by (-10)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n go to [front v] layer\n point in direction (135)\n Smooth turn: Direction [30] Speed [8]\n forever\n point in direction ((([sin v] of (logo effect1) ) * (5)) + (30))\n end\nend\nif <(costume [number v]) = [10]> then\n go to x: (0) y: (0)\n go to [front v] layer\n point in direction (-135)\n Smooth turn: Direction [-30] Speed [8]\n forever\n point in direction ((([cos v] of (logo effect1) ) * (5)) + (-30))\n end\nend\nif <(costume [number v]) = [11]> then\n go to x: (0) y: (0)\n point in direction (0)\n go to [front v] layer\n go to [front v] layer\n forever\n point in direction ((([tan v] of (logo effect1) ) * (5)) + (90))\n set size to ((([sin v] of ((logo effect1) * (2)) ) * (20)) + (130)) %\n change [logo effect1 v] by (3)\n end\nend\nif <(costume [number v]) = [13]> then\n go to x: (0) y: (0)\n point in direction (90)\n go to [front v] layer\n go to [front v] layer\n forever\n go to x: (0) y: ((([sin v] of ((logo effect1) * (2)) ) * (20)) + (0))\n end\nend\nif <(costume [number v]) = [14]> then\n go to x: (0) y: (0)\n point in direction (90)\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n forever\n go to x: (0) y: ((([cos v] of ((logo effect1) * (2)) ) * (20)) + (130))\n end\nend\n\ndefine Smooth turn: Direction (directieo) Speed (speed)\nrepeat until <(round (direction)) = (round (directieo))>\n turn right (((round (directieo)) - (round (direction))) / (speed)) degrees\nend\npoint in direction (directieo)\n\nwhen I receive [outro v]\nshow\nset volume to (100) %\nswitch costume to (sizer v)\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (costume1 v)\nset [logo effect1 v] to [0]\nset [cos \(blue line\) v] to [0]\nset [drop v] to [7]\nset [wait1 v] to [0]\nset [drop repeat v] to [42]\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nCreate A Clone Of Type [2]\nCreate A Clone Of Type [3]\nCreate A Clone Of Type [4]\nCreate A Clone Of Type [5]\nCreate A Clone Of Type [6]\nCreate A Clone Of Type [7]\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to [back v] layer\nwait (5) seconds\nchange [wait1 v] by (1)\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nwait (2.7) seconds\nswitch costume to (costume8 v)\nset [ghost v] effect to (0)\nCreate A Clone Of Type [9]\nCreate A Clone Of Type [10]\nswitch costume to (sizer v)\nset size to (100) %\nswitch costume to (costume8 v)\nCreate A Clone Of Type [11]\nCreate A Clone Of Type [13]\nCreate A Clone Of Type [14]\nswitch costume to (costume8 v)\n\nstart sound [Highscore v]\n\nwhen I receive [outro v]\nforever\n play sound [Highscore v] until done\nend\n\n
Welcome to my first 360 degrees Platformer\n- Dodge Lava and spikes\n- You can walljump\n-Stand on the cyan flag to get to the next level before your air runs out!!!\n- Leave a ❤️ and ⭐\n- and have fun :)
Block || A Mobile Platformer [Contest Entry]
@Stage\n\ndefine Camera shake (amount) (falloff)\nset [sa v] to (amount)\nrepeat until <(round (sa)) < [1]>\n set [sx v] to ((pick random (1) to (-1)) * (sa))\n set [sy v] to ((pick random (1) to (-1)) * (sa))\n set [sa v] to ((sa) * (falloff))\nend\nset [sa v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\n\nwhen I receive [death v]\nCamera shake [10] [.9]\n\nwhen flag clicked\nset [sx v] to [0]\nset [sy v] to [0]\nset [sa v] to [0]\n\nwhen flag clicked\nforever\n wait (9) seconds\n play sound [Unlimited - Xaf v] until done\nend\n\n@Blank\n\n@player\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\ndefine Reset\ngo to x: (-183) y: (0)\nset [x vel v] to [0]\nset [y vel v] to [0]\nshow\n\nwhen I receive [redo v]\nReset\n\nwhen I receive [skip v]\nchange [level v] by (1)\nReset\n\nwhen I receive [start v]\nhide\nReset\nshow\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nchange y by (y vel)\nif <touching (ground v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (ground v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x vel v] by (movement speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nwhen I receive [tick v]\ngo to x: ((x position) + (sx)) y: ((y position) + (sy))\n\nwhen I receive [start v]\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [tick v]\nplatform physics (12) (-1) (.8) (1) (10) (6)\n\nwhen I receive [tick v]\nset rotation style [left-right v]\nif <(x position) > [233]> then\n change [level v] by (1)\n Reset\nend\nif <<touching (danger v)?> or <(y position) < [-179]>> then\n hide\n Reset\n broadcast (Death v) and wait\nend\nif <touching (bounce v)?> then\n set y to (y position)\n set [y vel v] to [25]\nend\nswitch costume to (hitbox v)\n\nwhen I receive [start outro v]\nstop [other scripts in sprite v]\nhide\n\n@ground\n\nwhen I receive [tick v]\nshow\nswitch costume to (LEVEL)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [tick v]\ngo to x: (sx) y: (sy)\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [start outro v]\nforever\n hide\nend\n\n@Danger\n\nwhen I receive [tick v]\ngo to x: (sx) y: (sy)\nswitch costume to (LEVEL)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start outro v]\nhide\n\n@Menu\n\nwhen flag clicked\nhide\n\nwhen I receive [reset clones v]\ndelete this clone\n\nwhen I start as a clone\nif <(clone id) = [2]> then\n go [backward v] (1) layers\n switch costume to (costume3 v)\n glide (.5) secs to x: (-156) y: (155)\nelse\n switch costume to (costume2 v)\n glide (.5) secs to x: (-188) y: (155)\nend\n\nwhen I receive [reset menu v]\nset [open v] to [0]\nif <[0] < (clone id)> then\n glide (1) secs to x: (-218) y: (155)\nend\n\nwhen I start as a clone\nif <(clone id) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (skip v) and wait\n end\n else\n clear graphic effects\n end\n end\nelse\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (redo v) and wait\n end\n else\n clear graphic effects\n end\n end\nend\n\nwhen I receive [start v]\nshow\nbroadcast (reset clones v)\ngo to x: (-218) y: (155)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(open) = [0]> then\n broadcast (reset clones v)\n set [clone id v] to [0]\n set [open v] to [1]\n repeat (2)\n change [clone id v] by (1)\n create clone of (_myself_ v)\n end\n set [clone id v] to [0]\n else\n broadcast (reset menu v) and wait\n end\n end\n else\n clear graphic effects\n end\n switch costume to (costume1 v)\nend\n\nwhen I receive [start outro v]\nhide\n\n@grunge_surface_dark_scratches_18460_3840x2400\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (95)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n set [i v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (I)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n@Button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (80)\nrepeat (30)\n change x by (((360) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\n if <touching (_edge_ v)?> then\n hide\n end\nend\nhide\n\nwhen I receive [start settings v]\nshow\nset [ghost v] effect to (80)\nrepeat (30)\n change x by (((360) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\n if <touching (_edge_ v)?> then\n hide\n end\nend\nhide\n\nwhen I receive [menu v]\nshow\ngo to x: (-2400) y: (50)\ngo to [front v] layer\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@Button2\n\nwhen I receive [menu v]\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 start sound [Connect v]\n broadcast (start 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\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (80)\nrepeat (30)\n change x by (((360) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\n if <touching (_edge_ v)?> then\n hide\n end\nend\nhide\n\nwhen I receive [start settings v]\nshow\nset [ghost v] effect to (80)\nrepeat (30)\n change x by (((360) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\n if <touching (_edge_ v)?> then\n hide\n end\nend\nhide\n\n@Button3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (80)\nrepeat (30)\n change x by (((360) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\n if <touching (_edge_ v)?> then\n hide\n end\nend\nhide\n\nwhen I receive [start settings v]\nshow\nset [ghost v] effect to (80)\nrepeat (30)\n change x by (((360) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\n if <touching (_edge_ v)?> then\n hide\n end\nend\nhide\n\nwhen I receive [start outro v]\nhide\n\nwhen I receive [menu v]\ngo [forward v] (1) layers\nshow\ngo to x: (-2400) y: (0)\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: (0)\n\n@effect\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nshow\n\nwhen I receive [start outro v]\nforever\n hide\nend\n\nwhen I receive [menu v]\nshow\ngo to [back v] layer\nswitch costume to (effect v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [x v] by (-2.5)\n change [y v] by (2)\n set x to ((x) + (sx))\n set y to ((y) + (sy))\n if <(x) = [-40]> then\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\n@WIN SCREEN\n\nwhen I receive [start outro v]\nforever\n show\nend\n\nwhen flag clicked\nhide\nwait (.1) seconds\nwait until <(LEVEL) = [15]>\nbroadcast (Start Outro v)\n\n@Sprite6\n\nwhen flag clicked\nshow\ngo to [front v] layer\nstart sound [Intro Music v]\nswitch costume to (name v)\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (250) %\nrepeat (15)\n change size by (((100) - (size)) / (5))\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\ngo to x: (0) y: (0)\nwait (3) seconds\npoint in direction (-179)\nset size to (250) %\nrepeat (23)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\nend\nset size to (100) %\npoint in direction (90)\n\nwhen flag clicked\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n show\n go [backward v] (1) layers\n switch costume to (squares v)\n set [ghost v] effect to (0)\n repeat (110)\n point in direction ((([sin v] of (Spin2) ) * (10)) + (90))\n change x by (([cos v] of (Spin2) ) * (2))\n change y by (([sin v] of (Spin2) ) * (2))\n change [spin2 v] by (5)\n end\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (wheel v)\n forever\n turn right (1) degrees\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nset size to (200) %\nrepeat (15)\n change size by (((100) - (size)) / (4))\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\ngo to x: (0) y: (0)\nwait (1) seconds\nset size to (200) %\nrepeat (15)\n change size by (((100) - (size)) / (4))\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nwait (1.7) seconds\nforever\n set size to (200) %\n repeat (15)\n change size by (((100) - (size)) / (4))\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nrepeat (100)\n point in direction ((([sin v] of (Direction) ) * (7)) + (90))\nend\nwait (0.9) seconds\nforever\n point in direction ((([sin v] of (Direction) ) * (7)) + (90))\nend\n\nwhen flag clicked\nwait (8) seconds\nbroadcast (Menu v)\n\nwhen flag clicked\nforever\n change [direction v] by (10)\n set y to ((([sin v] of ((Direction) * (2)) ) * (15)) + (0))\nend\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n go to x: (0) y: (0)\n switch costume to (flash v)\n set size to (100) %\n point in direction (90)\n repeat (7)\n show\n go to [front v] layer\n go [forward v] (1) layers\n clear graphic effects\n repeat (25)\n change [ghost v] effect by (10)\n end\n hide\n end\n hide\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n switch costume to (explosion v)\n go to x: (0) y: (0)\n set size to (200) %\n point in direction (90)\n clear graphic effects\n show\n set [size v] to [90]\n repeat (8)\n go to [front v] layer\n change size by (Size)\n change [size v] by (-8)\n change [ghost v] effect by (2)\n end\n repeat (20)\n change [ghost v] effect by (5)\n change size by (Size)\n change [size v] by (-2)\n end\nend\n\nwhen flag clicked\nwait (3.5) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nwait (4.2) seconds\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n switch costume to (explosion v)\n go to x: (0) y: (0)\n set size to (200) %\n point in direction (90)\n clear graphic effects\n show\n set [size v] to [90]\n repeat (8)\n go to [front v] layer\n change size by (Size)\n change [size v] by (-8)\n change [ghost v] effect by (2)\n end\n repeat (20)\n change [ghost v] effect by (5)\n change size by (Size)\n change [size v] by (-2)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [7]> then\n switch costume to (explosion v)\n go to x: (0) y: (0)\n set size to (200) %\n point in direction (90)\n clear graphic effects\n show\n set [size v] to [90]\n repeat (8)\n go to [front v] layer\n change size by (Size)\n change [size v] by (-8)\n change [ghost v] effect by (2)\n end\n repeat (20)\n change [ghost v] effect by (5)\n change size by (Size)\n change [size v] by (-2)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n set size to (70) %\n go to x: (-229) y: (-172)\n switch costume to (left light v)\n point in direction (90)\n show\n repeat (300)\n point in direction ((([sin v] of (Light Direction2) ) * (30)) + (90))\n change [light direction2 v] by (8)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n set size to (70) %\n go to x: (229) y: (-172)\n switch costume to (right light v)\n point in direction (90)\n show\n repeat (300)\n point in direction ((([sin v] of (Light Direction) ) * (30)) + (90))\n change [light direction v] by (8)\n end\nend\n\nwhen I receive [menu v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
✿ Hello Everyone! ✿ \nI present you my game 'Block || A Mobile Platformer' [so basically you are a block and you have to escape xD]\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\n2. Use the 3 dots according to your own convenience\n3. This is mobile compatible :D\n\nThanks for playing this game! :D
☃️❄️Winter Platformer❄️☃️
@Stage\n\nwhen flag clicked\nforever\n play sound [songgggggggggg!!! v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\nshow\nstart \n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nset [x_velocity v] to [0]\nset [y_velocity v] to [0]\ngo to x: (-213) y: (-59)\n\ndefine Respawn\nbroadcast (restart v)\n\nwhen [timer v] > (0.1)\nhide\nhide variable [deaths v]\n\nwhen flag clicked\nif <(L_eve_l) = [11]> then\n show variable [deaths v]\nend\n\ndefine start \nshow variable [deaths v]\nset [deaths v] to [0]\nset [l_eve_l v] to [1]\nbroadcast (restart v)\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (left costume v)\n change [x_velocity v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x_velocity v] by (1)\n switch costume to (right costume v)\n end\n set [x_velocity v] to ((X_VELOCITY) * (0.9))\n change x by (X_VELOCITY)\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((X_VELOCITY) * (-1))\n if <key (up arrow v) pressed?> then\n if <(X_VELOCITY) > [0]> then\n set [x_velocity v] to [-10]\n else\n set [x_velocity v] to [10]\n end\n set [y_velocity v] to [15]\n else\n set [x_velocity v] to [0]\n end\n end\n change [y_velocity v] by (-1)\n change y by (Y_VELOCITY)\n if <touching (platform v)?> then\n change y by ((Y_VELOCITY) - ((Y_VELOCITY) * (2)))\n set [y_velocity v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (platform v)?>> then\n set [y_velocity v] to [15]\n switch costume to (up costume v)\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [239]> then\n change [l_eve_l v] by (1)\n broadcast (next level v) and wait\n end\n if <touching ( spiky spike v)?> then\n Respawn\n change [deaths v] by (1)\n end\nend\n\n@platform\n\nwhen flag clicked\ngo to x: (6) y: (-65)\nhide\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nif <(L_eve_l) = [11]> then\n go to [front v] layer\nend\n\n@ spiky spike\n\nwhen flag clicked\ngo to x: (42) y: (28)\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nwhen [timer v] > (0.1)\nhide\n\n@clouds\n\nwhen flag clicked\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (2))\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (220)\n change x by (2)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen [timer v] > (Time_TESTER)\nhide\n\n@Thumbnail \n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (14) y: (13)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.04)\ngo to x: (14) y: (13)\nTHUMB_ACT\n\ndefine STEP#1\ngo to x: (21) y: (333)\nrepeat (10)\n change y by (-4)\n change x by (1)\n wait (0.0000000001) seconds\n change x by (-1)\nend\nwait (0.0001) seconds\n\ndefine STEP#2\nrepeat (4)\n change y by (-10)\nend\nrepeat (10)\n change y by (-10)\n change x by (4)\n wait (0.0000000001) seconds\n change x by (-4)\nend\nwait (0.0001) seconds\n\ngo to x: (21) y: (333)\ngo to x: (14) y: (13)\n\ndefine STEP#3\nrepeat (4)\n change y by (-5)\nend\nrepeat (10)\n change y by (-15)\n change x by (8)\n wait (0.0000000001) seconds\n change x by (-8)\nend\nwait (0.0001) seconds\n\ndefine FINISH\nrepeat (10)\n change y by (5)\nend\nwait (0.01) seconds\nrepeat (4)\n change y by (-14)\nend\n\ndefine THUMB_ACT\nSTEP#1\nSTEP#2\nSTEP#3\nFINISH\n\n@snow flakes \n\nwhen I start as a clone\ngo to x: (pick random (215) to (-215)) y: (155)\nset size to (pick random (30) to (10)) %\nswitch costume to (costume1 v)\nshow\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n change y by (-4)\nend\nif <touching (_edge_ v)?> then\n delete this clone\nelse\n wait (1) seconds\n repeat (20)\n change y by (-0.5)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [end time v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\n\n
Double click the green flag !!!Use up key to go up, right key to go right, left key to go left!!!!\nBeware of = spikes and ice ❗️❗️❗️❗️\nThis game is quite easy!!!\nNote: every level is possible\nenjoy!!!!!!!!
Christmas (Platformer) #games#all#christmas
@Stage\n\nwhen flag clicked\nset [music v] to [Yes]\nset [snow v] to [Yes]\nset [sound v] to [Yes]\nset [level v] to [1]\nbroadcast (Menu v)\n\nwhen I receive [start v]\nset [time v] to [0]\nforever\n change [time v] by (1)\nend\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\nwhen flag clicked\nset volume to (50) %\nforever\n if <(Music) = [Yes]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\n@Blank\n\n@Player\n\ndefine Game On\nset [sx v] to [0]\nset [x v] to [-222]\nset [y v] to [-98]\nset [sy v] to [0]\nset [in air v] to [0]\nset [finish v] to []\npoint in direction (90)\nshow\n\ndefine Movement\nswitch costume to (hitbox v)\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [sx v] by (-1.5)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [sx v] by (1.5)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [12]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-1.5)\nend\nChange Player y by (sy)\nDie\nPosition\nswitch costume to (santa claus v)\n\nwhen I receive [start v]\ncreate clone of (_myself_ v)\ngo to [front v] layer\nwait until <not <mouse down?>>\nforever\n broadcast (Reset v)\n broadcast (Setup v)\n Game On\n repeat until <(Finish) > []>\n Movement\n end\n if <(Finish) = [Yes]> then\n Game Con\n else\n Game End\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n if <(Sound) = [Yes]> then\n start sound [Wall Jump v]\n end\n set [sx v] to [-15]\n else\n if <(Sound) = [Yes]> then\n start sound [Wall Jump v]\n end\n set [sx v] to [15]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game End\nif <(Sound) = [Yes]> then\n start sound [Hurt v]\nend\nbroadcast (Transition v)\nset [finish v] to []\n\ndefine Die\nif <<touching (danger v)?> or <<touching (spikes v)?> or <touching (saw v)?>>> then\n set [finish v] to [No]\nend\n\ndefine Game Con\nbroadcast (Transition v)\nchange [level v] by (1)\n\nwhen I receive [bounce v]\nset [sy v] to [10]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n switch costume to (home v)\n go to x: (-215) y: (160)\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by: [90]\n if <mouse down?> then\n broadcast (Menu v)\n end\n wait until <not <mouse down?>>\n else\n change size by: [80]\n end\nend\n\ndefine change size by: (size)\nchange size by (((size) - (size)) / (4))\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <(x) < [-240]> then\n set [x v] to [-240]\n end\n if <(x) > [230]> then\n if <not <(Level) = [31]>> then\n set [finish v] to [Yes]\n else\n set [x v] to [230]\n end\n end\nend\n\n@Platform\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Text\n\nwhen I receive [start v]\ncreate clone of (_myself_ v)\nshow\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n if <not <(Level) = [31]>> then\n go to x: (200) y: (-160)\n switch costume to (button v)\n if <touching (mouse-pointer v)?> then\n change size by: [110]\n if <mouse down?> then\n if <(Sound) = [Yes]> then\n start sound [click2 v]\n end\n set [finish v] to [Yes]\n wait until <not <mouse down?>>\n end\n else\n change size by: [90]\n end\n else\n delete this clone\n end\nend\n\ndefine change size by: (size)\nchange size by (((size) - (size)) / (4))\n\n@Danger\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\n go to [back v] layer\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Saw\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create A Clone At x: (x) y: (y) Speed: (speed) Distance: (distance)\nset [x v] to (x)\nset [y v] to (y)\nset [speed v] to (speed)\nset [distance v] to (distance)\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nswitch costume to (saw v)\nset [type v] to [1]\nif <(Level) = [20]> then\n Create A Clone At x: [-20] y: [-110] Speed: [3] Distance: [60]\n Create A Clone At x: [-20] y: [-110] Speed: [3] Distance: [-60]\nend\nif <(Level) = [21]> then\n Create A Clone At x: [85] y: [26] Speed: [5] Distance: [60]\n Create A Clone At x: [85] y: [26] Speed: [5] Distance: [-60]\nend\nif <(Level) = [23]> then\n Create A Clone At x: [4] y: [-18] Speed: [5] Distance: [100]\nend\nif <(Level) = [24]> then\n Create A Clone At x: [45] y: [-36] Speed: [5] Distance: [120]\n Create A Clone At x: [45] y: [-36] Speed: [5] Distance: [-120]\nend\nset [type v] to [2]\nif <(Level) = [26]> then\n Create A Clone At x: [17] y: [-33] Speed: [5] Distance: [40]\nend\nif <(Level) = [27]> then\n Create A Clone At x: [-96] y: [-30] Speed: [6] Distance: [40]\n Create A Clone At x: [76] y: [-30] Speed: [6] Distance: [-40]\nend\nif <(Level) = [28]> then\n set [type v] to [2]\n Create A Clone At x: [-42] y: [-25] Speed: [6] Distance: [45]\n Create A Clone At x: [36] y: [-25] Speed: [6] Distance: [-45]\n set [type v] to [1]\n Create A Clone At x: [139] y: [-108] Speed: [5] Distance: [40]\nend\nset [type v] to [2]\nif <(Level) = [30]> then\n Create A Clone At x: [128] y: [-53] Speed: [6] Distance: [45]\nend\n\nwhen I start as a clone\nshow\nforever\n turn right (8) degrees\n if <(type) = [1]> then\n go to x: ((x) + (([cos v] of ((Time) * (speed)) ) * (distance))) y: (y)\n else\n go to x: (x) y: ((y) + (([cos v] of ((Time) * (speed)) ) * (distance)))\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Enemy\n\nwhen I start as a clone\nset [die v] to [No]\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\ngo [backward v] (2) layers\nset size to (45) %\nshow\nforever\n switch costume to (2 v)\n if <(die) = [No]> then\n change [y v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [x v] by ((sx) * (-1))\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [player v])> then\n change [x v] by (sx)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (-3)\n change x by ((x) * (-1))\n if <<(y position) < ([y position v] of [player v])> or <(y position) < ([x position v] of [player v])>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (platform v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n end\n switch costume to (1 v)\nend\n\nwhen flag clicked\nhide\n\ndefine Create A Clone at x: (x) y: (y) speed: (sx)\ngo to x: (x) y: (y)\nset [sx v] to (sx)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nif <(Level) = [10]> then\n Create A Clone at x: [215] y: [-98] speed: [.5]\nend\nif <(Level) = [12]> then\n Create A Clone at x: [221] y: [40] speed: [.5]\n Create A Clone at x: [221] y: [40] speed: [.6]\nend\nif <(Level) = [13]> then\n Create A Clone at x: [215] y: [-98] speed: [.5]\nend\nif <(Level) = [15]> then\n Create A Clone at x: [215] y: [-98] speed: [.5]\n Create A Clone at x: [215] y: [57] speed: [.4]\nend\nif <(Level) = [16]> then\n Create A Clone at x: [215] y: [-15] speed: [.5]\nend\nif <(Level) = [22]> then\n Create A Clone at x: [87] y: [-98] speed: [.5]\nend\n\nwhen I start as a clone\nforever\n if <<touching (danger v)?> or <touching (saw v)?>> then\n wait (0.05) seconds\n delete this clone\n end\n if <<touching (player v)?> and <(Finish) = []>> then\n if <<([y position v] of [player v]) > (y position)> and <([sy v] of [player v]) < [-1]>> then\n set [die v] to [Yes]\n broadcast (Bounce v)\n if <(Sound) = [Yes]> then\n start sound [Die v]\n end\n stop [other scripts in sprite v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n else\n set [finish v] to [No]\n end\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Snow\n\nwhen I receive [start v]\nhide\nif <(Snow) = [Yes]> then\n forever\n repeat (5)\n create clone of (_myself_ v)\n end\n wait (pick random (0.2) to (0.5)) seconds\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (pick random (-240) to (240)) y: (180)\nset size to (pick random (50) to (70)) %\nshow\nrepeat until <<touching (platform v)?> or <<(y position) < [-179]> or <<touching (danger v)?> or <touching (saw v)?>>>>\n change y by (-4)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (snow v)?> then\n delete this clone\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Transition\n\nwhen I receive [transition v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nglide (1) secs to x: (479) y: (0)\nhide\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Menu\n\nwhen I receive [menu v]\nhide\nset size to (100) %\nset [clone# v] to [0]\nCreate a clone at x: [0] y: [80]\nCreate a clone at x: [6] y: [-69]\nset size to (90) %\nCreate a clone at x: [0] y: [-131]\nCreate a clone at x: [-131] y: [-131]\nCreate a clone at x: [127] y: [-131]\nset size to (100) %\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (bg v)\n go to [back v] layer\nend\n\ndefine Create a clone at x: (x) y: (y)\ngo to x: (x) y: (y)\nchange [clone# v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <(clone#) = [1]> then\n switch costume to (text v)\n end\n if <(clone#) = [2]> then\n switch costume to (button v)\n end\n if <(clone#) = [3]> then\n if <(Music) = [Yes]> then\n switch costume to (musicon v)\n else\n switch costume to (musicoff v)\n end\n end\n if <(clone#) = [4]> then\n if <(Sound) = [Yes]> then\n switch costume to (soundon v)\n else\n switch costume to (soundoff v)\n end\n end\n if <(clone#) = [5]> then\n if <(Snow) = [Yes]> then\n switch costume to (snowon v)\n else\n switch costume to (snowoff v)\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <(clone#) = [2]> then\n Change Size By [110]\n end\n if <mouse down?> then\n if <not <(clone#) = [1]>> then\n if <(clone#) = [2]> then\n if <(Sound) = [Yes]> then\n start sound [click v]\n end\n else\n if <(Sound) = [Yes]> then\n start sound [click2 v]\n end\n end\n end\n if <(clone#) = [2]> then\n broadcast (Start v)\n delete this clone\n end\n if <(clone#) = [3]> then\n if <(Music) = [Yes]> then\n set [music v] to [No]\n else\n set [music v] to [Yes]\n end\n end\n if <(clone#) = [4]> then\n if <(Sound) = [Yes]> then\n set [sound v] to [No]\n else\n set [sound v] to [Yes]\n end\n end\n if <(clone#) = [5]> then\n if <(Snow) = [Yes]> then\n set [snow v] to [No]\n else\n set [snow v] to [Yes]\n end\n end\n wait until <not <mouse down?>>\n end\n else\n if <not <(clone#) > [2]>> then\n Change Size By [95]\n else\n Change Size By [90]\n end\n end\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\ndefine Change Size By (size)\nchange size by (((size) - (size)) / (4))\n\nwhen I start as a clone\nforever\n if <(clone#) = [1]> then\n set size to (100) %\n wait (0.5) seconds\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\nend\n\n
*Use the W,A,S,D or Arrow Keys To Move The Player.\n
☁ Meteor Valley || [PART 2] A multiplayer scrolling platformer #games #all
@Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\nwait (3) seconds\nhide variable [mouse x,y v]\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@Blank\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <<touching (platforms2 v)?> or <touching (platforms v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platforms2 v)?> or <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 (platforms2 v)?> or <touching (platforms v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (platforms2 v)?> or <touching (platforms v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [collectibles\(saved\) v] to (COLLECTED)\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [collectibles\(saved\) v] to (COLLECTED)\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n if <(DoubleJumpBought) = [1]> then\n set [sy v] to [30]\n else\n set [sy v] to [16]\n end\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\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\nwhen flag clicked\nforever\n if <(MiniModeBought) = [1]> then\n if <key (down arrow v) pressed?> then\n set size to (40) %\n wait until <not <key (down arrow v) pressed?>>\n set [sy v] to [10]\n else\n if <key (s v) pressed?> then\n end\n end\nend\n\nset size to (100) %\n\nwhen flag clicked\nforever\n if <<touching color (#ff4d00)?> or <<touching color (#ff3f00)?> or <touching color (#ff6100)?>>> then\n start sound [Hurt v]\n set [collectibles\(saved\) v] to (COLLECTED)\n set [exit v] to [die]\n end\n if <touching (meteors v)?> then\n start sound [Hurt v]\n set [collectibles\(saved\) v] to (COLLECTED)\n set [exit v] to [die]\n end\nend\n\nwhen flag clicked\nset [collectibles\(saved\) v] to [0]\nforever\n if <(COLLECTED) = [0]> then\n set [collected v] to (Collectibles\(Saved\))\n end\nend\n\nwhen flag clicked\nforever\n if <(MiniModeBought) = [1]> then\n if <key (s v) pressed?> then\n set size to (40) %\n wait until <not <key (s v) pressed?>>\n set [sy v] to [10]\n else\n if <key (down arrow v) pressed?> then\n end\n end\nend\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [240] y: [0]\n Clone at x: [480] y: [360]\nend\nhide\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [5]> then\n forever\n repeat (8)\n LavaDown\n end\n LavaGoingUp\n repeat (10)\n LavaUp\n end\n LavaGoingDown\n end\n end\nend\n\ndefine LavaGoingUp\nswitch costume to (lavadown3 v)\nwait (0.2) seconds\nswitch costume to (lavadown2 v)\nwait (1) seconds\nswitch costume to (lavadown1 v)\nwait (0.2) seconds\n\ndefine LavaUp\nswitch costume to (lavaup1 v)\nwait (0.2) seconds\nswitch costume to (lavaup2 v)\nwait (0.2) seconds\nswitch costume to (lavaup3 v)\nwait (0.2) seconds\n\ndefine LavaGoingDown\nswitch costume to (lavadown1 v)\nwait (0.2) seconds\nswitch costume to (lavadown2 v)\nwait (0.2) seconds\nswitch costume to (lavadown3 v)\nwait (0.2) seconds\n\ndefine LavaDown\nswitch costume to (lavadown4 v)\nwait (0.2) seconds\n\nwhen I start as a clone\ngo to [back v] layer\n\nforever\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n if <touching (player v)?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [89] y: [-9]\n Clone at x: [596] y: [132]\n Clone at x: [640] y: [132]\n Clone at x: [680] y: [132]\n Clone at x: [803] y: [231]\n Clone at x: [850] y: [231]\n Clone at x: [890] y: [231]\n Clone at x: [1310] y: [39]\n Clone at x: [1350] y: [39]\n Clone at x: [1350] y: [80]\n Clone at x: [1310] y: [80]\n Clone at x: [2362] y: [309]\n Clone at x: [2400] y: [340]\n Clone at x: [2440] y: [380]\n Clone at x: [2812] y: [545]\n Clone at x: [2852] y: [545]\n Clone at x: [2960] y: [381]\n Clone at x: [3000] y: [381]\n Clone at x: [3000] y: [341]\n Clone at x: [2960] y: [341]\n Clone at x: [2614] y: [684]\n Clone at x: [2614] y: [724]\n Clone at x: [2654] y: [684]\n Clone at x: [2654] y: [724]\n Clone at x: [1823] y: [47]\n Clone at x: [1856] y: [11]\n Clone at x: [1779] y: [7]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (open v)\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [2380] y: [1150]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [1645] y: [1166]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [1645] y: [1200]\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\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@text\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]\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@meteors\n\nwhen I receive [connected v]\nhide\nset [stopmeteors v] to [0]\nwait (3) seconds\nrepeat until <(stopMeteors) = [1]>\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (170)\npoint in direction (32)\nswitch costume to (pick random (1) to (3))\nshow\nrepeat until <<touching (player v)?> or <<touching (platforms v)?> or <touching (platforms2 v)?>>>\n change y by (-3)\n wait (0.1) seconds\nend\nif <<touching (platforms v)?> or <touching (platforms2 v)?>> then\n Explode\nend\ndelete this clone\n\nglide (pick random (3) to (5)) secs to x: (y position) y: (-180)\n\ndefine Explode\nswitch costume to (explode1 v)\nwait (0.1) seconds\nswitch costume to (explode2 v)\nwait (0.1) seconds\nswitch costume to (explode3 v)\nwait (0.1) seconds\nswitch costume to (explode4 v)\nwait (0.1) seconds\nswitch costume to (explode5 v)\nwait (0.1) seconds\nswitch costume to (explode6 v)\nwait (0.1) seconds\nswitch costume to (explode7 v)\nwait (0.1) seconds\nswitch costume to (explode8 v)\nwait (0.1) seconds\nswitch costume to (explode9 v)\ndelete this clone\n\nwhen I start as a clone\nforever\n if <key (right arrow v) pressed?> then\n change x by (-8)\n end\nend\n\nwhen I start as a clone\nforever\n if <key (left arrow v) pressed?> then\n change x by (8)\n end\nend\n\nwhen I start as a clone\nforever\n if <key (up arrow v) pressed?> then\n change y by (0.5)\n end\nend\n\nwhen I start as a clone\nforever\n set [playerycheck2 v] to (playerYCheck)\n wait (0.2) seconds\n if <(playerYCheck) < (PlayerYCheck2)> then\n change y by (-0.5)\n end\nend\n\nwhen I start as a clone\nforever\n if <(y position) = [-180]> then\n delete this clone\n end\nend\n\n@shop\n\nwhen flag clicked\nset [shopopened? v] to [0]\nswitch costume to (shop v)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen this sprite clicked\nset [shopopened? v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (-120) y: (0)\nswitch costume to (costume1 v)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nset [shopopened? v] to [0]\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(shopOpened?) = [1]> then\n show\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n wait until <not <(shopOpened?) = [1]>>\n else\n hide\n wait until <not <(shopOpened?) = [0]>>\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume2 v)\nwait until <(shopOpened?) = [0]>\ndelete this clone\n\nwhen I start as a clone\nset [parachute v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(COLLECTED) > [9]> then\n end\n end\nend\n\nchange [collected v] by (-10)\nset [parachute v] to [1]\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n if <(shopOpened?) = [1]> then\n show\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n go to [front v] layer\n wait until <not <(shopOpened?) = [1]>>\n else\n hide\n wait until <not <(shopOpened?) = [0]>>\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume2 v)\nwait until <(shopOpened?) = [0]>\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(COLLECTED) > [4]> then\n change [collected v] by (-5)\n set [minimodebought v] to [1]\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen flag clicked\nset [minimodebought v] to [0]\nset [doublejumpbought v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(COLLECTED) > [9]> then\n change [collected v] by (-10)\n set [doublejumpbought v] to [1]\n wait until <not <mouse down?>>\n end\n end\nend\n\n@parachute\n\nwhen flag clicked\n\nforever\n go to (player v)\n if <key (space v) pressed?> then\n if <not <(in air) = [0]>> then\n show\n change [sy v] by (2)\n end\n else\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n hide\n reset timer\nend\n\nwhen [timer v] > (0.3)\nshow\ngo to [front v] layer\n\n@Sprite5\n\nwhen flag clicked\nhide\nforever\n if <(EXIT) = [win]> then\n wait (2) seconds\n show\n go to [front v] layer\n Win_Animation\n end\nend\n\nwhen [timer v] > (0.3)\n\ndefine Win_Animation\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nwait (4) seconds\nswitch costume to (costume4 v)\nwait (2) seconds\nswitch costume to (5 min v)\nwait (2) seconds\nswitch costume to (costume5 v)\ngo to [front v] layer\nwait (0.7) seconds\nswitch costume to (costume3 v)\nwait (0.7) seconds\ngo to [front v] layer\nswitch costume to (costume7 v)\nwait (0.7) seconds\nswitch costume to (costume8 v)\nwait (0.7) seconds\nswitch costume to (costume9 v)\nwait (0.7) seconds\nswitch costume to (costume10 v)\nwait (3.5) seconds\n\nwhen I start as a clone\nswitch costume to (talker cat v)\nsay [Thanks for bringing the kids] for (2) seconds\nswitch costume to (talker alien v)\nsay [Your welcome] for (2) seconds\nswitch costume to (talker cat v)\nsay [Ok everyone get inside the rocketship] for (2) seconds\nhide\nwait (5.5) seconds\nshow\nswitch costume to (rocketship v)\ngo to x: (0) y: (-180)\ngo to [front v] layer\nglide (3) secs to x: (0) y: (180)\nhide\nbroadcast (done with clone v)\ndelete this clone\n\nwhen I receive [done with clone v]\nswitch costume to (costume11 v)\nwait (2) seconds\nswitch costume to (costume1 v)\ngo to [front v] layer\n\n@Sprite6\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [intro v]\nforever\n go to [front v] layer\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n if <<(COLLECTED) > [10]> or <(COLLECTED) = [10]>> then\n show\n switch costume to (letter (2) of (COLLECTED))\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n show\n switch costume to (letter (1) of (COLLECTED))\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n turn right (8) degrees\nelse\n point in direction (90)\nend\ngo to [back v] layer\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [collectibles\(saved\) v] to (COLLECTED)\n set [exit v] to [die]\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 (spike1 v)\n Clone at x: [1030] y: [33]\n Clone at x: [2400] y: [667]\n Clone at x: [2590] y: [686]\n switch costume to (spike2 v)\n Clone at x: [2100] y: [111]\n Clone at x: [2234] y: [248]\n switch costume to (saw v)\n Clone at x: [1107] y: [17]\n Clone at x: [1630] y: [242]\n switch costume to (4 v)\n Clone at x: [215] y: [-82]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nchange [exit v] by (1)\n\nwhen flag clicked\n\nset [:done v] to [0]\n\nwhen I start as a clone\nset [intro over v] to [0]\nwait until <(intro over) = [1]>\nforever\n if <(costume [name v]) = [4]> then\n repeat (25)\n change x by (-2)\n end\n repeat (25)\n change x by (2)\n end\n end\nend\n\n@checkpoints\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n switch costume to (checkpointyes v)\n if <<[1384] < (SCROLL X)> and <[1629] > (SCROLL X)>> then\n set [check point# v] to [1]\n end\n if <<[2790] < (SCROLL X)> and <[3000] > (SCROLL X)>> then\n set [check point# v] to [2]\n end\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 if <(check point#) < [1]> then\n switch costume to (checkpointno v)\n Clone at x: [1472] y: [62]\n end\n if <(check point#) < [2]> then\n switch costume to (checkpointyes v)\n Clone at x: [1472] y: [62]\n end\n if <(check point#) < [2]> then\n switch costume to (checkpointyes2 v)\n Clone at x: [2909] y: [559]\n end\n if <[1] < (check point#)> then\n switch costume to (checkpointyes3 v)\n Clone at x: [2909] y: [559]\n end\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)\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nClone at x: [1500] y: [60]\n\nchange [exit v] by (1)\n\nClone at x: [1515] y: [70]\nClone at x: [1615] y: [130]\n\nwhen flag clicked\nset [check point# v] to [0]\n\nwhen flag clicked\nforever\n if <(EXIT) = [die]> then\n if <(check point#) = [0]> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n end\n if <(check point#) = [1]> then\n repeat (10)\n set [x v] to [1393]\n set [y v] to [33]\n end\n end\n if <(check point#) = [2]> then\n repeat (10)\n set [x v] to [2819]\n set [y v] to [535]\n end\n end\n if <(check point#) = [3]> then\n end\nend\n\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\nClone at x: [1162] y: [240]\n\n@platforms2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [die]\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 (spike2 v)\n Clone at x: [2086] y: [1050]\nend\n\nClone at x: [300] y: [217]\nClone at x: [565] y: [40]\nClone at x: [630] y: [40]\nClone at x: [680] y: [40]\nswitch costume to (spike2 v)\nClone at x: [1455] y: [38]\nClone at x: [1615] y: [130]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [1500] y: [60]\n\nchange [exit v] by (1)\n\nClone at x: [1515] y: [70]\nClone at x: [1615] y: [130]\n\n@Sprite9\n\ndefine Clone at x: (x) y: (y) Costume number: (costume)\ngo to [front v] layer\nshow\nswitch costume to (costume)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nwait (7) seconds\ndelete this clone\n\nwhen I receive [intro v]\nset [intro over v] to [0]\nClone at x: [180] y: [120] Costume number: [2]\nwait (0.5) seconds\nClone at x: [60] y: [120] Costume number: [2]\nwait (0.5) seconds\nClone at x: [-60] y: [120] Costume number: [2]\nwait (0.5) seconds\nClone at x: [-180] y: [120] Costume number: [2]\nwait (0.5) seconds\nClone at x: [180] y: [0] Costume number: [2]\nwait (0.5) seconds\nClone at x: [60] y: [0] Costume number: [2]\nwait (0.5) seconds\nClone at x: [-60] y: [0] Costume number: [2]\nwait (0.5) seconds\nClone at x: [-180] y: [0] Costume number: [2]\nwait (0.5) seconds\nClone at x: [180] y: [-120] Costume number: [2]\nwait (0.5) seconds\nClone at x: [60] y: [-120] Costume number: [2]\nwait (0.5) seconds\nClone at x: [-60] y: [-120] Costume number: [2]\nwait (0.5) seconds\nClone at x: [-180] y: [-120] Costume number: [2]\nset [intro over v] to [1]\n\n@Sprite10\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (space v)\n\nwhen I start as a clone\nforever\n glide (0.5) secs to x: (-30) y: (0)\n glide (0.5) secs to x: (0) y: (0)\nend\n\nwhen I receive [delete space v]\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nshow\n\nwhen I receive [connected v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\ncreate clone of (_myself_ v)\nrepeat until <<key (space v) pressed?> or <mouse down?>>\nswitch costume to (costume2 v)\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nrepeat until <<key (space v) pressed?> or <mouse down?>>\nswitch costume to (costume3 v)\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nrepeat until <key (space v) pressed?>\nswitch costume to (costume4 v)\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nrepeat until <<key (space v) pressed?> or <mouse down?>>\nswitch costume to (costume5 v)\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nrepeat until <<key (space v) pressed?> or <mouse down?>>\nswitch costume to (costume6 v)\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nwait until <<key (space v) pressed?> or <mouse down?>>\nbroadcast (Intro v)\nwait (6.5) seconds\nhide\nbroadcast (delete space v)\n\nwhen flag clicked\nhide\n\n
Thanks for 1000+ followers everyone\n\nAlso the basketballs are my old pfp\n\nthis is an entry for a game contest by @-zerx-\n\nMOBILE CONTROLS:\n· Everything is normal touch where you wanna go \n· Mini mode does not work on mobile wall jump up the platform after buying super jump.\n\nDesktop Controls:\n· To activate MiniMode you must buy it in the shop and push the down arrow key or S\n· Use arrow keys or WASD\n· If you are stuck buy stuff from the shop\n· At the end you must buy mini mode and super jump from the shop.\n· It is a multiplayer game so others can see you\n\nYour on Server 1 this is server 2: \nhttps://scratch.mit.edu/projects/460784906/\nThanks to these people for support:\n@codeknight10\n@codeitwithaasiya\n@mfmmaryam\n@titanium01\n\n\n\nComment " best platformer ever"
Odd Corridors - Platformer
@Stage\n\n@bg\n\nwhen flag clicked\nswitch costume to (grid v)\ngo to x: (0) y: (0)\nset size to (100) %\nshow\ngo to [back v] layer\n\nwhen I receive [tick v]\ngo to x: (((() - (Cam X)) mod (40)) - ()) y: (((() - (Cam Y)) mod (40)) - (40))\n\n@Sprite1\n\nwhen flag clicked\nhide\nswitch costume to (1,0 v)\nclone [-1] [1]\nclone [-1] [0]\nclone [0] [0]\nclone [0] [1]\nclone [-2] [0]\nclone [-2] [10]\nclone [-1] [10]\nclone [0] [10]\nclone [0] [11]\nclone [-2] [11]\nclone [-1] [11]\nclone [1] [0]\nclone [1] [1]\nclone [1] [2]\nclone [2] [1]\nclone [3] [1]\n\nwhen I receive [tick v]\ngo to x: (((my x) * (480)) - (Cam X)) y: (((my y) * (360)) - (Cam Y))\nif <not <<(((my x) * (480)) - (Cam X)) = (x position)> and <(((my y) * (360)) - (Cam Y)) = (y position)>>> then\n hide\nelse\n show\nend\n\ndefine clone (x) (y)\nset [my x v] to (x)\nset [my y v] to (y)\nswitch costume to (join (my x) (join [,] (my y)))\nif <(costume [name v]) = (join (my x) (join [,] (my y)))> then\n create clone of (_myself_ v)\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [cam x v] to [360]\nset [cam y v] to [320]\nset [xv v] to [0]\nset [yv v] to [0]\nset [x v] to [360]\nset [y v] to [320]\ngo to [front v] layer\nforever\n go to x: ((X) - (Cam X)) y: ((Y) - (Cam Y))\n if <key (left arrow v) pressed?> then\n change [xv v] by (-4)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (4)\n end\n set [xv v] to ((Xv) * (0.7))\n change x by (round (Xv))\n if <touching color (#000000)?> then\n Walls\n end\n change [yv v] by (-1)\n if <<(In Air) < [4]> and <key (up arrow v) pressed?>> then\n set [yv v] to [12]\n end\n change y by (round (Yv))\n if <(In Air) < [10]> then\n change [in air v] by (1)\n end\n if <touching color (#000000)?> then\n Floors\n end\n set [x v] to ((x position) + (Cam X))\n set [y v] to ((y position) + (Cam Y))\n Magic\n Camera\n go to x: ((X) - (Cam X)) y: ((Y) - (Cam Y))\n broadcast (tick v) and wait\nend\n\ndefine Walls\nif <not <key (q v) pressed?>> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-1)\n end\n repeat until <not <touching color (#000000)?>>\n if <(Xv) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n set [xv v] to [0]\nend\n\ndefine Floors\nif <not <key (q v) pressed?>> then\n repeat until <not <touching color (#000000)?>>\n if <(Yv) > [0]> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n end\n set [yv v] to [0]\nend\n\ndefine Magic\nif <not <key (w v) pressed?>> then\n if <(X) > [1060]> then\n change [x v] by (-120)\n change [cam x v] by (-120)\n end\n if <<<(X) > [400]> and <[525] > (X)>> and <[-100] > (Y)>> then\n change [y v] by (720)\n change [cam y v] by (720)\n change [x v] by (-60)\n change [cam x v] by (-60)\n end\n if <<<(X) > [-60]> and <[-40] > (X)>> and <<[300] > (Y)> and <(Y) > [180]>>> then\n change [y v] by (3600)\n change [cam y v] by (3600)\n end\n if <<<(X) > [-40]> and <[-20] > (X)>> and <<[3900] > (Y)> and <(Y) > [3780]>>> then\n change [y v] by (-3600)\n change [cam y v] by (-3600)\n end\n if <<<(X) > [-1040]> and <[-970] > (X)>> and <<[3900] > (Y)> and <(Y) > [3780]>>> then\n change [y v] by (-3600)\n change [cam y v] by (-3600)\n change [x v] by (720)\n change [cam x v] by (720)\n end\n if <<<(X) > [-220]> and <[-160] > (X)>> and <<[300] > (Y)> and <(Y) > [180]>>> then\n change [y v] by (3600)\n change [cam y v] by (3600)\n change [x v] by (-720)\n change [cam x v] by (-720)\n end\nend\n\ndefine Camera\nchange [cam x v] by (round (((X) - (Cam X)) / (4)))\nchange [cam y v] by (((Y) + (80)) - (Cam Y))\n\nchange [cam y v] by (-720)\nbroadcast (tick v)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\n
More of a demo/concept than a game. Have fun wandering around!
Battle 3 - Diamond Platformer Team
@Stage\n\nwhen flag clicked\nset volume to (100) %\nset [song v] to [1]\nforever\n wait until <not <[0] = (Song)>>\n set volume to (100) %\n play sound (Song) until done\nend\n\nwhen flag clicked\nwait until <[1670] > (Player x)>\nwait until <[1670] < (Player x)>\nFade\nwait until <[2222] < (Player x)>\nset [song v] to [2]\nwait until <[5000] < (Player x)>\nFade\nwait until \nset [song v] to [1]\nwait until <[2] = (item (3) of [goal progress v])>\nFade\nwait until \nset [song v] to [4]\n\ndefine Fade\nset [song v] to [0]\nrepeat (20)\n change volume by (-4)\nend\nstop all sounds\n\n@Game Operator\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen [l v] key pressed\nset [lag reduction v] to (((1) + (Lag Reduction)) mod (2))\n\ndefine Find Undead Character\nset [character index v] to ((22) * ((-1) + (pick random (1) to ((length of [character segment positions v]) / (22)))))\nrepeat until <[0] < (item ((22) + (Character Index)) of [character segment positions v])>\n set [character index v] to ((22) * ((-1) + (pick random (1) to ((length of [character segment positions v]) / (22)))))\nend\n\nwhen I receive [start v]\nbroadcast (Initialize v) and wait\nset [level timer v] to [0]\nset [screen x v] to [-350]\nset [screen y v] to [1000]\nset [screen size v] to [0.8]\nset [dialogue mode? v] to [0]\nset [destroy all enemies? v] to [0]\nset [dead? v] to [0]\nset [i v] to [0]\nset [i2 v] to [0.8]\nset [hitbox x v] to [0]\nset [hitbox y v] to [0]\nset [clone count v] to [0]\nbroadcast (Clone v) and wait\nif <not <key (q v) pressed?>> then\n broadcast (Dialogue v)\nend\nforever\n change [game counter v] by (1)\n change [level timer v] by (1)\n Screen Movement\n broadcast (Frame v)\n if <<[120] < ([abs v] of (((Player x) - (Hitbox x)) * (Hitbox size)) )> or <[90] < ([abs v] of (((Player y) - (Hitbox y)) * (Hitbox size)) )>> then\n set [new hitbox x v] to (Player x)\n set [new hitbox y v] to (Player y)\n set [new hitbox size v] to (Hitbox size)\n broadcast (Realign Hitbox v)\n end\n set [_mousex v] to ((Screen x) + ((mouse x) / (Screen Size)))\n set [_mousey v] to ((Screen y) + ((mouse y) / (Screen Size)))\nend\n\nwhen flag clicked\nbroadcast (Start v)\n\ndefine Screen glide towards x: (x) y: (y) size: (size) x glide factor (between 0 and 1) (x coefficient) y glide factor (between 0 and 1) (y coefficient)\nset [screen x v] to (((x) * (x coefficient)) + ((Screen x) * ((1) - (x coefficient))))\nset [screen y v] to (((y) * (y coefficient)) + ((Screen y) * ((1) - (y coefficient))))\nset [screen size v] to (((size) * (x coefficient)) + ((Screen Size) * ((1) - (x coefficient))))\n\ndefine Screen Movement\nif <[0] = (Dead?)> then\n if <[0] = (Dialogue Mode?)> then\n if <[1] = (Camera Follow Type)> then\n show variable [screen x v]\n show variable [screen y v]\n else\n hide variable [screen x v]\n hide variable [screen y v]\n if <[2] = (Camera Follow Type)> then\n if <key (space v) pressed?> then\n Screen glide towards x: ((Player x) + ((0.3) * (mouse x))) y: (((30) + (Player y)) + ((0.3) * (mouse y))) size: [0.8] x glide factor (between 0 and 1) [0.6] y glide factor (between 0 and 1) [0.1]\n else\n Screen glide towards x: (Player x) y: ((30) + (Player y)) size: [0.8] x glide factor (between 0 and 1) [0.6] y glide factor (between 0 and 1) [0.1]\n end\n end\n if <[3] = (Camera Follow Type)> then\n Screen glide towards x: (mouse x) y: (mouse y) size: (Screen Size) x glide factor (between 0 and 1) [0.3] y glide factor (between 0 and 1) [0.3]\n end\n end\n else\n Screen glide towards x: (item ((20) + (item ((3) + (Line Index)) of [text v])) of [character segment positions v]) y: (item ((21) + (item ((3) + (Line Index)) of [text v])) of [character segment positions v]) size: [2] x glide factor (between 0 and 1) [0.2] y glide factor (between 0 and 1) [0.2]\n end\nelse\n change [i v] by [1]\n if <[150] = (i)> then\n Find Undead Character\n set [i2 v] to ((pick random (0.5) to (2)) * (pick random (0.0) to (1)))\n if <[0.25] > (i2)> then\n set [i2 v] to [0.25]\n end\n set [i v] to [0]\n end\n Screen glide towards x: (item ((20) + (Character Index)) of [character segment positions v]) y: (item ((21) + (Character Index)) of [character segment positions v]) size: (i2) x glide factor (between 0 and 1) [0.05] y glide factor (between 0 and 1) [0.05]\nend\n\n@Clones\n\ndefine Add Clone | x: (x) y: (y) size: (size) type: (type)\nset [clone x v] to (x)\nset [clone y v] to (y)\nset [clone size v] to ((size) / (100))\nset [clone costume v] to (costume [name v])\nset [clone type v] to (type)\ncreate clone of (_myself_ v)\nset [clone type v] to [Not a Clone]\n\nwhen I receive [frame v]\nif <[Parallax] = (Clone type)> then\n Set Size to ((100) * ((Clone size) * (Screen Size))) Unlimited\n go to x: ((((Clone x) - (Screen x)) * (Clone Paralax Depth)) * (Screen Size)) y: ((((Clone y) - (Screen y)) * (Clone Paralax Depth)) * (Screen Size)) and hide if offscreen\nelse\n if <[Parallax Horizon] = (Clone type)> then\n Set Size to [100] Unlimited\n go to x: [0] y: ((((Clone y) - (Screen y)) * (Clone Paralax Depth)) * (Screen Size)) and hide if offscreen\n else\n if <not <<[-] = (letter (1) of (Clone type))> or <[Not a Clone] = (Clone type)>>> then\n Set Size to ((100) * ((Clone size) * (Screen Size))) Unlimited\n go to x: (((Clone x) - (Screen x)) * (Screen Size)) y: (((Clone y) - (Screen y)) * (Screen Size)) and hide if offscreen\n end\n end\nend\n\nwhen I receive [clone v]\npoint in direction (90)\nset rotation style [all around v]\nreset timer\nshow\nset [gray? v] to [0]\ndelete all of [character segment positions v]\ndelete all of [swing bars v]\nClone Parallax\nClone Objects\nClone Ground\nhide\n\ndefine Add Parallax Layer | x: (x) y: (y) depth (between 0 and 1): (depth coefficient) size: (size)\nset [clone x v] to (x)\nset [clone y v] to (y)\nset [clone paralax depth v] to (depth coefficient)\nset [clone size v] to ((size) / (100))\nset [clone type v] to [Parallax]\nset [clone costume v] to (costume [name v])\ncreate clone of (_myself_ v)\nset [clone type v] to [Not a Clone]\n\ndefine Set Size to (size) Unlimited\nif <(size) > [100]> then\n set [clone costume v] to (costume [name v])\n switch costume to (>100 sizer v)\n set size to (size) %\n switch costume to (Clone costume)\nelse\n set size to (size) %\nend\n\ndefine go to x: (x) y: (y) and hide if offscreen\ngo to x: (x) y: (y)\nif <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> then\n show\nelse\n hide\nend\n\ndefine Clone Parallax\nswitch costume to (parallax layer 1 v)\nAdd Parallax Layer | x: [1000] y: [-25] depth (between 0 and 1): [0.15] size: [200]\nswitch costume to (parallax horizon v)\nAdd Parallax Horizon | y: [-25] depth (0-1): [0.15]\nswitch costume to (parallax layer 2 v)\nAdd Parallax Layer | x: [1150] y: [-50] depth (between 0 and 1): [0.25] size: [200]\nswitch costume to (parallax layer 3 v)\nAdd Parallax Layer | x: [8100] y: [1200] depth (between 0 and 1): [0.8] size: [200]\nswitch costume to (player ship 1 parallax v)\nAdd Parallax Layer | x: [-1000] y: [-180] depth (between 0 and 1): [1] size: [300]\nParallax [400] [0] [0]\n\ndefine Clone Ground\nswitch costume to (player ship 1 v)\nAdd Clone | x: [-1000] y: [-180] size: [300] type: []\nLevel [400] [0] [0]\n\ndefine Clone Objects\nset [clone x velocity v] to [0]\nset [clone y velocity v] to [0]\nif <is compiled?> then\n Add Wall Torch | x: [2350] y: [-250] activation x: [2222]\n Add Wall Torch | x: [5022] y: [70] activation x: [4770]\n Add Wall Torch | x: [6730] y: [430] activation x: [6552]\nend\nif <key (q v) pressed?> then\n Add Character | x: (Player x) y: (Player y) costume prefix: [PC] weapon: []\nelse\n Add Character | x: [-740] y: [-160] costume prefix: [PC] weapon: []\nend\nset [player x v] to [0]\nset [player y v] to [0]\nAdd Character | x: [-830] y: [-160] costume prefix: [BG] weapon: []\nswitch costume to (swing bar v)\nAdd Clone | x: [5220] y: [90] size: [100] type: [Swing Bar]\nAdd Clone | x: [5410] y: [130] size: [100] type: [Swing Bar]\nAdd Clone | x: [5600] y: [170] size: [100] type: [Swing Bar]\nAdd Clone | x: [5780] y: [210] size: [100] type: [Swing Bar]\nAdd Clone | x: [5960] y: [250] size: [100] type: [Swing Bar]\nAdd Clone | x: [6140] y: [290] size: [100] type: [Swing Bar]\nswitch costume to (swing bar no base v)\nAdd Clone | x: [8000] y: [1180] size: [100] type: [Swing Bar]\nAdd Clone | x: [8220] y: [1180] size: [100] type: [Swing Bar]\nSet Enemy Wake-Up X and Respawn Time [2222] [25]\nAdd Character | x: [2640] y: [-200] costume prefix: [SW] weapon: [Knife]\nAdd Character | x: [2650] y: [-200] costume prefix: [SW] weapon: [Knife]\nAdd Character | x: [2660] y: [-200] costume prefix: [SW] weapon: [Sword]\nSet Enemy Wake-Up X and Respawn Time [5060] [15]\nAdd Character | x: [5500] y: [-200] costume prefix: [SW] weapon: [Sword]\nAdd Character | x: [5560] y: [0] costume prefix: [SW] weapon: [Pin]\nAdd Character | x: [4900] y: [340] costume prefix: [SW] weapon: [Knife]\nSet Enemy Wake-Up X and Respawn Time [7550] [5]\nAdd Character | x: [8160] y: [1050] costume prefix: [SW] weapon: [Pin]\nAdd Character | x: [8110] y: [1100] costume prefix: [SW] weapon: [Knife]\nAdd Character | x: [8060] y: [1050] costume prefix: [SW] weapon: [Sword]\nswitch costume to (talisman v)\nAdd Talisman | x y health [8108] [1200] [2000]\n\ndefine Check for Ground Collision at x: (x) y: (y) size: (size)\nset size to ((100) * ((size) * (Hitbox size))) %\ngo to x: (((x) - (Hitbox x)) * (Hitbox size)) y: (((y) - (Hitbox y)) * (Hitbox size))\nshow\nset [ground? v] to <touching (ground hitbox v)?>\n\ndefine Player Physics | acceleration (acceleration) friction (between 0 and 1) (friction) jump height (jump height) gravity (gravity) key inputs (right, left, up) <right> <left> <up> player? (true/false) (player?) wall jump <wall jump>\nset rotation style [don't rotate v]\nswitch costume to (character hitbox v)\nif <[0] = (suspend x controls)> then\n change [clone x velocity v] by ((acceleration) * (<right> - <left>))\n set [clone x velocity v] to ((Clone x velocity) * (friction))\nelse\n change [suspend x controls v] by (-1)\n if <[0] > (suspend x controls)> then\n set [suspend x controls v] to [0]\n end\nend\nCheck for Ground Collision at x: ((Clone x) + (Clone x velocity)) y: (Clone y) size: (Clone size)\nif <[true] = (Ground?)> then\n if <(Clone y velocity) < [0]> then\n Slope Detection | iterations: ([ceiling v] of (([abs v] of (Clone x velocity) ) / ((4) * (Hitbox size))) ) iteration height: [1]\n end\n if <[true] = (Ground?)> then\n set [clone x velocity v] to ((Clone x velocity) * (0.2))\n if <<wall jump> and <[7] < (fall counter)>> then\n switch costume to (character foot hitbox v)\n Check for Ground Collision at x: ((Clone x) + ((Clone x velocity) / (0.2))) y: (Clone y) size: (Clone size)\n if <[true] = (Ground?)> then\n if <(Clone x velocity) > [0]> then\n set [clone x velocity v] to [-15]\n else\n set [clone x velocity v] to [12]\n end\n set [clone y velocity v] to [30]\n set [suspend x controls v] to [11]\n set [wall jump v] to [1]\n set [jump used? v] to [2]\n end\n switch costume to (character hitbox v)\n end\n else\n set [distance v] to ([sqrt v] of (((slope height) * (slope height)) + ((Clone x velocity) * (Clone x velocity))) )\n if <(Clone x velocity) > [0]> then\n change [clone x v] by (((Clone x velocity) * (Clone x velocity)) / (distance))\n change [clone y v] by ((slope height) * (((Clone x velocity) / (distance)) - (1)))\n else\n change [clone x v] by ((0) - (((Clone x velocity) * (Clone x velocity)) / (distance)))\n change [clone y v] by ((slope height) * ((((0) - (Clone x velocity)) / (distance)) - (1)))\n end\n end\nelse\n change [clone x v] by (Clone x velocity)\nend\nset [x colision? v] to (Ground?)\nchange [clone y velocity v] by (gravity)\nset [clone y velocity v] to ((Clone y velocity) * (0.98))\nCheck for Ground Collision at x: (Clone x) y: ((Clone y) + (Clone y velocity)) size: (Clone size)\nset [y colision? v] to (Ground?)\nif <[true] = (Ground?)> then\n if <(Clone y velocity) < [0]> then\n set [fall counter v] to [0]\n else\n set [fall counter v] to [4]\n end\n if <(Clone y velocity) < [-3.5]> then\n Slope Detection | iterations: (round ([abs v] of (((10) * (Clone y velocity)) / (Hitbox size)) )) iteration height: [0.1]\n end\n set [clone y velocity v] to ((Clone y velocity) * (0.1))\nelse\n change [fall counter v] by (1)\n change [clone y v] by (Clone y velocity)\nend\nif <[4] > (fall counter)> then\n set [y colision? v] to [true]\n if <up> then\n set [clone y velocity v] to (jump height)\n set [fall counter v] to [4]\n set [jump used? v] to [1]\n end\nend\nif <(player?) = [true]> then\n set [player x v] to (Clone x)\n set [player y v] to (Clone y)\n set [player health v] to (item ((22) + (Clone Character index)) of [character segment positions v])\nend\npoint in direction (Clone x velocity)\nswitch costume to (Clone costume)\nset rotation style [left-right v]\n\ndefine Slope Detection | iterations: (iterations) iteration height: (height)\nset [i v] to [0]\nset [ground? v] to [true]\nrepeat until <<[false] = (Ground?)> or <(i) = (iterations)>>\n change y by (height)\n change [i v] by (1)\n set [ground? v] to <touching (ground hitbox v)?>\nend\nif <[false] = (Ground?)> then\n set [slope height v] to (((i) * (height)) / (Hitbox size))\n set [clone y v] to (((y position) / (Hitbox size)) + (Hitbox y))\nend\n\ndefine find distance to player\nset [distance v] to ([sqrt v] of ((((Player x) - (Clone x)) * ((Player x) - (Clone x))) + (((Player y) - (Clone y)) * ((Player y) - (Clone y)))) )\n\nwhen I start as a clone\nchange [clone count v] by (1)\nif <[0] = (Gray?)> then\n if <[-Character Manager] = (Clone type)> then\n set [ghost v] effect to (100)\n if <[PC] = (Clone Character Prefix)> then\n forever\n if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [jump used? v] to <<[0] = (Jump Used?)> and <[0] = (Jump Used?)>>\n end\n if <[0] = (swing state)> then\n if <[0] = (Dialogue Mode?)> then\n Player Physics | acceleration [3.5] friction (between 0 and 1) [0.7] jump height [30] gravity [-3] key inputs (right, left, up) <<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?>> player? (true/false) [true] wall jump <<[0] > (Clone y velocity)> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>>\n else\n Player Physics | acceleration [3.5] friction (between 0 and 1) [0.7] jump height [30] gravity [-3] key inputs (right, left, up) <> <> <> player? (true/false) [true] wall jump <>\n end\n set [swinging? v] to [0]\n else\n set [swinging? v] to [1]\n if <not <[0] = (suspend x controls)>> then\n change [suspend x controls v] by (-1)\n if <[0] > (suspend x controls)> then\n set [suspend x controls v] to [0]\n end\n end\n end\n if <[1] = (Reload)> then\n set [swinging? v] to [1]\n end\n if <[1] < (timer)> then\n Swing Bar\n end\n Set Leg Angles | thigh length: [25] calf length: [25] hip y: ((-35) + ((-0.3) * (([abs v] of (Clone x velocity) ) * ([cos v] of ((Clone x) * ((360) / (stride length))) )))) slope: (slope) index: (Clone Character index) jumping? <not <[4] > (fall counter)>> wall jumping? <[1] = (wall jump)> xvel / max xvel ((Clone x velocity) / (10)) right/left (1/-1) ((-1) + ((2) * <(mouse x) > (((Clone x) - (Screen x)) * (Screen Size))>)) swing state (swing state) swing direction (swing direction) attack type [0] attack counter [0]\n replace item ((20) + (Clone Character index)) of [character segment positions v] with (Clone x)\n replace item ((21) + (Clone Character index)) of [character segment positions v] with (Clone y)\n set [player x v] to (Clone x)\n set [player y v] to (Clone y)\n if <(Player Health) = (Previous Health)> then\n change [health counter v] by [1]\n if <[60] < (Health Counter)> then\n replace item ((22) + (Clone Character index)) of [character segment positions v] with ((0.25) + (item ((22) + (Clone Character index)) of [character segment positions v]))\n if <[100] < (item ((22) + (Clone Character index)) of [character segment positions v])> then\n replace item ((22) + (Clone Character index)) of [character segment positions v] with [100]\n end\n set [player health v] to (item ((22) + (Clone Character index)) of [character segment positions v])\n set [previous health v] to (Player Health)\n end\n else\n set [previous health v] to (Player Health)\n set [health counter v] to [0]\n end\n if <not <[0] < (Player Health)>> then\n set [dead? v] to [1]\n broadcast (Dead v)\n end\n end\n else\n if <[SW] = (Clone Character Prefix)> then\n set [attack type v] to [1]\n NPC AI Package | left/right jump wall_jump friendly? [-1] <> <> []\n wait until <(Player x) > (Clone base x)>\n forever\n if <[-70] > ((Player x) - (Clone x))> then\n repeat until <not <[-70] > ((Player x) - (Clone x))>>\n NPC AI Package | left/right jump wall_jump friendly? [1] <<<[true] = (x colision?)> or <[2] = (fall counter)>> or <[1] = (pick random (1) to (60))>> <[10] < (x collision counter)> []\n end\n if <[70] < ((Player y) - (Clone y))> then\n set [state counter v] to [60]\n repeat until <<[true] = (x colision?)> or <[0] = (state counter)>>\n change [state counter v] by (-1)\n NPC AI Package | left/right jump wall_jump friendly? [1] <[2] = (fall counter)> <> []\n end\n if <[true] = (x colision?)> then\n repeat until <[0] < (Clone y velocity)>\n NPC AI Package | left/right jump wall_jump friendly? [1] <> []\n end\n repeat until <[0] > (Clone y velocity)>\n NPC AI Package | left/right jump wall_jump friendly? [1] <> <> []\n end\n NPC AI Package | left/right jump wall_jump friendly? [1] <> []\n end\n else\n if <[-70] > ((Player y) - (Clone y))> then\n set [state counter v] to [60]\n repeat until <<[true] = (x colision?)> or <[0] = (state counter)>>\n change [state counter v] by (-1)\n NPC AI Package | left/right jump wall_jump friendly? [1] <> <> []\n end\n end\n end\n else\n if <[70] < ((Player x) - (Clone x))> then\n repeat until <not <[70] < ((Player x) - (Clone x))>>\n NPC AI Package | left/right jump wall_jump friendly? [-1] <<<[true] = (x colision?)> or <[2] = (fall counter)>> or <[1] = (pick random (1) to (60))>> <[10] < (x collision counter)> []\n end\n if <[70] < ((Player y) - (Clone y))> then\n set [state counter v] to [60]\n repeat until <<[true] = (x colision?)> or <[0] = (state counter)>>\n change [state counter v] by (-1)\n NPC AI Package | left/right jump wall_jump friendly? [-1] <[2] = (fall counter)> <> []\n end\n if <[true] = (x colision?)> then\n repeat until <[0] < (Clone y velocity)>\n NPC AI Package | left/right jump wall_jump friendly? [-1] <> []\n end\n repeat until <[0] > (Clone y velocity)>\n NPC AI Package | left/right jump wall_jump friendly? [-1] <> <> []\n end\n NPC AI Package | left/right jump wall_jump friendly? [-1] <> []\n end\n else\n if <[-70] > ((Player y) - (Clone y))> then\n set [state counter v] to [60]\n repeat until <<[true] = (x colision?)> or <[0] = (state counter)>>\n change [state counter v] by (-1)\n NPC AI Package | left/right jump wall_jump friendly? [-1] <> <> []\n end\n end\n end\n else\n NPC AI Package | left/right jump wall_jump friendly? [0] <> <> []\n end\n end\n end\n else\n if <[BG] = (Clone Character Prefix)> then\n replace item ((22) + (Clone Character index)) of [character segment positions v] with [100]\n forever\n NPC AI Package | left/right jump wall_jump friendly? [0] <> <> [1]\n end\n end\n end\n end\n end\n if <[Character Segment] = (Clone type)> then\n if <[SW] = (Clone Character Prefix)> then\n forever\n if <[6] = (Clone Character Segment ID)> then\n repeat until <not <[20] < (item ((22) + (Clone Character index)) of [character segment positions v])>>\n Character | x: (item ((20) + (Clone Character index)) of [character segment positions v]) y: (item ((21) + (Clone Character index)) of [character segment positions v]) slope: [] index: (Clone Character index)\n end\n else\n repeat until <not <[0] < (item ((22) + (Clone Character index)) of [character segment positions v])>>\n Character | x: (item ((20) + (Clone Character index)) of [character segment positions v]) y: (item ((21) + (Clone Character index)) of [character segment positions v]) slope: [] index: (Clone Character index)\n end\n end\n set [clone x velocity v] to (pick random (-10) to (10))\n set [clone y velocity v] to (pick random (-3) to (25))\n repeat until <<[20] < (item ((22) + (Clone Character index)) of [character segment positions v])> or <[1] = (Destroy All Enemies?)>>\n turn right ((2) * (Clone x velocity)) degrees\n Object Physics | gravity [-3] collision coefficient (-1 to 1, negative for bounce) [-0.75] ground friction [0.7]\n end\n repeat (pick random (0) to (15))\n turn right ((2) * (Clone x velocity)) degrees\n Object Physics | gravity [-3] collision coefficient (-1 to 1, negative for bounce) [-0.75] ground friction [0.7]\n end\n if <[1] = (Destroy All Enemies?)> then\n repeat (20)\n turn right ((2) * (Clone x velocity)) degrees\n Object Physics | gravity [-3] collision coefficient (-1 to 1, negative for bounce) [-0.75] ground friction [0.7]\n change [ghost v] effect by (5)\n end\n change [clone count v] by (-1)\n delete this clone\n end\n set [clone character assemble v] to [20]\n repeat (20)\n set [clone base x v] to (Clone x)\n set [clone base y v] to (Clone y)\n set [clone base dir v] to (direction)\n Character | x: (item ((20) + (Clone Character index)) of [character segment positions v]) y: (item ((21) + (Clone Character index)) of [character segment positions v]) slope: [] index: (Clone Character index)\n set [clone x v] to ((Clone base x) + (((Clone x) - (Clone base x)) / (Clone Character Assemble)))\n set [clone y v] to ((Clone base y) + (((Clone y) - (Clone base y)) / (Clone Character Assemble)))\n point in direction ((Clone base dir) + (((direction) - (Clone base dir)) / (Clone Character Assemble)))\n change [clone character assemble v] by (-1)\n end\n end\n else\n forever\n Character | x: (item ((20) + (Clone Character index)) of [character segment positions v]) y: (item ((21) + (Clone Character index)) of [character segment positions v]) slope: [] index: (Clone Character index)\n end\n end\n end\n if <[Chick] = (Clone type)> then\n forever\n repeat until <[150] < (Clone x)>\n Player Physics | acceleration [5] friction (between 0 and 1) [0.7] jump height [30] gravity [-3] key inputs (right, left, up) <> <[true] = (x colision?)> player? (true/false) [false] wall jump <>\n store clone coordinates in list at index: [1]\n end\n repeat (30)\n Player Physics | acceleration [5] friction (between 0 and 1) [0.7] jump height [30] gravity [-3] key inputs (right, left, up) <> <> <> player? (true/false) [false] wall jump <>\n end\n repeat until <[-300] > (Clone x)>\n Player Physics | acceleration [5] friction (between 0 and 1) [0.7] jump height [30] gravity [-3] key inputs (right, left, up) <> <[true] = (x colision?)> player? (true/false) [false] wall jump <>\n store clone coordinates in list at index: [1]\n end\n repeat (30)\n Player Physics | acceleration [5] friction (between 0 and 1) [0.7] jump height [30] gravity [-3] key inputs (right, left, up) <> <> <> player? (true/false) [false] wall jump <>\n end\n end\n end\n if <[Point towards Clone] = (Clone type)> then\n forever\n find distance and direction to coordinates in list at index: [1]\n point in direction (direction)\n end\n end\n if <[Floating Collectable] = (Clone type)> then\n set [clone base y v] to (Clone y)\n forever\n set [clone y v] to ((Clone base y) + ((10) * ([sin v] of ((Clone x) + ((10) * (Game Counter))) )))\n find distance to player\n if <(distance) < [75]> then\n start sound [Coin v]\n repeat (15)\n change [ghost v] effect by (6.7)\n change [clone y v] by (2)\n change [clone size v] by (-0.001)\n end\n change [clone count v] by (-1)\n delete this clone\n end\n end\n end\n if <[Bullet] = (Clone type)> then\n start sound (join [F] ([floor v] of (Bullet Cycle) ))\n if <[R] = (letter (length of (costume [name v])) of (costume [name v]))> then\n switch costume to (+ v)\n else\n switch costume to (- v)\n end\n change [clone x v] by ((45) * ([sin v] of ((90) + (direction)) ))\n change [clone y v] by ((45) * ([cos v] of ((90) + (direction)) ))\n repeat (60)\n change [clone x v] by ((20) * ([sin v] of ((90) + (direction)) ))\n change [clone y v] by ((20) * ([cos v] of ((90) + (direction)) ))\n Check for Ground Collision at x: (Clone x) y: (Clone y) size: (Clone size)\n hide\n if <[1] = (Ground?)> then\n change [clone count v] by (-1)\n delete this clone\n end\n Check for Character at x: (Clone x) y: (Clone y) ignore index: (Clone Character index)\n if <not <[-1] = (i)>> then\n if <[6] < ((Clone y) - (item ((21) + (i)) of [character segment positions v]))> then\n replace item ((22) + (i)) of [character segment positions v] with ((-80) + (item ((22) + (i)) of [character segment positions v]))\n else\n if <[-25] < ((Clone y) - (item ((21) + (i)) of [character segment positions v]))> then\n replace item ((22) + (i)) of [character segment positions v] with ((-100) + (item ((22) + (i)) of [character segment positions v]))\n else\n replace item ((22) + (i)) of [character segment positions v] with ((-50) + (item ((22) + (i)) of [character segment positions v]))\n end\n end\n change [clone count v] by (-1)\n delete this clone\n end\n end\n change [clone count v] by (-1)\n delete this clone\n end\n if <[Smoke Particle] = (Clone type)> then\n switch costume to (smoke particle v)\n set [clone size v] to [0.65]\n turn right (90) degrees\n change [clone x v] by ((80) * ([sin v] of (direction) ))\n change [clone y v] by ((80) * ([cos v] of (direction) ))\n turn right (pick random (-20) to (20)) degrees\n set [velocity v] to (pick random (0.0) to (1))\n set [velocity v] to ((10) * ((1) - (([sqrt v] of (velocity) ) * (velocity))))\n set [clone x velocity v] to ((velocity) * ([sin v] of (direction) ))\n set [clone y velocity v] to ((velocity) * ([cos v] of (direction) ))\n set [ghost v] effect to (0)\n repeat (100)\n set [clone x velocity v] to ((0.95) * (Clone x velocity))\n set [clone y velocity v] to ((0.1) + ((0.95) * (Clone y velocity)))\n change [clone x v] by (Clone x velocity)\n change [clone y v] by (Clone y velocity)\n change [clone size v] by (((((6) + (velocity)) * (0.6)) * (pick random (2) to (5))) / (100))\n change [ghost v] effect by (pick random (0) to (5))\n end\n change [clone count v] by (-1)\n delete this clone\n end\n if <[Fire Particle] = (Clone type)> then\n if <[0] = (Preset Fire?)> then\n go [forward v] (1) layers\n switch costume to (fire 1 v)\n set [clone x velocity v] to (pick random (-0.8) to (0.8))\n change [clone x v] by (pick random (-2.0) to (2.0))\n point in direction (pick random (-180) to (180))\n set [brightness v] effect to (pick random (60) to (85))\n show\n set [preset fire? v] to [1]\n create clone of (_myself_ v)\n set [preset fire? v] to [0]\n else\n switch costume to (fire 2 v)\n end\n hide\n repeat ((12.5) * ((1) + (Preset Fire?)))\n set [clone x velocity v] to ((1.01) * (Clone x velocity))\n change [clone size v] by [0.04]\n change [clone x v] by (Clone x velocity)\n change [clone y v] by [3]\n turn left ((10) * (Clone x velocity)) degrees\n change [brightness v] effect by (-10)\n change [color v] effect by (-1)\n change [ghost v] effect by ((4) * ((2) - (Preset Fire?)))\n end\n change [clone count v] by (-1)\n delete this clone\n end\n if <[Torch] = (Clone type)> then\n wait until <(Player x) > (Clone base x)>\n forever\n if <<[0] = (Lag Reduction)> and <<[180] > ([abs v] of (((Clone x) - (Hitbox x)) * (Hitbox size)) )> and <[120] > ([abs v] of (((Clone y) - (Hitbox y)) * (Hitbox size)) )>>> then\n set [clone type v] to [Fire Particle]\n create clone of (_myself_ v)\n set [clone type v] to [Torch]\n end\n end\n end\n if <[Torch Light] = (Clone type)> then\n set [ghost v] effect to (100)\n wait until <(Player x) > (Clone base x)>\n if <[0] = (Lag Reduction)> then\n repeat (20)\n set [clone size v] to (pick random (0.8) to (0.92))\n change [ghost v] effect by (-5)\n set [color v] effect to (pick random (-1.5) to (1.5))\n set [brightness v] effect to (pick random (-3.0) to (3.0))\n end\n end\n forever\n if <<[0] = (Lag Reduction)> and <<[180] > ([abs v] of (((Clone x) - (Hitbox x)) * (Hitbox size)) )> and <[120] > ([abs v] of (((Clone y) - (Hitbox y)) * (Hitbox size)) )>>> then\n set [clone size v] to (pick random (0.8) to (0.92))\n set [ghost v] effect to (pick random (0.0) to (10))\n set [color v] effect to (pick random (-1.5) to (1.5))\n set [brightness v] effect to (pick random (-3.0) to (3.0))\n end\n end\n end\n if <[Talisman] = (Clone type)> then\n set [clone x velocity v] to [120]\n set [clone y velocity v] to [0]\n set [clone base x v] to (Clone x)\n set [clone base y v] to (Clone y)\n set [previous health v] to (item ((22) + (Clone Character index)) of [character segment positions v])\n forever\n change [clone x velocity v] by (1)\n set [clone x v] to ((Clone base x) + ((250) * ([sin v] of (Clone x velocity) )))\n set [clone y v] to ((Clone base y) + ((250) * ([cos v] of (Clone x velocity) )))\n replace item ((20) + (Clone Character index)) of [character segment positions v] with (Clone x)\n replace item ((21) + (Clone Character index)) of [character segment positions v] with (Clone y)\n point in direction ((90) + ((30) * ([sin v] of ((5) * (Clone x velocity)) )))\n set [brightness v] effect to ((Clone y velocity) + ((100) - ((item ((22) + (Clone Character index)) of [character segment positions v]) / (20))))\n set [clone y velocity v] to ((0.9) * (Clone y velocity))\n if <(Previous Health) = (item ((22) + (Clone Character index)) of [character segment positions v])> then\n change [health counter v] by [1]\n if <[60] < (Health Counter)> then\n replace item ((22) + (Clone Character index)) of [character segment positions v] with ((0.25) + (item ((22) + (Clone Character index)) of [character segment positions v]))\n if <[2000] < (item ((22) + (Clone Character index)) of [character segment positions v])> then\n replace item ((22) + (Clone Character index)) of [character segment positions v] with [2000]\n end\n set [previous health v] to (item ((22) + (Clone Character index)) of [character segment positions v])\n end\n else\n set [previous health v] to (item ((22) + (Clone Character index)) of [character segment positions v])\n set [health counter v] to [0]\n change [clone y velocity v] by [10]\n end\n if <[0] > (item ((22) + (Clone Character index)) of [character segment positions v])> then\n set [destroy all enemies? v] to [1]\n repeat (20)\n set [clone size v] to ((1.2) * (Clone size))\n turn right (15) degrees\n change [ghost v] effect by (5)\n end\n change [clone count v] by (-1)\n delete this clone\n end\n end\n end\n if <[Swing Bar] = (Clone type)> then\n add (Clone x) to [swing bars v]\n add (Clone y) to [swing bars v]\n end\nelse\n if <[Character Segment] = (Clone type)> then\n wait (0.2) seconds\n Character | x: (item ((20) + (Clone Character index)) of [character segment positions v]) y: (item ((21) + (Clone Character index)) of [character segment positions v]) slope: [] index: (Clone Character index)\n end\nend\n\ndefine find distance and direction to coordinates in list at index: (index)\nset [distance v] to ([sqrt v] of ((((Clone x) - (item ((1) + ((2) * ((-1) + (index)))) of [clone coordinates v])) * ((Clone x) - (item ((1) + ((2) * ((-1) + (index)))) of [clone coordinates v]))) + (((Clone y) - (item ((2) + ((2) * ((-1) + (index)))) of [clone coordinates v])) * ((Clone y) - (item ((2) + ((2) * ((-1) + (index)))) of [clone coordinates v])))) )\nif <[0] < ((Clone y) - (item ((2) + ((2) * ((-1) + (index)))) of [clone coordinates v]))> then\n set [direction v] to ((180) + ([asin v] of (((Clone x) - (item ((1) + ((2) * ((-1) + (index)))) of [clone coordinates v])) / (distance)) ))\nelse\n set [direction v] to ((0) - ([asin v] of (((Clone x) - (item ((1) + ((2) * ((-1) + (index)))) of [clone coordinates v])) / (distance)) ))\nend\nset [direction v] to ((((direction) + (180)) mod (360)) - (180))\n\ndefine store clone coordinates in list at index: (index)\nrepeat until <<not <not (item ((1) + ((2) * ((-1) + (index)))) of [clone coordinates v])>> and (item ((2) + ((2) * ((-1) + (index)))) of [clone coordinates v])>\n add [1] to [clone coordinates v]\n add [1] to [clone coordinates v]\nend\nreplace item ((1) + ((2) * ((-1) + (index)))) of [clone coordinates v] with (Clone x)\nreplace item ((2) + ((2) * ((-1) + (index)))) of [clone coordinates v] with (Clone y)\n\ndefine Character | x: (x) y: (y) slope: (slope) index: (index)\nif <[1] = (Clone Character Segment ID)> then\n set [brightness v] effect to (-4)\n if <[1] = (item ((18) + (index)) of [character segment positions v])> then\n if <[] = (Clone Character Weapon)> then\n switch costume to (join (Clone Character Prefix) [ Arm R])\n else\n switch costume to (join (join (Clone Character Prefix) [ Arm R ]) (Clone Character Weapon))\n end\n Apply Rotation Matrix [5] ((35) + (item ((13) + (index)) of [character segment positions v])) for trig functions (item ((15) + (index)) of [character segment positions v]) (item ((16) + (index)) of [character segment positions v])\n point in direction (((90) + (item ((9) + (index)) of [character segment positions v])) + (item ((14) + (index)) of [character segment positions v]))\n else\n switch costume to (join (Clone Character Prefix) [ Arm L])\n Apply Rotation Matrix [-5] ((35) + (item ((13) + (index)) of [character segment positions v])) for trig functions (item ((15) + (index)) of [character segment positions v]) (item ((16) + (index)) of [character segment positions v])\n point in direction (((90) + (item ((10) + (index)) of [character segment positions v])) + (item ((14) + (index)) of [character segment positions v]))\n end\n if <<<[PC] = (Clone Character Prefix)> and <[0] = (Swinging?)>> and <key (space v) pressed?>> then\n point towards (mouse-pointer v)\n turn left (90) degrees\n if <<mouse down?> and <<[1] = ((Bullet Cycle) mod (2))> and <[0] < (Bullet Cycle)>>> then\n change [bullet cycle v] by (-0.5)\n set [clone type v] to [Bullet]\n create clone of (_myself_ v)\n if <[0] = (Lag Reduction)> then\n Clone Smoke [10]\n end\n set [clone type v] to [Character Segment]\n end\n if <not <mouse down?>> then\n set [bullet cycle v] to ([floor v] of (Bullet Cycle) )\n end\n end\nend\nif <[2] = (Clone Character Segment ID)> then\n if <[1] = (item ((18) + (index)) of [character segment positions v])> then\n switch costume to (join (Clone Character Prefix) [ Thigh R])\n Apply Rotation Matrix [5] (item ((13) + (index)) of [character segment positions v]) for trig functions (item ((15) + (index)) of [character segment positions v]) (item ((16) + (index)) of [character segment positions v])\n else\n switch costume to (join (Clone Character Prefix) [ Thigh L])\n Apply Rotation Matrix [-5] (item ((13) + (index)) of [character segment positions v]) for trig functions (item ((15) + (index)) of [character segment positions v]) (item ((16) + (index)) of [character segment positions v])\n end\n set [brightness v] effect to (-4)\n point in direction (((90) + (item ((3) + (index)) of [character segment positions v])) + (item ((14) + (index)) of [character segment positions v]))\nend\nif <[3] = (Clone Character Segment ID)> then\n if <[1] = (item ((18) + (index)) of [character segment positions v])> then\n switch costume to (join (Clone Character Prefix) [ Calf R])\n else\n switch costume to (join (Clone Character Prefix) [ Calf L])\n end\n set [brightness v] effect to (-4)\n point in direction (((-90) + (item ((4) + (index)) of [character segment positions v])) + (item ((14) + (index)) of [character segment positions v]))\n Apply Rotation Matrix (item ((1) + (index)) of [character segment positions v]) (item ((2) + (index)) of [character segment positions v]) for trig functions (item ((15) + (index)) of [character segment positions v]) (item ((16) + (index)) of [character segment positions v])\nend\nif <[4] = (Clone Character Segment ID)> then\n set [brightness v] effect to (-4)\n if <[1] = (item ((18) + (index)) of [character segment positions v])> then\n switch costume to (join (Clone Character Prefix) [ Foot R])\n else\n switch costume to (join (Clone Character Prefix) [ Foot L])\n end\n point in direction ((item ((11) + (index)) of [character segment positions v]) + (item ((14) + (index)) of [character segment positions v]))\n Apply Rotation Matrix (item ((1) + (index)) of [character segment positions v]) (item ((2) + (index)) of [character segment positions v]) for trig functions (item ((15) + (index)) of [character segment positions v]) (item ((16) + (index)) of [character segment positions v])\nend\nif <[5] = (Clone Character Segment ID)> then\n if <[1] = (item ((18) + (index)) of [character segment positions v])> then\n switch costume to (join (Clone Character Prefix) [ Torso R])\n else\n switch costume to (join (Clone Character Prefix) [ Torso L])\n end\n point in direction ((90) + (item ((14) + (index)) of [character segment positions v]))\n Apply Rotation Matrix [0] ((15) + (item ((13) + (index)) of [character segment positions v])) for trig functions (item ((15) + (index)) of [character segment positions v]) (item ((16) + (index)) of [character segment positions v])\nend\nif <[6] = (Clone Character Segment ID)> then\n if <[1] = (item ((18) + (index)) of [character segment positions v])> then\n switch costume to (join (Clone Character Prefix) [ Head R])\n else\n switch costume to (join (Clone Character Prefix) [ Head L])\n end\n point in direction ((90) + (item ((14) + (index)) of [character segment positions v]))\n Apply Rotation Matrix [0] ((28) + ((-0.15) * (([abs v] of (Clone x velocity) ) * ([sin v] of ((Clone x) * ((360) / (stride length))) )))) for trig functions (item ((15) + (index)) of [character segment positions v]) (item ((16) + (index)) of [character segment positions v])\nend\nif <[7] = (Clone Character Segment ID)> then\n point in direction (((90) + (item ((7) + (index)) of [character segment positions v])) + (item ((14) + (index)) of [character segment positions v]))\n if <[1] = (item ((18) + (index)) of [character segment positions v])> then\n switch costume to (join (Clone Character Prefix) [ Thigh R])\n Apply Rotation Matrix [-5] (item ((13) + (index)) of [character segment positions v]) for trig functions (item ((15) + (index)) of [character segment positions v]) (item ((16) + (index)) of [character segment positions v])\n else\n switch costume to (join (Clone Character Prefix) [ Thigh L])\n Apply Rotation Matrix [5] (item ((13) + (index)) of [character segment positions v]) for trig functions (item ((15) + (index)) of [character segment positions v]) (item ((16) + (index)) of [character segment positions v])\n end\nend\nif <[8] = (Clone Character Segment ID)> then\n if <[1] = (item ((18) + (index)) of [character segment positions v])> then\n switch costume to (join (Clone Character Prefix) [ Calf R])\n else\n switch costume to (join (Clone Character Prefix) [ Calf L])\n end\n point in direction (((-90) + (item ((8) + (index)) of [character segment positions v])) + (item ((14) + (index)) of [character segment positions v]))\n Apply Rotation Matrix (item ((5) + (index)) of [character segment positions v]) (item ((6) + (index)) of [character segment positions v]) for trig functions (item ((15) + (index)) of [character segment positions v]) (item ((16) + (index)) of [character segment positions v])\nend\nif <[9] = (Clone Character Segment ID)> then\n if <[1] = (item ((18) + (index)) of [character segment positions v])> then\n switch costume to (join (Clone Character Prefix) [ Foot R])\n else\n switch costume to (join (Clone Character Prefix) [ Foot L])\n end\n point in direction ((item ((12) + (index)) of [character segment positions v]) + (item ((14) + (index)) of [character segment positions v]))\n Apply Rotation Matrix (item ((5) + (index)) of [character segment positions v]) (item ((6) + (index)) of [character segment positions v]) for trig functions (item ((15) + (index)) of [character segment positions v]) (item ((16) + (index)) of [character segment positions v])\nend\nif <[10] = (Clone Character Segment ID)> then\n if <[1] = (item ((18) + (index)) of [character segment positions v])> then\n switch costume to (join (Clone Character Prefix) [ Arm R])\n Apply Rotation Matrix [-9] ((35) + (item ((13) + (index)) of [character segment positions v])) for trig functions (item ((15) + (index)) of [character segment positions v]) (item ((16) + (index)) of [character segment positions v])\n point in direction (((90) + (item ((10) + (index)) of [character segment positions v])) + (item ((14) + (index)) of [character segment positions v]))\n else\n if <[] = (Clone Character Weapon)> then\n switch costume to (join (Clone Character Prefix) [ Arm L])\n else\n switch costume to (join (join (Clone Character Prefix) [ Arm L ]) (Clone Character Weapon))\n end\n Apply Rotation Matrix [9] ((35) + (item ((13) + (index)) of [character segment positions v])) for trig functions (item ((15) + (index)) of [character segment positions v]) (item ((16) + (index)) of [character segment positions v])\n point in direction (((90) + (item ((9) + (index)) of [character segment positions v])) + (item ((14) + (index)) of [character segment positions v]))\n end\n if <<<[PC] = (Clone Character Prefix)> and <[0] = (Swinging?)>> and <key (space v) pressed?>> then\n point towards (mouse-pointer v)\n turn left (90) degrees\n if <<mouse down?> and <<[0] = ((Bullet Cycle) mod (2))> and <[0] < (Bullet Cycle)>>> then\n change [bullet cycle v] by (-0.5)\n set [clone type v] to [Bullet]\n create clone of (_myself_ v)\n if <[0] = (Lag Reduction)> then\n Clone Smoke [10]\n end\n set [clone type v] to [Character Segment]\n end\n if <not <mouse down?>> then\n set [bullet cycle v] to ([floor v] of (Bullet Cycle) )\n end\n end\nend\nset [clone x v] to ((x) + (output x))\nset [clone y v] to ((y) + (output y))\n\ndefine Add Character | x: (x) y: (y) costume prefix: (costume prefix) weapon: (weapon)\nswitch costume to (character hitbox v)\nset [clone x v] to (x)\nset [clone y v] to (y)\nset [clone size v] to [1]\nset [clone character index v] to (length of [character segment positions v])\nset [clone character prefix v] to (costume prefix)\nset [clone character weapon v] to (weapon)\nset [clone type v] to [-Character Manager]\ncreate clone of (_myself_ v)\nset [clone type v] to [Character Segment]\nset [clone character segment id v] to [0]\nrepeat (10)\n change [clone character segment id v] by (1)\n create clone of (_myself_ v)\nend\nrepeat (22)\n add [0] to [character segment positions v]\nend\nreplace item ((20) + (Clone Character index)) of [character segment positions v] with (Clone x)\nreplace item ((21) + (Clone Character index)) of [character segment positions v] with (Clone y)\nreplace item ((22) + (Clone Character index)) of [character segment positions v] with [100]\nset [clone type v] to [Not a Clone]\n\ndefine Set Leg Angles | thigh length: (thigh) calf length: (calf) hip y: (hipy) slope: (slope) index: (index) jumping? <jumping?> wall jumping? <wall jumping?> xvel / max xvel (xvel/maxvel) right/left (1/-1) (right/left) swing state (swing state) swing direction (swing direction) attack type (attack type) attack counter (attack counter)\nreplace item ((18) + (index)) of [character segment positions v] with (right/left)\nreplace item ((19) + (index)) of [character segment positions v] with (xvel/maxvel)\nreplace item ((13) + (index)) of [character segment positions v] with (hipy)\nif <wall jumping?> then\n replace item ((17) + (index)) of [character segment positions v] with ((25) * ((1) + ((-2) * <[0] > (xvel/maxvel)>)))\nend\nif <<not <[0] = (swing state)>> or <[5] < ([abs v] of (swing direction) )>> then\n replace item ((14) + (index)) of [character segment positions v] with (swing direction)\n replace item ((15) + (index)) of [character segment positions v] with ([sin v] of (swing direction) )\n replace item ((16) + (index)) of [character segment positions v] with ([cos v] of (swing direction) )\n replace item ((17) + (index)) of [character segment positions v] with [0]\nend\nif <<[0] = (swing state)> and <not <[0] = (item ((17) + (index)) of [character segment positions v])>>> then\n replace item ((14) + (index)) of [character segment positions v] with ((item ((14) + (index)) of [character segment positions v]) + (item ((17) + (index)) of [character segment positions v]))\n replace item ((15) + (index)) of [character segment positions v] with ([sin v] of ((90) + (item ((14) + (index)) of [character segment positions v])) )\n replace item ((16) + (index)) of [character segment positions v] with ([cos v] of ((90) + (item ((14) + (index)) of [character segment positions v])) )\n if <[180] < ([abs v] of (item ((14) + (index)) of [character segment positions v]) )> then\n replace item ((17) + (index)) of [character segment positions v] with [0]\n replace item ((14) + (index)) of [character segment positions v] with ((-180) + (((180) + (item ((14) + (index)) of [character segment positions v])) mod (360)))\n end\nelse\n if <[4] > ([abs v] of (item ((14) + (index)) of [character segment positions v]) )> then\n replace item ((14) + (index)) of [character segment positions v] with [0]\n replace item ((15) + (index)) of [character segment positions v] with [1]\n replace item ((16) + (index)) of [character segment positions v] with [0]\n else\n replace item ((14) + (index)) of [character segment positions v] with ((0.8) * (item ((14) + (index)) of [character segment positions v]))\n replace item ((15) + (index)) of [character segment positions v] with ([sin v] of ((90) + (item ((14) + (index)) of [character segment positions v])) )\n replace item ((16) + (index)) of [character segment positions v] with ([cos v] of ((90) + (item ((14) + (index)) of [character segment positions v])) )\n end\nend\nif <jumping?> then\n if <[1] = (right/left)> then\n replace item ((1) + (index)) of [character segment positions v] with (((0.5) * (item ((1) + (index)) of [character segment positions v])) + ((0.5) * ((5) + ((((0) - (xvel/maxvel)) * ((0.5) * (Clone y velocity))) + ((1.5) * ((15) - ([abs v] of ((0.5) * (Clone y velocity)) )))))))\n replace item ((5) + (index)) of [character segment positions v] with (((0.5) * (item ((5) + (index)) of [character segment positions v])) + ((0.5) * ((-5) + ((((0) - (xvel/maxvel)) * ((0.5) * (Clone y velocity))) + ((-1.5) * ((15) - ([abs v] of ((0.5) * (Clone y velocity)) )))))))\n else\n replace item ((1) + (index)) of [character segment positions v] with (((0.5) * (item ((1) + (index)) of [character segment positions v])) + ((0.5) * ((-5) + ((((0) - (xvel/maxvel)) * ((0.5) * (Clone y velocity))) + ((-1.5) * ((15) - ([abs v] of ((0.5) * (Clone y velocity)) )))))))\n replace item ((5) + (index)) of [character segment positions v] with (((0.5) * (item ((5) + (index)) of [character segment positions v])) + ((0.5) * ((5) + ((((0) - (xvel/maxvel)) * ((0.5) * (Clone y velocity))) + ((1.5) * ((15) - ([abs v] of ((0.5) * (Clone y velocity)) )))))))\n end\n replace item ((2) + (index)) of [character segment positions v] with (((0.5) * (item ((2) + (index)) of [character segment positions v])) + ((0.5) * ((-95) + ((2.5) * ((15) - ([abs v] of ((0.5) * (Clone y velocity)) ))))))\n replace item ((6) + (index)) of [character segment positions v] with (((0.5) * (item ((6) + (index)) of [character segment positions v])) + ((0.5) * ((-95) + ((2.5) * ((15) - ([abs v] of ((0.5) * (Clone y velocity)) ))))))\n if <[0] = (swing state)> then\n replace item ((10) + (index)) of [character segment positions v] with (((0.8) * (item ((10) + (index)) of [character segment positions v])) + ((0.2) * (80)))\n if <[0] = (attack counter)> then\n replace item ((9) + (index)) of [character segment positions v] with (((0.8) * (item ((9) + (index)) of [character segment positions v])) + ((0.2) * (-80)))\n else\n if <[1] = (attack type)> then\n if <[20] > (attack counter)> then\n replace item ((9) + (index)) of [character segment positions v] with (((0.8) * (item ((9) + (index)) of [character segment positions v])) + ((0.2) * ((-180) * (right/left))))\n else\n replace item ((9) + (index)) of [character segment positions v] with (((0.5) * (item ((9) + (index)) of [character segment positions v])) + ((0.5) * ((0) * (right/left))))\n end\n end\n end\n else\n replace item ((9) + (index)) of [character segment positions v] with (((0.7) * (item ((9) + (index)) of [character segment positions v])) + ((0.3) * (-180)))\n replace item ((10) + (index)) of [character segment positions v] with (((0.7) * (item ((10) + (index)) of [character segment positions v])) + ((0.3) * (180)))\n end\nelse\n set [angle a v] to ((90) - ([atan v] of (slope) ))\n replace item ((10) + (index)) of [character segment positions v] with (((0.5) * (item ((10) + (index)) of [character segment positions v])) + ((0.5) * ((-6) * (([abs v] of ((5) * (xvel/maxvel)) ) * ([cos v] of ((Clone x) * ((180) / (stride length))) )))))\n if <[0] = (attack counter)> then\n replace item ((9) + (index)) of [character segment positions v] with (((0.5) * (item ((9) + (index)) of [character segment positions v])) + ((0.5) * ((6) * (([abs v] of ((5) * (xvel/maxvel)) ) * ([cos v] of ((Clone x) * ((180) / (stride length))) )))))\n else\n if <[1] = (attack type)> then\n if <[20] > (attack counter)> then\n replace item ((9) + (index)) of [character segment positions v] with (((0.8) * (item ((9) + (index)) of [character segment positions v])) + ((0.2) * ((-180) * (right/left))))\n else\n replace item ((9) + (index)) of [character segment positions v] with (((0.5) * (item ((9) + (index)) of [character segment positions v])) + ((0.5) * ((0) * (right/left))))\n end\n end\n end\n if <[1] = (right/left)> then\n replace item ((1) + (index)) of [character segment positions v] with ((5) + (([abs v] of (xvel/maxvel) ) * (([abs v] of (((Clone x) mod ((2) * (stride length))) - (stride length)) ) - ((0.5) * (stride length)))))\n else\n replace item ((1) + (index)) of [character segment positions v] with ((-5) + (([abs v] of (xvel/maxvel) ) * (([abs v] of (((Clone x) mod ((2) * (stride length))) - (stride length)) ) - ((0.5) * (stride length)))))\n end\n if <(stride length) < ((Clone x) mod ((2) * (stride length)))> then\n replace item ((2) + (index)) of [character segment positions v] with ((-80) + (((slope) * (item ((1) + (index)) of [character segment positions v])) + ((-2) * (([abs v] of ((5) * (xvel/maxvel)) ) * ([sin v] of ((Clone x) * ((180) / (stride length))) )))))\n replace item ((11) + (index)) of [character segment positions v] with ((angle a) + ((4) * (([abs v] of ((5) * (xvel/maxvel)) ) * ([sin v] of (((Clone x) + (stride length)) * ((360) / (stride length))) ))))\n else\n replace item ((2) + (index)) of [character segment positions v] with ((-80) + ((slope) * (item ((1) + (index)) of [character segment positions v])))\n replace item ((11) + (index)) of [character segment positions v] with (angle a)\n end\n if <[1] = (right/left)> then\n replace item ((5) + (index)) of [character segment positions v] with ((-5) + (([abs v] of (xvel/maxvel) ) * (([abs v] of ((((Clone x) + (stride length)) mod ((2) * (stride length))) - (stride length)) ) - ((0.5) * (stride length)))))\n else\n replace item ((5) + (index)) of [character segment positions v] with ((5) + (([abs v] of (xvel/maxvel) ) * (([abs v] of ((((Clone x) + (stride length)) mod ((2) * (stride length))) - (stride length)) ) - ((0.5) * (stride length)))))\n end\n if <(stride length) < (((Clone x) + (stride length)) mod ((2) * (stride length)))> then\n replace item ((6) + (index)) of [character segment positions v] with ((-80) + (((slope) * (item ((5) + (index)) of [character segment positions v])) + ((2) * (([abs v] of ((5) * (xvel/maxvel)) ) * ([sin v] of ((Clone x) * ((180) / (stride length))) )))))\n replace item ((12) + (index)) of [character segment positions v] with ((angle a) + ((4) * (([abs v] of ((5) * (xvel/maxvel)) ) * ([sin v] of (((Clone x) + (stride length)) * ((360) / (stride length))) ))))\n else\n replace item ((6) + (index)) of [character segment positions v] with ((-80) + ((slope) * (item ((5) + (index)) of [character segment positions v])))\n replace item ((12) + (index)) of [character segment positions v] with (angle a)\n end\nend\nif <[1] = (right/left)> then\n set [distance v] to ([sqrt v] of ((((5) - (item ((1) + (index)) of [character segment positions v])) * ((5) - (item ((1) + (index)) of [character segment positions v]))) + (((hipy) - (item ((2) + (index)) of [character segment positions v])) * ((hipy) - (item ((2) + (index)) of [character segment positions v])))) )\n set [angle c v] to ([asin v] of (((5) - (item ((1) + (index)) of [character segment positions v])) / (distance)) )\nelse\n set [distance v] to ([sqrt v] of ((((-5) - (item ((1) + (index)) of [character segment positions v])) * ((-5) - (item ((1) + (index)) of [character segment positions v]))) + (((hipy) - (item ((2) + (index)) of [character segment positions v])) * ((hipy) - (item ((2) + (index)) of [character segment positions v])))) )\n set [angle c v] to ([asin v] of (((-5) - (item ((1) + (index)) of [character segment positions v])) / (distance)) )\nend\nif <<([abs v] of (xvel/maxvel) ) < [0.5]> and <not <jumping?>>> then\n if <(distance) > ((thigh) + (calf))> then\n if <[1] = (right/left)> then\n Straight Leg Off Ground | index hipx hipy direction legLength (index) [5] (hipy) (angle c) ((thigh) + (calf))\n else\n Straight Leg Off Ground | index hipx hipy direction legLength (index) [-5] (hipy) (angle c) ((thigh) + (calf))\n end\n else\n replace item ((3) + (index)) of [character segment positions v] with (angle c)\n replace item ((4) + (index)) of [character segment positions v] with (angle c)\n end\n if <[1] = (right/left)> then\n set [distance v] to ([sqrt v] of ((((-5) - (item ((5) + (index)) of [character segment positions v])) * ((-5) - (item ((5) + (index)) of [character segment positions v]))) + (((hipy) - (item ((6) + (index)) of [character segment positions v])) * ((hipy) - (item ((6) + (index)) of [character segment positions v])))) )\n set [angle c v] to ([asin v] of (((-5) - (item ((5) + (index)) of [character segment positions v])) / (distance)) )\n else\n set [distance v] to ([sqrt v] of ((((5) - (item ((5) + (index)) of [character segment positions v])) * ((5) - (item ((5) + (index)) of [character segment positions v]))) + (((hipy) - (item ((6) + (index)) of [character segment positions v])) * ((hipy) - (item ((6) + (index)) of [character segment positions v])))) )\n set [angle c v] to ([asin v] of (((5) - (item ((5) + (index)) of [character segment positions v])) / (distance)) )\n end\n if <(distance) > ((thigh) + (calf))> then\n if <[1] = (right/left)> then\n Straight Leg Off Ground | index hipx hipy direction legLength ((4) + (index)) [-5] (hipy) (angle c) ((thigh) + (calf))\n else\n Straight Leg Off Ground | index hipx hipy direction legLength ((4) + (index)) [5] (hipy) (angle c) ((thigh) + (calf))\n end\n else\n replace item ((7) + (index)) of [character segment positions v] with (angle c)\n replace item ((8) + (index)) of [character segment positions v] with (angle c)\n end\nelse\n if <(distance) > ((thigh) + (calf))> then\n if <[1] = (right/left)> then\n Straight Leg Off Ground | index hipx hipy direction legLength (index) [5] (hipy) (angle c) ((thigh) + (calf))\n else\n Straight Leg Off Ground | index hipx hipy direction legLength (index) [-5] (hipy) (angle c) ((thigh) + (calf))\n end\n else\n Get Angles for Tri with Sides abc (calf) (thigh) (distance)\n if <[1] = (right/left)> then\n replace item ((3) + (index)) of [character segment positions v] with ((angle c) - (angle a))\n replace item ((4) + (index)) of [character segment positions v] with ((angle c) + (angle b))\n else\n replace item ((3) + (index)) of [character segment positions v] with ((angle c) + (angle a))\n replace item ((4) + (index)) of [character segment positions v] with ((angle c) - (angle b))\n end\n end\n if <[1] = (right/left)> then\n set [distance v] to ([sqrt v] of ((((-5) - (item ((5) + (index)) of [character segment positions v])) * ((-5) - (item ((5) + (index)) of [character segment positions v]))) + (((hipy) - (item ((6) + (index)) of [character segment positions v])) * ((hipy) - (item ((6) + (index)) of [character segment positions v])))) )\n set [angle c v] to ([asin v] of (((-5) - (item ((5) + (index)) of [character segment positions v])) / (distance)) )\n else\n set [distance v] to ([sqrt v] of ((((5) - (item ((5) + (index)) of [character segment positions v])) * ((5) - (item ((5) + (index)) of [character segment positions v]))) + (((hipy) - (item ((6) + (index)) of [character segment positions v])) * ((hipy) - (item ((6) + (index)) of [character segment positions v])))) )\n set [angle c v] to ([asin v] of (((5) - (item ((5) + (index)) of [character segment positions v])) / (distance)) )\n end\n if <(distance) > ((thigh) + (calf))> then\n if <[1] = (right/left)> then\n Straight Leg Off Ground | index hipx hipy direction legLength ((4) + (index)) [-5] (hipy) (angle c) ((thigh) + (calf))\n else\n Straight Leg Off Ground | index hipx hipy direction legLength ((4) + (index)) [5] (hipy) (angle c) ((thigh) + (calf))\n end\n else\n Get Angles for Tri with Sides abc (calf) (thigh) (distance)\n if <[1] = (right/left)> then\n replace item ((7) + (index)) of [character segment positions v] with ((angle c) - (angle a))\n replace item ((8) + (index)) of [character segment positions v] with ((angle c) + (angle b))\n else\n replace item ((7) + (index)) of [character segment positions v] with ((angle c) + (angle a))\n replace item ((8) + (index)) of [character segment positions v] with ((angle c) - (angle b))\n end\n end\nend\nif <jumping?> then\n replace item ((11) + (index)) of [character segment positions v] with (((0.8) * (item ((11) + (index)) of [character segment positions v])) + ((0.2) * ((90) + (item ((4) + (index)) of [character segment positions v]))))\n replace item ((12) + (index)) of [character segment positions v] with (((0.8) * (item ((12) + (index)) of [character segment positions v])) + ((0.2) * ((90) + (item ((8) + (index)) of [character segment positions v]))))\nend\nset [wall jump v] to [0]\n\ndefine Apply Rotation Matrix (x) (y) for trig functions (sine) (cosine)\nif <[1] = (sine)> then\n set [output x v] to (x)\n set [output y v] to (y)\nelse\n set [output x v] to (((x) * (sine)) - (((20) + (y)) * (cosine)))\n set [output y v] to ((-20) + (((x) * (cosine)) + (((20) + (y)) * (sine))))\nend\n\ndefine Get Angles for Tri with Sides abc (a) (b) (c)\nset [angle a v] to ([acos v] of (((((b) * (b)) + ((c) * (c))) - ((a) * (a))) / ((2) * ((b) * (c)))) )\nset [angle b v] to ([acos v] of (((((c) * (c)) + ((a) * (a))) - ((b) * (b))) / ((2) * ((c) * (a)))) )\n\ndefine Swing Bar\nif <[0] = (swing state)> then\n set [swing direction v] to ((swing direction) * (0.8))\n Check for Swing Bar\nend\nif <<not <[0] = (swing state)>> or <((65) * (65)) > (distance)>> then\n if <[0] = (swing state)> then\n set [distance v] to ([sqrt v] of (distance) )\n if <[0] < ((Clone y) - (item ((2) + (i)) of [swing bars v]))> then\n set [swing direction v] to ((180) + ([asin v] of (((Clone x) - (item ((1) + (i)) of [swing bars v])) / (distance)) ))\n else\n set [swing direction v] to ((0) - ([asin v] of (((Clone x) - (item ((1) + (i)) of [swing bars v])) / (distance)) ))\n end\n set [swing direction v] to ((((swing direction) + (180)) mod (360)) - (180))\n set [clone x v] to (((-65) * ([sin v] of (swing direction) )) + (item ((1) + (i)) of [swing bars v]))\n set [clone y v] to (((-65) * ([cos v] of (swing direction) )) + (item ((2) + (i)) of [swing bars v]))\n if <[0] > (Clone x velocity)> then\n set [swing state v] to [-1]\n else\n set [swing state v] to [1]\n end\n end\n if <[-1] = (swing state)> then\n change [swing direction v] by (12)\n else\n change [swing direction v] by (-12)\n end\n set [clone x v] to (((-65) * ([sin v] of (swing direction) )) + (item ((1) + (i)) of [swing bars v]))\n set [clone y v] to (((-65) * ([cos v] of (swing direction) )) + (item ((2) + (i)) of [swing bars v]))\n if <[-1] = (swing state)> then\n if <[60] < ((((swing direction) + (180)) mod (360)) - (180))> then\n set [clone x velocity v] to [-15]\n set [clone y velocity v] to [20]\n set [swing state v] to [0]\n end\n else\n if <[-60] > ((((swing direction) + (180)) mod (360)) - (180))> then\n set [clone x velocity v] to [15]\n set [clone y velocity v] to [20]\n set [swing state v] to [0]\n end\n end\nend\n\ndefine Check for Swing Bar\nset [distance v] to ((65) * (65))\nset [i v] to [0]\nrepeat ((length of [swing bars v]) / (2))\n set [distance v] to ((((Clone x) - (item ((1) + (i)) of [swing bars v])) * ((Clone x) - (item ((1) + (i)) of [swing bars v]))) + (((Clone y) - (item ((2) + (i)) of [swing bars v])) * ((Clone y) - (item ((2) + (i)) of [swing bars v]))))\n if <((65) * (65)) > (distance)> then\n stop [this script v]\n end\n change [i v] by (2)\nend\n\ndefine Straight Leg Off Ground | index hipx hipy direction legLength (index) (hipx) (hipy) (direction) (leglength)\nreplace item ((3) + (index)) of [character segment positions v] with (direction)\nreplace item ((4) + (index)) of [character segment positions v] with (direction)\nreplace item ((1) + (index)) of [character segment positions v] with ((hipx) + (([sin v] of ((180) + (direction)) ) * (leglength)))\nreplace item ((2) + (index)) of [character segment positions v] with ((hipy) + (([cos v] of ((180) + (direction)) ) * (leglength)))\n\ndefine Level (size) (offsetx) (ofsetty)\nswitch costume to (dock v)\nAdd Clone | x: (((-0.25) * ((480) * ((size) / (100)))) + (offsetx)) y: (ofsetty) size: (size) type: []\nswitch costume to (level part 1 v)\nAdd Clone | x: (offsetx) y: (ofsetty) size: (size) type: []\nswitch costume to (level part 2 v)\nAdd Clone | x: (((1) * ((480) * ((size) / (100)))) + (offsetx)) y: (ofsetty) size: (size) type: []\nswitch costume to (level part 3 v)\nAdd Clone | x: (((2) * ((480) * ((size) / (100)))) + (offsetx)) y: (ofsetty) size: (size) type: []\nswitch costume to (level part 4 v)\nAdd Clone | x: (((3) * ((480) * ((size) / (100)))) + (offsetx)) y: (ofsetty) size: (size) type: []\nswitch costume to (level part 5 v)\nAdd Clone | x: (((4) * ((480) * ((size) / (100)))) + (offsetx)) y: (ofsetty) size: (size) type: []\nswitch costume to (level part 6 v)\nAdd Clone | x: (((4) * ((480) * ((size) / (100)))) + (offsetx)) y: (((1) * ((360) * ((size) / (100)))) + (ofsetty)) size: (size) type: []\nswitch costume to (level part 7 v)\nAdd Clone | x: (((3) * ((480) * ((size) / (100)))) + (offsetx)) y: (((1) * ((360) * ((size) / (100)))) + (ofsetty)) size: (size) type: []\n\ndefine Parallax (size) (offsetx) (offsety)\nswitch costume to (parallax part 2 v)\nAdd Parallax Layer | x: (((1) * ((480) * ((size) / (100)))) + (offsetx)) y: (ofsetty) depth (between 0 and 1): [1] size: (size)\nswitch costume to (parallax part 3 v)\nAdd Parallax Layer | x: (((2) * ((480) * ((size) / (100)))) + (offsetx)) y: (ofsetty) depth (between 0 and 1): [1] size: (size)\nswitch costume to (parallax part 4 v)\nAdd Parallax Layer | x: (((3) * ((480) * ((size) / (100)))) + (offsetx)) y: (ofsetty) depth (between 0 and 1): [1] size: (size)\nswitch costume to (parallax part 5 v)\nAdd Parallax Layer | x: (((4) * ((480) * ((size) / (100)))) + (offsetx)) y: (ofsetty) depth (between 0 and 1): [1] size: (size)\nswitch costume to (parallax part 6 v)\nAdd Parallax Layer | x: (((4) * ((480) * ((size) / (100)))) + (offsetx)) y: (((1) * ((360) * ((size) / (100)))) + (ofsetty)) depth (between 0 and 1): [1] size: (size)\nswitch costume to (parallax part 7 v)\nAdd Parallax Layer | x: (((3) * ((480) * ((size) / (100)))) + (offsetx)) y: (((1) * ((360) * ((size) / (100)))) + (ofsetty)) depth (between 0 and 1): [1] size: (size)\n\ndefine NPC AI Package | left/right jump wall_jump friendly? (left/right) <jump> <wall_jump> (friendly?)\nif <<[1] = (Destroy All Enemies?)> and <not <[1] = (friendly?)>>> then\n replace item ((22) + (Clone Character index)) of [character segment positions v] with [0]\n start sound (join (join (Clone Character Prefix) [ Death ]) (pick random (1) to (2)))\n change [clone count v] by (-1)\n delete this clone\nend\nif <not <[0] < (item ((22) + (Clone Character index)) of [character segment positions v])>> then\n start sound (join (join (Clone Character Prefix) [ Death ]) (pick random (1) to (2)))\n if <[SW] = (Clone Character Prefix)> then\n wait ((Respawn Time) + (pick random (-2) to (2))) seconds\n replace item ((22) + (Clone Character index)) of [character segment positions v] with [100]\n wait (0.5) seconds\n else\n change [clone count v] by (-1)\n delete this clone\n end\nend\nif <<[220] > ([abs v] of (((Clone x) - (Hitbox x)) * (Hitbox size)) )> and <[160] > ([abs v] of (((Clone y) - (Hitbox y)) * (Hitbox size)) )>> then\n if <[0] = (swing state)> then\n Player Physics | acceleration [3.5] friction (between 0 and 1) [0.7] jump height [30] gravity [-3] key inputs (right, left, up) <[0] > ((left/right) * (pick random (0) to (10)))> <[0] < ((left/right) * (pick random (0) to (10)))> <jump> player? (true/false) [false] wall jump <wall_jump>\n if <[true] = (x colision?)> then\n change [x collision counter v] by [1]\n else\n set [x collision counter v] to [0]\n end\n if <[1] = (friendly?)> then\n if <<[0.05] > ([abs v] of (Clone x velocity) )> and <not <[0] = (<[0] < (Clone x velocity)> - <(Clone x) < (Player x)>)>>> then\n set [clone x velocity v] to ((0.05) * ((-1) + ((2) * <(Clone x) < (Player x)>)))\n end\n else\n if <<<[120] > ([abs v] of ((Clone x) - (Player x)) )> and <[0] = (Attack Counter)>> and <<[41] > ((Clone y) - (Player y))> and <[-84] < ((Clone y) - (Player y))>>> then\n set [attack counter v] to [1]\n if <[0.05] > ([abs v] of (Clone x velocity) )> then\n set [clone x velocity v] to ((0.05) * ((-1) + ((2) * <(Clone x) < (Player x)>)))\n end\n end\n if <[0] < (Attack Counter)> then\n if <[0.05] > ([abs v] of (Clone x velocity) )> then\n set [clone x velocity v] to ((0.05) * ((-1) + ((2) * <[0] < (Clone x velocity)>)))\n end\n change [attack counter v] by [1]\n end\n if <[25] = (Attack Counter)> then\n if <<[40] > ([abs v] of (((Clone x) + ((30) * ((-1) + ((2) * <[0] < (Clone x velocity)>)))) - (Player x)) )> and <<[41] > ((Clone y) - (Player y))> and <[-84] < ((Clone y) - (Player y))>>> then\n replace item (22) of [character segment positions v] with ((-20) + (item (22) of [character segment positions v]))\n start sound (join [Punch ] (pick random (1) to (3)))\n else\n start sound (join [Miss ] (pick random (1) to (3)))\n end\n end\n if <[30] < (Attack Counter)> then\n set [attack counter v] to [0]\n end\n end\n else\n set [attack counter v] to [0]\n if <not <[0] = (suspend x controls)>> then\n change [suspend x controls v] by (-1)\n if <[0] > (suspend x controls)> then\n set [suspend x controls v] to [0]\n end\n end\n end\n if <[1] < (timer)> then\n Swing Bar\n end\n Set Leg Angles | thigh length: [25] calf length: [25] hip y: ((-35) + ((-0.3) * (([abs v] of (Clone x velocity) ) * ([cos v] of ((Clone x) * ((360) / (stride length))) )))) slope: (slope) index: (Clone Character index) jumping? <[0] = (y colision?)> wall jumping? <[1] = (wall jump)> xvel / max xvel ((Clone x velocity) / (10)) right/left (1/-1) ((-1) + ((2) * <[0] < (Clone x velocity)>)) swing state (swing state) swing direction (swing direction) attack type (Attack Type) attack counter (Attack Counter)\n replace item ((20) + (Clone Character index)) of [character segment positions v] with (Clone x)\n replace item ((21) + (Clone Character index)) of [character segment positions v] with (Clone y)\nend\n\ndefine Add Parallax Horizon | y: (y) depth (0-1): (depth coefficient)\nset [clone y v] to (y)\nset [clone paralax depth v] to (depth coefficient)\nset [clone type v] to [Parallax Horizon]\nset [clone costume v] to (costume [name v])\ncreate clone of (_myself_ v)\nset [clone type v] to [Not a Clone]\n\ndefine Check for Character at x: (x) y: (y) ignore index: (i)\nset [i v] to [0]\nrepeat ((length of [character segment positions v]) / (22))\n if <<not <(i) = (i)>> and <[0] < (item ((22) + (i)) of [character segment positions v])>> then\n if <[20] > ([abs v] of ((x) - (item ((20) + (i)) of [character segment positions v])) )> then\n if <<[41] > ((y) - (item ((21) + (i)) of [character segment positions v]))> and <[-84] < ((y) - (item ((21) + (i)) of [character segment positions v]))>> then\n stop [this script v]\n end\n end\n end\n change [i v] by (22)\nend\nset [i v] to [-1]\n\ndefine Object Physics | gravity (gravity) collision coefficient (-1 to 1, negative for bounce) (collision coefficient) ground friction (ground friction)\nset rotation style [don't rotate v]\nCheck for Ground Collision at x: ((Clone x) + (Clone x velocity)) y: (Clone y) size: (Clone size)\nif <[true] = (Ground?)> then\n if <(Clone y velocity) < [0]> then\n Slope Detection | iterations: ([ceiling v] of (([abs v] of (Clone x velocity) ) / ((4) * (Hitbox size))) ) iteration height: [1]\n end\n if <[true] = (Ground?)> then\n set [clone x velocity v] to ((Clone x velocity) * (collision coefficient))\n else\n set [distance v] to ([sqrt v] of (((slope height) * (slope height)) + ((Clone x velocity) * (Clone x velocity))) )\n if <(Clone x velocity) > [0]> then\n change [clone x v] by (((Clone x velocity) * (Clone x velocity)) / (distance))\n change [clone y v] by ((slope height) * (((Clone x velocity) / (distance)) - (1)))\n else\n change [clone x v] by ((0) - (((Clone x velocity) * (Clone x velocity)) / (distance)))\n change [clone y v] by ((slope height) * ((((0) - (Clone x velocity)) / (distance)) - (1)))\n end\n end\n set [clone x velocity v] to ((Clone x velocity) * (ground friction))\nelse\n change [clone x v] by (Clone x velocity)\nend\nset [x colision? v] to (Ground?)\nchange [clone y velocity v] by (gravity)\nset [clone y velocity v] to ((Clone y velocity) * (0.98))\nCheck for Ground Collision at x: (Clone x) y: ((Clone y) + (Clone y velocity)) size: (Clone size)\nset [y colision? v] to (Ground?)\nif <[true] = (Ground?)> then\n if <(Clone y velocity) < [-3.5]> then\n Slope Detection | iterations: (round ([abs v] of (((10) * (Clone y velocity)) / (Hitbox size)) )) iteration height: [0.1]\n end\n set [clone y velocity v] to ((Clone y velocity) * (collision coefficient))\nelse\n change [clone y v] by (Clone y velocity)\nend\nset rotation style [all around v]\n\ndefine Clone Smoke (n)\nhide\nset [clone type v] to [Smoke Particle]\nrepeat (n)\n create clone of (_myself_ v)\nend\n\ndefine Set Enemy Wake-Up X and Respawn Time (x) (time)\nset [clone base x v] to (x)\nset [respawn time v] to (time)\n\ndefine Add Talisman | x y health (x) (y) (health)\nset [clone type v] to [Talisman]\nset [clone x v] to (x)\nset [clone y v] to (y)\nset [clone size v] to [1]\nset [clone character index v] to (length of [character segment positions v])\ncreate clone of (_myself_ v)\nrepeat (22)\n add [0] to [character segment positions v]\nend\nreplace item ((20) + (Clone Character index)) of [character segment positions v] with (Clone x)\nreplace item ((21) + (Clone Character index)) of [character segment positions v] with (Clone y)\nreplace item ((22) + (Clone Character index)) of [character segment positions v] with (health)\nset [clone type v] to [Not a Clone]\n\nwhen I receive [dead v]\nstop [other scripts in sprite v]\nif <not <<<[-] = (letter (1) of (Clone type))> or <[Not a Clone] = (Clone type)>> or <<[Bullet] = (Clone type)> or <[Smoke Particle] = (Clone type)>>>> then\n set [gray? v] to [1]\n create clone of (_myself_ v)\n set [color v] effect to (100)\n set [ghost v] effect to (100)\n repeat (50)\n change [ghost v] effect by (-1)\n end\n if <[Character Segment] = (Clone type)> then\n Character | x: (item ((20) + (Clone Character index)) of [character segment positions v]) y: (item ((21) + (Clone Character index)) of [character segment positions v]) slope: [] index: (Clone Character index)\n end\nelse\n if <[-Character Manager] = (Clone type)> then\n if <[0] = (Clone x velocity)> then\n set [clone x velocity v] to [-0.01]\n set [clone y velocity v] to [-3]\n Set Leg Angles | thigh length: [25] calf length: [25] hip y: ((-35) + ((-0.3) * (([abs v] of (Clone x velocity) ) * ([cos v] of ((Clone x) * ((360) / (stride length))) )))) slope: (slope) index: (Clone Character index) jumping? wall jumping? <[1] = (wall jump)> xvel / max xvel ((Clone x velocity) / (10)) right/left (1/-1) ((-1) + ((2) * <[0] < (Clone x velocity)>)) swing state (swing state) swing direction (swing direction) attack type (Attack Type) attack counter (Attack Counter)\n end\n end\nend\n\nwhen I receive [initialize v]\nif then\n delete this clone\nend\n\ndefine Add Wall Torch | x: (x) y: (y) activation x: (bx)\nset [clone base x v] to (bx)\nswitch costume to (torch light v)\nAdd Clone | x: (x) y: (y) size: [100] type: [Torch Light]\nswitch costume to (torch v)\nAdd Clone | x: (x) y: (y) size: [100] type: [Torch]\n\n@Ground Hitbox\n\ndefine Level (size) (offsetx) (ofsetty)\nswitch costume to (dock v)\nAdd Clone | x: (((-0.25) * ((480) * ((size) / (100)))) + (offsetx)) y: (ofsetty) size: (size) type: []\nswitch costume to (level part 1 v)\nAdd Clone | x: (offsetx) y: (ofsetty) size: (size) type: []\nswitch costume to (level part 2 v)\nAdd Clone | x: (((1) * ((480) * ((size) / (100)))) + (offsetx)) y: (ofsetty) size: (size) type: []\nswitch costume to (level part 3 v)\nAdd Clone | x: (((2) * ((480) * ((size) / (100)))) + (offsetx)) y: (ofsetty) size: (size) type: []\nswitch costume to (level part 4 v)\nAdd Clone | x: (((3) * ((480) * ((size) / (100)))) + (offsetx)) y: (ofsetty) size: (size) type: []\nswitch costume to (level part 5 v)\nAdd Clone | x: (((4) * ((480) * ((size) / (100)))) + (offsetx)) y: (ofsetty) size: (size) type: []\nswitch costume to (level part 6 v)\nAdd Clone | x: (((4) * ((480) * ((size) / (100)))) + (offsetx)) y: (((1) * ((360) * ((size) / (100)))) + (ofsetty)) size: (size) type: []\nswitch costume to (level part 7 v)\nAdd Clone | x: (((3) * ((480) * ((size) / (100)))) + (offsetx)) y: (((1) * ((360) * ((size) / (100)))) + (ofsetty)) size: (size) type: []\n\nwhen I receive [clone v]\nset [ghost v] effect to (100)\nshow\nClone Ground Hitbox\nhide\nset [ghost v] effect to (0)\n\ndefine Clone Ground Hitbox\nswitch costume to (player ship 1 v)\nAdd Clone | x: [-1000] y: [-180] size: [300] type: []\nLevel [400] [0] [0]\n\ndefine Add Clone | x: (x) y: (y) size: (size) type: (type)\nset [clone x v] to (x)\nset [clone y v] to (y)\nset [clone size v] to (size)\nplace at x y size (x) (y) (size) x offset: (Hitbox x) y offset: (Hitbox y) size coefficient: (Hitbox size)\nchange [clone count v] by (1)\ncreate clone of (_myself_ v)\n\ndefine place at x y size (x) (y) (size) x offset: (x offset) y offset: (y offset:) size coefficient: (size coefficient)\nset size to ((size) * (size coefficient)) %\ngo to x: (((x) - (x offset)) * (size coefficient)) y: (((y) - (y offset:)) * (size coefficient))\n\nwhen I receive [realign hitbox v]\nset [hitbox x v] to (New Hitbox x)\nset [hitbox y v] to (New Hitbox y)\nset [hitbox size v] to (New Hitbox size)\nplace at x y size (Clone x) (Clone y) (Clone size) x offset: (Hitbox x) y offset: (Hitbox y) size coefficient: (Hitbox size)\n\nset [hitbox size v] to [0.25]\n\nwhen I receive [initialize v]\nif then\n delete this clone\nend\n\n@Dialogue Engine\n\ndefine Print Text | Text: (text) size: (size) x: (x) y: (y) line end x: (endl x)\nif <<[\] = (letter (1) of (text))> and <[s] = (letter (2) of (text))>> then\n set [i v] to [3]\n set [clone size v] to (size)\n set [clone x v] to (x)\n set [clone y v] to (y)\n repeat until <(i) > (length of (text))>\n if <[\] = (letter (i) of (text))> then\n change [i v] by (1)\n if <[n] = (letter (i) of (text))> then\n set [clone x v] to (x)\n change [clone y v] by ((-24) * ((size) / (100)))\n end\n else\n switch costume to (letter (i) of (text))\n if <not <[ ] = (letter (i) of (text))>> then\n create clone of (_myself_ v)\n end\n change [clone x v] by (((size) / (100)) * ((-3) + (item (costume [number v]) of [character widths v])))\n end\n change [i v] by (1)\n end\n switch costume to ( v)\nelse\n set [i v] to [1]\n set [edited text v] to [\s]\n set [line length v] to [0]\n repeat until <(i) > (length of (text))>\n set [word v] to []\n set [word length v] to [0]\n repeat until <<[whitespace characters v] contains (letter (i) of (text))?> or <(i) > (length of (text))>>\n switch costume to ( v)\n switch costume to (letter (i) of (text))\n set [word v] to (join (word) (costume [name v]))\n change [word length v] by (((size) / (100)) * ((-3) + (item (costume [number v]) of [character widths v])))\n change [i v] by (1)\n end\n if <((endl x) - (x)) < ((line length) + (word length))> then\n set [edited text v] to (join (edited text) [\n])\n set [line length v] to [0]\n else\n change [line length v] by (((size) / (100)) * ((-3) + (item (1) of [character widths v])))\n end\n set [edited text v] to (join (join (edited text) (word)) (letter (i) of (text)))\n change [line length v] by (word length)\n if <[\] = (letter (i) of (text))> then\n change [i v] by (1)\n if <[n] = (letter (i) of (text))> then\n set [edited text v] to (join (edited text) [n])\n set [line length v] to [0]\n end\n end\n change [i v] by (1)\n end\n Print Text | Text: (edited text) size: (size) x: (x) y: (y) line end x: (endl x)\nend\n\nwhen I start as a clone\nchange [clone count v] by (1)\ngo to [front v] layer\nset size to (Clone size) %\ngo to x: (Clone x) y: (Clone y)\nshow\n\nwhen I receive [delete text v]\nchange [clone count v] by (-1)\nif then\n delete this clone\nend\nchange [clone count v] by (1)\n\nwhen I receive [dialogue v]\nset [line index v] to [0]\nset [dialogue mode? v] to [1]\nshow\nrepeat ((length of [text v]) / (3))\n Print Text | Text: (item ((1) + (Line Index)) of [text v]) size: [150] x: [-210] y: [-69] line end x: [220]\n Print Text | Text: (item ((2) + (Line Index)) of [text v]) size: [100] x: [-220] y: [-105] line end x: [220]\n wait until <not <key (z v) pressed?>>\n wait until <key (z v) pressed?>\n change [line index v] by (3)\n broadcast (Delete Text v)\nend\nset [dialogue mode? v] to [0]\nhide\n\nwhen I receive [initialize v]\nif then\n delete this clone\nend\nhide\n\n@Goals and Dialog Notice\n\nwhen I receive [frame v]\nif <[0] = (Dead?)> then\n if <<[0] = (i)> and <<[0] = (Dialogue Mode?)> and <[0] = (item (1) of [goal progress v])>>> then\n replace item (1) of [goal progress v] with [1]\n set [goal v] to [1]\n set [i v] to (1)\n end\n if <<[0] = (i)> and <<[7550] < (Player x)> and <[0] = (item (2) of [goal progress v])>>> then\n replace item (1) of [goal progress v] with [2]\n replace item (2) of [goal progress v] with [1]\n set [goal v] to [2]\n set [i v] to (1)\n end\n if <<[0] = (i)> and <<[1] = (Destroy All Enemies?)> and <[0] = (item (3) of [goal progress v])>>> then\n replace item (2) of [goal progress v] with [2]\n replace item (3) of [goal progress v] with [1]\n set [goal v] to [3]\n set [i v] to (1)\n end\n if <<[0] = (i)> and <<[-730] > (Player x)> and <[1] = (item (3) of [goal progress v])>>> then\n set [goal v] to [0]\n replace item (3) of [goal progress v] with [2]\n broadcast (End v)\n end\n if <[0] < (i)> then\n change [i v] by (1)\n switch costume to (join [Goal ] (Goal))\n go to x: (0) y: ((y position) * (0.8))\n if <[120] < (i)> then\n set [i v] to (0)\n end\n else\n go to x: (0) y: ((((y position) - (150)) * (0.8)) + (150))\n end\nelse\n if <<[102] > ([abs v] of (mouse x) )> and <<[-35] > (mouse y)> and <[-95] < (mouse y)>>> then\n switch costume to (dead highlighted v)\n else\n switch costume to (dead v)\n end\nend\n\nwhen [z v] key pressed\nif <<(Positioned?) = [True]> and <[0] = (Dialogue Mode?)>> then\n broadcast (Dialogue v)\nend\n\ndefine Check Positioning\nset [counter v] to [0]\nset [positioned? v] to [False]\nrepeat ((length of [talk positions v]) / (4))\n change [counter v] by (4)\n if <(item (Counter) of [talk positions v]) > (Player y)> then\n if <(Player y) > (item ((Counter) - (1)) of [talk positions v])> then\n if <(item ((Counter) - (2)) of [talk positions v]) > (Player x)> then\n if <(Player x) > (item ((Counter) - (3)) of [talk positions v])> then\n set [positioned? v] to [True]\n stop [this script v]\n end\n end\n end\n end\nend\n\nCheck Positioning\nif <<(Positioned?) = [True]> and <[0] = (Dialogue Mode?)>> then\n go to x: (0) y: ((y position) * (0.8))\nelse\n go to x: (0) y: ((((y position) - (50)) * (0.8)) + (50))\nend\n\nwhen I receive [dead v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (40)\n change [ghost v] effect by (-2)\nend\nforever\n if <<mouse down?> and <[Dead Highlighted] = (costume [name v])>> then\n wait until <not <<mouse down?> and <[Dead Highlighted] = (costume [name v])>>>\n if <not <mouse down?>> then\n broadcast (Start v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [initialize v]\nset [i v] to [0]\nset [goal v] to [0]\ndelete all of [goal progress v]\nadd [0] to [goal progress v]\nadd [0] to [goal progress v]\nadd [0] to [goal progress v]\ngo to x: (0) y: (150)\nswitch costume to (goal 1 v)\nclear graphic effects\n\n@Bullet Indicator\n\nwhen I receive [frame v]\nswitch costume to (join [I] ([floor v] of (Bullet Cycle) ))\nif <<[0] = ([floor v] of (Bullet Cycle) )> and <[0] = (Reload)>> then\n broadcast (Reload v)\nend\n\nwhen I receive [reload v]\nset [reload v] to [1]\nset [bullet cycle v] to [0]\nwait (1.5) seconds\nset [reload v] to [0]\nset [bullet cycle v] to [6]\nstart sound [Cock Back v]\n\nwhen [r v] key pressed\nif <<not <[6] = (Bullet Cycle)>> and <[0] = (Reload)>> then\n broadcast (Reload v) and wait\nend\n\nwhen I receive [dead v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [initialize v]\nset [bullet cycle v] to [6]\nset [reload v] to [0]\nclear graphic effects\n\n@Health Bar\n\nwhen I receive [frame v]\nif <[1] = (Clone type)> then\n if <[0] < (Player Health)> then\n switch costume to (join [Health Bar ] (([floor v] of ((Player Health) / (10)) ) - (1)))\n else\n switch costume to (health bar 0 v)\n end\nelse\n if <[0] < (Player Health)> then\n switch costume to (health 2 v)\n set x to ((-185) + ((1.5) * ((0.56) * ((Player Health) - (100)))))\n show\n else\n hide\n end\nend\n\nwhen I receive [clone v]\ngo to x: (-185) y: (155)\nshow\nset [clone type v] to [1]\ncreate clone of (_myself_ v)\nset [clone type v] to [0]\n\nwhen I receive [dead v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I start as a clone\nchange [clone count v] by (1)\n\nwhen I receive [initialize v]\nif then\n delete this clone\nend\nclear graphic effects\n\n@Thumbnail/End\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (thumbnail v)\n\ndefine Clone (n) at (x) (y)\ngo to x: (x) y: (y)\nset [i v] to [0]\nset [i2 v] to [0]\nrepeat (length of (n))\n change [i v] by (1)\n switch costume to (join [E] (letter (i) of (n)))\n create clone of (_myself_ v)\n if <[.] = (letter (i) of (n))> then\n change x by (4)\n set [i2 v] to [1]\n else\n change x by (12)\n end\n if <[2] < (i2)> then\n stop [this script v]\n end\n if <[0] < (i2)> then\n change [i2 v] by [1]\n end\nend\n\nwhen I receive [end v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (thumbnail v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (Initialize v) and wait\nwait (1) seconds\nswitch costume to (end v)\ncreate clone of (_myself_ v)\nClone ([floor v] of ((Level Timer) / ((30) * (60))) ) at [-200] [80]\nchange x by (4)\nswitch costume to (mins v)\ncreate clone of (_myself_ v)\nClone ((([floor v] of ((Level Timer) / (0.3)) ) / (100)) mod (60)) at [-200] [55]\nchange x by (4)\nswitch costume to (secs v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nswitch costume to (thumbnail v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n
Welcome to Battle 3\nPlease play this project through TurboWarp to enable full graphic effects: turbowarp.org/466099291?clones=Infinity\n\nwasd / arrow keys - move + wall jump\nspace - aim\nmouse click + space - shoot (while aiming)\nr - reload\nz - advance text\nl - toggle lag prevention\n\nq + green flag - start without resetting the character to the beginning of the level\n\nMusic:\nThe Black Pearl from Pirates of the Caribbean: The Curse of the Black Pearl by Klaus Badelt\nWalk The Plank from Pirates of the Caribbean: The Curse of the Black Pearl by Klaus Badelt\nOne Last Shot from Pirates of the Caribbean: The Curse of the Black Pearl by Klaus Badelt\nJack Sparrow from Pirates of the Caribbean: Dead Man's Chest by Hans Zimmer\n\nSound effects are either public domain or created by the Diamond Platformer Team.\n\nAll other assets created by the Diamond Platformer Team.\n\nBase Code update 1/5/2021
cloudy 1- a mobile friendly platformer
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n play sound [Stay Inside Me v] until done\nend\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n set volume to (vol) %\n switch backdrop to (level)\n set [brightness v] effect to (0)\nend\n\n@vol\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [1]> then\n set [vol v] to [100]\n else\n if <(costume [number v]) = [2]> then\n set [vol v] to [70]\n else\n if <(costume [number v]) = [3]> then\n set [vol v] to [40]\n else\n if <(costume [number v]) = [4]> then\n set [vol v] to [0]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [vol v] to [100]\nforever\n set volume to (vol) %\nend\n\nwhen I receive [player died v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@player\n\nwhen flag clicked\ngo to [front v] layer\nbroadcast (start game v)\n\nwhen I receive [last lev v]\ngo to x: (-200) y: (25)\n\nwhen I receive [start game v]\nhide\nset [level v] to [1]\nwait (1.2) seconds\nshow\ngo to x: (-173) y: (75)\nswitch costume to (plater face right v)\nforever\n if <<not <(paused) = [paused]>> or <(paused) = [unpaused]>> then\n change [yv v] by (-0.5)\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (plater face left v)\n change [xv v] by (-0.5)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (plater face right v)\n change [xv v] by (0.5)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <<<touching color (#00bd52)?> or <touching color (#00883b)?>> or <<touching color (#00ff6e)?> or <<touching color (#662d23)?> or <touching color (#960000)?>>>> then\n change y by (1)\n if <<<touching color (#00bd52)?> or <touching color (#00883b)?>> or <<touching color (#00ff6e)?> or <<touching color (#662d23)?> or <touching color (#960000)?>>>> then\n change y by (1)\n if <<<touching color (#00bd52)?> or <touching color (#00883b)?>> or <<touching color (#00ff6e)?> or <<touching color (#662d23)?> or <touching color (#960000)?>>>> then\n change y by (1)\n if <<<touching color (#00bd52)?> or <touching color (#00883b)?>> or <<touching color (#00ff6e)?> or <<touching color (#662d23)?> or <touching color (#960000)?>>>> then\n change y by (1)\n if <<<touching color (#00bd52)?> or <touching color (#00883b)?>> or <<touching color (#00ff6e)?> or <<touching color (#662d23)?> or <touching color (#960000)?>>>> then\n change y by (1)\n if <<<touching color (#00bd52)?> or <touching color (#00883b)?>> or <<touching color (#00ff6e)?> or <<touching color (#662d23)?> or <touching color (#960000)?>>>> then\n change y by (-8)\n change x by ((xv) * (-1))\n if <<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>>> then\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [-5]\n end\n set [yv v] to [7]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <<<touching color (#00bd52)?> or <touching color (#00883b)?>> or <<touching color (#00ff6e)?> or <<touching color (#662d23)?> or <touching color (#960000)?>>>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#00bd52)?> or <touching color (#00883b)?>> or <<touching color (#00ff6e)?> or <<touching color (#662d23)?> or <touching color (#960000)?>>>> then\n if <<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>>> then\n set [yv v] to [8]\n end\n end\n change y by (1)\n if <(x position) > [235]> then\n go to x: (-174) y: (75)\n broadcast (show spicks v)\n change [level v] by (1)\n wait (0.1) seconds\n end\n if <<(y position) < [-136]> or <<touching color (#ff0000)?> or <touching color (#e80000)?>>> then\n go to x: (-173) y: (75)\n point in direction (90)\n set size to (70) %\n start sound [explode v]\n end\n if <touching color (#fff700)?> then\n set [yv v] to [12]\n end\n end\n go [backward v] (7) layers\n go to [front v] layer\n create clone of (_myself_ v)\n if <<touching color (#00bd52)?> or <touching color (#00883b)?>> then\n change y by (30)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nclear graphic effects\nset size to (70) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [restart v]\ngo to x: (-200) y: (25)\npoint in direction (90)\nset size to (70) %\n\nwhen I receive [start game v]\nforever\n set [brightness v] effect to (-20)\n go to [front v] layer\nend\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (1) seconds\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\n set [timer v] to ((timer) + (0.1))\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (timer)\ngo to [front v] layer\nset size to (0) %\npoint in direction (95)\nrepeat until <(direction) = [90]>\n turn right (5) degrees\n change size by (2)\nend\nset size to (100) %\npoint in direction (90)\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\nset [level v] to [54]\n\n@clouds\n\nwhen I receive [start game v]\nforever\n switch costume to (pick random (1) to (4))\n create clone of (_myself_ v)\n go to x: (pick random (-1000) to (1000)) y: (pick random (185) to (110))\n wait (pick random (0) to (5)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (25) to (70))\nset [brightness v] effect to (pick random (-5) to (-30))\ngo [forward v] (pick random (0) to (3)) layers\nshow\nif <(x position) > [265]> then\n repeat until <(x position) < [-260]>\n move (-0.5) steps\n end\nelse\n repeat until <(x position) > [260]>\n move (0.5) steps\n end\nend\ndelete this clone\n\n
cloudy 2: https://scratch.mit.edu/projects/488365188/\n\nhow to play/instructions-\n\nmove-arrow keys/ WAD/ mobile\n\nbad- spikes and lava\n\nsometimes good- trampoline\n\npast level- right go to edge\ngame is not very awesome.
Black platformer #game
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\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\nset [☁ 世界記録 v] to [0]\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@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@スプライト1\n\n@ライト\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nset [☁ 世界記録 v] to (☁ 世界記録)\n\nwhen I receive [next level v]\nif <([costume # v] of [地形 v]) = [1]> then\nend\n\nwhen flag clicked\nforever\n repeat until <([costume # v] of [地形 v]) = [13]>\n wait (1) seconds\n if <([costume # v] of [地形 v]) = [13]> then\n end\n end\n if <([costume # v] of [地形 v]) = [13]> then\n show variable [☁ 世界記録 v]\n end\n if <([costume # v] of [地形 v]) = [1]> then\n wait (1) seconds\n change [☁ 世界記録 v] by (1)\n end\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\nshow\nset [ghost v] effect to (40)\nset [brightness v] effect to (-20)\nset size to (70) %\ngo [backward v] (10) layers\nforever\n go to (主人公 v)\nend\n\nwhen flag clicked\nset size to (80) %\nforever\n repeat (10)\n wait (0.01) seconds\n change size by (2)\n end\n wait (0.1) seconds\n repeat (10)\n wait (0.01) seconds\n change size by (-2)\n end\nend\n\nwhen I receive [隠せー v]\nhide\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@スプライト2\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3\n\nwhen flag clicked\nhide\n\n@3F0865CE-043E-4460-9803-CD1B9FECA9AF\n\nwhen flag clicked\nhide\n\n@スプライト5\n\nwhen flag clicked\nhide\n\n@スプライト4\n\nwhen flag clicked\nhide\n\n
➽Platformer with the image of night. Please give me ❤️ and ⭐️! Please!\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.
Christmas Journey // A platformer
@Stage\n\nwhen flag clicked\nset [music v] to [Yes]\nset [snow v] to [Yes]\nset [sound v] to [Yes]\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\nwhen flag clicked\nset volume to (50) %\nforever\n if <(Music) = [Yes]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nswitch backdrop to (winter landscape v)\n\n@Calculate Time\n\nwhen I receive [start v]\nset [timer v] to [0]\nforever\n if <(LEVEL) < [13]> then\n set [timer v] to (timer)\n end\nend\n\nwhen I receive [start v]\nset [time v] to [1]\nforever\n change [time v] by (1)\nend\n\nwhen I receive [skipped v]\nforever\n set [timer v] to [Skipped]\nend\n\n@Snow\n\nwhen I start as a clone\nshow\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 (goal 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\nwhen I receive [start v]\nhide\nset [ghost v] effect to (100)\ngo to x: (-240) y: (240)\nforever\n if <(Snow) = [yes]> then\n create clone of (_myself_ v)\n wait (pick random (0.005) to (0.01)) seconds\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Snow) = [Yes]> then\n set [g_wind v] to (pick random (-1) to (1))\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\nswitch costume to (trampoline3 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] [-123.8]\nend\nif <(LEVEL) = [9]> then\n Place Clone At [45] [-123.8]\n Place Clone At [182] [-123.8]\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 (3)\n next costume\n end\n switch costume to (trampoline v)\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] [140]\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] [-110]\nend\nif <(LEVEL) = [11]> then\n Place Clone At [192] [-110]\nend\nif <(LEVEL) = [12]> then\n Place Clone At [210] [110]\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)\ngo to [front v] layer\ngo [backward v] (10) layers\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n if <(LEVEL) < [14]> then\n switch costume to (LEVEL)\n end\nend\n\n@Spikes\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]\nswitch costume to (1 v)\nif <(LEVEL) = [1]> then\n Place Clone At [-5] [-116.5]\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) = [7]> then\n Place Clone At [112] [-122]\nend\nif <(LEVEL) = [8]> then\n Place Clone At [34] [-122]\n Place Clone At [149] [-122]\nend\nif <(LEVEL) = [9]> then\n switch costume to (2 v)\n Place Clone At [63] [-37.8]\nend\nif <(LEVEL) = [10]> then\n switch costume to (3 v)\n Place Clone At [57] [-85]\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\nwhen I receive [start v]\npoint in direction (90)\ngo to [front v] layer\nhide\n\n@Main\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 (spikes v)?> or <(y position) < [-170]>> or <touching (saws v)?>> then\n broadcast (Die v)\n end\n if <<touching (green flag v)?> and <(LEVEL) < [13]>> then\n change [level v] by (1)\n broadcast (startNewLevel v)\n end\n if <(G_isPlayerDead?) = [Yes]> then\n broadcast (Die v)\n wait (0.1) seconds\n ResetPlayer\n broadcast (startGame v)\n end\nend\n\nwhen I receive [die v]\nif <(G_isPlayerDead?) = [No]> then\n set [g_isplayerdead? v] to [Yes]\n change [deaths v] by (1)\nend\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\nwhen I receive [start v]\nset size to (60) %\nset [ghost v] effect to (100)\nset [level v] to [1]\nset [deaths v] to [0]\nshow variable [deaths v]\nshow variable [timer v]\nshow variable [level v]\nResetPlayer\nbroadcast (startGame v)\nbroadcast (startNewLevel v)\n\nwhen flag clicked\nhide\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\npoint in direction (90)\nforever\n go to (main v)\nend\n\nwhen I receive [start v]\nforever\n if <not <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n switch costume to (player5 v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n switch costume to (player6 v)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (player2 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player v)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (player v)\n end\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (player3 v)\n end\n if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (player4 v)\n end\nend\n\nwhen I receive [die v]\nrepeat (4)\n change [ghost v] effect by (25)\nend\nclear graphic effects\nshow\n\n@Thumb\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Menu\n\ndefine Create a clone at x: (x) y: (y)\ngo to x: (x) y: (y)\nchange [clone# v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <(clone#) = [1]> then\n switch costume to (text v)\n end\n if <(clone#) = [2]> then\n switch costume to (button v)\n end\n if <(clone#) = [3]> then\n if <(Music) = [Yes]> then\n switch costume to (musicon v)\n else\n switch costume to (musicoff v)\n end\n end\n if <(clone#) = [4]> then\n if <(Sound) = [Yes]> then\n switch costume to (soundon v)\n else\n switch costume to (soundoff v)\n end\n end\n if <(clone#) = [5]> then\n if <(Snow) = [Yes]> then\n switch costume to (snowon v)\n else\n switch costume to (snowoff v)\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <(clone#) = [2]> then\n Change Size By [110]\n end\n if <mouse down?> then\n if <not <(clone#) = [1]>> then\n if <(clone#) = [2]> then\n if <(Sound) = [Yes]> then\n start sound [click v]\n end\n else\n if <(Sound) = [Yes]> then\n start sound [click2 v]\n end\n end\n end\n if <(clone#) = [2]> then\n broadcast (Start v)\n delete this clone\n end\n if <(clone#) = [3]> then\n if <(Music) = [Yes]> then\n set [music v] to [No]\n else\n set [music v] to [Yes]\n end\n end\n if <(clone#) = [4]> then\n if <(Sound) = [Yes]> then\n set [sound v] to [No]\n else\n set [sound v] to [Yes]\n end\n end\n if <(clone#) = [5]> then\n if <(Snow) = [Yes]> then\n set [snow v] to [No]\n else\n set [snow v] to [Yes]\n end\n end\n wait until <not <mouse down?>>\n end\n else\n if <not <(clone#) > [2]>> then\n Change Size By [95]\n else\n Change Size By [90]\n end\n end\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\ndefine Change Size By (size)\nchange size by (((size) - (size)) / (4))\n\nwhen I start as a clone\nforever\n if <(clone#) = [1]> then\n set size to (100) %\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nhide variable [level v]\nhide variable [timer v]\nhide variable [deaths v]\nhide\nset size to (100) %\nset [clone# v] to [0]\nCreate a clone at x: [0] y: [80]\nCreate a clone at x: [6] y: [-69]\nset size to (90) %\nCreate a clone at x: [0] y: [-131]\nCreate a clone at x: [-131] y: [-131]\nCreate a clone at x: [127] y: [-131]\nset size to (100) %\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (bg v)\n go to [back v] layer\nend\n\n@Saws\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create A Clone At x: (x) y: (y) Speed: (speed) Distance: (distance)\nset [x v] to (x)\nset [y v] to (y)\nset [speed v] to (speed)\nset [distance v] to (distance)\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nswitch costume to (saw v)\nset size to (135) %\nset [type v] to [1]\nif <(LEVEL) = [11]> then\n Create A Clone At x: [-80] y: [-140] Speed: [3] Distance: [1]\n Create A Clone At x: [80] y: [-140] Speed: [3] Distance: [1]\nend\nif <(LEVEL) = [12]> then\n Create A Clone At x: [-50] y: [-140] Speed: [3] Distance: [100]\n set [type v] to [2]\n Create A Clone At x: [182] y: [-30] Speed: [3] Distance: [50]\nend\n\nwhen I start as a clone\nshow\nforever\n turn right (8) degrees\n if <(type) = [1]> then\n go to x: ((x) + (([cos v] of ((Time) * (speed)) ) * (distance))) y: (y)\n else\n go to x: (x) y: ((y) + (([cos v] of ((Time) * (speed)) ) * (distance)))\n end\nend\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (startNewLevel v)\nbroadcast (Skipped v)\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-196) y: (-154)\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 v]\nwait until <(LEVEL) = [18]>\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 [start v]\nforever\n create clone of (_myself_ v)\n wait (pick random (30) to (45)) seconds\nend\n\n
Use arrow keys or WASD keys to move. Avoid saws and spikes. Reach the flag to move on to the next level. Have Fun!!! Comment your fastest time and how many deaths if you didn't skip. All levels are possible. My fastest record is 55.04 and 6 deaths.
~昼の道~プラットフォーマー day Road platformer
@Stage\n\nwhen flag clicked\n\nwhen I receive [終わり v]\nstop all sounds\nforever\n play sound [麦畑BGM v] until done\nend\n\n@Sun\n\nwhen flag clicked\nhide\ngo to x: (-210) y: (150)\n\nwhen I receive [終わり v]\nshow\ngo to [back v] layer\nforever\n set size to ((160) + (([cos v] of ((timer) * (120)) ) * (40))) %\nend\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [nextstage v]\nnext costume\nset [動いてもええんか? v] to [ええで]\n\nwhen I receive [終わり v]\nshow\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nset [動いてもええんか? v] to [あかん]\n\nwhen I receive [終わり 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 (スプライト1 v)?> or <touching (スプライト3 v)?>> then\n change y by (1)\n if <<touching (スプライト1 v)?> or <touching (スプライト3 v)?>> then\n change y by (1)\n if <<touching (スプライト1 v)?> or <touching (スプライト3 v)?>> then\n change y by (1)\n if <<touching (スプライト1 v)?> or <touching (スプライト3 v)?>> then\n change y by (1)\n if <<touching (スプライト1 v)?> or <touching (スプライト3 v)?>> then\n change y by (1)\n if <<touching (スプライト1 v)?> or <touching (スプライト3 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 (スプライト1 v)?> or <touching (スプライト3 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 (スプライト1 v)?> or <touching (スプライト3 v)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [240]> then\n broadcast (nextstage v)\n go to x: (-210) y: (150)\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@POKUROさんのイントロ\n\nwhen flag clicked\nset volume to (100) %\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nhide\nstart sound [Axollo - Silence \(ft v]\nset [σ\(・ω・ノ\)ノ! v] to [最初]\ncreate clone of (_myself_ v)\nwait (0) seconds\nswitch costume to (コスチューム3 v)\nwait (0) seconds\nset size to (5000) %\nset [σ\(・ω・ノ\)ノ! v] to [丸!]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset size to (100) %\nrepeat (5)\n switch costume to (コスチューム3 v)\n set [σ\(・ω・ノ\)ノ! v] to [次]\n create clone of (_myself_ v)\n change size by (((600) - (size)) / (6))\nend\nwait (0) seconds\nswitch costume to (コスチューム3 v)\nset [σ\(・ω・ノ\)ノ! v] to [丸い]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [σ\(・ω・ノ\)ノ! v] to [白く]\ncreate clone of (_myself_ v)\nwait (0) seconds\n4\nwait (0) seconds\n5\nwait (0) seconds\nclear graphic effects\n1\nwait (0.06) seconds\nset [color v] effect to (75)\n1\nwait (0) seconds\nclear graphic effects\n2\nwait (0) seconds\nclear graphic effects\n3\nwait (0) seconds\n4\nwait (0) seconds\n5\nwait (0) seconds\n6\nwait (0) seconds\nset [σ\(・ω・ノ\)ノ! v] to [エフェクト]\ncreate clone of (_myself_ v)\nwait (0.4) seconds\nset [σ\(・ω・ノ\)ノ! v] to [なまえ]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nrepeat (5)\n set [σ\(・ω・ノ\)ノ! v] to [なまえ2]\n create clone of (_myself_ v)\n wait (0) seconds\n set [σ\(・ω・ノ\)ノ! v] to [白く]\n create clone of (_myself_ v)\n wait (0) seconds\n 5\n wait (0) seconds\n 4\n wait (0) seconds\n 6\n wait (1.0) seconds\nend\nwait (0) seconds\nset size to (200) %\nset [σ\(・ω・ノ\)ノ! v] to [フィナーレ]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Σ\(・ω・ノ\)ノ!) = [最初]> then\n switch costume to (コスチューム1 v)\n set [ghost v] effect to (100)\n go to x: (36) y: (28)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (8) seconds\n delete this clone\nend\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nif <(Σ\(・ω・ノ\)ノ!) = [次]> then\n switch costume to (コスチューム2 v)\n go to x: (0) y: (0)\n wait (0.01) seconds\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(Σ\(・ω・ノ\)ノ!) = [丸い]> then\n switch costume to (コスチューム4 v)\n set size to (100) %\n go to x: (0) y: (0)\n repeat (30)\n go to [front v] layer\n change size by (((200) - (size)) / (6))\n end\n repeat (100)\n change [ghost v] effect by (7)\n end\nend\n\nwhen I start as a clone\nif <(Σ\(・ω・ノ\)ノ!) = [丸!]> then\n set [ghost v] effect to (55)\n switch costume to (コスチューム5 v)\n wait (8) seconds\n delete this clone\nend\n\ndefine 1\nset [σ\(・ω・ノ\)ノ! v] to [、、、。]\npoint in direction (90)\ngo to x: (-8) y: (115)\ncreate clone of (_myself_ v)\npoint in direction (135)\ngo to x: (79) y: (84)\ncreate clone of (_myself_ v)\npoint in direction (180)\ngo to x: (116) y: (-3)\ncreate clone of (_myself_ v)\npoint in direction (-135)\ngo to x: (80) y: (-90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ngo to x: (-10) y: (-126)\ncreate clone of (_myself_ v)\npoint in direction (-45)\ngo to x: (-99) y: (-87)\ncreate clone of (_myself_ v)\npoint in direction (0)\ngo to x: (-136) y: (1)\ncreate clone of (_myself_ v)\npoint in direction (45)\ngo to x: (-97) y: (82)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Σ\(・ω・ノ\)ノ!) = [、、、。]> then\n clear graphic effects\n set size to (100) %\n switch costume to (コスチューム6 v)\n repeat (13)\n change [ghost v] effect by (9)\n change size by (((50) - (size)) / (6))\n next costume\n move (10) steps\n end\nend\n\ndefine 2\nset [σ\(・ω・ノ\)ノ! v] to [0]\npoint in direction (45)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\npoint in direction (-45)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\npoint in direction (-135)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\npoint in direction (135)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Σ\(・ω・ノ\)ノ!) = [0]> then\n clear graphic effects\n set size to (100) %\n switch costume to (コスチューム26 v)\n set [y v] to [35]\n repeat (20)\n move (y) steps\n change [y v] by (-1)\n end\n delete this clone\nend\n\ndefine 3\nset [σ\(・ω・ノ\)ノ! v] to [飛ぶように]\nrepeat (8)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Σ\(・ω・ノ\)ノ!) = [飛ぶように]> then\n set [ghost v] effect to (35)\n go to x: (pick random (-210) to (214)) y: (-207)\n point in direction (90)\n set [pokuroさんのイントロ: y v] to (pick random (15) to (23))\n go to [front v] layer\n go [backward v] (1) layers\n repeat (35)\n change y by (POKUROさんのイントロ: y)\n change size by (-1)\n change [pokuroさんのイントロ: y v] by (-1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Σ\(・ω・ノ\)ノ!) = [飛ぶように]> then\n set size to (100) %\n switch costume to (コスチューム27 v)\n repeat (19)\n next costume\n end\nend\n\ndefine 4\nset size to (115) %\nset [σ\(・ω・ノ\)ノ! v] to [予告]\npoint in direction (90)\ngo to x: (-301) y: (-22)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Σ\(・ω・ノ\)ノ!) = [予告]> then\n switch costume to (コスチューム51 v)\n set [ghost v] effect to (35)\n repeat (30)\n change [ghost v] effect by (4)\n change x by (((301) - (x position)) / (6))\n end\n delete this clone\nend\n\ndefine 5\nset size to (115) %\nset [σ\(・ω・ノ\)ノ! v] to [予告2]\npoint in direction (-90)\ngo to x: (301) y: (-22)\ncreate clone of (_myself_ v)\n\ndefine 6\nset [σ\(・ω・ノ\)ノ! v] to [ぽん]\nrepeat (20)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Σ\(・ω・ノ\)ノ!) = [ぽん]> then\n switch costume to (コスチューム52 v)\n go to x: (0) y: (0)\n go to [front v] layer\n set [brightness v] effect to (pick random (0) to (20))\n set size to (pick random (20) to (80)) %\n point in direction (pick random (180) to (-180))\n set [pokuroさんのイントロ: x v] to (pick random (10) to (15))\n set [pokuroさんのイントロ: y v] to [0]\n show\n repeat until <<<(x position) < [-150]> or <[150] < (x position)>> or <<(y position) < [-110]> or <[110] < (y position)>>>\n move (POKUROさんのイントロ: x) steps\n set [pokuroさんのイントロ: x v] to ((POKUROさんのイントロ: x) * (.95))\n end\n repeat (5)\n change [ghost v] effect by (20)\n move (POKUROさんのイントロ: x) steps\n change y by (POKUROさんのイントロ: y)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Σ\(・ω・ノ\)ノ!) = [エフェクト]> then\n go to x: (0) y: (0)\n switch costume to (コスチューム53 v)\n set size to (100) %\n set [ghost v] effect to (0)\n repeat (30)\n change [ghost v] effect by (10)\n change size by (((350) - (size)) / (6))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Σ\(・ω・ノ\)ノ!) = [なまえ]> then\n switch costume to (コスチューム54 v)\n show\n clear graphic effects\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n go to x: (10) y: (-6)\n repeat (5)\n go to [front v] layer\n repeat (5)\n go to [front v] layer\n change size by (((500) - (size)) / (6))\n end\n repeat (30)\n go to [front v] layer\n change size by (((100) - (size)) / (6))\n end\n end\n wait (1) seconds\n delete this clone\nend\n\ndefine 7\nset [σ\(・ω・ノ\)ノ! v] to [ばん]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Σ\(・ω・ノ\)ノ!) = [予告2]> then\n switch costume to (コスチューム51 v)\n set [ghost v] effect to (35)\n repeat (30)\n change [ghost v] effect by (4)\n change x by (((-301) - (x position)) / (6))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Σ\(・ω・ノ\)ノ!) = [白く]> then\n switch costume to (コスチューム55 v)\n set [ghost v] effect to (0)\n go to x: (36) y: (28)\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(Σ\(・ω・ノ\)ノ!) = [な]> then\n switch costume to (コスチューム54 v)\n show\n set [ghost v] effect to (35)\n clear graphic effects\n go to [front v] layer\n set size to (100) %\n point in direction (90)\n go to x: (10) y: (-6)\n repeat (10)\n change [ghost v] effect by (25)\n go to [front v] layer\n change size by (((600) - (size)) / (6))\n end\nend\n\nwhen I start as a clone\nif <(Σ\(・ω・ノ\)ノ!) = [なまえ]> then\n set [傾き v] to [0]\n wait (1.5) seconds\n repeat (60)\n go to [front v] layer\n change [傾き v] by (3)\n point in direction (((90) + ([tan v] of (傾き) )) * (5))\n end\nend\n\nwhen I start as a clone\nif <(Σ\(・ω・ノ\)ノ!) = [フィナーレ]> then\n set [y2 v] to [-60]\n switch costume to (コスチューム56 v)\n set [ghost v] effect to (0)\n go to x: (573) y: (-380)\n point in direction (128)\n repeat (34)\n go to [front v] layer\n move (y2) steps\n set [y2 v] to ((y2) * (0.9))\n end\n repeat (50)\n change [ghost v] effect by (2)\n end\n broadcast (終わり v)\nend\n\nwhen I receive [終わり v]\nrepeat (50)\n change volume by (-2)\n delete this clone\nend\n\n@2020-12-19 (2)\n\nwhen flag clicked\nhide\n\n@☁︎\n\nwhen I start as a clone\nset [ghost v] effect to (20)\nshow\nglide (pick random (5) to (7)) secs to x: (-284) y: (y position)\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [終わり v]\nhide\nset x to (284)\nforever\n set y to (pick random (0) to (150))\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\n
{English}The author is Japanese\nOperate with arrow keys\nYou can alsotap\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\nI worked very hard\nPlease let me know if you have any advice or bugs\nThis time I asked for beauty\nNot just fun!\nI'd be happy if you could go to POKURO's profile and press the blue button in the upper right corner ☆\n{日本語}作者は日本人です\n矢印キーで操作\nタップ・クリックでもできる(*'▽')\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\nとてもとても頑張りました\nアドバイス、バグがあったら教えてください\n今回は「美」を求めましたw\n楽しさだけでなく!\n\n♡と☆をポチッってして、@POKUROのプロフィールに行って、右上にある青いボタンをポチってくれれば喜ぶw\n\n{한국}저자는 일본인입니다\n화살표 키로 조작\n탭 클릭 수도있다\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\n아주 아주 열심히했습니다\n조언 버그가 있으면 가르쳐주세요\n이번에는 '아름다움'을 추구했던\n즐거움뿐만 아니라!\n\n보충 부탁합니다!
Winter - Platformer
@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nplay sound [Calm-Piano-Music-with-Beautiful v] until done\n\n@Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (The End v)\n end\nend\n\n@White Guy\n\nwhen flag clicked\ngo to x: (-200) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n 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 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?>> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n ycoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(y) < [0]>> then\n set [y v] to [14]\n else\n set [y v] to [0]\n end\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y 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\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\nwhen I receive [next level v]\ngo to x: (-200) y: (-93)\n\nwhen I receive [death v]\ngo to x: (-200) y: (-93)\n\n@Snow Effect\n\nwhen I start as a clone\ngo to x: (pick random (-230) to (230)) y: (180)\nset [ghost v] effect to (pick random (50) to (5))\nset size to (pick random (30) to (70)) %\nset [spin speed v] to (pick random (-3) to (3))\ncheck spin\nset [fall speed v] to (pick random (-1) to (-3.5))\nchange [snowflakes v] by (1)\nshow\nrepeat until <(y position) < [-175]>\n change y by (fall speed)\n turn right (spin speed) degrees\nend\nchange [snowflakes v] by (-1)\ndelete this clone\n\nwhen I receive [snowflakes v]\nshow\nset [snowflakes v] to [0]\nbroadcast (start v)\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nset [snowflakes v] to [0]\nforever\n if <(pick random (1) to (11)) = [1]> then\n if <(snowflakes) < [45]> then\n wait (0.5) seconds\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [nosnowflakes v]\nhide\nset [snowflakes v] to [0]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine check spin\nif <(spin speed) = [0]> then\n set [spin speed v] to (pick random (-3) to (3))\n check spin\nend\n\nwhen flag clicked\nset [snowflakes v] to [0]\ngo to [front v] layer\nbroadcast (start v)\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <touching (white guy v)?> then\n broadcast (Death v)\n end\nend\n\n@Transportation ;)\n\nwhen flag clicked\nshow\nforever\n if <touching (white guy v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [the end v]\nhide\n\n@Click to play again\n\nwhen I receive [the end v]\nshow\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nwait (5) seconds\nrepeat (20)\n go to [front v] layer\n wait (0.02) seconds\n change [ghost v] effect by (5)\nend\nhide\n\n
┌──────── {⋅. ✯ .⋅} ───────┐ \n\n    [ ⌨ iris is typing . . . ]\n\n »»————- ⋅. ◈ .⋅ ————-««\n\n❝ [ i n f o ] ❞ \n✎ welcome to my first platformer! °·․\n✎ this platformer was supposed to be shared on christmas but i couldn't wait anymore longer, sorry guys ;w; °·․\n✎ please lave a heart and star for this project, i worked really hard on it °·․\n✎ get the little white guy back to his igloo! sorry i had nothing else to name him.... :P °·․ \n✎ more levels coming! °·․ \n\n ⋯ ⋯ ⋯ ⋯ ⋯ ⋯ ⋯ ⋯ ⋯\n\n❝ [ na v i g a t i o n ] ❞ \n✃ arrow keys // right arrow key - move right // left arrow key - move left // up arrow key - jump °·․\n\n ⋯ ⋯ ⋯ ⋯ ⋯ ⋯ ⋯ ⋯ ⋯\n\n❝ [ rules ] ❞ °·․ \n➴ steal art/code = ☓ °·․\n➴ remix = ✓ °·․ \n➴ hate comments = ☓ °·․ \n➴ backpacking sprites = ☓ °·․ \n➴ f4f = ☓ °·․ \n➴ feedback = ✓ °·․ \n➴ nice comments = ✓ °·․ \n➴ advertising = ☓ °·․ \n➴ hearts, stars, and follows (greatly appreciated) = ✓ °·․ \n\n ⋯ ⋯ ⋯ ⋯ ⋯ ⋯ ⋯ ⋯ ⋯\n\n❝ [ c r e d i t s ] ❞ \n♪ music : calm piano °·․ \n✯ thumb : @plantiique °·․ \n⚝ background : @YtSunsetSafari °·․ \n? art : @YtSunsetSafari °·․
Tower Explorer A Multiplayer Platformer
@Stage\n\nwhen I receive [join v]\nset volume to (100) %\nforever\n if <(Kick) = []> then\n play sound [Tobu - Candyland v] until done\n end\nend\n\nwhen I receive [win v]\nset volume to (0) %\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Join v)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\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) %\nset [x v] to [-100]\nset [y v] to [-100]\nset [sx v] to [0]\nset [sy v] to [0]\nset [f v] to [0]\n\ndefine Tick\nset [pxc v] to [0]\nset [pyc v] to [0]\nif <<key (left arrow v) pressed?> or > then\n change [sx v] by (-1)\n change [pxc v] by (-1)\nend\nif <<key (right arrow v) pressed?> or > then\n change [sx v] by (1)\n change [pxc v] by (1)\nend\nif <<key (up arrow v) pressed?> or > then\n if <(in air) < [5]> then\n set [sy v] to [16]\n end\n set [pyc v] to [1]\nend\nif <[-16] < (sy)> then\n change [sy v] by (-2)\nend\nif <touching (trampoline v)?> then\n set [sy v] to [26]\nend\nChange player y by (sy)\nTest Die\nset [sx v] to ((sx) * (0.85))\nChange player x by (round (sx))\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\nif <[220] < (x)> then\n set [x v] to [220]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nTest Die\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not >\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 then\n broadcast (Bend v)\n repeat (12)\n change [y v] by (1)\n end\n change [y v] by (-12)\n repeat until <not >\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 > then\n if <(sx) > [0]> then\n set [sx v] to [-8]\n else\n set [sx v] to [8]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\nend\n\ndefine Test Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine die\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.2) seconds\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Set Up v) and wait\n Game On\n repeat until <(EXIT) > []>\n set rotation style [don't rotate v]\n Tick\n change [f v] by (1)\n set [f v] to ((f) mod (25))\n if <(f) = [0]> then\n broadcast (Tick v) and wait\n else\n broadcast (Tick v)\n end\n end\n die\nend\n\nwhen [timer v] > (tc)\nhide\n\n@Platforms\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 [0] y [550] # [2]\nClone at x [0] y [1000] # [3]\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)\nset [cos v] to (#)\nswitch costume to (#)\ncreate clone of (_myself_ v)\nset [x v] to [-9999]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Mountains\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 [1]\n\n@Cloud\n\ndefine Rec (num)\nswitch costume to (num)\nif <(length of (costume [number v])) = [1]> then\n set [ccode v] to (join [0] (costume [number v]))\nelse\n set [ccode v] to (costume [number v])\nend\n\ndefine Encode (string)\nset [# v] to [0]\nrepeat (length of (string))\n change [# v] by (1)\n Rec (letter (#) of (string))\n set [encoded v] to (join (Encoded) (CCode))\nend\nset [encoded v] to (join (Encoded) [00])\n\ndefine Send Cloud Data\nset [encoded v] to []\nEncode (username)\nEncode (f)\nEncode ([x v] of [player v])\nEncode ([y v] of [player v])\nif <(Player Id) = [1]> then\n set [☁ c1 v] to (Encoded)\nelse\n if <(Player Id) = [2]> then\n set [☁ c2 v] to (Encoded)\n else\n if <(Player Id) = [3]> then\n set [☁ c3 v] to (Encoded)\n else\n if <(Player Id) = [4]> then\n set [☁ c4 v] to (Encoded)\n else\n if <(Player Id) = [5]> then\n set [☁ c5 v] to (Encoded)\n else\n if <(Player Id) = [6]> then\n set [☁ c6 v] to (Encoded)\n else\n if <(Player Id) = [7]> then\n set [☁ c7 v] to (Encoded)\n else\n if <(Player Id) = [8]> then\n set [☁ c8 v] to (Encoded)\n else\n if <(Player Id) = [9]> then\n set [☁ c9 v] to (Encoded)\n else\n if <(Player Id) = [10]> then\n set [☁ c10 v] to (Encoded)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Download Cloud Variables\ndelete all of [cloud variables v]\nadd (☁ C1) to [cloud variables v]\nadd (☁ C2) to [cloud variables v]\nadd (☁ C3) to [cloud variables v]\nadd (☁ C4) to [cloud variables v]\nadd (☁ C5) to [cloud variables v]\nadd (☁ C6) to [cloud variables v]\nadd (☁ C7) to [cloud variables v]\nadd (☁ C8) to [cloud variables v]\nadd (☁ C9) to [cloud variables v]\nadd (☁ C10) to [cloud variables v]\n\ndefine Active Check\ndelete all of [active check v]\nif <(join [apple ] (☁ C1)) = (join [apple ] (item (1) of [cloud variables v]))> then\n add [0] to [active check v]\nelse\n add [1] to [active check v]\nend\nif <(join [apple ] (☁ C2)) = (join [apple ] (item (2) of [cloud variables v]))> then\n add [0] to [active check v]\nelse\n add [1] to [active check v]\nend\nif <(join [apple ] (☁ C3)) = (join [apple ] (item (3) of [cloud variables v]))> then\n add [0] to [active check v]\nelse\n add [1] to [active check v]\nend\nif <(join [apple ] (☁ C4)) = (join [apple ] (item (4) of [cloud variables v]))> then\n add [0] to [active check v]\nelse\n add [1] to [active check v]\nend\nif <(join [apple ] (☁ C5)) = (join [apple ] (item (5) of [cloud variables v]))> then\n add [0] to [active check v]\nelse\n add [1] to [active check v]\nend\nif <(join [apple ] (☁ C6)) = (join [apple ] (item (6) of [cloud variables v]))> then\n add [0] to [active check v]\nelse\n add [1] to [active check v]\nend\nif <(join [apple ] (☁ C7)) = (join [apple ] (item (7) of [cloud variables v]))> then\n add [0] to [active check v]\nelse\n add [1] to [active check v]\nend\nif <(join [apple ] (☁ C8)) = (join [apple ] (item (8) of [cloud variables v]))> then\n add [0] to [active check v]\nelse\n add [1] to [active check v]\nend\nif <(join [apple ] (☁ C9)) = (join [apple ] (item (9) of [cloud variables v]))> then\n add [0] to [active check v]\nelse\n add [1] to [active check v]\nend\nif <(join [apple ] (☁ C10)) = (join [apple ] (item (10) of [cloud variables v]))> then\n add [0] to [active check v]\nelse\n add [1] to [active check v]\nend\n\ndefine Decode (encoded)\nset [i v] to []\nset [output v] to []\nforever\n change [# v] by (2)\n set [i v] to (join (letter ((#) - (1)) of (encoded)) (letter (#) of (encoded)))\n if <(i) < [1]> then\n stop [this script v]\n end\n switch costume to (i)\n set [output v] to (join (Output) (costume [name v]))\nend\n\ndefine Major Decode\ndelete all of [cloud list v]\nset [# v] to [0]\nDecode (☁ C1)\nadd (Output) to [cloud list v]\nDecode (☁ C1)\nDecode (☁ C1)\nadd (Output) to [cloud list v]\nDecode (☁ C1)\nadd (Output) to [cloud list v]\nset [# v] to [0]\nDecode (☁ C2)\nadd (Output) to [cloud list v]\nDecode (☁ C2)\nDecode (☁ C2)\nadd (Output) to [cloud list v]\nDecode (☁ C2)\nadd (Output) to [cloud list v]\nset [# v] to [0]\nDecode (☁ C3)\nadd (Output) to [cloud list v]\nDecode (☁ C3)\nDecode (☁ C3)\nadd (Output) to [cloud list v]\nDecode (☁ C3)\nadd (Output) to [cloud list v]\nset [# v] to [0]\nDecode (☁ C4)\nadd (Output) to [cloud list v]\nDecode (☁ C4)\nDecode (☁ C4)\nadd (Output) to [cloud list v]\nDecode (☁ C4)\nadd (Output) to [cloud list v]\nset [# v] to [0]\nDecode (☁ C5)\nadd (Output) to [cloud list v]\nDecode (☁ C5)\nDecode (☁ C5)\nadd (Output) to [cloud list v]\nDecode (☁ C5)\nadd (Output) to [cloud list v]\nset [# v] to [0]\nDecode (☁ C6)\nadd (Output) to [cloud list v]\nDecode (☁ C6)\nDecode (☁ C6)\nadd (Output) to [cloud list v]\nDecode (☁ C6)\nadd (Output) to [cloud list v]\nset [# v] to [0]\nDecode (☁ C7)\nadd (Output) to [cloud list v]\nDecode (☁ C7)\nDecode (☁ C7)\nadd (Output) to [cloud list v]\nDecode (☁ C7)\nadd (Output) to [cloud list v]\nset [# v] to [0]\nDecode (☁ C8)\nadd (Output) to [cloud list v]\nDecode (☁ C8)\nDecode (☁ C8)\nadd (Output) to [cloud list v]\nDecode (☁ C8)\nadd (Output) to [cloud list v]\nset [# v] to [0]\nDecode (☁ C9)\nadd (Output) to [cloud list v]\nDecode (☁ C9)\nDecode (☁ C9)\nadd (Output) to [cloud list v]\nDecode (☁ C9)\nadd (Output) to [cloud list v]\nset [# v] to [0]\nDecode (☁ C10)\nadd (Output) to [cloud list v]\nDecode (☁ C10)\nDecode (☁ C10)\nadd (Output) to [cloud list v]\nDecode (☁ C10)\nadd (Output) to [cloud list v]\n\nwhen I receive [tick v]\nMajor Decode\n\nwhen I receive [play game v]\nforever\n Download Cloud Variables\n wait (1) seconds\n Active Check\nend\n\nwhen I receive [tick v]\nSend Cloud Data\n\nwhen I receive [join v]\nset [player id v] to [0]\nset [join status v] to [Joining]\nDownload Cloud Variables\nwait (3) seconds\nif <(join [apple ] (☁ C1)) = (join [apple ] (item (1) of [cloud variables v]))> then\n set [player id v] to [1]\n set [join status v] to [Joined]\nelse\n if <(join [apple ] (☁ C2)) = (join [apple ] (item (2) of [cloud variables v]))> then\n set [player id v] to [2]\n set [join status v] to [Joined]\n else\n if <(join [apple ] (☁ C3)) = (join [apple ] (item (3) of [cloud variables v]))> then\n set [player id v] to [3]\n set [join status v] to [Joined]\n else\n if <(join [apple ] (☁ C4)) = (join [apple ] (item (4) of [cloud variables v]))> then\n set [player id v] to [4]\n set [join status v] to [Joined]\n else\n if <(join [apple ] (☁ C5)) = (join [apple ] (item (5) of [cloud variables v]))> then\n set [player id v] to [5]\n set [join status v] to [Joined]\n else\n if <(join [apple ] (☁ C6)) = (join [apple ] (item (6) of [cloud variables v]))> then\n set [player id v] to [6]\n set [join status v] to [Joined]\n else\n if <(join [apple ] (☁ C7)) = (join [apple ] (item (7) of [cloud variables v]))> then\n set [player id v] to [7]\n set [join status v] to [Joined]\n else\n if <(join [apple ] (☁ C8)) = (join [apple ] (item (8) of [cloud variables v]))> then\n set [player id v] to [8]\n set [join status v] to [Joined]\n else\n if <(join [apple ] (☁ C9)) = (join [apple ] (item (9) of [cloud variables v]))> then\n set [player id v] to [9]\n set [join status v] to [Joined]\n else\n if <(join [apple ] (☁ C10)) = (join [apple ] (item (10) of [cloud variables v]))> then\n set [player id v] to [10]\n set [join status v] to [Joined]\n else\n set [join status v] to [Full]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <(Join Status) = [Joined]> then\n broadcast (Joined v)\nelse\n broadcast (full v)\nend\n\n@Multiplayer\n\nwhen flag clicked\nClone [10]\n\ndefine Clone (clones)\nhide\nset [clone id v] to [0]\nrepeat (clones)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\nset [clone id v] to [Not Clone]\n\nwhen I receive [tick v]\nif <not <<<(clone id) = [Not Clone]> or <(clone id) = (Player Id)>> or <(item (clone id) of [active check v]) = [0]>>> then\n show\n say (join (clone id) (join [:] (item ((((clone id) - (1)) * (3)) + (1)) of [cloud list v])))\n p (round ((item ((((clone id) - (1)) * (3)) + (2)) of [cloud list v]) - (SCROLL X))) (round ((item ((((clone id) - (1)) * (3)) + (3)) of [cloud list v]) - (SCROLL Y)))\nelse\n hide\nend\n\ndefine p (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\n@Joining Art\n\nwhen I start as a clone\nif <(CloneID#) = [1]> then\n show\n switch costume to (joining v)\n set y to (-200)\n repeat (30)\n change y by ((y position) / (-7))\n end\nend\n\nwhen I start as a clone\nif <(CloneID#) = [3]> then\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-8)\n end\nend\n\nwhen I receive [joined v]\nif <(costume [number v]) = [1]> then\n switch costume to (joined v)\nend\nwait (2) seconds\nreset timer\nbroadcast (Play Game v)\n\nwhen I receive [play game v]\nhide\nerase all\ndelete this clone\n\nwhen [timer v] > (tc)\nhide\ndelete this clone\n\nwhen I receive [full v]\nif <(costume [number v]) = [1]> then\n switch costume to (full v)\nend\nstop [all v]\n\nwhen I receive [join v]\nset [cloneid# v] to [1]\ncreate clone of (_myself_ v)\n\n@Thumbnail\n\nwhen [timer v] > (tc)\nif <(Kick) = []> then\n show\n switch costume to (day v)\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(Kick) = [Turbo]> then\n switch costume to (turbo v)\n go to [front v] layer\n stop all sounds\n show\nend\n\nwhen flag clicked\nhide\npoint in direction (90)\nset [kick v] to []\nset [turbotest v] to [0]\nrepeat until <(timer) > [1]>\n wait () seconds\n change [turbotest v] by (1)\nend\nif <(TurboTest) > [100]> then\n set [kick v] to [Turbo]\n stop [all v]\nend\n\nwhen flag clicked\nforever\n set [tc v] to (timer)\nend\n\n@Intro\n\ndefine Intro\nReset\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait (.2) seconds\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\nwait (.2) seconds\nset [clone id v] to [3]\ncreate clone of (_myself_ v)\nwait (.3) seconds\nset [introsequence v] to [2]\nset [clone id v] to [5]\ncreate clone of (_myself_ v)\nParticles [40]\nset [clone id v] to [4]\nLogo\nset [clone id v] to [7]\ncreate clone of (_myself_ v)\nwait until <(IntroSequence) = [3]>\nset [clone id v] to [8]\ncreate clone of (_myself_ v)\nwait until <(IntroSequence) = [4]>\nset [clone id v] to [9]\ncreate clone of (_myself_ v)\nset [clone id v] to [11]\ncreate clone of (_myself_ v)\nBar Function\nwait until <(IntroSequence) = [6]>\nset [clone id v] to [13]\ncreate clone of (_myself_ v)\nset [clone id v] to [12]\nwait (.1) seconds\nset [clone id v] to [14]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [clone id v] to [15]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nset [clone id v] to [14]\ncreate clone of (_myself_ v)\nwait (.05) seconds\nset [clone id v] to [16]\ncreate clone of (_myself_ v)\nwait (.15) seconds\nset [clone id v] to [17]\ncreate clone of (_myself_ v)\nwait (.45) seconds\nset [introsequence v] to [7]\nset [clone id v] to [18]\ncreate clone of (_myself_ v)\nParticles [40]\nwait until <(IntroSequence) = [8]>\nLogo2\nwait (.3) seconds\nset [clone id v] to [20]\ncreate clone of (_myself_ v)\nwait until <(IntroSequence) = [10]>\n\ndefine Reset\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nswitch costume to (costume2 v)\nset [i v] to [0]\nset [i2 v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [direction v] to [0]\nset [introsequence v] to [1]\nstart sound [Chime & Adam Tell - Whole \(Rob Gasser Remix\) \[NCS Release\] v]\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n show\n switch costume to (costume1 v)\nend\nif <<(Clone ID) = [1]> or <(Clone ID) = [3]>> then\n show\n go to x: (-2400000) y: (0)\n switch costume to (square v)\n point in direction (-45)\n set size to (2) %\n repeat until <(IntroSequence) = [4]>\n turn right (((90) - (direction)) / (5)) degrees\n change x by ((() - (x position)) / (5))\n change size by ((size) / (3.25))\n end\n delete this clone\nelse\n if <(Clone ID) = [2]> then\n show\n go to x: (240000000) y: (0)\n switch costume to (square2 v)\n point in direction (45)\n set size to (2) %\n repeat until <(IntroSequence) = [4]>\n turn right (((-90) - (direction)) / (5)) degrees\n change x by ((() - (x position)) / (5))\n change size by ((size) / (3.25))\n end\n delete this clone\n else\n if <(Clone ID) = [4]> then\n show\n set size to (pick random (50) to (85)) %\n switch costume to (pick random (4) to (7))\n set [brightness v] effect to (100)\n set [ghost v] effect to (25)\n point in direction (pick random (1) to (359))\n set [i v] to (pick random (200) to (-200))\n set [i2 v] to (pick random (200) to (-200))\n repeat (18)\n change x by (((i) - (x position)) / (6))\n change y by (((i2) - (y position)) / (6))\n end\n repeat (20)\n change [ghost v] effect by (5)\n change x by ((() - (x position)) / (5))\n change y by ((() - (y position)) / (5))\n end\n delete this clone\n else\n if <(Clone ID) = [5]> then\n show\n switch costume to (logo v)\n set size to (0) %\n repeat (18)\n set [i v] to (((i) * (.75)) + (((125) - (size)) * (.3)))\n change size by (i)\n set y to (i)\n end\n set [i v] to [0]\n repeat (20)\n change [ghost v] effect by (5)\n set [i v] to (((i) * (.75)) + (((50) - (size)) * (.3)))\n change size by (i)\n set y to (i)\n end\n delete this clone\n else\n if <(Clone ID) = [6]> then\n show\n if <(IntroSequence) = [7]> then\n go to [front v] layer\n end\n switch costume to (particles v)\n clear graphic effects\n set [brightness v] effect to (pick random (5) to (10))\n set size to (pick random (60) to (140)) %\n go to x: (0) y: (0)\n set [i v] to (pick random (-18) to (18))\n point in direction (pick random (180) to (-180))\n repeat (5)\n set [i v] to ((i) * (.99))\n move (i) steps\n change [ghost v] effect by (pick random (1) to (3))\n end\n repeat until <touching (_edge_ v)?>\n move (i) steps\n set [i v] to ((i) * (.99))\n change size by (-2)\n change [ghost v] effect by (pick random (1) to (3))\n end\n delete this clone\n else\n if <(Clone ID) = [7]> then\n show\n switch costume to (square3 v)\n set size to (0) %\n set [i v] to [1]\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-5)\n switch costume to (blank template v)\n change [i v] by ((i) / (3))\n change size by (i)\n switch costume to (square3 v)\n end\n set [introsequence v] to [3]\n repeat (10)\n change [ghost v] effect by (-5)\n switch costume to (blank template v)\n change [i v] by ((i) / (3))\n change size by (i)\n switch costume to (square3 v)\n end\n else\n if <(Clone ID) = [8]> then\n show\n switch costume to (circle v)\n set size to (0) %\n set [i v] to [1]\n set [ghost v] effect to (100)\n repeat (13)\n change [ghost v] effect by (-10)\n switch costume to (blank template v)\n change [i v] by ((i) / (3))\n change size by (i)\n switch costume to (circle v)\n end\n set [introsequence v] to [4]\n repeat (10)\n change [ghost v] effect by (-5)\n switch costume to (blank template v)\n change [i v] by ((i) / (3))\n change size by (i)\n switch costume to (circle v)\n end\n else\n if <(Clone ID) = [9]> then\n wait (.075) seconds\n show\n switch costume to (circle pattern 1 v)\n set size to (0) %\n go to [front v] layer\n repeat (5)\n change size by (((100) - (size)) / (5))\n end\n repeat (10)\n change [ghost v] effect by (5)\n next costume\n change size by (((100) - (size)) / (5))\n end\n else\n if <(Clone ID) = [10]> then\n show\n switch costume to (bar v)\n set size to (0) %\n point in direction (180)\n go to x: (0) y: (y position)\n repeat (10)\n change size by (i)\n set [i v] to (((i) * (.65)) + (((100) - (size)) / (3)))\n end\n set [introsequence v] to [5]\n repeat (1)\n change size by (i)\n set [i v] to (((i) * (.65)) + (((125) - (size)) / (3)))\n end\n set [introsequence v] to [6]\n repeat (10)\n change size by (i)\n set [i v] to (((i) * (.65)) + (((125) - (size)) / (3)))\n end\n set size to (125) %\n else\n if <(Clone ID) = [11]> then\n show\n switch costume to (logo2 v)\n go to [front v] layer\n set [i v] to [1]\n set size to (0) %\n point in direction (0)\n go to x: (0) y: (0)\n repeat (15)\n change size by (i2)\n set [i2 v] to (((i2) * (.8)) + (((100) - (size)) * (.3)))\n set y to ((i2) * (1))\n end\n set [i v] to [2]\n repeat (13)\n set [x v] to (x position)\n set [y v] to (y position)\n set [direction v] to (direction)\n move (i) steps\n change [i v] by ((i) / (5))\n turn right (((-90) - (direction)) / (15)) degrees\n set [i2 v] to (((i2) * (.8)) + (((75) - (size)) * (.3)))\n change size by (i2)\n end\n set [introsequence v] to [6]\n repeat (12)\n set [x v] to (x position)\n set [y v] to (y position)\n set [direction v] to (direction)\n move (i) steps\n change [i v] by ((i) / (5))\n turn right (((-90) - (direction)) / (20)) degrees\n set [i2 v] to (((i2) * (.8)) + (((75) - (size)) * (.3)))\n change size by (i2)\n end\n set [x v] to [0]\n set [y v] to [0]\n set [direction v] to [0]\n delete this clone\n else\n if <(Clone ID) = [12]> then\n show\n if <(IntroSequence) = [10]> then\n set [brightness v] effect to (100)\n end\n switch costume to (particles2 v)\n set size to (pick random (50) to (100)) %\n go to x: (X) y: (Y)\n point in direction (Direction)\n set [i v] to [-10]\n repeat (20)\n move (i) steps\n set [i v] to ((i) * (.9))\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(Clone ID) = [13]> then\n show\n go to [front v] layer\n switch costume to (blank template v)\n set size to (100) %\n switch costume to (arrow v)\n go to x: (-2400000) y: (0)\n set [ghost v] effect to (100)\n repeat (15)\n change [ghost v] effect by (-10)\n change x by (((0) - (x position)) / (4.5))\n end\n else\n if <(Clone ID) = [14]> then\n show\n switch costume to (another square 1 v)\n go to [front v] layer\n go to x: (-400000000) y: (0)\n set [i v] to [1]\n point in direction (90)\n set size to (1) %\n set [ghost v] effect to (0)\n repeat (40)\n change [ghost v] effect by (-10)\n switch costume to (blank template v)\n turn right (5) degrees\n change size by ((size) / (3))\n switch costume to (another square 1 v)\n change x by (((0) - (x position)) / (6))\n end\n else\n if <(Clone ID) = [15]> then\n show\n switch costume to (another square 2 v)\n go to [front v] layer\n go to x: (-400000000000) y: (0)\n set [i v] to [1]\n point in direction (90)\n set size to (1) %\n repeat (40)\n switch costume to (blank template v)\n turn right (5) degrees\n change size by ((size) / (3))\n switch costume to (another square 2 v)\n change x by (((0) - (x position)) / (6))\n end\n else\n if <<(Clone ID) = [16]> or <(Clone ID) = [17]>> then\n show\n switch costume to ((Clone ID) + (13))\n go to [front v] layer\n set size to (50) %\n set [i v] to [1]\n go to x: (0) y: (36000)\n set [ghost v] effect to (100)\n set size to (50) %\n repeat (18)\n switch costume to (blank template v)\n change [i v] by ((i) / (3))\n change [ghost v] effect by (-6)\n change size by (i)\n change x by (((0) - (x position)) / (6))\n change y by (((0) - (y position)) / (6))\n switch costume to ((Clone ID) + (13))\n end\n else\n if <(Clone ID) = [18]> then\n show\n go to [front v] layer\n set size to (0) %\n point in direction (0)\n switch costume to (finally the climax xd v)\n repeat (18)\n change [i v] by (10)\n point in direction ([cos v] of (i) )\n set [i2 v] to (((i2) * (.825)) + (((100) - (size)) / (3)))\n change size by (i2)\n set y to (i2)\n end\n set [introsequence v] to [8]\n repeat (2)\n change [i v] by (10)\n point in direction ([cos v] of (i) )\n set [i2 v] to (((i2) * (.825)) + (((100) - (size)) / (3)))\n change size by (i2)\n set y to (i2)\n end\n repeat (20)\n change [i v] by (10)\n point in direction ([cos v] of (i) )\n change [ghost v] effect by (5)\n set [i2 v] to (((i2) * (.825)) + (((50) - (size)) / (7)))\n change size by (i2)\n end\n delete this clone\n else\n if <(Clone ID) = [19]> then\n show\n go to [front v] layer\n set size to (pick random (75) to (90)) %\n switch costume to (pick random (4) to (7))\n set [brightness v] effect to (100)\n set [ghost v] effect to (25)\n point in direction (pick random (1) to (359))\n set [i v] to (pick random (200) to (-200))\n set [i2 v] to (pick random (200) to (-200))\n repeat (18)\n change x by (((i) - (x position)) / (6))\n change y by (((i2) - (y position)) / (6))\n end\n repeat (20)\n change [ghost v] effect by (5)\n change x by ((() - (x position)) / (5))\n change y by ((() - (y position)) / (5))\n end\n delete this clone\n else\n if <(Clone ID) = [20]> then\n show\n go to [front v] layer\n switch costume to (circle v)\n set size to (0) %\n set [i v] to [1]\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-5)\n switch costume to (blank template v)\n change [i v] by ((i) / (3))\n change size by (i)\n switch costume to (circle v)\n end\n set [introsequence v] to [9]\n repeat (9)\n change [ghost v] effect by (-6)\n switch costume to (blank template v)\n change [i v] by ((i) / (3))\n change size by (i)\n switch costume to (circle v)\n end\n wait (.2) seconds\n broadcast (Delete All them clones v)\n switch costume to (finally the climax xd v)\n point in direction (0)\n set [i v] to [1]\n set [introsequence v] to [10]\n repeat (26)\n change size by (((65) - (size)) / (3))\n set [x v] to (x position)\n set [y v] to (y position)\n set [direction v] to (direction)\n move (i) steps\n change [i v] by ((i) / (5))\n turn right (((90) - (direction)) / (20)) degrees\n end\n set [x v] to [0]\n set [y v] to [0]\n set [direction v] to [0]\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Logo\nrepeat (20)\n create clone of (_myself_ v)\nend\n\ndefine Particles (amount)\nset [clone id v] to [6]\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\ndefine Bar Function\nset [clone id v] to [10]\ngo to x: (0) y: (240)\nrepeat (10)\n create clone of (_myself_ v)\n change y by (-60)\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nwait until <(IntroSequence) = [5]>\nwait (.2) seconds\nset [clone id v] to [12]\nrepeat (8)\n create clone of (_myself_ v)\nend\nwait until <(IntroSequence) = [10]>\nset [clone id v] to [12]\nrepeat (23)\n create clone of (_myself_ v)\nend\n\ndefine Logo2\nset [clone id v] to [19]\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I receive [delete all them clones v]\nif <not <(Clone ID) = [20]>> then\n delete this clone\nend\n\nwhen I receive [green flag v]\nIntro\n\n@Danger\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 [0] y [550] # [2]\nClone at x [0] y [1000] # [3]\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)\nset [cos v] to (#)\nswitch costume to (#)\ncreate clone of (_myself_ v)\nset [x v] to [-9999]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Flag\n\nwhen I receive [tick v]\nshow\nPosition x (round ((x) - (SCROLL X))) y (round ((y) - (SCROLL Y)))\nif <touching (player v)?> then\n broadcast (win v)\nend\n\nwhen I receive [green flag v]\nClone at x [-200] y [1130] # [1]\nhide\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@Sprite1\n\nwhen flag clicked\nhide variable [tc v]\nhide\n\nwhen I receive [win v]\nshow\nset [kick v] to [win]\nshow variable [tc v]\nstop [all v]\n\n
WASD or Arrow keys to move.\n\nLove, Favourite, and Follow me.\n\nComment your time below!\n\n\nThis is my first time making a y scroller platformer,\nI am quite happy when I finished it =D\n\n
Phantom Platformer Ⅲ || 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 [Flying-in-stuff v]\n wait (230) seconds\nend\n\nwhen I receive [stgo! v]\nset [mov v] to [0]\nforever\n repeat (27)\n change [mov v] by (1)\n end\n repeat (27)\n change [mov v] by (-1)\n end\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 [user 状態 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\nwhen I receive [start v]\nset [user 状態 v] to [1]\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 <(User 状態) = [1]>\n go to [front v] layer\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 if <[4800] < (User X)> then\n Re:START 3\n else\n if <[2000] < (User X)> then\n Re:START 2\n else\n Re:START 1\n end\n end\nend\nif <touching (jumper v)?> then\n set [yp v] to [20]\n broadcast (Spin v)\nend\nif <touching (electro v)?> then\n if <[4800] < (User X)> then\n Re:START 3\n else\n if <[2000] < (User X)> then\n Re:START 2\n else\n Re:START 1\n end\n end\nend\nif <touching (out2 v)?> then\n if <[4800] < (User X)> then\n Re:START 3\n else\n if <[2000] < (User X)> then\n Re:START 2\n else\n Re:START 1\n end\n end\nend\nOUT\nbroadcast (Loop! v)\nif <touching (out v)?> then\n if <[4800] < (User X)> then\n Re:START 3\n else\n if <[2000] < (User X)> then\n Re:START 2\n else\n Re:START 1\n end\n end\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 1\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 1\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\ndefine Re:START 2\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 [2235]\nset [user y v] to [230]\nset [flow x v] to [2235]\nset [flow y v] to [230]\n\ndefine Re:START 3\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 [4800]\nset [user y v] to [20]\nset [flow x v] to [4800]\nset [flow y v] to [20]\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]\nSTG ((R) * (63)) ((R) * (0)) [16]\nSTG ((R) * (67.2)) ((R) * (0)) [17]\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]\nwait (2) seconds\ngo to x: (0) y: (0)\nswitch costume to (3 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\nbroadcast (STGO! v)\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\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@サムネ\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@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]\nSTG ((R) * (63)) ((R) * (0)) [16]\nSTG ((R) * (67.2)) ((R) * (0)) [17]\nswitch costume to (1 v)\nbroadcast (Power v)\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n@Electro\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)) + ((Mov) * (2.5)))\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]\nSTG ((R) * (63)) ((R) * (0)) [16]\nSTG ((R) * (67.2)) ((R) * (0)) [17]\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]\nSTG ((R) * (63)) ((R) * (0)) [16]\nSTG ((R) * (67.2)) ((R) * (0)) [17]\nswitch costume to (1 v)\nbroadcast (Power v)\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n@OUT2\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)) + ((7) * (Mov)))\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]\nSTG ((R) * (63)) ((R) * (0)) [16]\nSTG ((R) * (67.2)) ((R) * (0)) [17]\nswitch costume to (1 v)\nbroadcast (Power v)\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\n
Blue block >Safe\nRed block >OUT\nPurple fade block >OUT\nI made two checkpoints!\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)
WORLDS || A PLATFORMER [ENTRY] #games
@Stage\n\nwhen I receive [start game v]\nswitch backdrop to (backdrop2 v)\nforever\n play sound [Summertime v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite3\n\ndefine SIMULATION\nchange y by (FALLTEMPO)\nif <touching (sprite5 v)?> then\n if <(FALLTEMPO) < [0]> then\n set [überground v] to [1]\n else\n set [überground v] to [-1]\n end\n repeat until <not <touching (sprite5 v)?>>\n change y by (ÜBERGROUND)\n end\n set [falltempo v] to [0]\nelse\n change [falltempo v] by (SCHWERKRAFT)\nend\n\ndefine SPRUNG\nif <key (up arrow v) pressed?> then\n change y by (-1)\n if <touching (sprite5 v)?> then\n set [falltempo v] to [30]\n end\n change y by (-1)\nend\n\nwhen I receive [start game v]\nset [schwerkraft v] to [-3]\nset [is this ok v] to [YES IT IS]\ngo to x: (-185) y: (-88)\nshow\nforever\n LAUFE\n SPRUNG\n SIMULATION\n TOT\nend\n\ndefine LAUFE\nif <key (right arrow v) pressed?> then\n change x by (7)\n if <touching (sprite5 v)?> then\n change x by (-7)\n end\n if <(x position) > [230]> then\n broadcast (NEW LEVEL v)\n end\nend\nif <key (left arrow v) pressed?> then\n change x by (-7)\n if <touching (sprite5 v)?> then\n change x by (7)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [new level v]\ngo to x: (-185) y: (-88)\n\ndefine TOT\nif <<touching (sprite4 v)?> or <(y position) < [-180]>> then\n repeat (5)\n turn right (15) degrees\n change [ghost v] effect by (15)\n end\n point in direction (90)\n go to x: (-185) y: (-88)\n set [ghost v] effect to (0)\nend\n\nwhen [r v] key pressed\ngo to x: (-185) y: (-88)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [new level v]\nnext costume\n\n@INTRO1\n\nwhen flag clicked\nset [mosaic v] effect to (0)\nhide\nplay sound [Echo - -SapphireDemon-2 v] until done\n\nwhen I receive [you v]\ngo to x: (0) y: (0)\nshow\nrepeat (30)\n next costume\n wait (0.02) seconds\nend\nbroadcast (CHIDE v)\nrepeat (20)\n next costume\n wait (0.02) seconds\nend\nhide\nwait (2.3) seconds\nstop all sounds\n\n@INTRO2\n\nwhen flag clicked\nshow\nset [turneru v] to [1]\nset [turner v] to [10]\nrepeat (200)\n turn left (TURNER) degrees\n set [turner v] to (pick random (10) to ((15) + (TURNERU)))\n change [turneru v] by (0.4)\n change [color v] effect by (2)\nend\nbroadcast (YOU v)\nrepeat (200)\n turn left (TURNER) degrees\n set [turner v] to (pick random (10) to ((15) + (TURNERU)))\n change [turneru v] by (0.4)\n change [color v] effect by (2)\n change [ghost v] effect by (2)\nend\nhide\n\nhide\n\n@INTRO3\n\nwhen flag clicked\nhide\n\nwhen I receive [chide v]\nshow\ngo to x: (700) y: (0)\nrepeat (77)\n change x by (-10)\n change [color v] effect by (2)\nend\nwait (2) seconds\nhide\nbroadcast (START GAME v)\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [new level v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nhide\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nshow\nset [ghost v] effect to (0)\n\n
~~~~~~~~~~~~~~~~~WORLDS~~~~~~~~~~~~~~~~~\nTHIS IS MY ENTRY FOR @SkiNerd211 'S CONTEST\n\n~MOVE WIRH ARROW KEYS\n~AVOID SPIKES\n~R TO RESET IF YOU'RE STUCK\n\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nI KNOW IT'S GENERIC, BUT...\n\n\n#Worlds #worlds #platformer #games #all #entry #SkiNerd211 #world #worldplatformer #worldsplatformer #THESMALLSYRUP #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games \n
✂Draw , a platformer !✏
@Stage\n\nwhen flag clicked\nswitch backdrop to (arrière plan3 v)\nforever\n if <<<<(level) = [1]> or <<(level) = [2]> or <<(level) = [3]> or <(level) = [4]>>>> or <(level) = [5]>> or <<(level) = [10]> or <(level) = [9]>>> then\n switch backdrop to (arrière plan1 v)\n end\n if <<<(level) = [6]> or <<(level) = [7]> or <<(level) = [8]> or <(level) = [9]>>>> or <(level) = [10]>> then\n switch backdrop to (arrière plan2 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Elektronomia - Breeze \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nforever\n if <<(level) = [10]> or <(level) = [9]>> then\n switch backdrop to (arrière plan1 v)\n end\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(x position) > [240]> then\n broadcast (new level v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [new level v]\nif <not <(level) = [16]>> then\n go to x: (-207) y: (70)\nend\nif <(level) = [16]> then\n go to x: (0) y: (70)\nend\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen I receive [play v]\nset volume to (80) %\nhide\nshow\ngo to x: (-207) y: (70)\nforever\n set [x v] to [0]\n set [y v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n change x by (x)\n if <<touching (plateforms v)?> or <touching color (#fb00e6)?>> then\n change y by (1)\n end\n if <<touching (plateforms v)?> or <touching color (#fb00e6)?>> then\n change y by (1)\n end\n if <<touching (plateforms v)?> or <touching color (#fb00e6)?>> then\n change y by (1)\n end\n if <<touching (plateforms v)?> or <touching color (#fb00e6)?>> then\n change y by (1)\n end\n if <<touching (plateforms v)?> or <touching color (#fb00e6)?>> 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 [8]\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 (plateforms v)?> or <<touching color (#00b543)?> or <touching color (#fb00e6)?>>> 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 (plateforms v)?> or <touching color (#fb00e6)?>>> then\n broadcast (jump v)\n change [y v] by (14)\n end\n change y by (1)\n if <<not <<(level) = [5]> or <(level) = [13]>>> or <(level) = [16]>> then\n if <(y position) < [-179]> then\n broadcast (play v)\n end\n else\n if <(y position) < [-179]> then\n change [level v] by (1)\n broadcast (new level v)\n end\n end\n if <touching (dangers v)?> then\n broadcast (play v)\n start sound [uuhhh\(1\) v]\n end\n if <touching (bounce v)?> then\n change [y v] by (32)\n end\n if <(level) = [8]> then\n if <(y position) > [175]> then\n change [level v] by (1)\n broadcast (new level v)\n end\n end\n if <(level) = [16]> then\n if <(x position) < [-230]> then\n change [level v] by (1)\n broadcast (new level v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n stop all sounds\n play sound [Tada v] until done\n stop [this script v]\n end\nend\n\nwhen I receive [jump v]\nwait (0.01) seconds\nplay sound [Jump2 v] until done\n\nplay sound [uuhhh\(1\) v] until done\n\n@plateforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [new level v]\nnext costume\n\n@pen\n\nwhen I receive [play v]\nset pen size to (15)\nerase all\nwait (0.02) seconds\nforever\n if <not <(level) = [5]>> then\n pen up\n if <mouse down?> then\n if <touching (protect player v)?> then\n pen up\n else\n pen down\n end\n end\n go to x: (mouse x) y: (mouse y)\n else\n pen up\n end\nend\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen I receive [new level v]\nerase all\n\nwhen flag clicked\nforever\n set pen color to (#fb00e6)\nend\n\nif <<<<(level) = [1]> or <<(level) = [2]> or <<(level) = [3]> or <(level) = [4]>>>> or <(level) = [5]>> or <<(level) = [10]> or <(level) = [9]>>> then\n set pen color to (#00b543)\nend\nif <<(level) = [6]> or <<(level) = [7]> or <(level) = [8]>>> then\nend\n\n@restart level\n\nwhen I receive [play v]\nshow\ngo to x: (-187) y: (-140)\nset size to (35) %\nforever\n go to [front v] layer\n point in direction (90)\n change size by (((35) - (size)) / (5))\n if <touching (mouse-pointer v)?> then\n change size by (((40) - (size)) / (5))\n point in direction ((90) + (([cos v] of ((timer) * (300)) ) * (10)))\n if <mouse down?> then\n change size by (((20) - (size)) / (5))\n broadcast (play v)\n end\n end\nend\n\n@demo\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nswitch costume to (demo 1 v)\nshow\nforever\n if <(level) = [2]> then\n switch costume to (demo 12 v)\n repeat (11)\n wait (.1) seconds\n next costume\n end\n hide\n stop [this script v]\n end\nend\n\n@dangers\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [new level v]\ngo to [front v] layer\nnext costume\n\n@bounce\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [new level v]\ngo to [front v] layer\ngo [backward v] (1) layers\nnext costume\n\n@deco\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [new level v]\ngo to [front v] layer\ngo [backward v] (1) layers\nnext costume\n\n
✏Welcome to the Draw's Platformer !✏\n\npart 2 : https://scratch.mit.edu/projects/487272393/\n100% possible\n16 levels ( Hummm... )\n\n400 Likes !!\n#1 of french trendings ! (All)\n\n⭐INSTRUCTIONS⭐\n- for move ←↑→\n- for draw , click !\n\n\nMusic : Elektronomika - Breeze\nUpdate 1 : added levels and dangers\nUpdate 2 : ??? :)\n\nBye !\n\n@clemJ72 love and fav !\n@remixsuper_test love ans fav !\n@remixsuper love and fav !\nthanks for 120 followers !\n\n\n#All #Games\n
Candy Cane Lane (Single Player Edition)|| Scrolling Holiday Platformer
@Stage\n\nwhen I receive [play v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\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@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@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\nstop all sounds\nbroadcast (Play v)\nbroadcast (Go v)\nerase all\nstop [other scripts in sprite v]\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
❄️ 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
Mouse Controlled Scrolling Platformer Engine
@Stage\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 set [exit v] to []\n end\nend\n\ndefine Tick\nif <touching (ladder v)?> then\n if <(stopped?) = [0]> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <((mouse x) - (20)) > (x position)>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <((mouse x) + (20)) < (x position)>>))\n set [sx v] to ((sx) * (0.63))\n end\nelse\n if <(stopped?) = [0]> then\n change [sx v] by ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <((mouse x) - (20)) > (x position)>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <((mouse x) + (20)) < (x position)>>))\n set [sx v] to ((sx) * (0.79))\n else\n if <(stopped?) = [1]> then\n repeat until <(stopped?) = [0]>\n set [sx v] to [0]\n set [sy v] to [0]\n end\n end\n end\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)>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n if <(stopped?) = [0]> then\n set [sy v] to [13.2]\n end\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)>> then\n if <(stopped?) = [0]> then\n change [y v] by (6)\n end\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\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 [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 (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\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 [1400]\n set [y v] to [-95]\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 [1800]\n set [y v] to [945]\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\nwhen [r v] key pressed\nReset\n\nwhen [o v] key pressed\nhide list [chat v]\n\nwhen [c v] key pressed\nshow list [chat v]\n\nwhen flag clicked\nforever\n next costume\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 [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]\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@Mouse-Pointer\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (30)\nshow\nforever\n go to x: (mouse x) y: (mouse y)\n if <mouse down?> then\n repeat until <not <mouse down?>>\n set size to (70) %\n end\n set size to (100) %\n end\nend\n\n@Pause\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [stopped? v] to [0]\ngo to x: (0) y: (0)\nset [ghost v] effect to (60)\nshow\n\nwhen this sprite clicked\nif <(stopped?) = [1]> then\n switch costume to (costume1 v)\n broadcast (start v)\n set [stopped? v] to [0]\nelse\n switch costume to (costume2 v)\n broadcast (stop v)\n set [stopped? v] to [1]\nend\n\n@Thumb\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
If used, you need to credit @InfinitelyEndless and @griffpatch for the engine, otherwise your game will be reported.\n\n
Christmas A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@Cube\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nset [level v] to [1]\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 (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\nhide\ngo to [back v] layer\n\nwhen I receive [faster v]\nforever\n change x by (5)\n if <(Level) = [3]> then\n stop [this script v]\n end\nend\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 <touching (spikes2 v)?> then\n broadcast (restart v)\n end\nend\n\nwhen I receive [faster 2 v]\nforever\n change x by (5)\n if <(Level) = [9]> then\n stop [this script v]\n end\nend\n\nwhen I receive [faster 3 v]\nforever\n change x by (-5)\nend\n\nif <(Level) = [10]> then\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n broadcast (you win and time c v)\n end\nend\n\n@Level\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nswitch costume to (2 v)\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n broadcast (Faster v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n broadcast (Faster 2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n broadcast (Faster 3 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 (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@Intro\n\ndefine smooth glide to x position: (x) y position: (y) size: (size) direction: (direction) smoothness: (speed)\nrepeat until <<(round (x position)) = (x)> and <<(round (y position)) = (y)> and <<(round (size)) = (size)> and <(round (direction)) = (direction)>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen flag clicked\nset [clone id v] to [0]\nhide\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nchange [clone id v] by (1)\nif <(clone ID) = [1]> then\n create clone of (_myself_ v)\n go to [back v] layer\n start sound [Amadeus - Exodia v]\n switch costume to (left yellow back v)\n go to x: (-500) y: (0)\n smooth glide to x position: [0] y position: (y position) size: (size) direction: (direction) smoothness: [3]\nend\n\nwhen I start as a clone\nif <(clone ID) = [2]> then\n go to [back v] layer\n switch costume to (right yellow back v)\n go to x: (500) y: (0)\n smooth glide to x position: [0] y position: (y position) size: (size) direction: (direction) smoothness: [3]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(clone ID) = [3]> then\n create clone of (_myself_ v)\n go to [front v] layer\n switch costume to (top yellow back v)\n go to x: (0) y: (500)\n smooth glide to x position: (x position) y position: [0] size: (size) direction: (direction) smoothness: [3]\nend\n\nwhen I start as a clone\nif <(clone ID) = [4]> then\n go to [front v] layer\n switch costume to (bottom yellow back v)\n go to x: (0) y: (-500)\n smooth glide to x position: (x position) y position: [0] size: (size) direction: (direction) smoothness: [3]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(clone ID) = [5]> then\n create clone of (_myself_ v)\n go to [front v] layer\n switch costume to (left yellow back v)\n go to x: (-500) y: (0)\n smooth glide to x position: [0] y position: (y position) size: (size) direction: (direction) smoothness: [3]\nend\n\nwhen I start as a clone\nif <(clone ID) = [6]> then\n go to [front v] layer\n switch costume to (right yellow back v)\n go to x: (500) y: (0)\n smooth glide to x position: [0] y position: (y position) size: (size) direction: (direction) smoothness: [3]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(clone ID) = [7]> then\n create clone of (_myself_ v)\n go to [front v] layer\n switch costume to (top yellow back v)\n go to x: (0) y: (500)\n smooth glide to x position: (x position) y position: [0] size: (size) direction: (direction) smoothness: [3]\nend\n\nwhen I start as a clone\nif <(clone ID) = [8]> then\n go to [front v] layer\n switch costume to (bottom yellow back v)\n go to x: (0) y: (-500)\n smooth glide to x position: (x position) y position: [0] size: (size) direction: (direction) smoothness: [3]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(clone ID) = [9]> then\n create clone of (_myself_ v)\n go to [front v] layer\n go [forward v] (1) layers\n switch costume to (full yellow back v)\n go to x: (500) y: (300)\n smooth glide to x position: [0] y position: [0] size: (size) direction: (direction) smoothness: [3]\n wait (.5) seconds\n smooth glide to x position: [240] y position: [180] size: (size) direction: (direction) smoothness: [3]\nend\n\nwhen I start as a clone\nif <(clone ID) = [10]> then\n go to [front v] layer\n go [forward v] (2) layers\n switch costume to (full yellow back v)\n go to x: (-500) y: (-300)\n smooth glide to x position: [0] y position: [0] size: (size) direction: (direction) smoothness: [3]\n wait (.5) seconds\n smooth glide to x position: [-240] y position: [-180] size: (size) direction: (direction) smoothness: [3]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(clone ID) = [11]> then\n set size to (2) %\n go to [front v] layer\n go [forward v] (3) layers\n switch costume to (chewing v)\n go to x: (0) y: (0)\n repeat until <(size) = [100]>\n change size by (6)\n end\n wait (.5) seconds\n smooth glide to x position: [-240] y position: (y position) size: (size) direction: (direction) smoothness: [2.5]\n switch costume to (fruit v)\n go to x: (500) y: (0)\n smooth glide to x position: [-240] y position: (y position) size: (size) direction: (direction) smoothness: [4]\n switch costume to (gum v)\n go to x: (500) y: (0)\n smooth glide to x position: [-240] y position: (y position) size: (size) direction: (direction) smoothness: [4]\n switch costume to (oc v)\n go to x: (500) y: (0)\n smooth glide to x position: [0] y position: (y position) size: (size) direction: (direction) smoothness: [3]\n create clone of (_myself_ v)\n repeat until <(timer) > [14]>\n set size to ((100) + ((20) * ([sin v] of ((timer) * (130)) ))) %\n point in direction ((90) + ((10) * ([sin v] of ((timer) * (80)) )))\n end\n broadcast (Done v)\nend\n\nwhen I start as a clone\nif <(clone ID) = [12]> then\n switch costume to (chewingfruitgum v)\n go to x: (0) y: (300)\n smooth glide to x position: (x position) y position: [150] size: (size) direction: (direction) smoothness: [3]\n repeat until <(timer) > [14]>\n set size to ((100) + ((15) * ([sin v] of ((timer) * (130)) ))) %\n point in direction ((90) + ((5) * ([sin v] of ((timer) * (80)) )))\n end\nend\n\nwhen I receive [done v]\nhide\ngo to [back v] layer\n\n@Start Menu\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\nwhen I receive [skinies v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nhide\ngo to [back v] layer\nswitch costume to (56412548_60x60 v)\nset [person famous v] to [0]\nforever\n turn right ((((90) + (([cos v] of ((timer) * (110)) ) * (5))) - (direction)) * (.4)) degrees\n change y by (((([cos v] of ((timer) * (120)) ) * (19)) - (y position)) * (0.3))\nend\n\nwhen I receive [done v]\nshow\ngo to [back v] layer\nswitch costume to (cool text - christmas a platformer 371878110587469 v)\n\nwhen I receive [done v]\nplay sound [Holly Jolly Christmas v] until done\n\n@Sprite2\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite5\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite6\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite9\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite10\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite11\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite12\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite13\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite14\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite15\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite16\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite17\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite18\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite19\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite20\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite21\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite22\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Sprite23\n\nwhen flag clicked\nforever\n set [change v] to (pick random (-5) to (-1))\n repeat (pick random (1) to (10))\n change y by (Change)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nset [last move v] to [0]\nforever\n hide\n wait (pick random (0) to (8)) seconds\n go to x: (pick random (-240) to (240)) y: (180)\n show\n repeat until <(y position) = [-180]>\n set [last move v] to (pick random (1) to (3))\n if <(last move) = [1]> then\n repeat (pick random (1) to (10))\n change x by (1)\n end\n end\n if <(last move) = [2]> then\n change x by (0)\n end\n if <(last move) = [3]> then\n repeat (pick random (1) to (10))\n change x by (-1)\n end\n end\n end\n change [rise v] by (1)\nend\n\n@Edit\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((120) - (size)) / (3))) %\n switch costume to (costume1 v)\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nwait (0.2) seconds\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((120) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Skinies v)\n\nwhen I receive [skinies v]\nhide\ngo to [back v] layer\n\n@Play2\n\nwhen I receive [skinies v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((120) - (size)) / (3))) %\n switch costume to (costume1 v)\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [done v]\nwait (0.2) seconds\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((120) - (size)) / (3))) %\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\n@notes\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [is_visible? v] to [false]\n\nwhen I receive [skinies v]\nset size to (100) %\nclear graphic effects\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (round (((115) - (size)) / (6)))\n else\n change size by (round (((100) - (size)) / (6)))\n end\nend\n\nwhen this sprite clicked\nset [is_visible? v] to [false]\nrepeat until <(size) > [130]>\n change size by (round (((160) - (size)) / (6)))\n change [ghost v] effect by (round (((160) - (size)) / (6)))\nend\nbroadcast (back v)\nhide\n\nwhen I receive [instructions v]\nforever\n if <touching (mouse v)?> then\n go to [front v] layer\n go [backward v] (1) layers\n else\n go to [front v] layer\n end\nend\n\nwhen this sprite clicked\nbroadcast (Done v)\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Presents\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n if <touching (cube v)?> then\n play sound [Coin v] until done\n change [presents v] by (1)\n delete this clone\n end\nend\n\nwhen I receive [start v]\nif <(Level) = [1]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nif <(Level) = [2]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nif <(Level) = [5]> then\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ngo to x: (0) y: (38)\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nif <(Level) = [7]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nif <(Level) = [9]> then\n create clone of (_myself_ v)\nend\n\n@Spikes2\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Enemy\n\nwhen flag clicked\ngo to x: (-224) y: (-3)\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n if <([x position v] of [cube v]) < (x position)> then\n change [x vel v] by (-0.5)\n end\n if <(x position) < ([x position v] of [cube v])> then\n change [x vel v] by (0.5)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <(([y position v] of [cube v]) - (50)) > (y position)> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\n delete this clone\n end\n if <touching (bounce v)?> then\n set [y vel v] to [19]\n end\n if <touching (cube v)?> then\n change y by (-1)\n if <<touching (level v)?> and <(([y position v] of [cube v]) - (5)) > (y position)>> then\n delete this clone\n else\n broadcast (restart v)\n end\n change y by (1)\n end\nend\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(Level) = [3]> then\n Clone at [228] [-39]\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(Level) = [5]> then\n Clone at [166] [-94]\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (1)\n end\n repeat (20)\n change [tide v] by (-1)\n end\n repeat (10)\n change [tide v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set y to (Tide)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n show\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n@You win\n\nwhen I receive [you win and time c v]\nshow\ngo to [front v] layer\nshow variable [timer v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide variable [☁ highscore v]\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [you win and time c v]\nset [timer v] to (Timer)\n\nwhen flag clicked\nhide variable [☁ highscore v]\n\nwhen I receive [start v]\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nset [timer v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\n
New Animation Out! :) https://scratch.mit.edu/projects/466543057/\n\n#14 On Trending 20-12-20! :) I litterally Clicked and trending didn't update I clicked again and it did I was first to Notice! :)\n\nThis was one of my most Original Platformers Adding The Grinch Christmas music ice and collecting presents instead of coins! :)\n\nComment Your Best Time Mine Is 36! :)
Desert scrolling platformer #games #all
@Stage\n\nwhen flag clicked\nforever\n play sound [Plugged \(post mastering\) v] until done\nend\n\n@Player\n\nwait (0.5) seconds\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset [xの力2 v] to [0]\nset [yの力2 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nhide variable [iiii v]\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 (bomb2 v)?> or <touching (bomb v)?>> or <touching (bomb3 v)?>>> then\n set [ghost v] effect to (0)\n repeat (8)\n change [ghost v] effect by (10)\n change y by (10)\n turn right (15) degrees\n end\n repeat (2)\n change [ghost v] effect by (10)\n change y by (10)\n turn right (15) degrees\n end\n set y to (-1)\n point in direction (90)\n go to x: (0) y: (-20)\n set [ghost v] effect to (0)\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\nshow\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\nwhen flag clicked\n\nwait (1) seconds\n\nforever\nend\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\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@Bomb3\n\nwhen flag clicked\nhide\nステージ配置 [900] [140] [1]\nステージ配置 [1450] [-80] [2]\nステージ配置 [1666] [-70] [3]\nステージ配置 [2380] [-80] [5]\nステージ配置 [2880] [0] [6]\nswitch costume to (none v)\n\nステージ配置 [123456789] [] [1]\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)) + (ii))\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\nforever\n change y by (10)\nend\n\nwait (1) seconds\n\nchange [y v] by (1)\nwait (0.5) seconds\nchange [y v] by (-1)\nwait (0.5) seconds\nturn right (15) degrees\n\npoint in direction (90)\n\nwhen I start as a clone\nset [ii v] to [0]\nforever\n repeat (10)\n change [ii v] by (1)\n end\n repeat (10)\n change [ii v] by (-1)\n end\nend\n\n@Bomb\n\nwhen flag clicked\nhide\nステージ配置 [90] [0] [1]\nステージ配置 [300] [240] [2]\nステージ配置 [1440] [0] [3]\nステージ配置 [1700] [0] [4]\nステージ配置 [1900] [0] [4]\nステージ配置 [2100] [0] [5]\nステージ配置 [2100] [50] [6]\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)) + (iiii))\nend\n\nwhen I start as a clone\nshow\n\nステージ配置 [2880] [0] [6]\nswitch costume to (none v)\n\nwhen flag clicked\nforever\n set [iiii v] to [0]\n repeat (10)\n change [iiii v] by (2)\n end\n repeat (10)\n change [iiii v] by (-2)\n end\nend\n\n@Bomb2\n\nwhen flag clicked\nhide\nステージ配置 [600] [140] [1]\nステージ配置 [2600] [-50] [2]\nステージ配置 [1800] [-50] [3]\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\nforever\n turn right (4) degrees\nend\n\nステージ配置 [2600] [-50] [4]\n\n@スプライト4\n\nwhen flag clicked\nhide\nshow\nset [ghost v] effect to (9999999999)\nshow\nhide\nshow\nhide\nshow\n\n@スプライト1\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (pick random (1.01) to (50)) %\ngo to x: (500) y: (pick random (-180.01) to (180))\nglide (pick random (1.01) to (1,2)) secs to x: (-240) y: (pick random (-180.01) to (180))\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\nend\n\n
You can also play on your smartphone !!       \nMove the player with the arrow keys or tap !!       ♥&★&follow!!
Biomes // v0.1 [Really Hard Platformer :P]
@Stage\n\nwhen flag clicked\nbroadcast (Ebick Music v)\n\nwhen I receive [ebick music v]\nforever\n play sound [Alan Walker - Force v] until done\nend\n\nwhen I receive [stop ebick music ; - ; v]\nstop [other scripts in sprite v]\n\n@Player\n\nwhen flag clicked\nset [last level v] to [1]\nset [level v] to [1]\ngo to [front v] layer\nbroadcast (Play v)\n\ndefine Setup\nset [effekt v] to [100]\nset [brightness v] effect to (effekt)\npoint in direction (90)\nset [slope v] to [0]\nset [scrollx v] to [0]\nset [scrolly v] to [100]\nset [x v] to [-120]\nset [y v] to [200]\nset [xvel v] to [0]\nset [yvel v] to [10]\nPosition\n\ndefine Change X by (val3)\nchange [x v] by (val3)\nPosition\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n repeat (15)\n change [y v] by (1)\n Position\n if <not <<touching (platform v)?> or <touching (_edge_ v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-15)\n Position\n repeat until <not <<touching (platform v)?> or <touching (_edge_ v)?>>>\n if <(val3) > [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))\nif <<(x position) = ((x) - (ScrollX))> and <(y position) = ((y) - (ScrollY))>> then\n show\nelse\n hide\nend\n\ndefine Change Y by (val4)\nset [lowest v] to [0]\nset [lowestd v] to [0]\nchange [y v] by (val4)\nPosition\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n repeat until <not <<touching (platform v)?> or <touching (_edge_ v)?>>>\n if <(val4) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n end\n Position\n set [yvel v] to [0]\n end\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and <(val4) < [1]>> then\n change [yvel v] by (16)\n end\nend\n\ndefine Physics\nswitch costume to ( v)\nif <not <(effekt) = [0]>> then\n change [effekt v] by (-10)\n set [brightness v] effect to (effekt)\nend\nchange [yvel v] by (-1)\nChange Y by (Yvel)\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n change [xvel v] by (-2.5)\n switch costume to (-1 v)\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change [xvel v] by (2.5)\n switch costume to (1 v)\nend\nset [xvel v] to ((Xvel) * (0.8))\nChange X by (round (Xvel))\nchange [scrollx v] by (round (((x) - (ScrollX)) / (5)))\nif <<(ScrollX) < [0]> or <(Level) = [2]>> then\n set [scrollx v] to [0]\nend\nif <[3820] < (ScrollX)> then\n set [scrollx v] to [3820]\nend\nchange [scrolly v] by (round (((y) - (ScrollY)) / (5)))\nif <(ScrollY) < [0]> then\n set [scrolly v] to [0]\nend\nPosition\nif <<touching (spikes v)?> or <touching (saws v)?>> then\n broadcast (Kill v)\nend\nif <touching (end v)?> then\n change [level v] by (1)\nend\n\nwhen I receive [kill v]\nDelete clones\nstart sound [Crunch v]\nswitch costume to (ded v)\nbroadcast (Stop Ebick Music ; - ; v)\nstop [other scripts in sprite v]\nrepeat until <<(round (ScrollX)) = [0]> and <(round (ScrollY)) = [100]>>\n change [scrollx v] by (((0) - (ScrollX)) / (5))\n change [scrolly v] by (((100) - (ScrollY)) / (5))\n Position\n broadcast (Position v)\nend\nSetup\nbroadcast (Play v)\nbroadcast (Ebick Music v)\n\nwhen I receive [play v]\nswitch costume to ( v)\nshow\nforever\n Setup\n broadcast (Delete v)\n broadcast (Clone v) and wait\n repeat until <not <(Level) = (Last Level)>>\n Physics\n create clone of (_myself_ v)\n broadcast (Position v)\n broadcast (Rotation v)\n end\n set [last level v] to (Level)\nend\n\nset [x v] to [4000]\nset [scrollx v] to [4000]\nset [y v] to [200]\nset [scrolly v] to [200]\nPosition\nbroadcast (Position v)\n\nwhen I start as a clone\nswitch costume to (trial v)\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n Position\nend\ndelete this clone\n\ndefine Delete clones\ndelete this clone\n\n@Saws\n\nwhen I receive [position v]\nGet Position to x: ((x) - (ScrollX)) y: ((y) - (ScrollY))\n\ndefine Create Clone to x: (x) y: (y) costume: (costume)\nGet Position to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (costume)\ngo to [back v] layer\ngo [forward v] (2) layers\ncreate clone of (_myself_ v)\n\nwhen I receive [clone v]\nif <(Level) = [1]> then\n Create Clone to x: [0] y: [90] costume: [1]\n Create Clone to x: [50] y: [125] costume: [1]\n Create Clone to x: [675] y: [90] costume: [1]\n Create Clone to x: [1215] y: [140] costume: [1]\n Create Clone to x: [1775] y: [140] costume: [1]\n Create Clone to x: [2185] y: [35] costume: [1]\n Create Clone to x: [2655] y: [-25] costume: [1]\nend\nchange [y v] by (-9999999999)\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 I receive [rotation v]\npoint in direction ((([cos v] of ((timer) * (50)) ) * (1000)) + (90))\n\nwhen I receive [delete v]\ndelete this clone\n\n@Platform\n\nwhen I receive [position v]\nGet Position to x: ((x) - (ScrollX)) y: ((y) - (ScrollY))\n\ndefine Create Clone to x: (x) y: (y) costume: (costume)\nGet Position to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I receive [clone v]\nif <(Level) = [1]> then\n Create Clone to x: [0] y: [0] costume: [1]\n Create Clone to x: [480] y: [0] costume: [2]\n Create Clone to x: [960] y: [0] costume: [3]\n Create Clone to x: [1440] y: [0] costume: [4]\n Create Clone to x: [1920] y: [0] costume: [5]\n Create Clone to x: [2400] y: [0] costume: [6]\n Create Clone to x: [2880] y: [0] costume: [7]\n Create Clone to x: [3360] y: [0] costume: [8]\n Create Clone to x: [3840] y: [0] costume: [9]\nelse\n Create Clone to x: [0] y: [0] costume: [10]\nend\nchange [y v] by (-9999999999)\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 I receive [delete v]\ndelete this clone\n\n@Decorations\n\nwhen I receive [position v]\nGet Position to x: ((x) - (ScrollX)) y: ((y) - (ScrollY))\n\ndefine Create Clone to x: (x) y: (y) costume: (costume)\nGet Position to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (costume)\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [clone v]\nif <(Level) = [1]> then\n Create Clone to x: [0] y: [0] costume: [1]\n Create Clone to x: [480] y: [0] costume: [2]\n Create Clone to x: [960] y: [0] costume: [3]\n Create Clone to x: [1440] y: [0] costume: [4]\n Create Clone to x: [1920] y: [0] costume: [5]\n Create Clone to x: [2400] y: [0] costume: [6]\n Create Clone to x: [2880] y: [0] costume: [7]\n Create Clone to x: [3360] y: [0] costume: [8]\n Create Clone to x: [3840] y: [0] costume: [9]\nelse\n Create Clone to x: [0] y: [0] costume: [10]\nend\nchange [y v] by (-9999999999)\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 I receive [delete v]\ndelete this clone\n\n@Spikes\n\nwhen I receive [position v]\nGet Position to x: ((x) - (ScrollX)) y: ((y) - (ScrollY))\n\ndefine Create Clone to x: (x) y: (y) costume: (costume)\nGet Position to x: (x) y: (y)\ngo to [front v] layer\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I receive [clone v]\nif <(Level) = [1]> then\n Create Clone to x: [0] y: [0] costume: [1]\n Create Clone to x: [480] y: [0] costume: [2]\n Create Clone to x: [960] y: [0] costume: [3]\n Create Clone to x: [1440] y: [0] costume: [4]\n Create Clone to x: [1920] y: [0] costume: [5]\n Create Clone to x: [2400] y: [0] costume: [6]\n Create Clone to x: [2880] y: [0] costume: [7]\n Create Clone to x: [3360] y: [0] costume: [8]\n Create Clone to x: [3840] y: [0] costume: [9]\nend\nchange [y v] by (-9999999999)\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 I receive [delete v]\ndelete this clone\n\n@End\n\nwhen I receive [position v]\nGet Position to x: ((x) - (ScrollX)) y: ((y) - (ScrollY))\n\ndefine Create Clone to x: (x) y: (y) costume: (costume)\nGet Position to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I receive [clone v]\nif <(Level) = [1]> then\n Create Clone to x: [4000] y: [230] costume: [1]\nend\nchange [y v] by (-9999999999)\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 I receive [delete v]\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
!WARNING!\n\n-This game is still in developement some glitchs and LAG can appear!\n\n-All levels tested by me IT IS NOT IMPOSSIBLE\n\n-Instructions-\n\nWASD/Arrow Keys for movement\nKeep away from spikes and saws\nTouch the portal for the next level
Presents || A Mobile Friendly Platformer #christmas #presents #fun #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [end of intro v]\nswitch backdrop to (1 v)\nforever\n play sound [Christmas v] until done\nend\n\n@Platformer Engine\n\nwhen flag clicked\nset [deaths v] to [0]\nset [time v] to [0]\nhide variable [time v]\nhide variable [deaths v]\nhide\n\nwhen I receive [end of intro v]\nset size to (35) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (player v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-20)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#00d3e0)?> or <<touching color (#00f2ff)?> or <<touching color (#e1bb00)?> or <touching color (#bb9100)?>>>> then\n change y by (1)\n if <<touching color (#00d3e0)?> or <<touching color (#00f2ff)?> or <<touching color (#e1bb00)?> or <touching color (#bb9100)?>>>> then\n change y by (1)\n if <<touching color (#00d3e0)?> or <<touching color (#00f2ff)?> or <<touching color (#e1bb00)?> or <touching color (#bb9100)?>>>> then\n change y by (1)\n if <<touching color (#00d3e0)?> or <<touching color (#00f2ff)?> or <<touching color (#e1bb00)?> or <touching color (#bb9100)?>>>> then\n change y by (1)\n if <<touching color (#00d3e0)?> or <<touching color (#00f2ff)?> or <<touching color (#e1bb00)?> or <touching color (#bb9100)?>>>> then\n change y by (1)\n if <<touching color (#00d3e0)?> or <<touching color (#00f2ff)?> or <<touching color (#e1bb00)?> or <touching color (#bb9100)?>>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#00d3e0)?> or <<touching color (#00f2ff)?> or <<touching color (#e1bb00)?> or <touching color (#bb9100)?>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#00d3e0)?> or <<touching color (#00f2ff)?> or <<touching color (#e1bb00)?> or <touching color (#bb9100)?>>>> 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 [16]\n end\n end\n if <<touching color (#ff0000)?> or <touching color (#800000)?>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-201) y: (-20)\n change [deaths v] by (1)\n end\n if <touching color (#fff700)?> then\n set [yv v] to [20]\n end\n if <<(x position) > [-250]> and <(y position) < [-175]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-201) y: (-20)\n end\n if <(x position) = [250]> then\n next backdrop\n go to x: (-201) y: (-20)\n end\nend\n\nwhen I receive [end of intro v]\nrepeat until <(backdrop [number v]) = [12]>\n set [time v] to (timer)\nend\n\nwhen backdrop switches to [12 v]\nshow variable [deaths v]\nshow variable [time v]\n\n@Spikes\n\nwhen flag clicked\n\nwhen backdrop switches to [2 v]\nswitch costume to (1 v)\nshow\ngo to x: (33) y: (46)\n\nwhen backdrop switches to [3 v]\nswitch costume to (2 v)\nshow\ngo to x: (10) y: (43)\n\nwhen backdrop switches to [4 v]\nswitch costume to (3 v)\nshow\ngo to x: (167) y: (33)\n\nwhen backdrop switches to [5 v]\nswitch costume to (4 v)\nshow\ngo to x: (10) y: (46)\n\nwhen backdrop switches to [6 v]\nswitch costume to (5 v)\nshow\ngo to x: (58) y: (139)\n\nwhen backdrop switches to [7 v]\nswitch costume to (6 v)\nshow\ngo to x: (9) y: (-9)\n\nwhen backdrop switches to [8 v]\nswitch costume to (7 v)\nshow\ngo to x: (46) y: (44)\n\nwhen backdrop switches to [9 v]\nswitch costume to (8 v)\nshow\ngo to x: (46) y: (44)\n\nwhen backdrop switches to [11 v]\nswitch costume to (9 v)\nshow\ngo to x: (146) y: (218)\n\nwhen backdrop switches to [12 v]\nhide\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [4 v]\nshow\ngo to x: (-35) y: (-57)\n\nwhen backdrop switches to [5 v]\nhide\n\nwhen backdrop switches to [11 v]\nshow\ngo to x: (105) y: (-57)\n\nwhen backdrop switches to [12 v]\nhide\n\n@Snow\n\nwhen I receive [end of intro v]\nshow\nforever\n repeat (5)\n create clone of (_myself_ v)\n end\n wait (pick random (0.2) to (0.5)) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (pick random (-240) to (240)) y: (180)\nset size to (pick random (50) to (70)) %\nshow\nrepeat until <<touching (platform v)?> or <<(y position) < [-179]> or <<touching (danger v)?> or <touching (saw v)?>>>>\n change y by (-4)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (snow v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\n@STATS\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [12 v]\ngo to x: (-199) y: (160)\nshow\n\n@Trampoline2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [11 v]\nshow\ngo to x: (-70) y: (-57)\n\nwhen backdrop switches to [12 v]\nhide\n\n@Spikes2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [11 v]\nswitch costume to (1 v)\nshow\ngo to x: (-56) y: (218)\n\nwhen backdrop switches to [12 v]\nhide\n\n@Intro\n\nwhen I start as a clone\nif <(Intro2: 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 [intro2: clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Intro2: 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 [TIME MACHINE INTRO SONG v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [intro2: clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [intro2: clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\n\nwhen I start as a clone\nif <(Intro2: 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 <(Intro2: 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 [intro2: 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 [intro2: clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Intro2: 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 <(Intro2: 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 [intro2: clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [intro2: clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Intro2: Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (8.7) seconds\nbroadcast (END OF INTRO v)\n\n
<= Presents => \n <= A Mobile Friendly Platformer =>\n\nCan we get this on trending??? Plz???\n\nHope u like it! :D Drop a ❤️ or ⭐️!\n\nHave fun!!!\n\n ✦✦ How to play ✦✦\n\n You are a present. You are lost because a big blizzard came to the North Pole. You have to get back in time for christmas!\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➜ Jumping onto trampolines give you a higher jump boost.\n➜ Advance to the next level by touching the edge.\n\n ✦✦ Credits ✦✦\n \n➜100% ART all by @TrentonTNT\n➜Thanks to @-PickleAnimator- for the Intro\n\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
animo - A rpg platformer
@Stage\n\n@titleSprite1\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@ground\n\ndefine set_enemy_spawning (room_x) (room_y) (location_x) (location_y) (enemy_type) (enemy_numer_id)\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]\nadd (enemy_numer_id) to [enemy_spawn_list v]\n\nwhen flag clicked\ndelete all of [enemy_spawn_list v]\nset_enemy_spawning [3] [0] [114] [-50] [weak_slime] [1]\nset_enemy_spawning [4] [0] [4] [-50] [weak_slime] [2]\nset_enemy_spawning [4] [0] [134] [3] [weak_slime] [3]\nset_enemy_spawning [7] [0] [-4.4] [-90] [weak_slime] [4]\nset_enemy_spawning [7] [0] [-23] [-90] [weak_slime] [5]\nset_enemy_spawning [7] [0] [109] [-30] [weak_slime] [6]\nset_enemy_spawning [8] [0] [114] [-80] [knight_ranged] [7]\nset_enemy_spawning [10] [-7] [-103.3] [-40] [weak_slime] [8]\nset_enemy_spawning [10] [-7] [94] [-20] [weak_slime] [9]\nset_enemy_spawning [13] [-7] [120] [31] [weak_slime] [10]\nset_enemy_spawning [14] [-7] [-53] [31] [big_slime] [11]\nset_enemy_spawning [7] [-7] [-66] [-22] [big_slime] [12]\nset_enemy_spawning [6] [-7] [55] [31] [weak_slime] [13]\nset_enemy_spawning [5] [-8] [138] [-60] [boss_slime] [14]\nset_enemy_spawning [3] [-7] [0] [0] [weak_moss] [15]\nset_enemy_spawning [1] [-6] [-159] [146] [weak_moss] [16]\nset_enemy_spawning [1] [-6] [9] [21] [weak_moss] [17]\nset_enemy_spawning [2] [-7] [-50] [-17] [weak_moss] [18]\nset_enemy_spawning [0] [-7] [-50] [-90] [weak_moss] [19]\nset_enemy_spawning [-1] [-7] [12] [72] [weak_moss] [20]\nset_enemy_spawning [-3] [-7] [-130] [-80] [boss_hornet] [21]\nset_enemy_spawning [20] [-12] [0] [-80] [weak_bee] [22]\nset_enemy_spawning [20] [-12] [40] [-80] [weak_bee] [23]\nset_enemy_spawning [20] [-13] [0] [0] [boss_bee] [24]\nset_enemy_spawning [20] [-9] [-107] [-7] [weak_bee] [25]\nset_enemy_spawning [20] [-10] [66] [10] [weak_bee] [26]\nset_enemy_spawning [19] [-12] [38] [-12] [weak_bee] [27]\nset_enemy_spawning [19] [-11] [75] [52] [weak_bee] [28]\nset_enemy_spawning [19] [-11] [-34] [142] [weak_bee] [29]\nset_enemy_spawning [18] [-13] [-34] [142] [weak_bee] [30]\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 [0]\n set [pylon_cave v] to [0]\n set [pylon_city v] to [0]\n set [pylon_green v] to [0]\n set [pylon_cave_2 v] to [0]\n set [pylon_town v] to [0]\nelse\n set [world_map_ground_x v] to [19]\n set [world_map_ground_y v] to [-13]\n set [weapon_id_selected v] to [1]\n set [pylon_cave v] to [1]\n set [pylon_city v] to [1]\n set [pylon_cave_2 v] to [1]\n set [pylon_green v] to [1]\nend\nset [world_area_name v] to [void]\nbroadcast (enter_new_room v)\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (5) layers\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [editing_game v] to [0]\n\nif <(username) = [Mcnatty]> then\n set [editing_game v] to [1]\nend\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 area_scenery (x) (y) (area)\nadd (x) to [area_scenery_list v]\nadd (y) to [area_scenery_list v]\nadd (area) to [area_scenery_list v]\n\nwhen I receive [enter_new_room v]\nset [area_old_name v] to (world_area_name)\nset [area_scenery_counter v] to [0]\nrepeat ((length of [area_scenery_list v]) / (3))\n change [area_scenery_counter v] by (1)\n if <<(item (((area_scenery_counter) * (3)) - (2)) of [area_scenery_list v]) = (world_map_ground_X)> and <(item (((area_scenery_counter) * (3)) - (1)) of [area_scenery_list v]) = (world_map_ground_Y)>> then\n set [world_area_name v] to (item ((area_scenery_counter) * (3)) of [area_scenery_list v])\n end\nend\nif <not <(world_area_name) = (area_old_name)>> then\n stop all sounds\n if <(world_area_name) = [city]> then\n set [music_disk v] to [1]\n set [subtitle_send v] to [city]\n end\n if <(world_area_name) = [cave]> then\n set [music_disk v] to [2]\n set [subtitle_send v] to [cave]\n end\n if <(world_area_name) = [town]> then\n set [music_disk v] to [3]\n set [subtitle_send v] to [town]\n end\n if <(world_area_name) = [bar]> then\n set [music_disk v] to [4]\n set [subtitle_send v] to [bar]\n end\n if <(world_area_name) = [boss_1]> then\n set [music_disk v] to [5]\n set [subtitle_send v] to [boss_1]\n end\n if <(world_area_name) = [green]> then\n set [music_disk v] to [6]\n set [subtitle_send v] to [green road]\n end\n if <(world_area_name) = [boss_2]> then\n set [subtitle_send v] to [boss_2]\n set [music_disk v] to [7]\n end\n if <(world_area_name) = [hive]> then\n set [subtitle_send v] to [hive]\n set [music_disk v] to [8]\n end\n if <(world_area_name) = [boss_3]> then\n set [subtitle_send v] to [boss_3]\n set [music_disk v] to [9]\n end\n if <(world_area_name) = [mind]> then\n set [subtitle_send v] to [none]\n set [music_disk v] to [10]\n end\nend\n\nwhen flag clicked\ndelete all of [area_scenery_list v]\narea_scenery [0] [0] [city]\narea_scenery [6] [0] [city]\narea_scenery [8] [-2] [city]\narea_scenery [8] [-3] [cave]\narea_scenery [8] [-4] [cave]\narea_scenery [8] [-2] [cave]\narea_scenery [8] [-7] [cave]\narea_scenery [15] [-7] [cave]\narea_scenery [16] [-7] [town]\narea_scenery [18] [-7] [town]\narea_scenery [19] [-7] [town]\narea_scenery [19] [-8] [bar]\narea_scenery [5] [-7] [cave]\narea_scenery [5] [-8] [boss_1]\narea_scenery [4] [-8] [cave]\narea_scenery [4] [-7] [cave]\narea_scenery [3] [-7] [green]\narea_scenery [-1] [-7] [green]\narea_scenery [-4] [-7] [green]\narea_scenery [-3] [-7] [boss_2]\narea_scenery [-2] [-7] [green]\narea_scenery [20] [-10] [cave]\narea_scenery [20] [-11] [hive]\narea_scenery [19] [-13] [hive]\narea_scenery [20] [-13] [boss_3]\narea_scenery [21] [-13] [hive]\narea_scenery [-1] [0] [mind]\n\nwhen flag clicked\nset [music_disk v] to [0]\nforever\n if <(Music_disk) = [1]> then\n play sound [Forgotten Crossroads v] until done\n end\n if <(Music_disk) = [2]> then\n play sound [Kingdom's Edge v] until done\n end\n if <(Music_disk) = [3]> then\n play sound [Dirtmouth v] until done\n end\n if <(Music_disk) = [4]> then\n play sound [bar v] until done\n end\n if <(Music_disk) = [5]> then\n play sound [04 - False Knight v] until done\n end\n if <(Music_disk) = [6]> then\n play sound [Greenpath v] until done\n end\n if <(Music_disk) = [7]> then\n play sound [Hornet v] until done\n end\n if <(Music_disk) = [8]> then\n play sound ["the hive" v] until done\n end\n if <(Music_disk) = [9]> then\n play sound [04 - False Knight v] until done\n end\n if <(Music_disk) = [10]> then\n play sound [Hollow Knight v] until done\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 (100)\n go to x: (-1000) y: (-1000)\n else\n set [ghost v] effect 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 [x9-y0]?> then\n if <not <[charms_collected_list v] contains [heartstrong]?>> then\n add [heartstrong] to [charms_collected_list v]\n end\n end\n if <[items_locations_purchased_list v] contains [x17-y-8]?> then\n if <not <[charms_collected_list v] contains [steadfast]?>> then\n add [steadfast] to [charms_collected_list v]\n end\n end\n if <[items_locations_purchased_list v] contains [x4-y-8]?> then\n if <not <[charms_collected_list v] contains [fail]?>> then\n add [fail] to [charms_collected_list v]\n end\n end\n if <[items_locations_purchased_list v] contains [x1-y-5]?> then\n if <not <[charms_collected_list v] contains [moss]?>> then\n add [moss] to [charms_collected_list v]\n end\n end\n if <[items_locations_purchased_list v] contains [x-4-y-7]?> then\n set [ability_dash_unlocked v] to [1]\n end\n if <[items_locations_purchased_list v] contains [x21-y-13]?> then\n set [ability_double_jump_unlocked v] to [1]\n end\nend\n\ndefine spawn_shopkeeper (room_x) (room_y) (location_x) (location_y) (sprite_1) (sprite_2) (text_1) (text_2) (item_price) (face_hero?)\nif <not <[shopkeeper_exist_list v] contains (join (room_x) (join [-] (room_y)))?>> then\n add (join (room_x) (join [-] (room_y))) to [shopkeeper_exist_list v]\nend\nif <<(world_map_ground_X) = (room_x)> and <(world_map_ground_Y) = (room_y)>> then\n set [shopkeeper_active v] to [1]\n if <(face_hero?) = [0]> then\n point in direction (90)\n else\n point towards (player v)\n end\n set [shopkeeper_active v] to [1]\n set [price v] to (item_price)\n go to x: (location_x) y: (location_y)\n if <touching (player v)?> then\n if <(item_location_bought) = [0]> then\n set [atext_output v] to (text_1)\n broadcast (Atext_output v)\n else\n set [atext_output v] to (text_2)\n broadcast (Atext_output v)\n end\n end\n if <(item_location_bought) = [0]> then\n switch costume to (sprite_1)\n else\n switch costume to (sprite_2)\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\n change [shopkeeper_spawning_loop v] by (1)\nend\n\nwhen I receive [enter_new_room v]\n\nwhen flag clicked\nforever\n spawn_shopkeeper [6] [0] [-104] [23] [sword_shrine_1] [sword_shrine_2] [click_space_to_loot_the_sword.] [now_go_equipt_it_at_the_pylon!] [-1] [0]\n spawn_shopkeeper [15] [-7] [33] [-50] [guard_1] [sprite_2] [you_look_a_lot_like_the_monsters_out_there...all_slimey_and_dark...but_you_don't_act_like_one._I_will_let_you_into_town,_but_I_am_watching_you!] [text_2] [9999] [1]\n spawn_shopkeeper [9] [0] [157] [53] [item] [item] [press_spacebar_to_take_the_charm.] [equipt_the_charm_at_a_pylon!] [-1] [0]\n spawn_shopkeeper [16] [-7] [76] [-60] [old_man_1] [old_man_1] [A_long_time_ago,_after_the_great_war,_many_of_us_survivors_came_to_this_cave,_and_built_ourselves_a_new_home._however,_since_that_time,_many_have_left,_and_none_of_come_back._very_few_remain_here.] [text_2] [999999] [1]\n spawn_shopkeeper [17] [-8] [0] [-60] [young_man] [young_man] [when_I_was_a_kid,_the_dark_slimes_outside_the_village_used_to_bully_me._so_my_father_gave_me_this_charm_that_helps_me_fight_back!_however,_I_am_old,_and_have_no_need_for_it._would_you_like_to_buy_it_for_50_coins?_\(press_spacebar_to_buy\)] [use it wisely! you can equipt it at a pylon.] [50] [1]\n spawn_shopkeeper [19] [-8] [-100] [-63] [bartender] [bartender] [ho_ho_ho!_welcome_to_the_weapons_bar!_this_bar_used_to_be_a_regular_bar,_until_people_got_paranoid_of_a_slime_invasion._now_it's_a_weapons_bar!_would_like_to_buy_today's_special,_an_iron_sword,_for_a_low_price_of_200_coins?_press_spacebar_to_buy.] [ho ho ho! drink up! er, wait, nevermind...] [100] [1]\n spawn_shopkeeper [4] [-8] [110] [0] [item] [item] [press_spacebar_to_take_the_charm.] [equipt_the_charm_at_a_pylon!] [-1] [0]\n spawn_shopkeeper [11] [-9] [142] [-20] [young_man] [young_man] [hello there! I happen to know a spell that you might want to learn. do you want me to teach it to you? this defeninintly won't result in a trap or somthing that will kill you. \(press space to accept.\)] [great! to use the spell, walk with left or right arrow, and press C key to use it! you will need some will, of course. fun fact about the skulls; I have no clue how they got there. I had nothing to do with them, I swear.] [-1] [1]\n spawn_shopkeeper [1] [-5] [142] [-4] [item] [item] [press spacebar to loot chest.] [you got the mosshate charm; this charm was formed from the hatrid of the mosslings and thier anoying attacks. it allows the user to destroy enemy projectiles with a sword.] [-1] [0]\n spawn_shopkeeper [-4] [-7] [-165] [-82] [item] [item] [press_spacebar_to_take_the_ability.] [you_got_the_wind_cloak;_double_click_left_or_right_to_dash_in_that_direection!_there_is_also_a_not_attached;_"if_you_think_that_you_are_so_daring,_then_meet_me_at_the_city_below_us._you_might_need_a_wind_cloak_to_get_there,_so_I_left_you_one.] [-1] [0]\n spawn_shopkeeper [21] [-13] [138] [-120] [item] [item] [press_spacebar_to_take_the_ability.] [you_got_the_bee_wings;_double_tap_up_to_jump_again_mid_air!_sorry,_I_will_change_it_to_single_tap_later.] [-1] [0]\nend\n\nspawn_shopkeeper [room_X] [room_Y] [location_X] [location_Y] [sprite_1] [sprite_2] [text_1] [text_2] [item_price] [face_hero?]\n\nset rotation style [left-right v]\nforever\n if <<(world_map_ground_X) = [6]> and <(world_map_ground_Y) = [0]>> then\n point in direction (90)\n set [shopkeeper_active v] to [1]\n set [price v] to [-1]\n go to x: (-104) y: (23)\n if <touching (player v)?> then\n if <(item_location_bought) = [0]> then\n set [atext_output v] to [c]\n broadcast (Atext_output v)\n else\n set [atext_output v] to [now_go_equipt_it_at_the_pylon!]\n broadcast (Atext_output v)\n end\n end\n if <(item_location_bought) = [0]> then\n switch costume to (sword_shrine_1 v)\n else\n switch costume to (sword_shrine_2 v)\n end\n else\n if <<(world_map_ground_X) = [15]> and <(world_map_ground_Y) = [-7]>> then\n point towards (player v)\n set [shopkeeper_active v] to [1]\n set [price v] to [99999999]\n go to x: (33) y: (-50)\n if <touching (player v)?> then\n if <(item_location_bought) = [0]> then\n say [you look a lot like the monsters out there...all slimey and dark...but you don't act like one. I will let you into town, but I am watching you!]\n end\n end\n switch costume to (guard_1 v)\n if <(item_location_bought) = [0]> then\n else\n if <<(world_map_ground_X) = [9]> and <(world_map_ground_Y) = [0]>> then\n point in direction (90)\n set [shopkeeper_active v] to [1]\n set [price v] to [-1]\n go to x: (157) y: (53)\n if <touching (player v)?> then\n if <(item_location_bought) = [0]> then\n say [press spacebar to loot the chest.]\n else\n say [you got the heartstrong charm; equipt this charm at a pylon to triple invonerability time after being hit!]\n end\n end\n switch costume to (item v)\n if <(item_location_bought) = [0]> then\n else\n if <<(world_map_ground_X) = [16]> and <(world_map_ground_Y) = [-7]>> then\n point towards (player v)\n set [shopkeeper_active v] to [1]\n set [price v] to [9999999]\n go to x: (76) y: (-60)\n if <touching (player v)?> then\n if <(item_location_bought) = [0]> then\n say [A long time ago, after the great war, many of us survivors came to this cave, and built ourselves a new home. however, since that time, many have left, and none of come back. very few remain here.]\n else\n say [you got the heartstrong charm; equipt this charm at a pylon to triple invonerability time after being hit!]\n end\n end\n switch costume to (old_man_1 v)\n if <(item_location_bought) = [0]> then\n else\n if <<(world_map_ground_X) = [17]> and <(world_map_ground_Y) = [-8]>> then\n point towards (player v)\n set [shopkeeper_active v] to [1]\n set [price v] to [49]\n go to x: (0) y: (-60)\n if <touching (player v)?> then\n if <(item_location_bought) = [0]> then\n say [when I was a kid, the dark slimes outside the village used to bully me. so my father gave me this charm that helps me fight back! however, I am old, and have no need for it. would you like to buy it for 50 coins? \(press spacebar to buy\)]\n else\n say [use it wisely! you can equipt it at a pylon.]\n end\n end\n switch costume to (young_man v)\n if <(item_location_bought) = [0]> then\n else\n if <<(world_map_ground_X) = [19]> and <(world_map_ground_Y) = [-8]>> then\n point towards (player v)\n set [shopkeeper_active v] to [1]\n set [price v] to [200]\n go to x: (-100) y: (-63)\n if <touching (player v)?> then\n if <(item_location_bought) = [0]> then\n say [ho ho ho! welcome to the weapons bar! this bar used to be a regular bar, until people got paranoid of a slime invasion. now it's a weapons bar! would like to buy today's special, an iron sword, for a low price of 200 coins? press spacebar to buy.]\n else\n say [ho ho ho! drink up! er, wait, nevermind...]\n end\n end\n switch costume to (bartender v)\n if <(item_location_bought) = [0]> then\n else\n if <<(world_map_ground_X) = [4]> and <(world_map_ground_Y) = [-8]>> then\n point towards (ground v)\n set [shopkeeper_active v] to [1]\n set [price v] to [-1]\n go to x: (110) y: (-0)\n if <touching (player v)?> then\n if <(item_location_bought) = [0]> then\n say [spacebar to loot item.]\n else\n say [you got the failed will charm; it is an inprintation of a failed will, which has joined with other failed wills to forma more powerfull one. this charm aloows you to get more willpower when dammaging enemys.]\n end\n end\n switch costume to (item v)\n if <(item_location_bought) = [0]> then\n else\n if <<(world_map_ground_X) = [11]> and <(world_map_ground_Y) = [-9]>> then\n point towards (ground v)\n set [shopkeeper_active v] to [1]\n set [price v] to [-1]\n go to x: (142) y: (-20)\n if <touching (player v)?> then\n if <(item_location_bought) = [0]> then\n say [hello there! I happen to know a spell that you might want to learn. do you want me to teach it to you? this defeninintly won't result in a trap or somthing that will kill you. \(press space to accept.\)]\n else\n say [great! to use the spell, walk with left or right arrow, and press C key to use it! you will need some will, of course. fun fact about the skulls; I have no clue how they got there. I had nothing to do with them, I swear.]\n end\n end\n switch costume to (young_man v)\n if <(item_location_bought) = [0]> then\n else\n if <<(world_map_ground_X) = [1]> and <(world_map_ground_Y) = [-5]>> then\n point towards (ground v)\n set [shopkeeper_active v] to [1]\n set [price v] to [-1]\n go to x: (142) y: (-4)\n if <touching (player v)?> then\n if <(item_location_bought) = [0]> then\n say [press spacebar to loot chest.]\n else\n say [you got the mosshate charm; this charm was formed from the hatrid of the mosslings and thier anoying attacks. it allows the user to destroy enemy projectiles with a sword.]\n end\n end\n switch costume to (item v)\n if <(item_location_bought) = [0]> then\n else\n if <<(world_map_ground_X) = [-4]> and <(world_map_ground_Y) = [-7]>> then\n point towards (ground v)\n set [shopkeeper_active v] to [1]\n set [price v] to [-1]\n go to x: (-165) y: (-82)\n if <touching (player v)?> then\n if <(item_location_bought) = [0]> then\n say [press spacebar to loot chest.]\n else\n say [you got the windwing cloak; double click left or right key quickly to dash. dash while in the air to span vast gaps!]\n end\n end\n switch costume to (item v)\n if <(item_location_bought) = [0]> then\n else\n set [shopkeeper_active v] to [0]\n go to x: (-200) y: (-200)\n end\n end\n end\n end\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\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\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\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\nspawn_shopkeeper [room_X] [room_Y] [location_X] [location_Y] [sprite_1] [sprite_2] [text_1] [text_2] [item_price] [face_hero?]\n\nwhen flag clicked\nforever\n if <not <[shopkeeper_exist_list v] contains (join (world_map_ground_X) (join [-] (world_map_ground_Y)))?>> then\n go to x: (200) y: (-225)\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\ndelete all of [shopkeeper_exist_list v]\n\nspawn_shopkeeper [room_X] [room_Y] [location_X] [location_Y] [sprite_1] [sprite_2] [text_1] [text_2] [item_price] [face_hero?]\n\nset [zplayer_active v] to [1]\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 [enemy_id_number v] to (enemy_ID_transfer_type_Value)\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 set [personal_argo_distance v] to [300]\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 [enemy_personal_acceleration v] to [6]\n set [personal_max_speed_x v] to [10]\n switch costume to (fast_slime v)\n else\n if <(enemy_ai_type) = [boss_hornet]> then\n set [personal_health v] to [115]\n set [enemy_movement_type v] to [custom_boss]\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 else\n if <(enemy_ai_type) = [weak_moss]> then\n set [personal_health v] to [4]\n set [enemy_movement_type v] to [crawler]\n set [personal_max_speed_x v] to [2]\n set [personal_argo_distance v] to [200]\n set [enemy_personal_acceleration v] to [4]\n switch costume to (weak_moss v)\n else\n if <(enemy_ai_type) = [boss_slime]> then\n set [personal_health v] to [25]\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 else\n if <(enemy_ai_type) = [boss_bee]> then\n set [personal_health v] to [20]\n set [enemy_movement_type v] to [custom_boss]\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_bee 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\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(enemy_movement_type) = [custom_boss]>> then\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 <(Z_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 <((Z_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) < (Z_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)) < (Z_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\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 <((Z_hero_location_reference_y) + (-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 if <not <(enemy_ai_type) = [boss_bee]>> then\n if <(Z_hero_location_reference_x) > (x position)> then\n broadcast (small_hero_knockback_left v)\n else\n broadcast (small_hero_knockback_right v)\n end\n end\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 <(Z_hero_location_reference_x) > (x position)> then\n set [speed_x v] to ((pick random (2) to (10)) * (-1))\n else\n set [speed_x v] to ((pick random (2) to (10)) * (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 change [invunerability_frames v] by (1)\n if <<<touching (player v)?> and <(invererability_frames_count) < (invunerability_frames)>> and <not <(enemy_ai_type) = [boss_bee]>>> then\n if <((hero_attack_reference_y) + (-5)) > (x position)> then\n set [speed_y v] to ((1) * (-1))\n else\n set [speed_y v] to ((1) * (1))\n end\n if <(Z_hero_location_reference_x) > (x position)> then\n set [speed_x v] to ((pick random (15) to (17)) * (-1))\n else\n set [speed_x v] to ((pick random (15) to (17)) * (1))\n end\n set [invunerability_frames v] to [0]\n broadcast (hero_hurt v)\n if <(Z_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) (enemy_id_number)\ngo to x: (x) y: (y)\nset [ghost v] effect to (0)\nset [enemy_ai_transfer_type v] to (enemy_type)\nset [enemy_id_transfer_type_value v] to (enemy_id_number)\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_y v] to ([abs v] of ((Z_hero_location_reference_y) - (y position)) )\n set [distance_from_hero_x v] to ([abs v] of ((Z_hero_location_reference_x) - (x position)) )\n if <(distance_from_hero_X) < (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 add (enemy_ID_number) to [enemys_dead_list 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 set [lockdoors v] to [0]\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 set [enemy_attack_x v] to (x position)\n set [enemy_attack_y v] to (y position)\n set [enemy_attack_type_transfer_value v] to [1]\n if <(Z_hero_location_reference_x) > (x position)> then\n set [enemy_attack_speed_x_transfer v] to [3]\n else\n set [enemy_attack_speed_x_transfer v] to [-3]\n end\n if <(Z_hero_location_reference_y) > (y position)> then\n set [enemy_attack_speed_y_transfer v] to (((distance_from_hero_Y) / (distance_from_hero_X)) * (1))\n else\n set [enemy_attack_speed_y_transfer v] to (((distance_from_hero_Y) / (distance_from_hero_X)) * (-1))\n end\n set [enemy_ranged_attacking v] to [1]\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) * (6)) - (5)) of [enemy_spawn_list v])> and <(world_map_ground_Y) = (item (((enemy_spawn_system_counter_list) * (6)) + (-4)) of [enemy_spawn_list v])>> then\n clone_enemy (item (((enemy_spawn_system_counter_list) * (6)) + (-3)) of [enemy_spawn_list v]) (item (((enemy_spawn_system_counter_list) * (6)) + (-2)) of [enemy_spawn_list v]) (item (((enemy_spawn_system_counter_list) * (6)) + (-1)) of [enemy_spawn_list v]) (item (((enemy_spawn_system_counter_list) * (6)) + (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\nwhen I start as a clone\nforever\n go to [back v] layer\n go [forward v] (4) layers\nend\n\nwhen flag clicked\ndelete all of [enemys_dead_list v]\n\nwhen I start as a clone\nforever\n if <<(enemy_ai_type) = [weak_moss]> and <(tracking_player) = [1]>> then\n if <(enemy_action_timer_1) > [2]> then\n set [enemy_action_timer_1 v] to [0]\n if <[1] = (pick random (1) to (8))> then\n set [enemy_attack_x v] to (x position)\n set [enemy_attack_y v] to (y position)\n set [enemy_attack_type_transfer_value v] to [2]\n if <(Z_hero_location_reference_x) > (x position)> then\n set [enemy_attack_speed_x_transfer v] to ((distance_from_hero_X) * (0.03))\n else\n set [enemy_attack_speed_x_transfer v] to ((distance_from_hero_X) * (-0.03))\n end\n set [enemy_attack_speed_y_transfer v] to [15]\n set [enemy_ranged_attacking v] to [1]\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <[enemys_dead_list v] contains (enemy_ID_number)?> then\n delete this clone\n end\n if <(enemy_ai_type) = [boss_slime]> then\n set [lockdoors v] to [1]\n end\nend\n\nwhen I start as a clone\nforever\n if <(enemy_movement_type) = [custom_boss]> then\n if <(enemy_ai_type) = [boss_hornet]> then\n switch costume to (hornet_idle_1 v)\n if <(x position) > (enemy_custom_boss_target_X)> then\n change [speed_x v] by (-2)\n else\n change [speed_x v] by (2)\n end\n if <(speed_X) > [10]> then\n change [speed_x v] by (-2.1)\n else\n if <[-10] > (speed_X)> then\n change [speed_x v] by (2.1)\n end\n end\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 (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 change [speed_y v] by (-1)\n change y by (speed_Y)\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 <(tracking_player) = [1]> then\n if <<((enemy_custom_boss_target_Y) - (20)) > (y position)> and <((x position) + (100)) > ([abs v] of (enemy_custom_boss_target_X) )>> then\n change [speed_y v] by (3)\n end\n end\n change y by (1)\n end\n end\nend\n\npoint towards (player v)\nif <(Z_hero_location_reference_x) > (x position)> then\n change [speed_x v] by (enemy_personal_acceleration)\nelse\n change [speed_x v] by ((enemy_personal_acceleration) * (-1))\nend\nif <(speed_X) > (personal_max_speed_x)> then\n change [speed_x v] by (((enemy_personal_acceleration) + (0.1)) * (-1))\nelse\n if <(speed_X) < ((personal_max_speed_x) * (-1))> then\n change [speed_x v] by ((enemy_personal_acceleration) + (0.1))\n end\nend\n\nwhen I start as a clone\nforever\n if <(enemy_ai_type) = [boss_hornet]> then\n set [enemy_custom_boss_attack_type v] to (pick random (1) to (4))\n if <(enemy_custom_boss_attack_type) = [1]> then\n set [enemy_custom_boss_target_x v] to [-179]\n set [enemy_custom_boss_target_y v] to [-90]\n wait until <(enemy_custom_boss_target_X) > ((x position) + (-10))>\n wait (0.5) seconds\n end\n if <(enemy_custom_boss_attack_type) = [2]> then\n set [enemy_custom_boss_target_x v] to [164]\n set [enemy_custom_boss_target_y v] to [-90]\n wait until <((x position) + (10)) > (enemy_custom_boss_target_X)>\n wait (0.5) seconds\n end\n if <(enemy_custom_boss_attack_type) = [3]> then\n set [enemy_custom_boss_target_x v] to [164]\n set [enemy_custom_boss_target_y v] to [0]\n wait until <((x position) + (10)) > (enemy_custom_boss_target_X)>\n end\n if <(enemy_custom_boss_attack_type) = [4]> then\n set [enemy_custom_boss_target_x v] to [-197]\n set [enemy_custom_boss_target_y v] to [0]\n wait until <(enemy_custom_boss_target_X) > ((x position) + (-10))>\n end\n repeat (pick random (1) to (3))\n set [enemy_attack_x v] to (x position)\n set [enemy_attack_y v] to (y position)\n set [enemy_attack_type_transfer_value v] to [2]\n if <(Z_hero_location_reference_x) > (x position)> then\n set [enemy_attack_speed_x_transfer v] to ((distance_from_hero_X) * (0.03))\n else\n set [enemy_attack_speed_x_transfer v] to ((distance_from_hero_X) * (-0.03))\n end\n set [enemy_attack_speed_y_transfer v] to [15]\n set [enemy_ranged_attacking v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(enemy_ai_type) = [boss_hornet]> and <[5] < (personal_health)>> then\n set [lockdoors v] to [1]\n end\nend\n\nwhen I start as a clone\nforever\n if <(enemy_ai_type) = [boss_hornet]> then\n point towards (player v)\n if <(personal_health) < [100]> then\n set [enemy_custom_boss_target_x v] to [50]\n set [enemy_custom_boss_target_y v] to [300]\n if <touching (_edge_ v)?> then\n wait (1) seconds\n set [lockdoors v] to [0]\n add (enemy_ID_number) to [enemys_dead_list v]\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(enemy_ai_type) = [boss_bee]> then\n point towards (player v)\n if <(enemy_custom_boss_target_X) > (x position)> then\n change x by (3)\n end\n if <(x position) > (enemy_custom_boss_target_X)> then\n change x by (-3)\n end\n if <(enemy_custom_boss_target_Y) > (y position)> then\n change y by (3)\n end\n if <(y position) > (enemy_custom_boss_target_Y)> then\n change y by (-3)\n end\n end\nend\n\nrepeat (pick random (1) to (3))\n set [enemy_attack_x v] to (x position)\n set [enemy_attack_y v] to (y position)\n set [enemy_attack_type_transfer_value v] to [2]\n if <(Z_hero_location_reference_x) > (x position)> then\n set [enemy_attack_speed_x_transfer v] to ((distance_from_hero_X) * (0.03))\n else\n set [enemy_attack_speed_x_transfer v] to ((distance_from_hero_X) * (-0.03))\n end\n set [enemy_attack_speed_y_transfer v] to [15]\n set [enemy_ranged_attacking v] to [1]\nend\n\nset [enemy_custom_boss_target_x v] to [0]\nset [enemy_custom_boss_target_y v] to [-14]\n\nwhen I start as a clone\nforever\n if <(enemy_ai_type) = [boss_bee]> then\n point towards (player v)\n if <(enemy_custom_boss_target_X) > (x position)> then\n change x by (3)\n end\n if <(x position) > (enemy_custom_boss_target_X)> then\n change x by (-3)\n end\n if <(enemy_custom_boss_target_Y) > (y position)> then\n change y by (3)\n end\n if <(y position) > (enemy_custom_boss_target_Y)> then\n change y by (-3)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(enemy_ai_type) = [boss_bee]> then\n set [enemy_custom_boss_attack_type v] to (pick random (1) to (4))\n if <(enemy_custom_boss_attack_type) = [1]> then\n set [enemy_custom_boss_target_x v] to [-179]\n set [enemy_custom_boss_target_y v] to [-90]\n wait until <(enemy_custom_boss_target_X) > ((x position) + (-10))>\n wait (0.5) seconds\n end\n if <(enemy_custom_boss_attack_type) = [2]> then\n set [enemy_custom_boss_target_x v] to [164]\n set [enemy_custom_boss_target_y v] to [-90]\n wait until <((x position) + (10)) > (enemy_custom_boss_target_X)>\n wait (0.5) seconds\n end\n if <(enemy_custom_boss_attack_type) = [3]> then\n set [enemy_custom_boss_target_x v] to [164]\n set [enemy_custom_boss_target_y v] to [90]\n wait until <((x position) + (10)) > (enemy_custom_boss_target_X)>\n end\n if <(enemy_custom_boss_attack_type) = [4]> then\n set [enemy_custom_boss_target_x v] to [-197]\n set [enemy_custom_boss_target_y v] to [90]\n wait until <(enemy_custom_boss_target_X) > ((x position) + (-10))>\n end\n if <(pick random (1) to (2)) = [1]> then\n repeat (3)\n set [enemy_attack_x v] to (x position)\n set [enemy_attack_y v] to ((y position) + (20))\n set [enemy_attack_type_transfer_value v] to [1]\n if <(Z_hero_location_reference_x) > (x position)> then\n set [enemy_attack_speed_x_transfer v] to [4]\n else\n set [enemy_attack_speed_x_transfer v] to [-4]\n end\n if <(Z_hero_location_reference_y) > (y position)> then\n set [enemy_attack_speed_y_transfer v] to (((distance_from_hero_Y) / (distance_from_hero_X)) * (1))\n else\n set [enemy_attack_speed_y_transfer v] to (((distance_from_hero_Y) / (distance_from_hero_X)) * (-1))\n end\n set [enemy_ranged_attacking v] to [1]\n wait (0.5) seconds\n end\n else\n repeat (5)\n set [enemy_attack_x v] to (x position)\n set [enemy_attack_y v] to ((y position) + (20))\n set [enemy_attack_type_transfer_value v] to [1]\n if <(Z_hero_location_reference_x) > (x position)> then\n set [enemy_attack_speed_x_transfer v] to [2]\n else\n set [enemy_attack_speed_x_transfer v] to [-2]\n end\n if <(Z_hero_location_reference_y) > (y position)> then\n set [enemy_attack_speed_y_transfer v] to (((distance_from_hero_Y) / (distance_from_hero_X)) * (pick random (1) to (5)))\n else\n set [enemy_attack_speed_y_transfer v] to (((distance_from_hero_Y) / (distance_from_hero_X)) * (pick random (-1) to (-5)))\n end\n set [enemy_ranged_attacking v] to [1]\n wait (0.5) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(enemy_ai_type) = [boss_bee]> then\n if <[1] < (player_health)> then\n set [lockdoors v] to [1]\n else\n set [lockdoors v] to [0]\n end\n end\nend\n\n@scenery_front\n\nwhen flag clicked\nforever\n switch costume to (join [x] (join (world_map_ground_X) (join [-y] (world_map_ground_Y))))\n if <(costume [name v]) = (join [x] (join (world_map_ground_X) (join [-y] (world_map_ground_Y))))> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen flag clicked\nforever\n set x to (0)\n set y to (0)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (6) layers\nend\n\n@scenery_back\n\nwhen flag clicked\nbroadcast (enter_new_room v)\nforever\n go to [back v] layer\n go [forward v] (2) layers\nend\n\nwhen flag clicked\nforever\n set x to (0)\n set y to (0)\nend\n\nwhen I receive [enter_new_room v]\nswitch costume to (join [x] (join (world_map_ground_X) (join [-y] (world_map_ground_Y))))\nif <(costume [name v]) = (join [x] (join (world_map_ground_X) (join [-y] (world_map_ground_Y))))> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\n@backround1\n\nwhen flag clicked\nset [world_area v] to [1]\nforever\n go to [back v] layer\n go [forward v] (0) layers\nend\n\nwhen flag clicked\nforever\n set x to ((Z_hero_location_reference_x) * (0.05))\n set y to ((Z_hero_location_reference_y) * (0.05))\nend\n\nif <(world_area) = [1]> then\n\nwhen flag clicked\nforever\n switch costume to (world_area_name)\nend\n\n@foreground\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (9) layers\n if <(world_area_name) = [city]> then\n switch costume to (city v)\n end\n if <(world_area_name) = [cave]> then\n switch costume to (cave v)\n end\n if <(world_area_name) = [town]> then\n switch costume to (cave v)\n end\n if <(world_area_name) = [bar]> then\n switch costume to (bar v)\n end\n if <(world_area_name) = [green]> then\n switch costume to (city v)\n end\n if <(world_area_name) = [hive]> then\n switch costume to (hive v)\n end\n if <(world_area_name) = [mind]> then\n switch costume to (empty v)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (5)\nforever\n set x to ((Z_hero_location_reference_x) * (0.15))\n set y to ((Z_hero_location_reference_y) * (0.15))\nend\n\n@player\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [speed_x v] to [0]\nset [speed_y v] to [0]\nset [hero_attack_position v] to [0]\ngo to x: (-100) y: (-100)\nset rotation style [left-right v]\nforever\n run_game\nend\n\ndefine run_game\nif <(Zplayer_active) = [1]> then\n if <<<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\n else\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\n end\n if <(speed_X) < [-5.1]> then\n change [speed_x v] by (1)\n end\n if <(speed_X) > [5.1]> then\n change [speed_x v] by (-1)\n end\n change [speed_y v] by (-1)\n if <(speed_Y) < [-30]> then\n set [speed_y v] to [-30]\n end\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 (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 if <(ability_wall_jump_unlocked) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [speed_y v] to [12]\n set [pitch v] effect to (((speed_X) * (10)) + (30))\n start sound [Low Whoosh v]\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 end\n end\n end\n change y by (speed_Y)\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 <<<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (k v) pressed?>>> and <(hero_movement) = [1]>> then\n set [speed_y v] to [14]\n set [pitch v] effect to ((speed_X) * (10))\n start sound [Low Whoosh v]\n end\n change y by (1)\n set [z_hero_location_reference_x v] to (x position)\n set [z_hero_location_reference_y v] to (y position)\nend\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 [11]\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)\nbroadcast (enter_new_room v)\nwait (4) seconds\nset [lockdoors v] to [0]\n\nwhen flag clicked\nforever\n if <[-0.1] > (speed_Y)> then\n set [hero_jumping v] to [-1]\n else\n if <(speed_Y) > [1.0]> then\n set [hero_jumping v] to [1]\n else\n set [hero_jumping v] to [0]\n end\n end\nend\n\nwhen I receive [small_hero_knockback_right v]\nif <(hero_jumping) = [0]> then\n change [speed_x v] by (-10)\n change [speed_y v] by (1)\nend\n\nwhen I receive [small_hero_knockback_left v]\nif <(hero_jumping) = [0]> then\n change [speed_x v] by (10)\n change [speed_y v] by (1)\nend\n\nwhen flag clicked\nforever\n change [dash_meter_right v] by (-1)\n if <(dash_meter_right) < [0]> then\n change [dash_meter_right v] by (2)\n end\nend\n\nwhen flag clicked\nforever\n if <(ability_dash_unlocked) = [1]> then\n if <key (right arrow v) pressed?> then\n wait until <not <key (right arrow v) pressed?>>\n if <[-1] < (dash_meter_right)> then\n change [dash_meter_right v] by (10)\n end\n end\n if <[11] < (dash_meter_right)> then\n repeat (4)\n set [invunerability_frames v] to [7]\n set [speed_x v] to [25]\n set [speed_y v] to [0]\n broadcast (clone_hero_sprite v)\n end\n set [speed_x v] to [2]\n set [dash_meter_right v] to [-20]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(ability_dash_unlocked) = [1]> then\n if <key (left arrow v) pressed?> then\n wait until <not <key (left arrow v) pressed?>>\n if <[-1] < (dash_meter_left)> then\n change [dash_meter_left v] by (10)\n end\n end\n if <[11] < (dash_meter_left)> then\n repeat (4)\n set [invunerability_frames v] to [7]\n set [speed_x v] to [-25]\n set [speed_y v] to [0]\n broadcast (clone_hero_sprite v)\n end\n set [speed_x v] to [-2]\n set [dash_meter_left v] to [-20]\n end\n end\nend\n\nwhen flag clicked\nforever\n change [dash_meter_left v] by (-1)\n if <(dash_meter_left) < [0]> then\n change [dash_meter_left v] by (2)\n end\nend\n\nwhen flag clicked\nforever\n change [dash_meter_up v] by (-1)\n if <(dash_meter_up) < [0]> then\n change [dash_meter_up v] by (2)\n end\nend\n\nwhen flag clicked\nforever\n if <(ability_double_jump_unlocked) = [1]> then\n if <key (up arrow v) pressed?> then\n wait until <not <key (up arrow v) pressed?>>\n if <[-1] < (dash_meter_up)> then\n change [dash_meter_up v] by (10)\n end\n end\n if <[11] < (dash_meter_up)> then\n repeat (4)\n set [speed_y v] to [9]\n broadcast (clone_hero_sprite v)\n end\n set [dash_meter_up v] to [-40]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<(cling_hitbox_touching_ground) = [1]> and <key (down arrow v) pressed?>> and <(dash_super) < [100]>> then\n broadcast (hero_clinging v)\n set [speed_y v] to [0]\n set [speed_x v] to [0]\n set [clinging! v] to [1]\n go to x: (clinging_target_X) y: (clinging_target_Y)\n else\n broadcast (hero_stop_clinging v)\n set [clinging! v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(ability_super_dash_unlocked) = [1]> then\n if <(clinging!) = [1]> then\n if <key (left arrow v) pressed?> then\n change [dash_super v] by (2)\n if <<(dash_super) > [100]> or <[100] = (dash_super)>> then\n repeat (3)\n broadcast (clone_hero_sprite v)\n set [clinging! v] to [0]\n set [speed_x v] to [-20]\n set [speed_y v] to [4]\n end\n repeat (40)\n if <(cling_hitbox_touching_ground) = [0]> then\n broadcast (clone_hero_sprite v)\n set [speed_x v] to [-20]\n set [speed_y v] to [1]\n else\n set [speed_x v] to [0]\n set [speed_y v] to [0]\n end\n end\n end\n end\n if <key (right arrow v) pressed?> then\n change [dash_super v] by (2)\n if <<(dash_super) > [100]> or <[100] = (dash_super)>> then\n repeat (3)\n broadcast (clone_hero_sprite v)\n set [clinging! v] to [0]\n set [speed_x v] to [20]\n set [speed_y v] to [4]\n end\n repeat (40)\n if <(cling_hitbox_touching_ground) = [0]> then\n broadcast (clone_hero_sprite v)\n set [speed_x v] to [20]\n set [speed_y v] to [1]\n else\n set [speed_x v] to [0]\n set [speed_y v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>> then\n set [dash_super v] to [0]\n end\nend\n\nwhen flag clicked\nset [ability_dash_unlocked v] to [0]\nset [ability_double_jump_unlocked v] to [0]\nset [ability_super_dash_unlocked v] to [0]\nset [ability_wall_jump_unlocked v] to [0]\n\nwhen flag clicked\nforever\n if <<not <touching (shopkeeper_npc v)?>> and <not <touching (pylon v)?>>> then\n set [atext_active v] to [0]\n set [atext_output v] to [void]\n else\n set [atext_active v] to [1]\n end\nend\n\n@player_attack_hitbox\n\nwhen flag clicked\nforever\n change [hero_sword_attack_cooldown v] by (1)\n if <(hero_player_dirrection) = [1]> then\n if <<key (x v) pressed?> and <(hero_sword_attack_cooldown) > [10]>> then\n set [hero_sword_attack_cooldown v] to [0]\n set [hero_attacking v] to [1]\n set [pitch v] effect to (pick random (0) to (30))\n start sound [High Whoosh v]\n if <(hero_jumping) = [0]> then\n point in direction (-90)\n repeat (6)\n turn right (30) degrees\n create clone of (_myself_ v)\n end\n repeat (6)\n turn left (30) degrees\n end\n else\n set [attacking_upwards v] to [1]\n point in direction (-90)\n repeat (12)\n turn left (-30) degrees\n create clone of (_myself_ v)\n end\n end\n set [attacking_upwards v] to [0]\n set [hero_attacking v] to [0]\n end\n end\n if <(hero_player_dirrection) = [0]> then\n if <<key (x v) pressed?> and <(hero_sword_attack_cooldown) > [10]>> then\n set [hero_sword_attack_cooldown v] to [0]\n set [hero_attacking v] to [1]\n set [pitch v] effect to (pick random (0) to (30))\n start sound [High Whoosh v]\n if <(hero_jumping) = [0]> then\n point in direction (90)\n repeat (6)\n turn right (-30) degrees\n create clone of (_myself_ v)\n end\n repeat (6)\n turn left (-30) degrees\n end\n else\n set [attacking_upwards v] to [1]\n point in direction (90)\n repeat (12)\n turn left (30) degrees\n create clone of (_myself_ v)\n end\n end\n set [attacking_upwards v] to [0]\n set [hero_attacking v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset rotation style [all around v]\nforever\n if <(hero_attacking) = [1]> then\n go to x: (Z_hero_location_reference_x) y: (Z_hero_location_reference_y)\n end\n if <(hero_attacking) = [0]> then\n go to x: (-1000) y: (-1000)\n end\nend\n\nwhen I start as a clone\nrepeat (4)\n change [brightness v] effect by (25)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <<touching (enemy v)?> and <(attacking_upwards) = [1]>> then\n broadcast (hero_boosted_upwards v)\n end\nend\n\nwhen I start as a clone\nforever\n go to x: (Z_hero_location_reference_x) y: (Z_hero_location_reference_y)\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [forward v] (3) layers\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (3) layers\nend\n\nwhen flag clicked\nforever\n if <(weapon_ID_selected) = [1]> then\n switch costume to (copper_sword v)\n set [hero_sword_dammage v] to [0.75]\n else\n if <(weapon_ID_selected) = [2]> then\n switch costume to (bronze_sword v)\n set [hero_sword_dammage v] to [1]\n else\n switch costume to (iron_sword v)\n set [hero_sword_dammage v] to [1.25]\n end\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 else\n if <(dead_enemy_type) = [broken_mask]> then\n repeat (1)\n switch costume to (mask_1 v)\n create clone of (_myself_ v)\n switch costume to (mask_2 v)\n create clone of (_myself_ v)\n switch costume to (mask_3 v)\n create clone of (_myself_ v)\n switch costume to (mask_4 v)\n create clone of (_myself_ v)\n switch costume to (mask_5 v)\n create clone of (_myself_ v)\n switch costume to (mask_6 v)\n create clone of (_myself_ v)\n end\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]>> or <(dead_enemy_type) = [weak_moss]>> 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\nif <not <(dead_enemy_type) = [broken_mask]>> then\n set [death_animation_speed_y v] to (pick random (4) to (7))\n set [death_animation_speed_x v] to (pick random (-10) to (10))\nelse\n set [death_animation_speed_y v] to (pick random (0) to (-5))\n set [death_animation_speed_x v] to (pick random (-3) to (3))\nend\nforever\n if <not <(dead_enemy_type) = [broken_mask]>> then\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\n else\n repeat (20)\n change [ghost v] effect by (5)\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 delete this clone\n end\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) = [broken_mask]> then\n else\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 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) = [11]> and <(world_map_ground_Y) = [-8]>> then\n go to x: (150) y: (-45)\n set [chest_active v] to [1]\n else\n if <<(world_map_ground_X) = [6]> and <(world_map_ground_Y) = [-6]>> then\n go to x: (-129) y: (33)\n set [chest_active v] to [1]\n else\n if <<(world_map_ground_X) = [-1]> and <(world_map_ground_Y) = [-6]>> then\n go to x: (-165) y: (-23)\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 end\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@health_bar\n\nwhen flag clicked\nwait (0.001) seconds\nset [player_maxhealth v] to [9]\nset [player_health v] to (player_maxhealth)\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 [6]\n set [world_map_ground_y v] to [0]\n clear sound effects\n wait (0.1) seconds\n set [delete_all_clones v] to [1]\n set [music v] to [1]\n broadcast (enter_new_room 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 <<<(Z_hero_location_reference_x) < [74]> and <[60] < (Z_hero_location_reference_y)>> or <(world_pylon_open) = [1]>> then\n set [ghost v] effect to (90)\n else\n set [ghost v] effect to (10)\n end\nend\n\nwhen I receive [hero_hurt v]\nstart sound [hero_damage v]\nrepeat ((10) - (player_health))\n go to x: ((x position) + (pick random (2) to (-2))) y: ((y position) + (pick random (2) to (-2)))\nend\ngo to x: (102) y: (7)\nif <(player_health) = [0]> then\n set [dead_enemy_y v] to [123]\n set [dead_enemy_x v] to [-96]\n set [dead_enemy_type v] to [broken_mask]\n broadcast (dead_enemy v)\nend\nif <(player_health) = [3]> then\n set [dead_enemy_y v] to [123]\n set [dead_enemy_x v] to [-50]\n set [dead_enemy_type v] to [broken_mask]\n broadcast (dead_enemy v)\nend\nif <(player_health) = [6]> then\n set [dead_enemy_y v] to [123]\n set [dead_enemy_x v] to [5]\n set [dead_enemy_type v] to [broken_mask]\n broadcast (dead_enemy v)\nend\nif <[charms_equipted_list v] contains [steadfast]?> then\n change [player_magic v] by (10)\nend\n\nwhen flag clicked\nforever\n if <(player_health) < [2]> then\n go to x: ((x position) + (pick random (3) to (-3))) y: ((y position) + (pick random (4) to (-4)))\n wait (0.001) seconds\n go to x: (102) y: (7)\n else\n if <(player_health) < [3]> then\n go to x: ((x position) + (pick random (2) to (-2))) y: ((y position) + (pick random (2.5) to (-2.5)))\n wait (0.001) seconds\n go to x: (102) y: (7)\n else\n if <(player_health) < [4]> then\n go to x: ((x position) + (pick random (1) to (-1))) y: ((y position) + (pick random (1.5) to (-1.5)))\n wait (0.001) seconds\n go to x: (102) y: (7)\n end\n end\n end\nend\n\n@magic_bar\n\nwhen flag clicked\nforever\n go to x: (-182) y: (125)\n if <(player_magic) > [90]> then\n switch costume to (10 v)\n else\n if <(player_magic) > [80]> then\n switch costume to (9 v)\n else\n if <(player_magic) > [70]> then\n switch costume to (8 v)\n else\n if <(player_magic) > [60]> then\n switch costume to (7 v)\n else\n if <(player_magic) > [50]> then\n switch costume to (6 v)\n else\n if <(player_magic) > [40]> then\n switch costume to (5 v)\n else\n if <(player_magic) > [30]> then\n switch costume to (4 v)\n else\n if <(player_magic) > [20]> then\n switch costume to (3 v)\n else\n if <(player_magic) > [10]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ncreate clone of (_myself_ v)\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\nif <[charms_equipted_list v] contains [fail]?> then\n change [player_magic v] by (6)\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 I start as a clone\nforever\n go to [back v] layer\n go [forward v] (9) layers\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (1) layers\n set x to (-181)\n set y to ((89) + ((player_magic) * (0.5)))\nend\n\nwhen I start as a clone\nforever\n if <<(Z_hero_location_reference_x) < [74]> and <[60] < (Z_hero_location_reference_y)>> then\n set [ghost v] effect to (75)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I start as a clone\nswitch costume to (bubbles1 v)\nforever\n repeat until <(costume [name v]) = [bubbles6]>\n next costume\n wait ((0.0015) * ((100) - (player_magic))) seconds\n end\n switch costume to (bubbles1 v)\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 <<<(Z_hero_location_reference_x) < [74]> and <[60] < (Z_hero_location_reference_y)>> or <(world_pylon_open) = [1]>> then\n set [ghost v] effect to (90)\n else\n set [ghost v] effect to (0)\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 [x11-y-9]?>> then\n set [hero_magic_attack_cooldown v] to [0]\n change [player_magic v] by (-45)\n go to x: (Z_hero_location_reference_x) y: (Z_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 [x11-y-9]?>> then\n set [hero_magic_attack_cooldown v] to [0]\n change [player_magic v] by (-45)\n go to x: (Z_hero_location_reference_x) y: (Z_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) > [10]> and <(player_health) < (player_maxhealth)>> then\n set [hero_movement v] to [0]\n change [player_heal_time v] by (12)\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 (-10)\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\nset [player_magic v] to [100]\n\n@door_down\n\nwhen flag clicked\nforever\n if <<(world_map_ground_X) = [17]> and <(world_map_ground_Y) = [-7]>> then\n go to x: (80) y: (-60)\n set [door_1_active v] to [1]\n else\n if <<(world_map_ground_X) = [19]> and <(world_map_ground_Y) = [-7]>> then\n go to x: (120) y: (-60)\n set [door_1_active v] to [1]\n else\n set [door_1_active v] to [0]\n end\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 broadcast (enter_new_room v)\n end\n end\nend\n\n@door_up\n\nwhen flag clicked\nforever\n if <<(world_map_ground_X) = [17]> and <(world_map_ground_Y) = [-8]>> then\n go to x: (80) y: (-60)\n set [door_1_active v] to [1]\n else\n if <<(world_map_ground_X) = [19]> and <(world_map_ground_Y) = [-8]>> then\n go to x: (120) y: (-60)\n set [door_1_active v] to [1]\n else\n set [door_1_active v] to [0]\n end\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 broadcast (enter_new_room v)\n end\n end\nend\n\n@pylon\n\nwhen flag clicked\nif <(editing_game) = [0]> then\n set [pylon_city v] to [0]\n set [pylon_town v] to [0]\n set [pylon_cave v] to [0]\n set [pylon_green v] to [0]\n set [pylon_hive v] to [0]\nelse\n set [pylon_city v] to [1]\n set [pylon_town v] to [1]\n set [pylon_cave v] to [1]\n set [pylon_green v] to [1]\nend\nforever\n turn right (1) degrees\n if <<(world_map_ground_X) = [6]> and <(world_map_ground_Y) = [0]>> then\n go to x: (100) y: (-60)\n set [pylon_active v] to [1]\n if <touching (player v)?> then\n set [pylon_city v] to [1]\n end\n else\n if <<(world_map_ground_X) = [8]> and <(world_map_ground_Y) = [-7]>> then\n go to x: (0) y: (-40)\n set [pylon_active v] to [1]\n if <touching (player v)?> then\n set [pylon_cave v] to [1]\n end\n else\n if <<(world_map_ground_X) = [18]> and <(world_map_ground_Y) = [-7]>> then\n go to x: (0) y: (-40)\n set [pylon_active v] to [1]\n if <touching (player v)?> then\n set [pylon_town v] to [1]\n end\n else\n if <<(world_map_ground_X) = [4]> and <(world_map_ground_Y) = [-7]>> then\n go to x: (0) y: (30)\n set [pylon_active v] to [1]\n if <touching (player v)?> then\n set [pylon_town v] to [1]\n end\n else\n if <<(world_map_ground_X) = [-4]> and <(world_map_ground_Y) = [-7]>> then\n go to x: (100) y: (-50)\n set [pylon_active v] to [1]\n if <touching (player v)?> then\n set [pylon_town v] to [1]\n end\n else\n if <<(world_map_ground_X) = [19]> and <(world_map_ground_Y) = [-13]>> then\n go to x: (100) y: (-50)\n set [pylon_active v] to [1]\n if <touching (player v)?> then\n set [pylon_hive 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\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\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <not <touching (player v)?>> then\n set [world_pylon_open v] to [0]\n set [world_pylon_button_selected v] to [0]\n end\n if <<touching (player v)?> and <key (space v) pressed?>> then\n set [world_pylon_open v] to [1]\n set [world_pylon_button_selected v] to [1]\n end\nend\n\n@multiplayer 1.0\n\nwhen flag clicked\nforever\n set [multiplayer_hero_location_x v] to (round ((Z_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 ((Z_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@player_sprite\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n if <(multiplayer_hero_facing) = [1]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n if <<(hero_jumping) = [1]> or <(hero_jumping) = [-1]>> then\n repeat until <(costume [name v]) = [jump6]>\n next costume\n end\n else\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n next costume\n if <(costume [name v]) = [costume8]> then\n switch costume to (costume1 v)\n end\n else\n wait (0.05) seconds\n next costume\n if <(costume [name v]) = [costume10]> then\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (3) layers\nend\n\nwhen I receive [clone_hero_sprite v]\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (20)\nrepeat (4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n go to x: (Z_hero_location_reference_x) y: (Z_hero_location_reference_y)\nend\n\n@enemy_attack\n\nwhen I start as a clone\nset [☁ player_1 v] to [0]\nset [☁ player_1 v] to [0]\nset [enemy_attack_type v] to (enemy_attack_type_transfer_value)\nset [enemy_attack_speed_x v] to (enemy_attack_speed_X_transfer)\nset [enemy_attack_speed_y v] to (enemy_attack_speed_Y_transfer)\ngo to x: (enemy_attack_X) y: (enemy_attack_Y)\nif <(enemy_attack_type) = [2]> then\n switch costume to (ninja_star v)\nelse\n switch costume to (costume1 v)\nend\nforever\n change x by (enemy_attack_speed_X)\n change y by (enemy_attack_speed_Y)\n if <(enemy_attack_type) = [2]> then\n change [enemy_attack_speed_y v] by (-1)\n turn right (15) degrees\n end\n if <<touching (player v)?> and <(invererability_frames_count) < (invunerability_frames)>> then\n set [invunerability_frames v] to [0]\n broadcast (hero_hurt v)\n if <(x position) > (Z_hero_location_reference_x)> then\n broadcast (hero_knockback_right v)\n else\n broadcast (hero_knockback_left v)\n end\n delete this clone\n end\n if <touching (ground v)?> then\n delete this clone\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <touching (player_attack_hitbox v)?> then\n if <[charms_equipted_list v] contains [moss]?> then\n delete this clone\n end\n end\n if <(delete_all_clones) = [1]> then\n delete this clone\n end\nend\n\nwhen flag clicked\ngo to x: (-1000) y: (-1000)\nset [ghost v] effect to (100)\nforever\n if <(enemy_ranged_attacking) = [1]> then\n set [ghost v] effect to (0)\n set [enemy_ranged_attacking v] to [0]\n create clone of (_myself_ v)\n set [ghost v] effect to (100)\n end\nend\n\n@player_cling_hitbox\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (Z_hero_location_reference_x) y: (Z_hero_location_reference_y)\nend\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n set [cling_hitbox_touching_ground v] to [1]\n else\n set [cling_hitbox_touching_ground v] to [0]\n end\nend\n\n@hero_cling_target\n\nwhen flag clicked\nforever\n set [ghost v] effect to ((100) - (dash_super))\n set size to ((100) - (dash_super)) %\n set [clinging_target_x v] to (x position)\n set [clinging_target_y v] to (y position)\n if <(clinging!) = [0]> then\n go to x: (Z_hero_location_reference_x) y: (Z_hero_location_reference_y)\n end\nend\n\n@area_effects\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (leave empty v)\nforever\n if <(world_area_name) = [city]> then\n wait (pick random (0.25) to (1)) seconds\n create clone of (_myself_ v)\n set [effect_type v] to [fire_gas]\n set [time_existing v] to [0]\n end\n if <(world_area_name) = [cave]> then\n wait (pick random (0.25) to (0.75)) seconds\n create clone of (_myself_ v)\n set [effect_type v] to [light_orb]\n set [time_existing v] to [0]\n end\n if <(world_area_name) = [green]> then\n wait (pick random (1) to (7)) seconds\n create clone of (_myself_ v)\n set [effect_type v] to [light_beam]\n set [time_existing v] to [0]\n end\nend\n\nwhen I start as a clone\nif <(effect_type) = [star]> then\n go to x: (pick random (-225) to (225)) y: (pick random (175) to (145))\n switch costume to (star v)\n set size to (pick random (10) to (100)) %\n forever\n change [time_existing v] by (1)\n set [ghost v] effect to ([abs v] of (time_existing) )\n if <[100] < (time_existing)> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(effect_type) = [fire_gas]> then\n go to x: (pick random (-225) to (225)) y: (-160)\n set size to (pick random (50) to (100)) %\n set [speed_x v] to (pick random (-5) to (0))\n set [speed_y v] to (pick random (1) to (4))\n forever\n change [speed_x v] by (0.1)\n change [time_existing v] by (1)\n change size by (-0.1)\n switch costume to (fire_gas v)\n set [ghost v] effect to ([abs v] of (time_existing) )\n if <[100] < (time_existing)> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [forward v] (8) layers\n change x by (speed_X)\n change y by (speed_Y)\n if <<<(x position) > [225]> or <[-225] > (x position)>> or <<(y position) > [175]> or <[-175] > (y position)>>> then\n change [time_existing v] by (1)\n end\nend\n\nwhen I start as a clone\nif <(effect_type) = [light_orb]> then\n go to x: (pick random (-225) to (225)) y: (160)\n set size to (pick random (50) to (100)) %\n set [speed_x v] to (pick random (-6) to (6))\n set [speed_y v] to (pick random (-1) to (-4))\n forever\n set [speed_x v] to ((speed_X) * (0.99))\n change [time_existing v] by (1)\n change size by (-0.1)\n switch costume to (light_orb v)\n set [ghost v] effect to ([abs v] of (time_existing) )\n if <[100] < (time_existing)> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(effect_type) = [light_beam]> then\n go to x: (pick random (-225) to (225)) y: (50)\n set size to (pick random (50) to (100)) %\n set [time_existing v] to [-100]\n set [speed_x v] to ((pick random (0) to (100)) * (0.01))\n set [speed_y v] to [0.2]\n forever\n set [speed_x v] to ((speed_X) * (0.99))\n change [time_existing v] by (1)\n change size by (-0.1)\n switch costume to (light_beam v)\n set [ghost v] effect to ([abs v] of (time_existing) )\n if <[100] < (time_existing)> then\n delete this clone\n end\n end\nend\n\n@map\n\nwhen I start as a clone\nforever\n if <not <(world_pylon_button_selected) = [1]>> then\n delete this clone\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (100)\n if <mouse down?> then\n if <(costume [name v]) = [pylon_central]> 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 <touching (mouse-pointer v)?> then\n set [brightness v] effect to (100)\n if <mouse down?> then\n if <(costume [name v]) = [pylon_cave]> then\n broadcast (close_map v)\n set [world_map_ground_x v] to [8]\n set [world_map_ground_y v] to [-7]\n broadcast (go_to_plylon v)\n else\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (100)\n if <mouse down?> then\n if <(costume [name v]) = [pylon_town]> then\n broadcast (close_map v)\n set [world_map_ground_x v] to [18]\n set [world_map_ground_y v] to [-7]\n broadcast (go_to_plylon v)\n else\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (100)\n if <mouse down?> then\n if <(costume [name v]) = [pylon_cave_2]> then\n broadcast (close_map v)\n set [world_map_ground_x v] to [4]\n set [world_map_ground_y v] to [-7]\n broadcast (go_to_plylon v)\n else\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (100)\n if <mouse down?> then\n if <(costume [name v]) = [pylon_green]> then\n broadcast (close_map v)\n set [world_map_ground_x v] to [-4]\n set [world_map_ground_y v] to [-7]\n broadcast (go_to_plylon v)\n else\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (100)\n if <mouse down?> then\n if <(costume [name v]) = [pylon_hive]> then\n broadcast (close_map v)\n set [world_map_ground_x v] to [19]\n set [world_map_ground_y v] to [-13]\n broadcast (go_to_plylon v)\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\n end\n else\n set [brightness v] effect to (0)\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\nwhen flag clicked\nforever\n if <(world_pylon_button_selected) = [1]> then\n set [ghost v] effect to (0)\n if <(pylon_city) = [1]> then\n switch costume to (pylon_central v)\n create clone of (_myself_ v)\n end\n if <(pylon_cave) = [1]> then\n switch costume to (pylon_cave v)\n create clone of (_myself_ v)\n end\n if <(pylon_town) = [1]> then\n switch costume to (pylon_town v)\n create clone of (_myself_ v)\n end\n if <(pylon_cave_2) = [1]> then\n switch costume to (pylon_cave_2 v)\n create clone of (_myself_ v)\n end\n if <(pylon_green) = [1]> then\n switch costume to (pylon_green v)\n create clone of (_myself_ v)\n end\n if <(pylon_hive) = [1]> then\n switch costume to (pylon_hive v)\n create clone of (_myself_ v)\n end\n end\n if <not <(world_pylon_button_selected) = [1]>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@pylon_UI\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [button_id v] to [1]\ncreate clone of (_myself_ v)\nset [button_id v] to [2]\ncreate clone of (_myself_ v)\nset [button_id v] to [3]\nwait (1) seconds\ngo to x: (-100) y: (-100)\nswitch costume to (leave empty v)\n\nwhen I start as a clone\nforever\n if <(world_pylon_open) = [1]> then\n set [ghost v] effect to (0)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(button_ID) = [1]> then\n set [world_pylon_button_selected v] to [1]\n else\n if <(button_ID) = [2]> then\n set [world_pylon_button_selected v] to [2]\n end\n end\n if <(button_ID) = [3]> then\n set [world_pylon_button_selected v] to [3]\n end\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(button_ID) = [1]> then\n go to x: (200) y: (160)\n if <(world_pylon_button_selected) = [1]> then\n switch costume to (map_on v)\n else\n switch costume to (map_off v)\n end\n else\n if <(button_ID) = [2]> then\n go to x: (150) y: (160)\n if <(world_pylon_button_selected) = [2]> then\n switch costume to (weapons_on v)\n else\n switch costume to (weapons_off v)\n end\n end\n end\n if <(button_ID) = [3]> then\n go to x: (110) y: (150)\n if <(world_pylon_button_selected) = [3]> then\n switch costume to (charms_on v)\n else\n switch costume to (charms_off v)\n end\n end\nend\n\n@weapons menu\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [button_id v] to [1]\ncreate clone of (_myself_ v)\nset [button_id v] to [2]\ncreate clone of (_myself_ v)\nset [button_id v] to [3]\nswitch costume to (leave_empty v)\ngo to x: (-100) y: (-100)\nwait (1) seconds\nif <(editing_game) = [1]> then\n add [x19-y-8] to [items_locations_purchased_list v]\nend\ndelete all of [items_locations_purchased_list v]\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(world_pylon_button_selected) = [2]> then\n set [ghost v] effect to (0)\n if <(button_ID) = [1]> then\n go to x: (-100) y: (0)\n set [ghost v] effect to (0)\n if <(weapon_ID_selected) = [1]> then\n switch costume to (copper_sword_on v)\n else\n switch costume to (copper_sword_off v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [adelete_all_text v] to [1]\n wait (0.1) seconds\n set [adelete_all_text v] to [0]\n set [weapon_id_selected v] to [1]\n set [atext_output v] to [A_rusty_copper_blade._dose_0.75_dammage.]\n end\n end\n if <(button_ID) = [2]> then\n if <[items_locations_purchased_list v] contains [x6-y0]?> then\n go to x: (-20) y: (0)\n set [ghost v] effect to (0)\n if <(weapon_ID_selected) = [2]> then\n switch costume to (bronze_sword_on v)\n else\n switch costume to (bronze_sword_off v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [adelete_all_text v] to [1]\n wait (0.1) seconds\n set [adelete_all_text v] to [0]\n set [weapon_id_selected v] to [2]\n set [atext_output v] to [A_rusty_bronze_blade._not_as_bad_as_copper_but_still_not_very_good._does_1_dammage.]\n end\n else\n set [ghost v] effect to (100)\n end\n end\n if <(button_ID) = [3]> then\n if <[items_locations_purchased_list v] contains [x19-y-8]?> then\n go to x: (60) y: (0)\n set [ghost v] effect to (0)\n if <(weapon_ID_selected) = [3]> then\n switch costume to (iron_sword_on v)\n else\n switch costume to (iron_sword_off v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [adelete_all_text v] to [1]\n wait (0.1) seconds\n set [adelete_all_text v] to [0]\n set [weapon_id_selected v] to [3]\n set [atext_output v] to [A_well_made_iron_blade._does_1.25_dammage.]\n end\n else\n set [ghost v] effect to (100)\n end\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\n@chrams menu\n\nwhen flag clicked\ndelete all of [charms_collected_list v]\ndelete all of [charms_equipted_list v]\nset [charms_max_power v] to [5]\nset [charms_power_used v] to [0]\ncreate clone of (_myself_ v)\nset [button_id v] to [heartstrong]\ncreate clone of (_myself_ v)\nset [button_id v] to [steadfast]\ncreate clone of (_myself_ v)\nset [button_id v] to [moss]\ncreate clone of (_myself_ v)\nset [button_id v] to [fail]\nswitch costume to (leave_empty v)\ngo to x: (-100) y: (-100)\nif <(editing_game) = [1]> then\n add [heartstrong] to [charms_collected_list v]\n add [steadfast] to [charms_collected_list v]\n add [fail] to [charms_collected_list v]\n add [moss] to [charms_collected_list v]\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(world_pylon_button_selected) = [3]> then\n set [ghost v] effect to (0)\n if <(button_ID) = [heartstrong]> then\n go to x: (-100) y: (0)\n if <[charms_collected_list v] contains [heartstrong]?> then\n set [ghost v] effect to (0)\n if <[charms_equipted_list v] contains [heartstrong]?> then\n switch costume to (heartstrong_on v)\n else\n switch costume to (heartstrong_off v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait (0.01) seconds\n set [atext_output v] to [the_heartstrong_charm_triples_the_amount_of_inveneribiliy_time_you_have_after_getting_hit._power_cost;2]\n set [adelete_all_text v] to [1]\n wait (0.01) seconds\n set [adelete_all_text v] to [0]\n if <[charms_equipted_list v] contains [heartstrong]?> then\n delete (item # of [heartstrong] in [charms_equipted_list v]) of [charms_equipted_list v]\n change [charms_power_used v] by (-2)\n else\n if <<((charms_power_used) + (2)) < (charms_max_power)> or <((charms_power_used) + (2)) = (charms_max_power)>> then\n add [heartstrong] to [charms_equipted_list v]\n change [charms_power_used v] by (2)\n end\n end\n end\n end\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(world_pylon_button_selected) = [3]> then\n set [ghost v] effect to (0)\n if <(button_ID) = [steadfast]> then\n go to x: (-50) y: (0)\n if <[charms_collected_list v] contains [steadfast]?> then\n set [ghost v] effect to (0)\n if <[charms_equipted_list v] contains [steadfast]?> then\n switch costume to (steadfast_on v)\n else\n switch costume to (steadfast_off v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait (0.01) seconds\n set [atext_output v] to [the_steadfast_charm_lets_you_get_willpower_when_you_are_dammaged._power_cost;3]\n set [adelete_all_text v] to [1]\n wait (0.01) seconds\n set [adelete_all_text v] to [0]\n if <[charms_equipted_list v] contains [steadfast]?> then\n delete (item # of [steadfast] in [charms_equipted_list v]) of [charms_equipted_list v]\n change [charms_power_used v] by (-3)\n else\n if <<((charms_power_used) + (3)) < (charms_max_power)> or <((charms_power_used) + (3)) = (charms_max_power)>> then\n add [steadfast] to [charms_equipted_list v]\n change [charms_power_used v] by (3)\n end\n end\n end\n end\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen flag clicked\nforever\n if <[charms_equipted_list v] contains [heartstrong]?> then\n set [invererability_frames_count v] to [30]\n else\n set [invererability_frames_count v] to [10]\n end\nend\n\nwhen flag clicked\nforever\n if <(world_pylon_button_selected) = [3]> then\n set [charms_display_value v] to ((charms_max_power) - (charms_power_used))\n show variable [charms_display_value v]\n else\n hide variable [charms_display_value v]\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(world_pylon_button_selected) = [3]> then\n set [ghost v] effect to (0)\n if <(button_ID) = [fail]> then\n go to x: (0) y: (0)\n if <[charms_collected_list v] contains [fail]?> then\n set [ghost v] effect to (0)\n if <[charms_equipted_list v] contains [fail]?> then\n switch costume to (fail_on v)\n else\n switch costume to (fail_off v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait (0.01) seconds\n set [atext_output v] to [the_failed_will_charm_allows_you_to_get_more_energy_when_attacking_an_enemy._power_cost;3]\n set [adelete_all_text v] to [1]\n wait (0.01) seconds\n set [adelete_all_text v] to [0]\n if <[charms_equipted_list v] contains [fail]?> then\n delete (item # of [fail] in [charms_equipted_list v]) of [charms_equipted_list v]\n change [charms_power_used v] by (-3)\n else\n if <<((charms_power_used) + (3)) < (charms_max_power)> or <((charms_power_used) + (3)) = (charms_max_power)>> then\n add [fail] to [charms_equipted_list v]\n change [charms_power_used v] by (3)\n end\n end\n end\n end\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(world_pylon_button_selected) = [3]> then\n set [ghost v] effect to (0)\n if <(button_ID) = [moss]> then\n go to x: (50) y: (0)\n if <[charms_collected_list v] contains [moss]?> then\n set [ghost v] effect to (0)\n if <[charms_equipted_list v] contains [moss]?> then\n switch costume to (moss_on v)\n else\n switch costume to (moss_off v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait (0.01) seconds\n set [atext_output v] to [the_mosshate_charm_allows_you_to_destroy_enemy_projectiles_With_your_sword._power_cost;4]\n set [adelete_all_text v] to [1]\n wait (0.01) seconds\n set [adelete_all_text v] to [0]\n if <[charms_equipted_list v] contains [moss]?> then\n delete (item # of [moss] in [charms_equipted_list v]) of [charms_equipted_list v]\n change [charms_power_used v] by (-4)\n else\n if <<((charms_power_used) + (4)) < (charms_max_power)> or <((charms_power_used) + (4)) = (charms_max_power)>> then\n add [moss] to [charms_equipted_list v]\n change [charms_power_used v] by (4)\n end\n end\n end\n end\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n set [viewing_charm v] to [1]\n else\n set [viewing_charm v] to [0]\n end\nend\n\nset [atext_output v] to [heartstrong]\nset [adelete_all_text v] to [1]\nwait (0.01) seconds\nset [adelete_all_text v] to [0]\n\n@subtitles\n\nwhen flag clicked\nset [subtitle_old v] to [void]\nforever\n if <not <(subtitle_send) = (subtitle_old)>> then\n if <(subtitle_send) = [town]> then\n switch costume to (the hidden town v)\n end\n if <(subtitle_send) = [cave]> then\n switch costume to (the caverns v)\n end\n if <(subtitle_send) = [city]> then\n switch costume to (the dying city v)\n end\n if <(subtitle_send) = [bar]> then\n switch costume to (weapons bar v)\n end\n if <(subtitle_send) = [boss_1]> then\n switch costume to (failed will v)\n end\n if <(subtitle_send) = [green road]> then\n switch costume to (green road v)\n end\n if <(subtitle_send) = [boss_2]> then\n switch costume to (dark watcher v)\n end\n if <(subtitle_send) = [boss_3]> then\n switch costume to (boss_3 v)\n end\n if <(subtitle_send) = [hive]> then\n switch costume to (hive v)\n end\n if <(subtitle_send) = [none]> then\n switch costume to (none v)\n end\n broadcast (fade in then out v)\n set [subtitle_old v] to (subtitle_send)\n end\nend\n\nwhen I receive [fade in then out v]\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (3) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\n@hornet_dummy\n\nwhen flag clicked\nset [hornet_dummy_used v] to [0]\nset [ghost v] effect to (100)\nset rotation style [left-right v]\ngo to x: (-60) y: (39)\nwait (1) seconds\nforever\n if <(hornet_dummy_used) = [0]> then\n if <<(world_map_ground_X) = [-2]> and <(world_map_ground_Y) = [-7]>> then\n set [ghost v] effect to (0)\n if <[100] > (Z_hero_location_reference_x)> then\n point in direction (90)\n say [don't think I have not been watching you. I know who you are, and where your aligince lies. come, and prove yourself...]\n if <[25] > (Z_hero_location_reference_x)> then\n say []\n point in direction (-90)\n change x by (-10)\n end\n end\n if <touching (_edge_ v)?> then\n set [hornet_dummy_used v] to [1]\n end\n else\n end\n else\n set [ghost v] effect to (100)\n end\nend\n\n@Text Box\n\nwhen flag clicked\nforever\n if <(Atext_active) = [0]> then\n set [ghost v] effect to (100)\n else\n if <(Atext_active) = [1]> then\n set [ghost v] effect to (0)\n end\n end\nend\n\n@Text2\n\nwhen I start as a clone\nif <(Atext_active) = [1]> then\n start sound [Blip_Select v]\nend\nshow\nforever\n if <[1] = (Adelete_all_text)> then\n delete this clone\n end\n if <[1] = (AAdelete_all_text_2)> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset [aold_text v] to [ ]\nset [atext_output v] to []\nforever\n if <not <(Atext_output) = (Aold_text)>> then\n set [atext_completed_compling v] to [0]\n set [adelete_all_text v] to [1]\n wait (0.01) seconds\n set [adelete_all_text v] to [0]\n set [text v] to (Atext_output)\n set [aold_text v] to (Atext_output)\n set [space v] to [1]\n set [skip v] to [0]\n hide\n go to x: (-226) y: (-94)\n repeat until <(letter (Space) of (Text)) = []>\n if <(letter (Space) of (Text)) = [']> then\n switch costume to (' v)\n end\n if <(letter (Space) of (Text)) = [1]> then\n switch costume to (1 v)\n end\n if <(letter (Space) of (Text)) = [2]> then\n switch costume to (2 v)\n end\n if <(letter (Space) of (Text)) = [3]> then\n switch costume to (3 v)\n end\n if <(letter (Space) of (Text)) = [4]> then\n switch costume to (4 v)\n end\n if <(letter (Space) of (Text)) = [5]> then\n switch costume to (5 v)\n end\n if <(letter (Space) of (Text)) = [6]> then\n switch costume to (6 v)\n end\n if <(letter (Space) of (Text)) = [7]> then\n switch costume to (7 v)\n end\n if <(letter (Space) of (Text)) = [8]> then\n switch costume to (8 v)\n end\n if <(letter (Space) of (Text)) = [9]> then\n switch costume to (9 v)\n end\n if <(letter (Space) of (Text)) = [0]> then\n switch costume to (0 v)\n end\n if <(letter (Space) of (Text)) = [\(]> then\n set [caps v] to [1]\n end\n if <(letter (Space) of (Text)) = [\)]> then\n set [caps v] to [0]\n end\n if <(letter (Space) of (Text)) = [_]> then\n switch costume to (_ v)\n end\n if <(letter (Space) of (Text)) = [.]> then\n switch costume to (. v)\n end\n if <(letter (Space) of (Text)) = [,]> then\n switch costume to (, v)\n end\n if <(letter (Space) of (Text)) = [!]> then\n switch costume to (! v)\n end\n if <(letter (Space) of (Text)) = [?]> then\n switch costume to (? v)\n end\n if <(letter (Space) of (Text)) = [:]> then\n switch costume to (: v)\n end\n if <(letter (Space) of (Text)) = [;]> then\n switch costume to (; v)\n end\n if <(letter (Space) of (Text)) = [/]> then\n switch costume to (/ v)\n end\n if <(letter (Space) of (Text)) = [-]> then\n switch costume to (- v)\n end\n if <(letter (Space) of (Text)) = [A]> then\n if <(Caps) = [1]> then\n switch costume to (a, v)\n end\n if <(Caps) = [0]> then\n switch costume to (a v)\n end\n end\n if <(letter (Space) of (Text)) = [B]> then\n if <(Caps) = [1]> then\n switch costume to (b, v)\n end\n if <(Caps) = [0]> then\n switch costume to (b v)\n end\n end\n if <(letter (Space) of (Text)) = [C]> then\n if <(Caps) = [1]> then\n switch costume to (c, v)\n end\n if <(Caps) = [0]> then\n switch costume to (c v)\n end\n end\n if <(letter (Space) of (Text)) = [D]> then\n if <(Caps) = [1]> then\n switch costume to (d, v)\n end\n if <(Caps) = [0]> then\n switch costume to (d v)\n end\n end\n if <(letter (Space) of (Text)) = [E]> then\n if <(Caps) = [1]> then\n switch costume to (e, v)\n end\n if <(Caps) = [0]> then\n switch costume to (e v)\n end\n end\n if <(letter (Space) of (Text)) = [F]> then\n if <(Caps) = [1]> then\n switch costume to (f, v)\n end\n if <(Caps) = [0]> then\n switch costume to (f v)\n end\n end\n if <(letter (Space) of (Text)) = [G]> then\n if <(Caps) = [1]> then\n switch costume to (g, v)\n end\n if <(Caps) = [0]> then\n switch costume to (g v)\n end\n end\n if <(letter (Space) of (Text)) = [H]> then\n if <(Caps) = [1]> then\n switch costume to (h, v)\n end\n if <(Caps) = [0]> then\n switch costume to (h v)\n end\n end\n if <(letter (Space) of (Text)) = [I]> then\n if <(Caps) = [1]> then\n switch costume to (i, v)\n end\n if <(Caps) = [0]> then\n switch costume to (i v)\n end\n end\n if <(letter (Space) of (Text)) = [J]> then\n if <(Caps) = [1]> then\n switch costume to (j, v)\n end\n if <(Caps) = [0]> then\n switch costume to (j v)\n end\n end\n if <(letter (Space) of (Text)) = [K]> then\n if <(Caps) = [1]> then\n switch costume to (k, v)\n end\n if <(Caps) = [0]> then\n switch costume to (k v)\n end\n end\n if <(letter (Space) of (Text)) = [L]> then\n if <(Caps) = [1]> then\n switch costume to (l, v)\n end\n if <(Caps) = [0]> then\n switch costume to (l v)\n end\n end\n if <(letter (Space) of (Text)) = [M]> then\n if <(Caps) = [1]> then\n switch costume to (m, v)\n end\n if <(Caps) = [0]> then\n switch costume to (m v)\n end\n end\n if <(letter (Space) of (Text)) = [N]> then\n if <(Caps) = [1]> then\n switch costume to (n, v)\n end\n if <(Caps) = [0]> then\n switch costume to (n v)\n end\n end\n if <(letter (Space) of (Text)) = [O]> then\n if <(Caps) = [1]> then\n switch costume to (o, v)\n end\n if <(Caps) = [0]> then\n switch costume to (o v)\n end\n end\n if <(letter (Space) of (Text)) = [P]> then\n if <(Caps) = [1]> then\n switch costume to (p, v)\n end\n if <(Caps) = [0]> then\n switch costume to (p v)\n end\n end\n if <(letter (Space) of (Text)) = [Q]> then\n if <(Caps) = [1]> then\n switch costume to (q, v)\n end\n if <(Caps) = [0]> then\n switch costume to (q v)\n end\n end\n if <(letter (Space) of (Text)) = [R]> then\n if <(Caps) = [1]> then\n switch costume to (r, v)\n end\n if <(Caps) = [0]> then\n switch costume to (r v)\n end\n end\n if <(letter (Space) of (Text)) = [S]> then\n if <(Caps) = [1]> then\n switch costume to (s, v)\n end\n if <(Caps) = [0]> then\n switch costume to (s v)\n end\n end\n if <(letter (Space) of (Text)) = [T]> then\n if <(Caps) = [1]> then\n switch costume to (t, v)\n end\n if <(Caps) = [0]> then\n switch costume to (t v)\n end\n end\n if <(letter (Space) of (Text)) = [U]> then\n if <(Caps) = [1]> then\n switch costume to (u, v)\n end\n if <(Caps) = [0]> then\n switch costume to (u v)\n end\n end\n if <(letter (Space) of (Text)) = [V]> then\n if <(Caps) = [1]> then\n switch costume to (v, v)\n end\n if <(Caps) = [0]> then\n switch costume to (v v)\n end\n end\n if <(letter (Space) of (Text)) = [W]> then\n if <(Caps) = [1]> then\n switch costume to (w, v)\n end\n if <(Caps) = [0]> then\n switch costume to (w v)\n end\n end\n if <(letter (Space) of (Text)) = [X]> then\n if <(Caps) = [1]> then\n switch costume to (x, v)\n end\n if <(Caps) = [0]> then\n switch costume to (x v)\n end\n end\n if <(letter (Space) of (Text)) = [Y]> then\n if <(Caps) = [1]> then\n switch costume to (y, v)\n end\n if <(Caps) = [0]> then\n switch costume to (y v)\n end\n end\n if <(letter (Space) of (Text)) = [Z]> then\n if <(Caps) = [1]> then\n switch costume to (z, v)\n end\n if <(Caps) = [0]> then\n switch costume to (z v)\n end\n end\n if <<not <(letter (Space) of (Text)) = [\(]>> and <not <(letter (Space) of (Text)) = [\)]>>> then\n create clone of (_myself_ v)\n if <(Atext_active) = [1]> then\n change x by (12)\n end\n if <(x position) > [226]> then\n set x to (-226)\n change y by (-22)\n end\n end\n change [space v] by (1)\n if <[-161] > (y position)> then\n wait until <key (space v) pressed?>\n set [aadelete_all_text_2 v] to [1]\n wait until <not <key (space v) pressed?>>\n go to x: (-226) y: (-94)\n set [aadelete_all_text_2 v] to [0]\n end\n end\n end\n wait (0.01) seconds\n set [atext_completed_compling v] to [1]\nend\n\nwhen flag clicked\nforever\n if <(Atext_active) = [1]> then\n if <[-161] < (y position)> then\n set [adelete_all_text v] to [0]\n else\n if <key (space v) pressed?> then\n set [adelete_all_text v] to [1]\n wait (0.1) seconds\n set [adelete_all_text v] to [0]\n end\n end\n end\n if <(Atext_active) = [0]> then\n go to x: (-226) y: (-94)\n set [adelete_all_text v] to [1]\n set [aold_text v] to [void]\n end\nend\n\nwhen flag clicked\nforever\n if <(Atext_active) = [0]> then\n set [text v] to []\n set [space v] to [1]\n set [skip v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Atext_completed_compling) = [1]> then\n if <key (space v) pressed?> then\n set [atext_output v] to [void]\n set [adelete_all_text v] to [1]\n wait (0.1) seconds\n set [adelete_all_text v] to [0]\n end\n else\n end\nend\n\nwhen flag clicked\nforever\n if <<(x position) = [-226]> and <(y position) = [-94]>> then\n end\nend\n\nwhen I receive [enter_new_room v]\nset [aold_text v] to [void]\nset [atext_output v] to [ ]\nset [adelete_all_text v] to [1]\nset [text v] to []\nwait (0.1) seconds\nset [adelete_all_text v] to [0]\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <(y position) < [-161]>> then\n set [adelete_all_text v] to [1]\n wait (0.1) seconds\n set [adelete_all_text v] to [0]\n end\nend\n\nwhen I receive [delete_all_text v]\ndelete this clone\n\n
please leave constructive criticism!\n\n*--game guide--*\nthis game has a tutorial for everything you should need to know, however this is along game so I wanted to list all of the controls here in case you forget. if you run into something you don't understand, check back here!\n\n*--controls--*\n--arrow keys to move and jump\n--X key to attack\n--C to heal (if you have the necessary willpower)\n--spacebar to interact with npcs, pylons, and to buy items and advance dialog. \n\n*--abilitys; you can only do those actions once you unlock them!--*\n--double click a direction to dash in that direction.\n--double click UP key while in the air to double jump\n--hold a direction and press C to cast a spell (if you have the willpower to use the spell.\n\n*--pylons--*\nthe pylons are the spinning, floating white star things. press space while touching one to access their menu. at the top right corner, there are five menus you can click on to access;\n--in the map menu (the one with a pylon on it) you can view the map of the world, and teleport anywhere you have already been. to teleport, click on the piece of the map you want to go to!\n--in the weapons menu, you can equipt any weapon you have already unlocked.\n--in the charms menu, you can equipt charms you have found. please note that if it won't let you put one on, you may have to take some other ones off to free up power.
Spring || -A platformer-
@Stage\n\nwhen flag clicked\nset volume to (60) %\nforever\n play sound [houkagonoyuzora v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (桜 v)\n\n@キャラクター\n\nwhen flag clicked\ngo to x: (-186) y: (13)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (52) %\npoint in direction (90)\nshow\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (0.8)\n point in direction (90)\n end\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 point in direction (-90)\n end\n set [x v] to ((x) * (0.92))\n change x by (x)\n if <touching color (#ff88d2)?> then\n change y by (1)\n if <touching color (#ff88d2)?> then\n change y by (1)\n if <touching color (#ff88d2)?> then\n change y by (1)\n if <touching color (#ff88d2)?> then\n change y by (1)\n if <touching color (#ff88d2)?> then\n change y by (1)\n if <touching color (#ff88d2)?> then\n change y by (1)\n if <touching color (#ff88d2)?> then\n change x by ((0) - (x))\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 <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#ff88d2)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching color (#ff88d2)?>> then\n start sound [nyu2 v]\n set [y v] to [17]\n end\n change y by (1)\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <<touching (障害物 v)?> or <[-175] > (y position)>> then\n set [x v] to [0]\n set [y v] to [0]\n set rotation style [left-right v]\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-186) y: (13)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <(x position) > [240]> then\n broadcast (次のステージ v)\n go to x: (-186) y: (13)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (キャラクター「しゃがむ」 v)\n else\n switch costume to (キャラクター「普通」 v)\n end\n if <touching color (#0044ff)?> then\n set [y v] to [17]\n end\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.03) seconds\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-3.7)\nend\ndelete this clone\n\n@桜の花びら\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.15) seconds\nend\n\nwhen I start as a clone\ngo to x: (pick random (-230) to (230)) y: (155)\nset size to (pick random (20) to (30)) %\nshow\nrepeat until <<touching (ステージ v)?> or <touching (_edge_ v)?>>\n turn right ((size) + (pick random (1) to (5))) degrees\n change y by (pick random (-5) to (-10))\nend\ndelete this clone\n\n@ステージ\n\nwhen flag clicked\ngo to x: (0) y: (-5)\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [次のステージ v]\nnext costume\n\n@障害物\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (32) y: (12)\nset size to (110) %\nshow\n\nwhen I receive [次のステージ v]\nnext costume\n\n@サムネイル\n\nwhen flag clicked\nforever\n hide\nend\n\n@サムネイル2\n\nwhen flag clicked\nforever\n hide\nend\n\n
~このゲームについて~\n「春」をイメージして作った季節外れのプラットフォーマーです。春の要素が盛り沢山あります!(このゲームはスマホでもプレイできます。)\n\n~操作方法~\n右へ移動・・・右矢印キーorDキー\n左へ移動・・・左矢印キーorAキー\nジャンプ・・・上矢印キーorWキー\nしゃがむ・・・下矢印キーorSキー\n\n~ブロックの色と種類~\nピンク・・・地面や壁\n赤・・・障害物\n青・・・勝手にジャンプ\n\nもしこのゲームが少しでも面白いと思って頂けたのであれば、☆と♡をポチッとよろしくお願いします(^^♪後出来ればフォローもお願いしまs(((殴\n\n※この季節系プラットフォーマーは夏、秋、冬バージョンも出すのでお楽しみに!\n\n※夏バージョンはこちらから!\nhttps://scratch.mit.edu/projects/473094093\n\n※秋バージョンはこちらから!\nhttps://scratch.mit.edu/projects/474617494\n\n※冬バージョンはこちらから!\nhttps://scratch.mit.edu/projects/482067480
Lava runner- a platformer #Stories #Games #Art #Tutorials #Games
@Stage\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nset [yv v] to [0]\ngo to x: (-177) y: (94)\nset [xv v] to [0]\nforever\n if <touching color (#1ba100)?> then\n set [yv v] to [0]\n go to x: (-177) y: (94)\n set [xv v] to [0]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <<touching color (#fa8f29)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#fa8f29)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#fa8f29)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#fa8f29)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#fa8f29)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#fa8f29)?> or <touching color (#000000)?>> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (yv)\n if <<touching color (#fa8f29)?> or <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 (#fa8f29)?> or <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)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (jumping v)\n end\n if then\n switch costume to (p1 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (p1 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (walking backwards v)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [243]> then\n go to x: (-177) y: (94)\n next backdrop\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffda05)?> then\n change x by (10)\n change y by (10)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#0429ff)?> then\nend\n\nwhen flag clicked\nshow\nswitch backdrop to (1 v)\n\nwhen I receive [message1 v]\ngo to x: (-177) y: (94)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n@Music\n\nwhen flag clicked\nswitch costume to (volume on v)\nforever\n play sound [Space by bubblebee3 v] until done\nend\n\nwhen this sprite clicked\nswitch costume to (volume off v)\nstop all sounds\n\nwhen flag clicked\nshow\n\n@Sprite4\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\nwhen flag clicked\nshow\n\n@Sprite5\n\nwhen this sprite clicked\nnext backdrop\nbroadcast (message1 v)\n\nwhen flag clicked\nshow\n\n
You are an enemy and can walk on lava and spikes but not land! ( I know its a pretty stupid idea but it was all i could think of!) This has 20 levels and i spent a long time on just level design! I am very proud of it so please no hate! Thank you! \nUse the arrow keys or wasd!\n ➖ ➖ ➖ ➖ ➖ ➖ ➖ ➖\nSound button: Mutes sound \nPlay button: Skips a level\nRound arrow thingy: Resets a level\n➖ ➖ ➖ ➖ ➖ ➖ ➖ ➖➖ ➖ ➖ \nThank you for reading the instructions, now please enjoy the game and comment your opinion on it as it would be greatly appreciated! \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nDOnt mind these, just gotta feed my family ok?\n\n#Bill-0 #Bill #Bill-0 #Animations #All #Stories \n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games\n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games
Sunlight Explorer: A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Bounc3 - Paradise on E.mp3 v] until done\n set volume to (30) %\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Player\n\nwhen flag clicked\nswitch costume to (player2 v)\nshow\nforever\n if <<(x position) > [240]> and <touching (_edge_ v)?>> then\n broadcast (Next level v)\n end\n if <<touching (spikes v)?> or <<(y position) < [-170]> and <touching (_edge_ v)?>>> then\n broadcast (Restart v)\n create clone of (_myself_ v)\n end\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\n create clone of (trail thingy v)\nend\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [next level v]\nbroadcast (Restart v)\nnext backdrop\n\nwhen I receive [restart v]\ngo to x: (-220) y: (-30)\nset [y v] to [0]\n\nwhen I start as a clone\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [y v] by (1.5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (1.5)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y v] by (-1.5)\n end\n end\nend\n\nwhen flag clicked\nbroadcast (Restart v)\nswitch costume to (costume1 v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to [front v] layer\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (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 <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (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 <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\nend\n\n@Trail thingy\n\nwhen flag clicked\nforever\n hide\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [ghost v] effect to (50)\ngo [forward v] (1) layers\nrepeat (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Huh eyes\n\nwhen flag clicked\nforever\n Fix\nend\n\ndefine Fix\ngo to (player v)\ngo to [front v] layer\nshow\nif <touching (player v)?> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\nset size to (22) %\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n wait (pick random (3) to (5)) seconds\n repeat (5)\n next costume\n go to [front v] layer\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n go to [front v] layer\n end\nend\n\n@Sprite2\n\nwhen flag clicked\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 (3))\nset [ghost v] effect to (pick random (40) to (70))\ngo to [back v] layer\ngo to x: (300) y: (pick random (150) to (0))\nrepeat until <(x position) < [-290]>\n show\n change x by (-5)\nend\ndelete this clone\n\n@grass\n\ndefine Grass from (xpos1) to (xpos2)\nshow\nclear graphic effects\ngo to x: (xpos1) y: (-1)\npoint in direction (90)\nrepeat until <(x position) = (xpos2)>\n show\n change x by (pick random (1) to (3))\n set size to (pick random (50) to (150)) %\n if <(pick random (1) to (2)) = [2]> then\n create clone of (_myself_ v)\n end\n go to [back v] layer\nend\nhide\n\nwhen I start as a clone\nGrass\nchange x by (10)\nif <not <touching (level v)?>> then\n change x by (-10)\nend\nforever\n go to [back v] layer\n if <<touching (player v)?> or <<touching (other v)?> or <touching (wind v)?>>> then\n Sway\n end\nend\n\ndefine Grass\nswitch costume to (base hitbox v)\nif <touching (level v)?> then\n repeat until <<not <touching (level v)?>> or <touching (level v)?>>\n change y by (1)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n change x by (-4)\nelse\n repeat until <touching (level v)?>\n change y by (-2)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\nend\nswitch costume to (pick random (1) to (6))\n\ndefine Sway\nset [magnitude v] to (((xmotion) + (pick random (-2.0) to (2.0))) * (2))\nset [sway v] to [0]\nrepeat until <<[0] = (round ((Magnitude) * (2)))> or <<<<touching (player v)?> or <touching (other v)?>> or <touching (wind v)?>> and <([abs v] of (Magnitude) ) < ([abs v] of ((xmotion) * (2)) )>>>\n point in direction ((90) - ((([sin v] of (sway) ) * (Magnitude)) * (12)))\n change [sway v] by (-10)\n set [magnitude v] to ((0.95) * (Magnitude))\nend\n\nwhen flag clicked\nGrass from [-240] to [240]\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nGrass from [-240] to [240]\n\n@Tips\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [level v]) = [1]>\nshow\nset [ghost v] effect to (50)\nswitch costume to (lev1 v)\ngo to x: (0) y: (200)\nglide (0.5) secs to x: (0) y: (150)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nrepeat (10)\n change [ghost v] effect by (5)\n change y by (5)\nend\nhide\n\nwhen flag clicked\nwait until <([costume # v] of [level v]) = [2]>\nshow\nset [ghost v] effect to (50)\nswitch costume to (lev2 v)\ngo to x: (0) y: (200)\nglide (0.5) secs to x: (0) y: (150)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nrepeat (10)\n change [ghost v] effect by (5)\n change y by (5)\nend\nhide\n\nwhen flag clicked\nwait until <([costume # v] of [level v]) = [3]>\nshow\nset [ghost v] effect to (50)\nswitch costume to (lev3 v)\ngo to x: (0) y: (200)\nglide (0.5) secs to x: (0) y: (150)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nrepeat (10)\n change [ghost v] effect by (5)\n change y by (5)\nend\nhide\n\nwhen flag clicked\nwait until <([costume # v] of [level v]) = [5]>\nshow\nset [ghost v] effect to (50)\nswitch costume to (lev5 v)\ngo to x: (0) y: (200)\nglide (0.5) secs to x: (0) y: (150)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nrepeat (10)\n change [ghost v] effect by (5)\n change y by (5)\nend\nhide\n\nwhen flag clicked\nwait until <([costume # v] of [level v]) = [4]>\nshow\nset [ghost v] effect to (50)\nswitch costume to (lev4 v)\ngo to x: (0) y: (200)\nglide (0.5) secs to x: (0) y: (150)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nrepeat (10)\n change [ghost v] effect by (5)\n change y by (5)\nend\nhide\n\nwhen flag clicked\nwait until <([costume # v] of [level v]) = [6]>\nshow\nset [ghost v] effect to (50)\nswitch costume to (lev6 v)\ngo to x: (0) y: (200)\nglide (0.5) secs to x: (0) y: (150)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nrepeat (10)\n change [ghost v] effect by (5)\n change y by (5)\nend\nhide\n\n\n\nwhen flag clicked\nwait until <([costume # v] of [level v]) = [7]>\nshow\nset [ghost v] effect to (50)\nswitch costume to (lev7 v)\ngo to x: (0) y: (200)\nglide (0.5) secs to x: (0) y: (150)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nrepeat (10)\n change [ghost v] effect by (5)\n change y by (5)\nend\nhide\n\nwhen flag clicked\nwait until <([costume # v] of [level v]) = [8]>\nshow\nset [ghost v] effect to (50)\nswitch costume to (lev8 v)\ngo to x: (0) y: (200)\nglide (0.5) secs to x: (0) y: (150)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nrepeat (10)\n change [ghost v] effect by (5)\n change y by (5)\nend\nhide\n\nwhen flag clicked\nwait until <([costume # v] of [level v]) = [10]>\nshow\nset [ghost v] effect to (50)\nswitch costume to (lev10 v)\ngo to x: (0) y: (200)\nglide (0.5) secs to x: (0) y: (150)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nrepeat (10)\n change [ghost v] effect by (5)\n change y by (5)\nend\nhide\n\nwhen flag clicked\nwait until <([costume # v] of [level v]) = [9]>\nshow\nset [ghost v] effect to (50)\nswitch costume to (lev9 v)\ngo to x: (0) y: (200)\nglide (0.5) secs to x: (0) y: (150)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nrepeat (10)\n change [ghost v] effect by (5)\n change y by (5)\nend\nhide\n\n@Spikes\n\nwhen flag clicked\nforever\n tick\nend\n\ndefine tick\nswitch costume to ([costume # v] of [level v])\ngo to [back v] layer\n\n@bounce\n\nwhen flag clicked\nforever\n hide\n if <([costume # v] of [level v]) = [5]> then\n go to x: (-99) y: (-62)\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [level v]) = [5]>>\n end\n if <([costume # v] of [level v]) = [6]> then\n go to x: (-99) y: (-62)\n create clone of (_myself_ v)\n go to x: (99) y: (-62)\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [level v]) = [6]>>\n end\n if <([costume # v] of [level v]) = [8]> then\n go to x: (-140) y: (-62)\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [level v]) = [8]>>\n end\n if <([costume # v] of [level v]) = [9]> then\n delete this clone\n end\n if <([costume # v] of [level v]) = [10]> then\n go to x: (-200) y: (-62)\n create clone of (_myself_ v)\n wait until <not <([costume # v] of [level v]) = [6]>>\n end\nend\n\nwhen I start as a clone\nforever\n show\n if <touching (player v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [tide v] to [0]\nforever\n repeat (10)\n change [tide v] by (-0.1)\n end\n repeat (20)\n change [tide v] by (0.1)\n end\n repeat (10)\n change [tide v] by (-0.1)\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to ([costume # v] of [level v])\n set [ghost v] effect to (50)\n change y by (tide)\n go to [back v] layer\nend\n\ngo [backward v] (1) layers\n\n@Sprite1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n reset timer\n set size to (120) %\n switch costume to (costume2 v)\nend\n\nwhen [timer v] > (0.03)\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n switch costume to (costume2 v)\n change size by (-1)\n change [ghost v] effect by (-5)\n switch costume to (costume1 v)\nend\ngo to [front v] layer\n\n
hElLo gUyS! a nEw pRoJecT bY mE! uSe aRrOw kEyS tO pLay, oR yOu can eVeN uSe wAsD! i hOpE yOu eNjoy!
SPACE EXPLORER 2 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: [2549] y: [170]\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
please use arrow keys to move! and press the chat button on the bottom left to chat!\nHAVE FUN!
Land of Hope || Multiplayer Platformer #games
@Stage\n\nwhen flag clicked\nif <not <(username) = [wasdcrzp]>> then\n forever\n play sound [Counting Stars v] until done\n end\nend\n\n@Sprite1\n\n@Player\n\ndefine Slope detect\nchange [x v] by (sx)\nPosition\nset [tick v] to [0]\nrepeat until <<(Tick) = [8]> or <not <<touching (platforms v)?> or <touching (springs v)?>>>>\n change [tick v] by (1)\n change [y v] by (1)\n Position\nend\nif <(Tick) = [8]> then\n change [y v] by ((0) - (Tick))\n change [x v] by ((sx) * (-1))\n set [sx v] to [0]\n Position\nend\n\ndefine Position\ngo to x: ((x) - (Scroll x)) y: ((y) - (Scroll y))\n\nwhen flag clicked\nset [deaths this run v] to [0]\nset [park v] to [0]\nset [scroll x v] to [30]\nset [scroll y v] to [51]\nset [x v] to [30]\nset [y v] to [51]\nset [ghost v] to [0]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nif <(costume [number v]) = [1]> then\n set [stop platform v] to [0]\n show\n set [sx v] to [0]\n set [sy v] to [0]\n set [eye x v] to [0]\n set [eye y v] to [0]\n set [ghost v] to [0]\n set [ghost v] effect to (0)\n Position\n broadcast (tick v)\n forever\n if <(Stop Platform) = [1]> then\n stop [this script v]\n end\n if <not <(Movability) = [2]>> then\n set [sx v] to ((sx) * (.9))\n if <<<(Scroll x) < [-130]> or <[1700] < (Scroll x)>> or <(Movability) = [1]>> then\n set [sx v] to ((sx) * (.9))\n end\n if <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) > (mouse x)>> and <<(distance to [mouse-pointer v]) < [200]> and <(Emoji) = [0]>>>> and <(Movability) = [0]>> then\n change [sx v] by (-1)\n end\n if <<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> and <<(distance to [mouse-pointer v]) < [200]> and <(Emoji) = [0]>>>> and <(Movability) = [0]>> then\n change [sx v] by (1)\n end\n Slope detect\n change [sy v] by (-1)\n if <<touching (water v)?> and <(sy) < [-3]>> then\n set [sy v] to [-3]\n end\n change [y v] by (sy)\n Position\n if <<touching (platforms v)?> or <touching (springs v)?>> then\n if <<(item (16) of [achievements v]) = [0]> and <<(Park) = [1]> and <(x) > [700]>>> then\n add [16] to [achievements to display v]\n replace item (16) of [achievements v] with [1]\n end\n set [park v] to [0]\n change [y v] by ((0) - (sy))\n set [sy v] to [0]\n Position\n end\n if <not <(sy) = [0]>> then\n set [snorker v] to [0]\n end\n if <<<touching (spikes v)?> or <touching (wheels v)?>> or <(y) < [-180]>> then\n change [deaths v] by (1)\n change [deaths this run v] by (1)\n go to x: (((x) - (sx)) - (Scroll x)) y: (((y) - (sy)) - (Scroll y))\n repeat (5)\n change [ghost v] effect by (10)\n change [ghost v] by (10)\n broadcast (tick v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n change [ghost v] by (10)\n change [scroll x v] by (((Flag x) - (Scroll x)) / (3))\n change [scroll y v] by (((Flag y) - (Scroll y)) / (3))\n switch costume to (clip v)\n Position\n switch costume to (man v)\n broadcast (tick v)\n end\n set [sx v] to [0]\n set [sy v] to [0]\n set [eye x v] to [0]\n set [eye y v] to [0]\n set [brightness v] effect to (100)\n set [ghost v] to [50]\n set [ghost v] effect to (50)\n set [scroll x v] to (Flag x)\n set [scroll y v] to (Flag y)\n set [x v] to (Flag x)\n set [y v] to (Flag y)\n Position\n broadcast (tick v)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] by (-5)\n change [ghost v] effect by (-5)\n broadcast (tick v)\n end\n broadcast (restart v)\n stop [this script v]\n end\n change y by (-1)\n if <<<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<<mouse down?> and <(mouse y) > (y position)>> and <<(distance to [mouse-pointer v]) < [200]> and <(Emoji) = [0]>>>> and <touching (water v)?>> and <(Movability) = [0]>> then\n set [sy v] to [7]\n end\n if <<<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<<mouse down?> and <(mouse y) > (y position)>> and <<(distance to [mouse-pointer v]) < [200]> and <(Emoji) = [0]>>>> and <<touching (platforms v)?> and <not <touching (water v)?>>>> and <(Movability) = [0]>> then\n set [sy v] to [15]\n change [jumps v] by (1)\n if <<(item (17) of [achievements v]) = [0]> and <<(y) > [1100]> and <(x) > [900]>>> then\n add [17] to [achievements to display v]\n replace item (17) of [achievements v] with [1]\n end\n end\n if <touching (springs v)?> then\n set [sy v] to [22]\n change [bounces v] by (1)\n broadcast (bounce v)\n end\n change y by (1)\n change [scroll x v] by (round (((x) - (Scroll x)) / (4)))\n change [scroll y v] by (round (((y) - (Scroll y)) / (4)))\n if <(Scroll x) < [-130]> then\n set [scroll x v] to ((-130) + (([sqrt v] of (((x) - (-130)) * (-0.1)) ) * (-10)))\n end\n if <[1700] < (Scroll x)> then\n set [scroll x v] to ((1700) + (([sqrt v] of (((x) - (1700)) * (0.1)) ) * (10)))\n end\n if <(Scroll y) < [51]> then\n set [scroll y v] to ((51) + (([sqrt v] of (((y) - (51)) * (-0.1)) ) * (-10)))\n end\n Position\n broadcast (tick v)\n set [objx v] to (x)\n set [objy v] to (y)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (man2 v)\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (-5)\n switch costume to (clip v)\n go to x: ((((objx) - (Scroll x)) * (.6)) + (([x position v] of [player v]) * (.4))) y: ((((objy) - (Scroll y)) * (.6)) + (([y position v] of [player v]) * (.4)))\n switch costume to (man2 v)\nend\ndelete this clone\n\nwhen I receive [wrap v]\nif <(costume [number v]) = [1]> then\n change y by (-1)\n if <<touching (platforms v)?> and <<(sy) = [0]> and <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<<mouse down?> and <(mouse y) > (y position)>> and <<(distance to [mouse-pointer v]) < [200]> and <(Emoji) = [0]>>>>>>> then\n set [movability v] to [2]\n set [emoji v] to [0]\n end\n change y by (1)\n if <(Movability) = [2]> then\n set [sx v] to [0]\n set [sy v] to [0]\n broadcast (flag v)\n set [flag v] to (item # of (Flag x) in [flag x v])\n repeat until <(Movability) = [0]>\n change [scroll x v] by (((item (Flag) of [flag x v]) - (Scroll x)) / (4))\n change [scroll y v] by (((item (Flag) of [flag y v]) - (Scroll y)) / (4))\n switch costume to (clip v)\n Position\n switch costume to (man v)\n broadcast (tick v)\n end\n else\n broadcast (fail v)\n end\nend\n\nwhen I receive [select v]\nif <(costume [number v]) = [1]> then\n repeat (5)\n change [ghost v] effect by (10)\n broadcast (tick v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n change [scroll x v] by (((Flag x) - (Scroll x)) / (4))\n change [scroll y v] by (((Flag y) - (Scroll y)) / (4))\n switch costume to (clip v)\n Position\n switch costume to (man v)\n broadcast (tick v)\n end\n set [brightness v] effect to (100)\n set [ghost v] effect to (50)\n set [scroll x v] to (Flag x)\n set [scroll y v] to (Flag y)\n set [x v] to (Flag x)\n set [y v] to (Flag y)\n Position\n broadcast (tick v)\n set [movability v] to [0]\n set [stop platform v] to [1]\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-5)\n end\n broadcast (restart v)\nend\n\nwhen I receive [cancel warp v]\nif <(costume [number v]) = [1]> then\n stop [other scripts in sprite v]\n repeat (3)\n change [scroll x v] by (((x) - (Scroll x)) / (4))\n change [scroll y v] by (((y) - (Scroll y)) / (4))\n switch costume to (clip v)\n Position\n switch costume to (man v)\n broadcast (tick v)\n end\n broadcast (restart v)\n set [movability v] to [0]\nend\n\nreplace item (4) of [flagcheck v] with [1]\n\n@Platforms\n\nwhen flag clicked\nset [dex v] to [0]\ncreate clone of (_myself_ v)\nset [dex v] to [1]\ncreate clone of (_myself_ v)\nset [dex v] to [2]\ncreate clone of (_myself_ v)\nforever\n switch costume to (((([ceiling v] of ((Scroll x) / (960)) ) * (2)) + (1)) + (((([ceiling v] of (((Scroll y) - (360)) / (720)) ) * (2)) + (1)) * (6)))\n x (costume [number v])\nend\n\nwhen I start as a clone\nforever\n if <(dex) = [0]> then\n switch costume to (((([ceiling v] of ((Scroll x) / (960)) ) * (2)) + (1)) + ((([ceiling v] of ((Scroll y) / (720)) ) * (2)) * (6)))\n end\n if <(dex) = [1]> then\n switch costume to (((([ceiling v] of (((Scroll x) - (480)) / (960)) ) * (2)) + (2)) + ((([ceiling v] of ((Scroll y) / (720)) ) * (2)) * (6)))\n end\n if <(dex) = [2]> then\n switch costume to (((([ceiling v] of (((Scroll x) - (480)) / (960)) ) * (2)) + (2)) + (((([ceiling v] of (((Scroll y) - (360)) / (720)) ) * (2)) + (1)) * (6)))\n end\n x (costume [number v])\nend\n\nwhen I receive [tick v]\nx (costume [number v])\n\ndefine x (number or text)\nset [objx v] to ((((costume [number v]) mod (6)) - (2)) * (480))\nset [objy v] to ((([ceiling v] of ((costume [number v]) / (6)) ) - (2)) * (360))\nswitch costume to (clip v)\ngo to x: ((objx) - (Scroll x)) y: ((objy) - (Scroll y))\nswitch costume to (number or text)\n\n@Spikes\n\nwhen I start as a clone\nforever\n if <(dex) = [0]> then\n switch costume to (((([ceiling v] of ((Scroll x) / (960)) ) * (2)) + (1)) + ((([ceiling v] of ((Scroll y) / (720)) ) * (2)) * (6)))\n end\n if <(dex) = [1]> then\n switch costume to (((([ceiling v] of (((Scroll x) - (480)) / (960)) ) * (2)) + (2)) + ((([ceiling v] of ((Scroll y) / (720)) ) * (2)) * (6)))\n end\n if <(dex) = [2]> then\n switch costume to (((([ceiling v] of (((Scroll x) - (480)) / (960)) ) * (2)) + (2)) + (((([ceiling v] of (((Scroll y) - (360)) / (720)) ) * (2)) + (1)) * (6)))\n end\nend\n\ndefine x (number or text)\nset [objx v] to ((((costume [number v]) mod (6)) - (2)) * (480))\nset [objy v] to ((([ceiling v] of ((costume [number v]) / (6)) ) - (2)) * (360))\nswitch costume to (costume5 v)\ngo to x: ((objx) - (Scroll x)) y: ((objy) - (Scroll y))\nswitch costume to (number or text)\n\nwhen I receive [tick v]\nx (costume [number v])\n\nwhen flag clicked\nset [dex v] to [0]\ncreate clone of (_myself_ v)\nset [dex v] to [1]\ncreate clone of (_myself_ v)\nset [dex v] to [2]\ncreate clone of (_myself_ v)\nforever\n switch costume to (((([ceiling v] of ((Scroll x) / (960)) ) * (2)) + (1)) + (((([ceiling v] of (((Scroll y) - (360)) / (720)) ) * (2)) + (1)) * (6)))\nend\n\n@Water\n\nwhen flag clicked\nset [ghost v] effect to (30)\nset [dex v] to [0]\ncreate clone of (_myself_ v)\nset [dex v] to [1]\ncreate clone of (_myself_ v)\nset [dex v] to [2]\ncreate clone of (_myself_ v)\nforever\n switch costume to (((([ceiling v] of ((Scroll x) / (960)) ) * (2)) + (1)) + (((([ceiling v] of (((Scroll y) - (360)) / (720)) ) * (2)) + (1)) * (6)))\nend\n\nwhen I start as a clone\nforever\n if <(dex) = [0]> then\n switch costume to (((([ceiling v] of ((Scroll x) / (960)) ) * (2)) + (1)) + ((([ceiling v] of ((Scroll y) / (720)) ) * (2)) * (6)))\n end\n if <(dex) = [1]> then\n switch costume to (((([ceiling v] of (((Scroll x) - (480)) / (960)) ) * (2)) + (2)) + ((([ceiling v] of ((Scroll y) / (720)) ) * (2)) * (6)))\n end\n if <(dex) = [2]> then\n switch costume to (((([ceiling v] of (((Scroll x) - (480)) / (960)) ) * (2)) + (2)) + (((([ceiling v] of (((Scroll y) - (360)) / (720)) ) * (2)) + (1)) * (6)))\n end\nend\n\nwhen I receive [tick v]\nx (costume [number v])\n\ndefine x (number or text)\nset [objx v] to ((((costume [number v]) mod (6)) - (2)) * (480))\nset [objy v] to ((([ceiling v] of ((costume [number v]) / (6)) ) - (2)) * (360))\nswitch costume to (clip v)\ngo to x: ((objx) - (Scroll x)) y: ((objy) - (Scroll y))\nswitch costume to (number or text)\n\n@Decorations\n\nwhen flag clicked\nset [dex v] to [0]\ncreate clone of (_myself_ v)\nset [dex v] to [1]\ncreate clone of (_myself_ v)\nset [dex v] to [2]\ncreate clone of (_myself_ v)\nforever\n switch costume to (((([ceiling v] of ((Scroll x) / (960)) ) * (2)) + (1)) + (((([ceiling v] of (((Scroll y) - (360)) / (720)) ) * (2)) + (1)) * (6)))\nend\n\ndefine x (number or text)\nset [objx v] to ((((costume [number v]) mod (6)) - (2)) * (480))\nset [objy v] to ((([ceiling v] of ((costume [number v]) / (6)) ) - (2)) * (360))\nswitch costume to (costume1 v)\ngo to x: ((objx) - (Scroll x)) y: ((objy) - (Scroll y))\nswitch costume to (number or text)\n\nwhen I receive [tick v]\nx (costume [number v])\n\nwhen I start as a clone\nforever\n if <(dex) = [0]> then\n switch costume to (((([ceiling v] of ((Scroll x) / (960)) ) * (2)) + (1)) + ((([ceiling v] of ((Scroll y) / (720)) ) * (2)) * (6)))\n end\n if <(dex) = [1]> then\n switch costume to (((([ceiling v] of (((Scroll x) - (480)) / (960)) ) * (2)) + (2)) + ((([ceiling v] of ((Scroll y) / (720)) ) * (2)) * (6)))\n end\n if <(dex) = [2]> then\n switch costume to (((([ceiling v] of (((Scroll x) - (480)) / (960)) ) * (2)) + (2)) + (((([ceiling v] of (((Scroll y) - (360)) / (720)) ) * (2)) + (1)) * (6)))\n end\nend\n\n@Wheels\n\ndefine x (number or text)\nswitch costume to (clip v)\ngo to x: ((objx) - (Scroll x)) y: ((objy) - (Scroll y))\nswitch costume to (number or text)\nif <<((objx) - (Scroll x)) = (x position)> and <((objy) - (Scroll y)) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nx (costume [number v])\n\nwhen flag clicked\nswitch costume to (wheel v)\nset [index v] to [0]\nset [vel v] to [0]\nset [objx v] to [1425]\nset [objy v] to [415]\ncreate clone of (_myself_ v)\nset [objx v] to [1435]\nset [objy v] to [1200]\ncreate clone of (_myself_ v)\nset [objx v] to [1638]\nset [objy v] to [1200]\ncreate clone of (_myself_ v)\nset [index v] to [4]\nset [objx v] to [1399]\nset [objy v] to [1100]\ncreate clone of (_myself_ v)\nset [objx v] to [1196]\nset [objy v] to [1100]\ncreate clone of (_myself_ v)\nset [index v] to [1]\nset [objx v] to [450]\nset [objy v] to [935]\ncreate clone of (_myself_ v)\nset [index v] to [2]\nset [objx v] to [350]\nset [objy v] to [685]\ncreate clone of (_myself_ v)\nset [index v] to [3]\nset [objx v] to [500]\nset [objy v] to [885]\ncreate clone of (_myself_ v)\nset [objx v] to [360]\nset [objy v] to [885]\ncreate clone of (_myself_ v)\nset [objx v] to [220]\nset [objy v] to [885]\ncreate clone of (_myself_ v)\nswitch costume to (blank v)\n\nwhen I start as a clone\nforever\n if <(index) = [0]> then\n repeat (30)\n change [vel v] by (-1)\n end\n repeat (30)\n change [vel v] by (1)\n end\n end\n if <(index) = [1]> then\n repeat (28)\n change [vel v] by (-1)\n end\n repeat (28)\n change [vel v] by (1)\n end\n end\n if <(index) = [2]> then\n repeat (28)\n change [vel v] by (1)\n end\n repeat (28)\n change [vel v] by (-1)\n end\n end\n if <(index) = [3]> then\n repeat (30)\n change [vel v] by (1)\n end\n repeat (30)\n change [vel v] by (-1)\n end\n end\n if <(index) = [4]> then\n repeat (30)\n change [vel v] by (1)\n end\n repeat (30)\n change [vel v] by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <<(index) = [0]> or <(index) = [4]>> then\n forever\n x (costume [number v])\n turn right (vel) degrees\n set [vel v] to ((vel) * (0.9))\n change [objx v] by (vel)\n end\nend\nif <(index) = [1]> then\n forever\n x (costume [number v])\n turn right (vel) degrees\n set [vel v] to ((vel) * (0.9))\n change [objx v] by (vel)\n change [objy v] by (vel)\n end\nend\nif <(index) = [2]> then\n forever\n x (costume [number v])\n turn right (vel) degrees\n set [vel v] to ((vel) * (0.9))\n change [objx v] by ((vel) * (-1))\n change [objy v] by (vel)\n end\nend\nif <(index) = [3]> then\n forever\n x (costume [number v])\n turn right (vel) degrees\n set [vel v] to ((vel) * (0.9))\n change [objy v] by (vel)\n end\nend\n\n@Flags\n\ndefine x (number or text)\nswitch costume to (clip v)\ngo to x: ((objx) - (round (Scroll x))) y: ((objy) - (round (Scroll y)))\nswitch costume to (number or text)\nif <<(round ((objx) - (round (Scroll x)))) = (x position)> and <(round ((objy) - (round (Scroll y)))) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nx (costume [number v])\n\nwhen flag clicked\nshow\nset [number v] to [1]\nset [objx v] to [30]\nset [objy v] to [55]\ncreate clone of (_myself_ v)\nset [flag x v] to [30]\nset [flag y v] to [51]\nset [number v] to [3]\nset [objx v] to [165]\nset [objy v] to [758]\ncreate clone of (_myself_ v)\nset [number v] to [4]\nset [objx v] to [225]\nset [objy v] to [1167]\ncreate clone of (_myself_ v)\nset [number v] to [5]\nset [objx v] to [875]\nset [objy v] to [647]\ncreate clone of (_myself_ v)\nset [number v] to [2]\nset [objx v] to [1455]\nset [objy v] to [428]\ncreate clone of (_myself_ v)\nset [number v] to [6]\nset [objx v] to [1520]\nset [objy v] to [821]\ncreate clone of (_myself_ v)\nswitch costume to (blank v)\n\nwhen I start as a clone\nreplace item (number) of [flagcheck v] with [0]\nif <(objx) = [1520]> then\n switch costume to (open2 v)\nelse\n switch costume to (lock v)\nend\nwait (0) seconds\nwait until <touching (player v)?>\nreplace item (number) of [flagcheck v] with [1]\nif <(objx) = [1520]> then\n broadcast (win v)\n set [movability v] to [1]\n if <<(timer) < (PB Speed)> or <(PB Speed) = [/]>> then\n set [pb speed v] to (timer)\n end\n if <<(Deaths this run) < (PB Death)> or <(PB Death) = [/]>> then\n set [pb death v] to (Deaths this run)\n end\n if <(item (10) of [achievements v]) = [0]> then\n add [10] to [achievements to display v]\n replace item (10) of [achievements v] with [1]\n end\n if <<(item (11) of [achievements v]) = [0]> and <[75.1] > (timer)>> then\n add [11] to [achievements to display v]\n replace item (11) of [achievements v] with [1]\n end\n if <<(item (12) of [achievements v]) = [0]> and <[120.1] > (timer)>> then\n add [12] to [achievements to display v]\n replace item (12) of [achievements v] with [1]\n end\n if <<(item (13) of [achievements v]) = [0]> and <[5] > (Deaths this run)>> then\n add [13] to [achievements to display v]\n replace item (13) of [achievements v] with [1]\n end\n if <<(item (14) of [achievements v]) = [0]> and <[1] > (Deaths this run)>> then\n add [14] to [achievements to display v]\n replace item (14) of [achievements v] with [1]\n end\nelse\n if <<(item (9) of [achievements v]) = [0]> and <not <(number) = [1]>>> then\n add [9] to [achievements to display v]\n replace item (9) of [achievements v] with [1]\n end\nend\nforever\n if <(objx) = [1520]> then\n switch costume to (lock2 v)\n if <touching (player v)?> then\n set [flag x v] to (objx)\n set [flag y v] to ((objy) - (19))\n end\n else\n switch costume to (open v)\n if <touching (player v)?> then\n set [flag x v] to (objx)\n set [flag y v] to ((objy) - (4))\n if <(number) = [3]> then\n set [snorker v] to [1]\n end\n end\n end\n if <<(objx) = (Flag x)> and <<((objy) - (4)) = (Flag y)> or <((objy) - (19)) = (Flag y)>>> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Springs\n\ndefine x (number or text)\nswitch costume to (clip v)\ngo to x: ((objx) - (Scroll x)) y: ((objy) - (Scroll y))\nswitch costume to (number or text)\nif <<((objx) - (Scroll x)) = (x position)> and <((objy) - (Scroll y)) = (y position)>> then\n show\nelse\n hide\nend\n\nswitch costume to (clip v)\ngo to x: ((objx) - (Scroll x)) y: ((objy) - (Scroll y))\nswitch costume to (number or text)\nif <<((objx) - (Scroll x)) = (x position)> and <((objy) - (Scroll y)) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nx (costume [number v])\n\nwhen I receive [bounce v]\nchange y by (15)\nif <touching (player v)?> then\n if <(objx) = [290]> then\n set [park v] to [1]\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0) seconds\n end\n switch costume to ((costume [number v]) - (2))\n wait (0) seconds\n switch costume to ((costume [number v]) - (3))\n wait (0) seconds\n repeat (3)\n switch costume to ((costume [number v]) - (-1))\n wait (0) seconds\n end\n switch costume to ((costume [number v]) - (-2))\n wait (0) seconds\n switch costume to ((costume [number v]) - (-3))\n wait (0) seconds\nend\n\nwhen flag clicked\nswitch costume to (b1 v)\nset [objx v] to [290]\nset [objy v] to [1163]\ncreate clone of (_myself_ v)\nset [objx v] to [1214]\nset [objy v] to [951]\ncreate clone of (_myself_ v)\nrepeat (14)\n change [objx v] by (29)\n create clone of (_myself_ v)\nend\nset [objx v] to [1560]\nset [objy v] to [191]\n\n@Hills\n\nwhen flag clicked\nswitch costume to (top v)\ncreate clone of (_myself_ v)\nswitch costume to (middle v)\ncreate clone of (_myself_ v)\nswitch costume to (bottom v)\nforever\n go to x: (((785) - (Scroll x)) * (.2)) y: (((((600) - (Scroll y)) * (.2)) / (5)) - (50))\nend\n\nwhen I start as a clone\nforever\n go to x: (((785) - (Scroll x)) * (((costume [number v]) / (-20)) + (0.2))) y: (((((600) - (Scroll y)) * (((costume [number v]) / (-20)) + (0.2))) / (5)) - (50))\nend\n\n@Emojis\n\nwhen flag clicked\nset [flex ghost v] to [100]\nset [cooldown v] to [0]\nhide\nforever\n set [ghost v] effect to ((Flex Ghost) + (Ghost))\nend\n\nwhen I receive [flex v]\nif <not <(costume [number v]) = [22]>> then\n broadcast (timer v)\n switch costume to ((Emoji Show) - (27))\n block name\nend\n\ndefine block name\nshow\nset [flex ghost v] to [100]\nset [ghost v] effect to ((Flex Ghost) + (Ghost))\nrepeat (10)\n change [flex ghost v] by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [flex ghost v] by (10)\nend\nhide\n\nwhen I start as a clone\nset size to (100) %\nclear graphic effects\nshow\ngo to [front v] layer\ngo to x: (0) y: (-30)\nrepeat (10)\n change y by (((40) - (y position)) / (15))\nend\nrepeat (10)\n change y by (((40) - (y position)) / (15))\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine clone (costume number)\nswitch costume to (costume22 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume number)\n\nwhen flag clicked\nforever\n wait until <key (space v) pressed?>\n if <(Cooldown) = [0]> then\n set [emoji show v] to (Emoji Shortcut)\n broadcast (flex v)\n else\n clone (costume [number v])\n end\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [flex v]\nif <not <(costume [number v]) = [22]>> then\n set [cooldown v] to [20]\n repeat (20)\n wait (1) seconds\n change [cooldown v] by (-1)\n end\nend\n\nwhen I receive [tick v]\nif <not <(costume [number v]) = [22]>> then\n go to x: ((55) + ([x position v] of [player v])) y: ((40) + ([y position v] of [player v]))\nend\n\n@Warp Menu\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (205) y: (145)\nforever\n wait until <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (t v) pressed?>>\n if <(Movability) = [0]> then\n broadcast (wrap v)\n end\n wait until <not <<mouse down?> or <key (t v) pressed?>>>\nend\n\nwhen I receive [flag v]\nif <(costume [number v]) = [1]> then\n set size to (100) %\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n switch costume to (costume5 v)\n create clone of (_myself_ v)\n switch costume to (costume1 v)\n set size to (110) %\n set [brightness v] effect to (-10)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (-120)\n forever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((110) - (size)) / (6))) %\n set [brightness v] effect to (10)\n else\n set size to ((size) + (((100) - (size)) / (6))) %\n set [brightness v] effect to (0)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [flag x v] to (item (Flag) of [flag x v])\n set [flag y v] to (item (Flag) of [flag y v])\n broadcast (select v)\n repeat (5)\n set size to ((size) + (((100) - (size)) / (6))) %\n set [brightness v] effect to (0)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <<<(costume [number v]) = [2]> or <(costume [number v]) = [4]>> or <(costume [number v]) = [5]>> then\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to [front v] layer\n go to x: (0) y: (-30)\n repeat (10)\n change y by (((40) - (y position)) / (15))\n end\n repeat (10)\n change y by (((40) - (y position)) / (15))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n repeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <(Movability) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\n if <<touching (mouse-pointer v)?> and <(Movability) = [0]>> then\n set size to ((size) + (((110) - (size)) / (6))) %\n else\n set size to ((size) + (((100) - (size)) / (6))) %\n end\n end\n repeat until <not <mouse down?>>\n if <(Movability) = [0]> then\n set [brightness v] effect to (0)\n end\n set size to ((size) + (((100) - (size)) / (6))) %\n end\nend\n\nwhen I receive [fail v]\nif <(costume [number v]) = [1]> then\n switch costume to (untitled drawing \(1\) v)\n create clone of (_myself_ v)\n switch costume to (costume1 v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n go to x: (160) y: (-120)\nend\nif <(costume [number v]) = [5]> then\n go to x: (-160) y: (-120)\nend\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>> then\n replace item (1) of [flagcheck v] with [0]\n if <[flagcheck v] contains [1]?> then\n replace item (1) of [flagcheck v] with [1]\n forever\n repeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n set size to ((size) + (((110) - (size)) / (6))) %\n else\n set [brightness v] effect to (0)\n set size to ((size) + (((100) - (size)) / (6))) %\n end\n end\n repeat until <not <mouse down?>>\n set [brightness v] effect to (0)\n set size to ((size) + (((100) - (size)) / (6))) %\n end\n end\n else\n replace item (1) of [flagcheck v] with [1]\n set [brightness v] effect to (-10)\n end\nend\n\nwhen I receive [select v]\nset [snorker v] to [0]\nset [park v] to [0]\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>> then\n stop [other scripts in sprite v]\n replace item (1) of [flagcheck v] with [0]\n if <[flagcheck v] contains [1]?> then\n replace item (1) of [flagcheck v] with [1]\n repeat (5)\n set size to ((size) + (((100) - (size)) / (6))) %\n set [brightness v] effect to (0)\n change [ghost v] effect by (20)\n end\n delete this clone\n else\n replace item (1) of [flagcheck v] with [1]\n repeat (5)\n set size to ((size) + (((100) - (size)) / (6))) %\n set [brightness v] effect to (-10)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\nif <(costume [number v]) = [6]> then\n stop [other scripts in sprite v]\n repeat (5)\n set size to ((size) + (((100) - (size)) / (6))) %\n set [brightness v] effect to (0)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n forever\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n change [1]\n wait until <not <mouse down?>>\n end\nend\nif <(costume [number v]) = [5]> then\n forever\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n change [-1]\n wait until <not <mouse down?>>\n end\nend\n\ndefine change (val)\nchange [flag v] by (val)\nif <(Flag) = [0]> then\n set [flag v] to [6]\nend\nif <(Flag) = [7]> then\n set [flag v] to [1]\nend\nrepeat until <(item (Flag) of [flagcheck v]) = [1]>\n change [flag v] by (val)\n if <(Flag) = [0]> then\n set [flag v] to [6]\n end\n if <(Flag) = [7]> then\n set [flag v] to [1]\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n go to x: (-160) y: (120)\n forever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((110) - (size)) / (6))) %\n set [brightness v] effect to (10)\n else\n set size to ((size) + (((100) - (size)) / (6))) %\n set [brightness v] effect to (0)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n broadcast (cancel warp v)\n end\n end\nend\n\nwhen I receive [cancel warp v]\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>> then\n stop [other scripts in sprite v]\n replace item (1) of [flagcheck v] with [0]\n if <[flagcheck v] contains [1]?> then\n replace item (1) of [flagcheck v] with [1]\n repeat (5)\n set size to ((size) + (((100) - (size)) / (6))) %\n set [brightness v] effect to (0)\n change [ghost v] effect by (20)\n end\n delete this clone\n else\n replace item (1) of [flagcheck v] with [1]\n repeat (5)\n set size to ((size) + (((100) - (size)) / (6))) %\n set [brightness v] effect to (-10)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [6]>> then\n stop [other scripts in sprite v]\n repeat (5)\n set size to ((size) + (((100) - (size)) / (6))) %\n set [brightness v] effect to (0)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\n@Emoji Menu\n\nwhen flag clicked\nset [emoji v] to [0]\nswitch costume to (costume2 v)\ngo to x: (150) y: (145)\nforever\n wait until <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (e v) pressed?>>\n if <(Emoji) = [0]> then\n set [emoji v] to [1]\n broadcast (emoji v)\n broadcast (cancel warp v)\n end\n wait until <not <<mouse down?> or <key (e v) pressed?>>>\nend\n\nwhen flag clicked\nforever\n repeat until <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (e v) pressed?>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((110) - (size)) / (6))) %\n else\n set size to ((size) + (((100) - (size)) / (6))) %\n end\n end\n repeat until <(Emoji) = [0]>\n set size to ((size) + (((100) - (size)) / (6))) %\n set [brightness v] effect to (-10)\n end\nend\n\nwhen I receive [emoji v]\nif <(costume [number v]) = [1]> then\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n switch costume to (costume25 v)\n create clone of (_myself_ v)\n switch costume to (costume26 v)\n create clone of (_myself_ v)\n switch costume to (costume27 v)\n create clone of (_myself_ v)\n switch costume to (costume28 v)\n create clone of (_myself_ v)\n switch costume to (costume53 v)\n create clone of (_myself_ v)\n switch costume to (untitled drawing \(6\)5 v)\n create clone of (_myself_ v)\n selects\n switch costume to (costume2 v)\nend\n\nwhen I start as a clone\nif <not <(costume [number v]) > [49]>> then\n set [ghost v] effect to (100)\n repeat (5)\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [5]>> then\n change [ghost v] effect by (-15)\n else\n change [ghost v] effect by (-20)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to x: (-160) y: (120)\n forever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((110) - (size)) / (6))) %\n set [brightness v] effect to (10)\n else\n set size to ((size) + (((100) - (size)) / (6))) %\n set [brightness v] effect to (0)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n set [emoji v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n set size to (90) %\n go to x: (0) y: (-40)\n set [brightness v] effect to (0)\nend\n\nwhen I start as a clone\nwait until <(Emoji) = [0]>\nstop [other scripts in sprite v]\nrepeat (5)\n if <<<(costume [number v]) > [27]> and <(costume [number v]) < [49]>> and <(Please no) = [0]>> then\n set size to ((size) + (((72) - (size)) / (6))) %\n if <(costume [number v]) = (Pressed emoji)> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (-10)\n end\n else\n if <<(Please no) = [1]> or <(costume [number v]) = [5]>> then\n set size to (230) %\n else\n if <(costume [number v]) = [3]> then\n set size to ((size) + (((90) - (size)) / (6))) %\n else\n set size to ((size) + (((100) - (size)) / (6))) %\n end\n end\n if <(costume [number v]) = [27]> then\n if <<(item ((Pressed emoji) - (10)) of [achievements v]) = [0]> or <(Emoji Shortcut) = (Pressed emoji)>> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (-10)\n end\n else\n if <<(costume [number v]) > [5]> and <(Please no) = [0]>> then\n if <<(item ((Pressed emoji) - (10)) of [achievements v]) = [0]> or <(Cooldown) > [0]>> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (-10)\n end\n else\n set [brightness v] effect to (-10)\n end\n end\n end\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [5]>> then\n change [ghost v] effect by (15)\n else\n change [ghost v] effect by (20)\n end\nend\ndelete this clone\n\ndefine selects\nswitch costume to (costume1 v)\ngo to x: (-152) y: (43.5)\nrepeat (3)\n repeat (4)\n create clone of (_myself_ v)\n change x by (35)\n next costume\n end\n set x to (-134.5)\n change y by (-33.4)\n repeat (3)\n create clone of (_myself_ v)\n change x by (35)\n next costume\n end\n set x to (-152)\n change y by (-33.4)\nend\ngo to x: (150) y: (145)\n\nwhen I start as a clone\nif <<<(costume [number v]) > [27]> and <(costume [number v]) < [49]>> and <not <(Please no) = [1]>>> then\n set size to (72) %\n forever\n if <not <(costume [number v]) = (Pressed emoji)>> then\n repeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((80) - (size)) / (6))) %\n set [brightness v] effect to (0)\n else\n set size to ((size) + (((72) - (size)) / (6))) %\n set [brightness v] effect to (-10)\n end\n end\n set [pressed emoji v] to (costume [number v])\n end\n repeat until <not <(costume [number v]) = (Pressed emoji)>>\n set size to ((size) + (((72) - (size)) / (6))) %\n set [brightness v] effect to (-20)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n set [please no v] to [1]\n set size to (230) %\n go to x: (120) y: (12)\n switch costume to (costume1 v)\n forever\n switch costume to (Pressed emoji)\n end\nend\nif <(costume [number v]) = [5]> then\n set size to (230) %\n go to x: (120) y: (12)\n forever\n if <(item ((Pressed emoji) - (30)) of [achievements v]) = [0]> then\n show\n else\n hide\n end\n end\nend\nif <(costume [number v]) = [6]> then\n go to x: (21) y: (37)\n forever\n repeat until <<<mouse down?> and <touching (mouse-pointer v)?>> or <<(item ((Pressed emoji) - (30)) of [achievements v]) = [0]> or <(Cooldown) > [0]>>>\n switch costume to (costume27 v)\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((110) - (size)) / (6))) %\n set [brightness v] effect to (0)\n else\n set size to ((size) + (((100) - (size)) / (6))) %\n set [brightness v] effect to (-10)\n end\n end\n if <not <<(item ((Pressed emoji) - (30)) of [achievements v]) = [0]> or <(Cooldown) > [0]>>> then\n set [emoji show v] to (Pressed emoji)\n broadcast (flex v)\n end\n repeat until <not <mouse down?>>\n set size to ((size) + (((100) - (size)) / (6))) %\n if <<(item ((Pressed emoji) - (30)) of [achievements v]) = [0]> or <(Cooldown) > [0]>> then\n if <(Cooldown) > [0]> then\n switch costume to ((27) - (Cooldown))\n else\n switch costume to (costume27 v)\n end\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (-10)\n end\n end\n repeat until <not <<(item ((Pressed emoji) - (30)) of [achievements v]) = [0]> or <(Cooldown) > [0]>>>\n if <(Cooldown) > [0]> then\n switch costume to ((27) - (Cooldown))\n else\n switch costume to (costume27 v)\n end\n set size to ((size) + (((100) - (size)) / (6))) %\n set [brightness v] effect to (-20)\n end\n end\nend\nif <(costume [number v]) = [27]> then\n go to x: (21) y: (-13)\n forever\n repeat until <<<mouse down?> and <touching (mouse-pointer v)?>> or <<(item ((Pressed emoji) - (30)) of [achievements v]) = [0]> or <(Emoji Shortcut) = (Pressed emoji)>>>\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((110) - (size)) / (6))) %\n set [brightness v] effect to (0)\n else\n set size to ((size) + (((100) - (size)) / (6))) %\n set [brightness v] effect to (-10)\n end\n end\n if <not <<(item ((Pressed emoji) - (30)) of [achievements v]) = [0]> or <(Emoji Shortcut) = (Pressed emoji)>>> then\n set [emoji shortcut v] to (Pressed emoji)\n end\n repeat until <not <mouse down?>>\n set size to ((size) + (((100) - (size)) / (6))) %\n if <<(item ((Pressed emoji) - (30)) of [achievements v]) = [0]> or <(Emoji Shortcut) = (Pressed emoji)>> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (-10)\n end\n end\n repeat until <not <<(item ((Pressed emoji) - (30)) of [achievements v]) = [0]> or <(Emoji Shortcut) = (Pressed emoji)>>>\n set size to ((size) + (((100) - (size)) / (6))) %\n set [brightness v] effect to (-20)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [49]> then\n forever\n broadcast (delete print v)\n if <(item ((Pressed emoji) - (30)) of [achievements v]) = [1]> then\n print [A]\n else\n if <(Pressed emoji) = [32]> then\n print (join ([floor v] of (((Jumps) / (50)) * (100)) ) [%])\n end\n if <(Pressed emoji) = [33]> then\n print (join ([floor v] of (((Jumps) / (1000)) * (100)) ) [%])\n end\n if <(Pressed emoji) = [35]> then\n print (join ([floor v] of (((Deaths) / (20)) * (100)) ) [%])\n end\n if <(Pressed emoji) = [36]> then\n print (join ([floor v] of (((Deaths) / (150)) * (100)) ) [%])\n end\n if <(Pressed emoji) = [38]> then\n print (join ([floor v] of (((Bounces) / (50)) * (100)) ) [%])\n end\n if <<(Pressed emoji) = [41]> or <(Pressed emoji) = [42]>> then\n if <(PB Speed) = [/]> then\n print [PB:/]\n else\n print (join [PB:] ([ceiling v] of (PB Speed) ))\n end\n end\n if <<(Pressed emoji) = [43]> or <(Pressed emoji) = [44]>> then\n print (join [PB:] (PB Death))\n end\n if <(Pressed emoji) = [48]> then\n print (join ([floor v] of ((((item (1) of [achievements v]) + (((((item (2) of [achievements v]) + (item (3) of [achievements v])) + ((item (4) of [achievements v]) + (item (5) of [achievements v]))) + (((item (6) of [achievements v]) + (item (7) of [achievements v])) + ((item (8) of [achievements v]) + (item (9) of [achievements v])))) + ((((item (10) of [achievements v]) + (item (11) of [achievements v])) + ((item (12) of [achievements v]) + (item (13) of [achievements v]))) + (((item (14) of [achievements v]) + (item (15) of [achievements v])) + ((item (16) of [achievements v]) + (item (17) of [achievements v])))))) / (17)) * (100)) ) [%])\n end\n end\n switch costume to (costume53 v)\n end\nend\nif <(costume [number v]) = [66]> then\n go to x: (70) y: (-80)\n set size to (90) %\n forever\n switch costume to ((Pressed emoji) + (39))\n end\nend\n\ndefine print (text)\ngo to x: ((76) + ((length of (text)) * (-6))) y: (-130)\nset [value v] to [1]\nrepeat (length of (text))\n switch costume to ((item # of (letter (value) of (text)) in [data v]) + (49))\n create clone of (_myself_ v)\n change x by (12)\n change [value v] by (1)\nend\n\nwhen I receive [delete print v]\nif <<(costume [number v]) > [49]> and <(costume [number v]) < [66]>> then\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) > [50]> then\n go to [front v] layer\nend\n\n@Notice\n\nwhen flag clicked\nif <(item (1) of [achievements v]) = [0]> then\n wait until <(Jumps) > [0]>\n add [1] to [achievements to display v]\n replace item (1) of [achievements v] with [1]\nend\nif <(item (2) of [achievements v]) = [0]> then\n wait until <(Jumps) > [49]>\n add [2] to [achievements to display v]\n replace item (2) of [achievements v] with [1]\nend\nif <(item (3) of [achievements v]) = [0]> then\n wait until <(Jumps) > [999]>\n add [3] to [achievements to display v]\n replace item (3) of [achievements v] with [1]\nend\n\nwhen flag clicked\nif <(item (4) of [achievements v]) = [0]> then\n wait until <(Deaths) > [0]>\n add [4] to [achievements to display v]\n replace item (4) of [achievements v] with [1]\nend\nif <(item (5) of [achievements v]) = [0]> then\n wait until <(Deaths) > [19]>\n add [5] to [achievements to display v]\n replace item (5) of [achievements v] with [1]\nend\nif <(item (6) of [achievements v]) = [0]> then\n wait until <(Deaths) > [149]>\n add [6] to [achievements to display v]\n replace item (6) of [achievements v] with [1]\nend\n\nwhen flag clicked\nif <(item (7) of [achievements v]) = [0]> then\n wait until <(Bounces) > [0]>\n add [7] to [achievements to display v]\n replace item (7) of [achievements v] with [1]\nend\nif <(item (8) of [achievements v]) = [0]> then\n wait until <(Bounces) > [49]>\n add [8] to [achievements to display v]\n replace item (8) of [achievements v] with [1]\nend\n\nwhen flag clicked\nhide\nset [brightness v] effect to (-10)\nforever\n wait until <(length of [achievements to display v]) > [0]>\n show\n set [ghost v] effect to (100)\n switch costume to (clip v)\n go to x: (0) y: (300)\n set [cost v] to (item (1) of [achievements to display v])\n delete (1) of [achievements to display v]\n repeat until <(round (y position)) = [150]>\n switch costume to (clip v)\n change y by (((150) - (y position)) / (8))\n switch costume to (cost)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n repeat (10)\n switch costume to (clip v)\n change y by (((220) - (y position)) / (8))\n switch costume to (cost)\n change [ghost v] effect by (10)\n end\n wait (.5) seconds\nend\n\nwhen flag clicked\nforever\n if <<<(item (15) of [achievements v]) = [0]> and <(Snorker) = [1]>> and <<(x) > [440]> and <(y) > [753]>>> then\n add [15] to [achievements to display v]\n replace item (15) of [achievements v] with [1]\n end\n if <(item # of [0] in [achievements v]) = [18]> then\n add [18] to [achievements to display v]\n replace item (18) of [achievements v] with [1]\n end\nend\n\nset [pb death v] to [/]\nset [pb speed v] to [/]\nset [bounces v] to [0]\nset [jumps v] to [0]\nset [deaths v] to [0]\ndelete all of [achievements v]\nrepeat (18)\n add [0] to [achievements v]\nend\n\n@Win Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nwait (1) seconds\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 v)\nrepeat until <(size) < [101]>\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win 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)\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo [forward v] (1) layers\nshow\nswitch costume to (clip v)\ngo to x: (0) y: (-280)\nrepeat until <(round (y position)) = [-115]>\n switch costume to (clip v)\n change y by (((-115) - (y position)) / (8))\n switch costume to (continue v)\nend\n\nwhen I start as a clone\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nset [movability v] to [0]\nbroadcast (continue v)\n\nwhen I receive [continue v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <(Movability) = [1]>> then\n set size to ((size) + (((110) - (size)) / (6))) %\n set [brightness v] effect to (10)\n else\n set size to ((size) + (((100) - (size)) / (6))) %\n set [brightness v] effect to (0)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [movability v] to [1]\nset [ghost v] effect to (0)\nwait (.5) seconds\nset [movability v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@Cloud\n\ndefine write (val) to encoded\nset [cloud letter # v] to [1]\nrepeat (length of (val))\n set [cloud encoded v] to (join (Cloud encoded) (item # of (letter (Cloud letter #) of (val)) in [code v]))\n change [cloud letter # v] by (1)\nend\nset [cloud encoded v] to (join (Cloud encoded) [00])\n\ndefine begin decode of (encoded)\nset [cloud letter # v] to [1]\nset [cloud encoded v] to (encoded)\n\ndefine value = read from encoded\nset [cloud value v] to []\nforever\n set [cloud index v] to (join (letter (Cloud letter #) of (Cloud encoded)) (letter ((Cloud letter #) + (1)) of (Cloud encoded)))\n change [cloud letter # v] by (2)\n if <(Cloud index) < [1]> then\n stop [this script v]\n end\n set [cloud value v] to (join (Cloud value) (item (Cloud index) of [code v]))\nend\n\nwhen flag clicked\nwait (0) seconds\ninitial anti afk\nset [cloud player v] to [0]\nif <(☁ P9) = [99]> then\n set [cloud player v] to [9]\nend\nif <(☁ P8) = [99]> then\n set [cloud player v] to [8]\nend\nif <(☁ P7) = [99]> then\n set [cloud player v] to [7]\nend\nif <(☁ P6) = [99]> then\n set [cloud player v] to [6]\nend\nif <(☁ P5) = [99]> then\n set [cloud player v] to [5]\nend\nif <(☁ P4) = [99]> then\n set [cloud player v] to [4]\nend\nif <(☁ P3) = [99]> then\n set [cloud player v] to [3]\nend\nif <(☁ P2) = [99]> then\n set [cloud player v] to [2]\nend\nif <(☁ P1) = [99]> then\n set [cloud player v] to [1]\nend\nif <(Cloud player) = [0]> then\n create clone of (_myself_ v)\nend\nif <(username) = [wasdcrzp]> then\n set [cloud player v] to [0]\nend\nforever\n if <not <(Cloud player) = [0]>> then\n set [cloud encoded v] to []\n write (round (x)) to encoded\n write (round (y)) to encoded\n write (Ghost) to encoded\n write (Emoji Show) to encoded\n write (Flex Ghost) to encoded\n write (round ((Eye x) / (8))) to encoded\n write (round ((Eye y) / (8))) to encoded\n write (username) to encoded\n write ((round ((timer) * (10))) mod (100)) to encoded\n end\n if <(Cloud player) = [1]> then\n set [☁ p1 v] to (Cloud encoded)\n end\n if <(Cloud player) = [2]> then\n set [☁ p2 v] to (Cloud encoded)\n end\n if <(Cloud player) = [3]> then\n set [☁ p3 v] to (Cloud encoded)\n end\n if <(Cloud player) = [4]> then\n set [☁ p4 v] to (Cloud encoded)\n end\n if <(Cloud player) = [5]> then\n set [☁ p5 v] to (Cloud encoded)\n end\n if <(Cloud player) = [6]> then\n set [☁ p6 v] to (Cloud encoded)\n end\n if <(Cloud player) = [7]> then\n set [☁ p7 v] to (Cloud encoded)\n end\n if <(Cloud player) = [8]> then\n set [☁ p8 v] to (Cloud encoded)\n end\n if <(Cloud player) = [9]> then\n set [☁ p9 v] to (Cloud encoded)\n end\n begin decode of (☁ P1)\n decode a cloud [1]\n begin decode of (☁ P2)\n decode a cloud [2]\n begin decode of (☁ P3)\n decode a cloud [3]\n begin decode of (☁ P4)\n decode a cloud [4]\n begin decode of (☁ P5)\n decode a cloud [5]\n begin decode of (☁ P6)\n decode a cloud [6]\n begin decode of (☁ P7)\n decode a cloud [7]\n begin decode of (☁ P8)\n decode a cloud [8]\n begin decode of (☁ P9)\n decode a cloud [9]\nend\n\ndefine decode a cloud (number)\nif <(Cloud encoded) = [99]> then\n replace item (number) of [cloud x v] with [null]\n replace item (number) of [cloud y v] with [null]\n replace item (number) of [cloud ghost v] with [null]\n replace item (number) of [cloud emoji v] with [null]\n replace item (number) of [cloud emoji ghost v] with [null]\n replace item (number) of [cloud eye x v] with [null]\n replace item (number) of [cloud eye y v] with [null]\n replace item (number) of [cloud username v] with [null]\n replace item (number) of [cloud last change v] with [null]\n replace item (number) of [cloud last value v] with [null]\nelse\n if <(join [a] (Cloud encoded)) = (join [a] (item (number) of [cloud last value v]))> then\n if <((timer) - (item (number) of [cloud last change v])) > [1]> then\n if <(number) = [1]> then\n set [☁ p1 v] to [99]\n end\n if <(number) = [2]> then\n set [☁ p2 v] to [99]\n end\n if <(number) = [3]> then\n set [☁ p3 v] to [99]\n end\n if <(number) = [4]> then\n set [☁ p4 v] to [99]\n end\n if <(number) = [5]> then\n set [☁ p5 v] to [99]\n end\n if <(number) = [6]> then\n set [☁ p6 v] to [99]\n end\n if <(number) = [7]> then\n set [☁ p7 v] to [99]\n end\n if <(number) = [8]> then\n set [☁ p8 v] to [99]\n end\n if <(number) = [9]> then\n set [☁ p9 v] to [99]\n end\n end\n else\n replace item (number) of [cloud last value v] with (Cloud encoded)\n replace item (number) of [cloud last change v] with (timer)\n end\n value = read from encoded\n replace item (number) of [cloud x v] with (Cloud value)\n value = read from encoded\n replace item (number) of [cloud y v] with (Cloud value)\n value = read from encoded\n replace item (number) of [cloud ghost v] with (Cloud value)\n value = read from encoded\n replace item (number) of [cloud emoji v] with (Cloud value)\n value = read from encoded\n replace item (number) of [cloud emoji ghost v] with (Cloud value)\n value = read from encoded\n replace item (number) of [cloud eye x v] with (Cloud value)\n value = read from encoded\n replace item (number) of [cloud eye y v] with (Cloud value)\n value = read from encoded\n replace item (number) of [cloud username v] with (Cloud value)\nend\n\ndefine initial anti afk\nset [cloud letter # v] to [1]\nrepeat (9)\n replace item (Cloud letter #) of [cloud last value v] with [null]\n replace item (Cloud letter #) of [cloud last change v] with [null]\n change [cloud letter # v] by (1)\nend\n\nwhen I receive [win v]\nbegin decode of (☁ Highscore)\nvalue = read from encoded\nif <(([ceiling v] of ((PB Speed) * (100)) ) / (100)) < (Cloud value)> then\n set [cloud encoded v] to []\n write (([ceiling v] of ((PB Speed) * (100)) ) / (100)) to encoded\n write (username) to encoded\n set [☁ highscore v] to (Cloud encoded)\nend\n\nwhen I start as a clone\nswitch costume to (untitled drawing \(51\) v)\nset size to (100) %\nclear graphic effects\nshow\ngo to [front v] layer\ngo to x: (0) y: (-30)\nrepeat (20)\n change y by (((40) - (y position)) / (15))\n wait (0) seconds\nend\nrepeat (10)\n change y by (((40) - (y position)) / (15))\n change [ghost v] effect by (10)\n wait (0) seconds\nend\ndelete this clone\n\n@Eye\n\nwhen I receive [tick v]\nset [eye x v] to ((Eye x) * (.8))\nset [eye y v] to ((Eye y) * (.8))\nchange [eye x v] by (sx)\nchange [eye y v] by (sy)\nif <(Eye x) > [22]> then\n set [eye x v] to [22]\nend\nif <[-20] > (Eye x)> then\n set [eye x v] to [-22]\nend\nif <(Eye y) > [20]> then\n set [eye y v] to [22]\nend\nif <[-20] > (Eye y)> then\n set [eye y v] to [-22]\nend\nswitch costume to (costume2 v)\ngo to x: (([x position v] of [player v]) + (round ((Eye x) / (8)))) y: (([y position v] of [player v]) + (round ((Eye y) / (8))))\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset [eye x v] to [0]\nset [eye y v] to [0]\nforever\n set [ghost v] effect to (Ghost)\nend\n\n@Strangers\n\nwhen flag clicked\nhide\nInitialize\nswitch costume to (costume3 v)\n\ndefine Initialize\nset [index v] to [1]\nrepeat (9)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n switch costume to (mann v)\n create clone of (_myself_ v)\n switch costume to (costume5 v)\n create clone of (_myself_ v)\n switch costume to (costume26 v)\n create clone of (_myself_ v)\n change [index v] by (1)\nend\n\nwhen I receive [tick v]\nif <(costume [number v]) = [1]> then\n if <<(item (Index) of [cloud x v]) = [null]> or <(item (Index) of [cloud username v]) = (username)>> then\n hide\n else\n show\n x (costume [number v]) (item (Index) of [cloud x v]) (item (Index) of [cloud y v])\n set [ghost v] effect to (item (Index) of [cloud ghost v])\n switch costume to (costume2 v)\n set [objx v] to (item (Index) of [cloud x v])\n set [objy v] to (item (Index) of [cloud y v])\n create clone of (_myself_ v)\n switch costume to (costume1 v)\n if <(usernames) = [0]> then\n say (item (Index) of [cloud username v])\n else\n say []\n end\n end\nend\n\ndefine x (number or text) (x) (y)\nswitch costume to (costume4 v)\ngo to x: ((x) - (Scroll x)) y: ((y) - (Scroll y))\nswitch costume to (number or text)\nif <<((x) - (Scroll x)) = (x position)> and <((y) - (Scroll y)) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n repeat (5)\n change [ghost v] effect by (20)\n change size by (-5)\n switch costume to (costume4 v)\n go to x: ((((objx) - (Scroll x)) * (.6)) + (((item (Index) of [cloud x v]) - (Scroll x)) * (.4))) y: ((((objy) - (Scroll y)) * (.6)) + (((item (Index) of [cloud y v]) - (Scroll y)) * (.4)))\n switch costume to (costume2 v)\n if <<(item (Index) of [cloud x v]) = [null]> or <(item (Index) of [cloud username v]) = (username)>> then\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen I receive [tick v]\nif <<(costume [number v]) > [4]> and <(costume [number v]) < [27]>> then\n set size to (80) %\n if <<(item (Index) of [cloud x v]) = [null]> or <(item (Index) of [cloud username v]) = (username)>> then\n hide\n else\n show\n x (costume [number v]) ((item (Index) of [cloud x v]) + (55)) ((item (Index) of [cloud y v]) + (40))\n switch costume to ((item (Index) of [cloud emoji v]) - (22))\n set [ghost v] effect to ((item (Index) of [cloud ghost v]) + (item (Index) of [cloud emoji ghost v]))\n end\nend\n\nwhen I receive [tick v]\nif <(costume [number v]) = [27]> then\n if <<<(item (Index) of [cloud x v]) = [null]> or <(item (Index) of [cloud username v]) = (username)>> or <(usernames) = [0]>> then\n hide\n else\n show\n set [ghost v] effect to (item (Index) of [cloud ghost v])\n x (costume [number v]) (item (Index) of [cloud x v]) ((item (Index) of [cloud y v]) + (40))\n print (Index) (item (Index) of [cloud username v])\n end\nend\n\ndefine print (number or text) (name)\nswitch costume to (costume4 v)\nchange x by (((length of (name)) - (1)) * (-6.5))\nswitch costume to (mann v)\nset [number no v] to [1]\nrepeat (length of (name))\n switch costume to ((69) - (item # of (letter (Number no) of (name)) in [name code v]))\n create clone of (_myself_ v)\n switch costume to (costume4 v)\n move (13) steps\n switch costume to (mann v)\n change [number no v] by (1)\nend\n\nwhen I receive [tick v]\nif <(costume [number v]) > [27]> then\n delete this clone\nend\n\nwhen I receive [tick v]\nif <(costume [number v]) = [3]> then\n if <<(item (Index) of [cloud x v]) = [null]> or <(item (Index) of [cloud username v]) = (username)>> then\n hide\n else\n show\n x (costume [number v]) ((item (Index) of [cloud x v]) + (item (Index) of [cloud eye x v])) ((item (Index) of [cloud y v]) + (item (Index) of [cloud eye y v]))\n set [ghost v] effect to (item (Index) of [cloud ghost v])\n end\nend\n\n@Kick\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n set [time v] to (timer)\n repeat (4)\n move (0) steps\n end\n if <((timer) - (Time)) < [0.09]> then\n switch costume to (costume2 v)\n show\n stop [all v]\n end\nend\n\nwhen flag clicked\nif <not <(username) = [wasdcrzp]>> then\n forever\n set [time2 v] to (timer)\n set [inputs v] to (join (mouse x) (join (mouse y) (join <mouse down?> (join <key (w v) pressed?> (join <key (a v) pressed?> (join <key (s v) pressed?> (join <key (up arrow v) pressed?> (join <key (left arrow v) pressed?> (join <key (right arrow v) pressed?> (join <key (space v) pressed?> (join <key (e v) pressed?> <key (t v) pressed?>)))))))))))\n repeat until <not <(Inputs) = (join (mouse x) (join (mouse y) (join <mouse down?> (join <key (w v) pressed?> (join <key (a v) pressed?> (join <key (s v) pressed?> (join <key (up arrow v) pressed?> (join <key (left arrow v) pressed?> (join <key (right arrow v) pressed?> (join <key (space v) pressed?> (join <key (e v) pressed?> <key (t v) pressed?>)))))))))))>>\n if <((timer) - (Time2)) > [60]> then\n switch costume to (costume1 v)\n show\n stop [all v]\n end\n end\n end\nend\n\n@Turn Off Usernames\n\nwhen flag clicked\nforever\n wait until <key (u v) pressed?>\n set [usernames v] to ((1) - (usernames))\n create clone of (_myself_ v)\n wait until <not <key (u v) pressed?>>\nend\n\nwhen I start as a clone\nshow\nswitch costume to ((usernames) + (1))\nset size to (100) %\nclear graphic effects\nshow\ngo to [front v] layer\ngo to x: (0) y: (-30)\nrepeat (20)\n change y by (((40) - (y position)) / (15))\n wait (0) seconds\nend\nrepeat (10)\n change y by (((40) - (y position)) / (15))\n change [ghost v] effect by (10)\n wait (0) seconds\nend\ndelete this clone\n\n
☮ Land of Hope ☮\n ☮ Multiplayer Scrolling Platformer ☮\n ☮ Mobile Friendly ☮ \n\nWelcome to Land of Hope, a place of passion and dreams! Jump through the sharpest spikes, swim in the deepest waters, overcome all obstacles on your journey! Try complete achievements too to unlock exclusive emotes!\n\nYou keep your achievements when restarting the game, so if you failed those beat the game with a condition achievements, press the green flag.\nTook over 1200 hours to make. (fake)\nPlease leave a heart and star if you like this game!\nAlso there is no #story.\n\n#tutorial:\nWASD or Arrow Keys to Move\nSpace for emote shortcut\nR for warp menu\nE for emote menu\nU for toggle rendered usernames\n(Default off because like 50% of the people won't read the instructions and just complain the lag)\nIf you are mobile figure it out yourself LOL\n\nCredits: \nSome of the #art: @Stratfordames\nMinor part of the art: Freepik (freepik.com)\nMusic: OneRepublic, James Bartholomew (OneRepublic - Counting Stars - Fingerstyle Guitar Cover By James Bartholomew)\nCloud engine: @griffpatch\n\nYour activity will be collected for research purposes\n\nAds for an #animation that has good #stories https://scratch.mit.edu/projects/477246590
Pen platformer
@Stage\n\nwhen flag clicked\n\nwhen I receive [タイトルが〜めん v]\nforever\n play sound [lightness v] until done\nend\n\n@Hero\n\nwhen I receive [タイトルが〜めん v]\ngo to [front v] layer\nshow\nset size to (75) %\nswitch costume to (コスチューム3 v)\nset drag mode [not draggable v]\ngo to x: (-190) y: (-50)\npoint in direction (90)\nset [ステージ v] to [1]\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 point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#6bd141)?> then\n change y by (1)\n if <touching color (#6bd141)?> then\n change y by (1)\n if <touching color (#6bd141)?> then\n change y by (1)\n if <touching color (#6bd141)?> then\n change y by (1)\n if <touching color (#6bd141)?> then\n change y by (1)\n if <touching color (#6bd141)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#6bd141)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n start sound [ぷよん v]\n point in direction ((Yv) * (0.5))\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#6bd141)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <touching color (#30aa00)?> then\n broadcast (next level v)\n change [ステージ v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-190) y: (-50)\n end\n if <(y position) < [-170]> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (-50)\n end\n if <touching color (#ff4f4f)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (-50)\n end\n if <touching color (#2d4bd1)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nhide\n\n@Pen\n\nwhen flag clicked\nerase all\n\nwhen I receive [タイトルが〜めん v]\neasy\ngoal position: [200] [-85]\n\nwhen I receive [next level v]\nerase all\nif <(ステージ) = [2]> then\n easy\n goal position: [200] [-85]\n Pen: color [red] position: [-100] [-100] to [30] [-100] big [25]\nelse\n if <(ステージ) = [3]> then\n easy\n goal position: [200] [-85]\n Pen: color [red] position: [30] [-80] to [30] [0] big [25]\n else\n if <(ステージ) = [4]> then\n easy\n goal position: [200] [-85]\n Pen: color [red] position: [-60] [-80] to [-60] [-15] big [25]\n Pen: color [red] position: [60] [-80] to [60] [-15] big [25]\n else\n if <(ステージ) = [5]> then\n easy\n goal position: [200] [-85]\n Pen: color [red] position: [-100] [-100] to [-70] [-100] big [25]\n Pen: color [red] position: [0] [-100] to [30] [-100] big [25]\n Pen: color [red] position: [100] [-100] to [130] [-100] big [25]\n else\n if <(ステージ) = [6]> then\n easy\n goal position: [200] [-85]\n Pen: color [red] position: [-100] [-100] to [-70] [-100] big [25]\n Pen: color [red] position: [0] [-100] to [30] [-100] big [25]\n Pen: color [red] position: [100] [-100] to [130] [-100] big [25]\n Pen: color [red] position: [-85] [-100] to [-85] [-30] big [25]\n Pen: color [red] position: [15] [-100] to [15] [-30] big [25]\n Pen: color [red] position: [115] [-100] to [115] [-30] big [25]\n else\n if <(ステージ) = [7]> then\n easy\n goal position: [200] [-85]\n Pen: color [red] position: [-100] [-100] to [-70] [-100] big [25]\n Pen: color [red] position: [0] [-100] to [30] [-100] big [25]\n Pen: color [red] position: [100] [-100] to [130] [-100] big [25]\n Pen: color [red] position: [-85] [-100] to [-85] [0] big [25]\n Pen: color [red] position: [15] [-100] to [15] [10] big [25]\n Pen: color [red] position: [115] [-100] to [115] [-20] big [25]\n Pen: color [blue] position: [-160] [-100] to [-110] [-100] big [25]\n else\n if <(ステージ) = [8]> then\n easy\n goal position: [200] [-85]\n Pen: color [green] position: [-100] [-100] to [-100] [30] big [25]\n Pen: color [red] position: [-100] [-100] to [180] [-100] big [25]\n Pen: color [green] position: [45] [-25] to [45] [-25] big [25]\n else\n if <(ステージ) = [9]> then\n easy\n goal position: [200] [-85]\n Pen: color [green] position: [-100] [-100] to [-100] [30] big [25]\n Pen: color [red] position: [-100] [-100] to [180] [-100] big [25]\n Pen: color [green] position: [45] [-25] to [45] [-25] big [10]\n else\n if <(ステージ) = [10]> then\n easy\n goal position: [200] [-85]\n Pen: color [green] position: [-100] [-100] to [-100] [80] big [25]\n Pen: color [green] position: [0] [180] to [0] [0] big [25]\n Pen: color [green] position: [100] [-100] to [100] [80] big [25]\n else\n if <(ステージ) = [11]> then\n easy\n goal position: [200] [-85]\n Pen: color [green] position: [-100] [-100] to [-100] [80] big [25]\n Pen: color [green] position: [0] [180] to [0] [0] big [25]\n Pen: color [green] position: [100] [-100] to [100] [80] big [25]\n Pen: color [red] position: [-100] [80] to [-100] [80] big [25]\n Pen: color [green] position: [-240] [-100] to [-240] [180] big [25]\n else\n if <(ステージ) = [12]> then\n easy\n goal position: [200] [-85]\n Pen: color [red] position: [-100] [-80] to [-100] [80] big [25]\n Pen: color [red] position: [0] [180] to [0] [0] big [25]\n Pen: color [green] position: [100] [-100] to [100] [80] big [25]\n Pen: color [red] position: [-100] [80] to [-100] [80] big [25]\n Pen: color [green] position: [-240] [-100] to [-240] [180] big [25]\n else\n if <(ステージ) = [13]> then\n easy\n Pen: color [green] position: [240] [-85] to [240] [180] big [50]\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 Pen: color (color) position: (x) (y) to (x') (y') big (big)\npen up\nset pen size to (big)\nif <(color) = [green]> then\n set pen color to (#6cd141)\nelse\n if <(color) = [red]> then\n set pen color to (#ff4f4f)\n else\n if <(color) = [blue]> then\n set pen color to (#2d4bd1)\n else\n if <(color) = [brown]> then\n set pen color to (#d08721)\n else\n if <(color) = [dark]> then\n set pen color to (#8e5c16)\n else\n if <(color) = [light]> then\n set pen color to (#00a6e8)\n else\n if <(color) = [yellow]> then\n set pen color to (#ffe74f)\n end\n end\n end\n end\n end\n end\nend\ngo to x: (x) y: (y)\npen down\ngo to x: (x') y: (y')\npen up\n\ndefine easy\nerase all\nPen: color [dark] position: [-240] [-140] to [240] [-140] big [100]\nPen: color [brown] position: [-150] [-110] to [-180] [-190] big [35]\nPen: color [brown] position: [-70] [-110] to [-100] [-190] big [35]\nPen: color [brown] position: [10] [-110] to [-20] [-190] big [35]\nPen: color [brown] position: [90] [-110] to [60] [-190] big [35]\nPen: color [brown] position: [170] [-110] to [140] [-190] big [35]\nPen: color [green] position: [-240] [-100] to [240] [-100] big [25]\n\ndefine goal position: (x2) (y2)\npen up\nset pen color to (#31ab00)\nset pen size to (10)\ngo to x: (x2) y: (y2)\npen down\ngo to x: (x2) y: ((y2) + (60))\ngo to x: ((x2) + (-45)) y: ((y2) + (37.5))\ngo to x: (x2) y: ((y2) + (17.5))\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset volume to (100) %\nshow\nset size to (0) %\ngo to x: (0) y: (-180)\nstart sound [Boing v]\nset [縦 v] to [20]\nrepeat (39)\n change [縦 v] by (-1)\n change y by (縦)\n change size by (0.5)\nend\ngo to x: (0) y: (-165)\nstart sound [Boing v]\nset [縦 v] to [20]\nrepeat (35)\n change [縦 v] by (-1)\n change y by (縦)\n change size by (1)\nend\ngo to x: (0) y: (-140)\nstart sound [Boing v]\nset [縦 v] to [20]\nrepeat (32)\n change [縦 v] by (-0.948)\n change y by (縦)\n change size by (1.4)\nend\nstart sound [Collect v]\nwait (.25) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (5)\nend\nbroadcast (タイトルが〜めん v)\n\nhide\n\nset size to (100) %\ngo to x: (0) y: (0)\n\n
※This is a pen work.\n<How to play>\n Arrow keys. \n Green area is floor. Don't touch red area. If you touch red area, you will start over the beginning...! Blue area is big jump. \n \n IF YOU LIKE, PLZ ❤︎ AND ★!!!!!\n
UNDERTALE3 =Platformer=
@Stage\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\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n play sound [Undertale - Megalovania.mp3 v] until done\nend\n\n@Platformer\n\nwhen flag clicked\nset [l v] to [1]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\ngo [forward v] (7) layers\nforever\n switch costume to (L)\nend\n\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]\nset [sinnsa 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)?> or <touching (スプライト1 v)?>> then\n change [☁ みんなが死んだ回数 v] by (1)\n set [sinnsa v] to [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@スプライト2\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nwait (5) seconds\nforever\n go to [front v] layer\n show\n go to x: (28) y: (108)\n repeat (10)\n switch costume to (コスチューム2 v)\n wait (0.05) seconds\n switch costume to (コスチューム3 v)\n wait (0.05) seconds\n end\n broadcast (hone! v)\n hide\n wait (5) seconds\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\nforever\n go to (スプライト2 v)\nend\n\nwhen I receive [hone! v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nrepeat (38)\n change y by (-10)\n go to [front v] layer\n if <(sinnsa) = [1]> then\n delete this clone\n end\nend\ndelete this clone\n\nmove (10) steps\n\nwhen I start as a clone\nset size to (110) %\nwait (1) seconds\n\npoint in direction (180)\n\nforever\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 third UNDERTALE-style platformer.\nIt's more difficult than the second one, so we recommend playing from the second 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\nThe bones falling from above are gifts from the author ☆\n\nUNDERTALE風のプラットフォーマー第三弾です。\n第二弾よりも難しいので、第二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\n 上から降ってくる骨は作者からのプレゼントです☆
Christmas a platformer || #game #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (11.47) seconds\nswitch backdrop to (cover v)\nplay sound [Disfigure - Blank.mp3 v] until done\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@Sprite3\n\nwhen flag clicked\nhide\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 (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 (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\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@Sprite1\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [new costume v]\nnext costume\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [new costume v]\nnext costume\n\n@Sprite4\n\nwhen flag clicked\nwait (11.47) seconds\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (pick random (-230) to (230)) y: (165)\nset size to (pick random (50) to (300)) %\nshow\nset [ghost v] effect to (pick random (40) to (50))\nrepeat until <touching (_edge_ v)?>\n change y by (-5)\n change [ghost v] effect by (.5)\nend\ndelete this clone\n\n@Sprite5\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 : Christmas 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 »
World Trip A Platformer#Games#Art#Animations
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (0) seconds\nnext backdrop\n\n@person\n\nwhen flag clicked\nhide\nwait (0) 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 (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 if <touching (ground 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 <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>\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 (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)>>> 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 (danger thing 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\nforever\n play sound [music 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 (costume2 v)\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\n@ground\n\nwhen flag clicked\nhide\nwait (0) seconds\nshow\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\n\nwhen I receive [new costume v]\nnext costume\n\n@danger thing\n\nwhen flag clicked\nhide\nwait (0) 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\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
https://deception3d.business.site/\n\nI am done making a scrolling platformer now I put the link in the comments and in here.\nYou can advertise here only if you put a love and the link to my project in your notes and credits.\n\nIn the comments bellow put in what them you want me to make for part 4 and 5. Thank You.\n\nHer is part 4 to this https://scratch.mit.edu/projects/468436631\n\n\n\n
❆ Christmas || A Multiplayer Platformer ❆
@Stage\n\nwhen flag clicked\nset volume to (100) %\nplay sound [brrrr \(Its cold\) v] until done\n\nwhen flag clicked\nforever\n play sound [Spectre v] until done\n wait (1) seconds\nend\n\nwhen I receive [win!! v]\nrepeat (90)\n change volume by (-0.9)\nend\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [begin v]\nset [sec v] to [0]\nforever\n wait (1) seconds\n change [sec v] by (1)\n if <(sec) > [25]> then\n set [active? v] to [0]\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [active? v] to [1]\n\nwhen I receive [begin v]\nif <not <(username) = [stsha001]>> then\n forever\n wait until <<key (any v) pressed?> or <mouse down?>>\n set [sec v] to [0]\n end\nelse\n forever\n set [sec v] to [0]\n end\nend\n\nforever\n if <(MY PLAYER #) > [1]> then\n if <(item ((MY PLAYER #) - (1)) of [active v]) = []> then\n set [my player # v] to ((MY PLAYER #) - (1))\n end\n end\nend\n\nwhen I receive [begin v]\nwait (1) seconds\nforever\n set [2 v] to (2 \(\))\n wait (2.5) seconds\n if <(2 \(\)) = (2)> then\n wait (0.5) seconds\n if <(2 \(\)) = (2)> then\n replace item (2) of [active v] with []\n else\n replace item (2) of [active v] with [Yes]\n end\n else\n replace item (2) of [active v] with [Yes]\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(TIME) > [1200]> then\n set [active? v] to [0]\n stop [all v]\n end\nend\n\nforever\n if <<(☁ Ping) = [1]> and <(Ping test?) = [0]>> then\n set [☁ ping v] to [0]\n end\nend\n\nwhen flag clicked\nset [ping v] to [0.3]\n\nwhen flag clicked\nforever\n change [mi v] by (1)\n wait (0.1) seconds\nend\n\nset [ping test? v] to [0]\nforever\n wait until <(MY PLAYER #) > [1]>\n wait until <(☁ Ping) = [0]>\n wait (pick random (0.1) to (0.3)) seconds\n set [ping test? v] to [1]\n set [mi v] to [0]\n set [☁ ping v] to [1]\n wait until <(☁ Ping) = [0]>\n set [ping v] to ((round ((mi) / (2))) + (0.3))\n set [ping test? v] to [0]\n wait (5) seconds\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n set [1 v] to (1 \(\))\n wait (2.5) seconds\n if <(1 \(\)) = (1)> then\n wait (0.5) seconds\n if <(1 \(\)) = (1)> then\n replace item (1) of [active v] with []\n else\n replace item (1) of [active v] with [Yes]\n end\n else\n replace item (1) of [active v] with [Yes]\n end\nend\n\nwhen flag clicked\nforever\n set [3 v] to (3 \(\))\n wait (2.5) seconds\n if <(3 \(\)) = (3)> then\n wait (0.5) seconds\n if <(3 \(\)) = (3)> then\n replace item (3) of [active v] with []\n else\n replace item (3) of [active v] with [Yes]\n end\n else\n replace item (3) of [active v] with [Yes]\n end\nend\n\nwhen flag clicked\nforever\n set [4 v] to (4 \(\))\n wait (2.5) seconds\n if <(4 \(\)) = (4)> then\n wait (0.5) seconds\n if <(4 \(\)) = (4)> then\n replace item (4) of [active v] with []\n else\n replace item (4) of [active v] with [Yes]\n end\n else\n replace item (4) of [active v] with [Yes]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n set [8 v] to (8 \(\))\n wait (2.5) seconds\n if <(8 \(\)) = (8)> then\n wait (0.5) seconds\n if <(8 \(\)) = (8)> then\n replace item (8) of [active v] with []\n else\n replace item (8) of [active v] with [Yes]\n end\n else\n replace item (8) of [active v] with [Yes]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n set [7 v] to (7 \(\))\n wait (2.5) seconds\n if <(7 \(\)) = (7)> then\n wait (0.5) seconds\n if <(7 \(\)) = (7)> then\n replace item (7) of [active v] with []\n else\n replace item (7) of [active v] with [Yes]\n end\n else\n replace item (7) of [active v] with [Yes]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n set [6 v] to (6 \(\))\n wait (2.5) seconds\n if <(6 \(\)) = (6)> then\n wait (0.5) seconds\n if <(6 \(\)) = (6)> then\n replace item (6) of [active v] with []\n else\n replace item (6) of [active v] with [Yes]\n end\n else\n replace item (6) of [active v] with [Yes]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n set [5 v] to (5 \(\))\n wait (2.5) seconds\n if <(5 \(\)) = (5)> then\n wait (0.5) seconds\n if <(5 \(\)) = (5)> then\n replace item (5) of [active v] with []\n else\n replace item (5) of [active v] with [Yes]\n end\n else\n replace item (5) of [active v] with [Yes]\n end\nend\n\nwhen flag clicked\nforever\n set [9 v] to (9 \(\))\n wait (2.5) seconds\n if <(9 \(\)) = (9)> then\n wait (0.5) seconds\n if <(9 \(\)) = (9)> then\n replace item (9) of [active v] with []\n else\n replace item (9) of [active v] with [Yes]\n end\n else\n replace item (9) of [active v] with [Yes]\n end\nend\n\nwhen flag clicked\nforever\n set [1 \(\) v] to (join (letter ((length of (☁ 1)) - (7)) of (☁ 1)) (join (letter ((length of (☁ 1)) - (6)) of (☁ 1)) (join (letter ((length of (☁ 1)) - (5)) of (☁ 1)) (letter ((length of (☁ 1)) - (4)) of (☁ 1)))))\n set [2 \(\) v] to (join (letter ((length of (☁ 2)) - (7)) of (☁ 2)) (join (letter ((length of (☁ 2)) - (6)) of (☁ 2)) (join (letter ((length of (☁ 2)) - (5)) of (☁ 2)) (letter ((length of (☁ 2)) - (4)) of (☁ 2)))))\n set [3 \(\) v] to (join (letter ((length of (☁ 3)) - (7)) of (☁ 3)) (join (letter ((length of (☁ 3)) - (6)) of (☁ 3)) (join (letter ((length of (☁ 3)) - (5)) of (☁ 3)) (letter ((length of (☁ 3)) - (4)) of (☁ 3)))))\n set [4 \(\) v] to (join (letter ((length of (☁ 4)) - (7)) of (☁ 4)) (join (letter ((length of (☁ 4)) - (6)) of (☁ 4)) (join (letter ((length of (☁ 4)) - (5)) of (☁ 4)) (letter ((length of (☁ 4)) - (4)) of (☁ 4)))))\n set [5 \(\) v] to (join (letter ((length of (☁ 5)) - (7)) of (☁ 5)) (join (letter ((length of (☁ 5)) - (6)) of (☁ 5)) (join (letter ((length of (☁ 5)) - (5)) of (☁ 5)) (letter ((length of (☁ 5)) - (4)) of (☁ 5)))))\n set [6 \(\) v] to (join (letter ((length of (☁ 6)) - (7)) of (☁ 6)) (join (letter ((length of (☁ 6)) - (6)) of (☁ 6)) (join (letter ((length of (☁ 6)) - (5)) of (☁ 6)) (letter ((length of (☁ 6)) - (4)) of (☁ 6)))))\n set [7 \(\) v] to (join (letter ((length of (☁ 7)) - (7)) of (☁ 7)) (join (letter ((length of (☁ 7)) - (6)) of (☁ 7)) (join (letter ((length of (☁ 7)) - (5)) of (☁ 7)) (letter ((length of (☁ 7)) - (4)) of (☁ 7)))))\n set [8 \(\) v] to (join (letter ((length of (☁ 8)) - (7)) of (☁ 8)) (join (letter ((length of (☁ 8)) - (6)) of (☁ 8)) (join (letter ((length of (☁ 8)) - (5)) of (☁ 8)) (letter ((length of (☁ 8)) - (4)) of (☁ 8)))))\n set [9 \(\) v] to (join (letter ((length of (☁ 9)) - (7)) of (☁ 9)) (join (letter ((length of (☁ 9)) - (6)) of (☁ 9)) (join (letter ((length of (☁ 9)) - (5)) of (☁ 9)) (letter ((length of (☁ 9)) - (4)) of (☁ 9)))))\nend\n\n@Player\n\ndefine send cloud data\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen flag clicked\nset [encoded v] to []\nif <not <(username) = [stsha001]>> then\n write (username) to encoded\nelse\n write [stsha001*] to encoded\nend\nset [user v] to (encoded)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ 1 v] to (join (value) (LEVEL))\nelse\n if <(player) = [2]> then\n set [☁ 2 v] to (join (value) (level))\n else\n if <(player) = [3]> then\n set [☁ 3 v] to (join (value) (level))\n else\n if <(player) = [4]> then\n set [☁ 4 v] to (join (value) (level))\n else\n if <(player) = [5]> then\n set [☁ 5 v] to (join (value) (level))\n else\n if <(player) = [6]> then\n set [☁ 6 v] to (join (value) (level))\n else\n if <(player) = [7]> then\n set [☁ 7 v] to (join (value) (level))\n else\n if <(player) = [8]> then\n set [☁ 8 v] to (join (value) (level))\n else\n if <(player) = [9]> then\n set [☁ 9 v] to (join (value) (level))\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurtc v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurtc v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurtc v]\n\ndefine Game - Win\nrepeat (50)\n go to [front v] layer\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\nif <(LEVEL) = [3]> then\n broadcast (WIN!! v)\n forever\nend\nchange [level v] by (1)\nwait (0.7) seconds\nbroadcast (G v)\n\ndefine Tick\nif <not <(Move?) = [0]>> then\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\n end\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\n end\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\n end\nend\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 [9]\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)\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n wait (Ping) seconds\n end\nend\n\ndefine Chat\nif <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]\nelse\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item (3) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <<(costume [name v]) = [left up]> or <(costume [name v]) = [left]>> then\n set [player direction v] to [-90]\n else\n if <<(costume [name v]) = [right up]> or <(costume [name v]) = [right]>> then\n set [player direction v] to [90]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <<(Star?) = [1]> and <touching (exit v)?>> then\n broadcast (End v)\n end\nend\n\nwhen I receive [end v]\nrepeat until <(Keep Playing?) = [1]>\n set [y v] to [0]\n set [x v] to [0]\nend\nGame - Die\nTest - Die\nset [level v] to [1]\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nforever\n if <(LEVEL) = [1]> then\n show\n point in direction (90)\n else\n if <(LEVEL) = [2]> then\n show\n point in direction (90)\n else\n if <(LEVEL) = [3]> then\n show\n point in direction (90)\n else\n if <(LEVEL) = [4]> then\n show\n point in direction (90)\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n Chat\nend\n\nwhen I receive [stop v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n set [encoded v] to (user)\n write (pick random (10) to (99)) to encoded\n write (x) to encoded\n write (y) to encoded\n write (Chat Words) to encoded\n write (pick random (1000) to (9999)) to encoded\n set cloud # (MY PLAYER #) to (encoded)\n end\nend\n\nwhen I receive [g v]\nwait (0.1) seconds\nchange [level v] by (1)\n\n@Others\n\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 set [offline v] to [0]\n end\nend\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nset size to (100) %\npoint in direction (90)\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 (☁ 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 [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 #)\nLEVEL\nif <(item (player #) of [active v]) = []> then\n hide\nelse\n show\nend\npoint in direction (90)\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\nset x to ((value) - (SCROLL X))\nif <(SCROLL X) > (value)> then\n if <((value) + (1000)) < (SCROLL X)> then\n say []\n end\nelse\n if <((value) - (1000)) > (SCROLL X)> then\n say []\n end\nend\nif <(costume [number v]) = [2]> then\n say []\n hide\nend\nif <<(x position) = [-285]> or <(x position) = [275]>> then\n point in direction (91)\n go to [front v] layer\nend\ngo to [back v] layer\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nHide\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\ndefine LEVEL\nif <(player #) = [1]> then\n if <(letter (length of (☁ 1)) of (☁ 1)) = (level)> then\n switch costume to ((1) + (0))\n else\n switch costume to ((1) + (1))\n end\nend\nif <(player #) = [2]> then\n if <(letter (length of (☁ 2)) of (☁ 2)) = (level)> then\n switch costume to ((1) + (0))\n else\n switch costume to ((1) + (1))\n end\nend\nif <(player #) = [3]> then\n if <(letter (length of (☁ 3)) of (☁ 3)) = (level)> then\n switch costume to ((1) + (0))\n else\n switch costume to ((1) + (1))\n end\nend\nif <(player #) = [4]> then\n if <(letter (length of (☁ 4)) of (☁ 4)) = (level)> then\n switch costume to ((1) + (0))\n else\n switch costume to ((1) + (1))\n end\nend\nif <(player #) = [5]> then\n if <(letter (length of (☁ 5)) of (☁ 5)) = (level)> then\n switch costume to ((1) + (0))\n else\n switch costume to ((1) + (1))\n end\nend\nif <(player #) = [6]> then\n if <(letter (length of (☁ 6)) of (☁ 6)) = (level)> then\n switch costume to ((1) + (0))\n else\n switch costume to ((1) + (1))\n end\nend\nif <(player #) = [7]> then\n if <(letter (length of (☁ 7)) of (☁ 7)) = (level)> then\n switch costume to ((1) + (0))\n else\n switch costume to ((1) + (1))\n end\nend\nif <(player #) = [8]> then\n if <(letter (length of (☁ 8)) of (☁ 8)) = (level)> then\n switch costume to ((1) + (0))\n else\n switch costume to ((1) + (1))\n end\nend\nif <(player #) = [9]> then\n if <(letter (length of (☁ 9)) of (☁ 9)) = (level)> then\n switch costume to ((1) + (0))\n else\n switch costume to ((1) + (1))\n end\nend\n\nwhen I receive [stop v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\ndelete all of [active v]\nrepeat (9)\n add [] to [active v]\nend\n\ndefine Hide\nif <<<(distance to [danger v]) < [10]> and <touching (_edge_ v)?>> or <<<(distance to [saws v]) < [10]> and <not <touching (_edge_ v)?>>> or <<(distance to [exit v]) < [120]> and <not <touching (_edge_ v)?>>>>> then\n hide\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [480]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [240] y: [240]\n Clone at x: [360] y: [-240]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen [timer v] > (0)\nhide\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nset [level v] to [1]\n\nwhen I receive [begin v]\n\nforever\n\nwhen I receive [win!! v]\nforever\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [stop v]\nbroadcast (Reset v)\nforever\n stop [other scripts in sprite v]\n hide\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y)) (direction)\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n set [show v] to [1]\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\nend\n\ndefine Position (x) (y) (show)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(direction) = [90]> 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)\nif <(show) = [1]> then\n point in direction (90)\nelse\n point in direction (91)\nend\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [stop v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [480]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [240] y: [240]\n Clone at x: [360] y: [-240]\n else\n switch costume to (level 1 1 v)\n end\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\nwhen [timer v] > (0)\nhide\n\nwhen I start as a clone\ngo to [back v] layer\n\nwhen I receive [stop v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [-50]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [253] y: [146]\n Clone at x: [325] y: [-40]\n Clone at x: [1410] y: [565]\n end\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [stop v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\n@Collectables\n\nwhen I receive [green flag v]\nhide variable [mouse x,y v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n broadcast (Coin Collected v)\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nwait (0.01) seconds\nif <(LEVEL) = [1]> then\n switch costume to (coin v)\n Clone at x: [458] y: [171]\n Clone at x: [458] y: [221]\n Clone at x: [458] y: [271]\n Clone at x: [1334] y: [146]\n Clone at x: [1384] y: [146]\n Clone at x: [1434] y: [146]\n Clone at x: [1484] y: [146]\n Clone at x: [1534] y: [146]\n Clone at x: [2043] y: [-10]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (coin v)\n Clone at x: [121] y: [635]\n Clone at x: [370] y: [474]\n Clone at x: [370] y: [524]\n Clone at x: [370] y: [574]\n Clone at x: [278] y: [715]\n Clone at x: [-69] y: [-143]\n Clone at x: [-119] y: [-143]\n Clone at x: [-19] y: [-143]\n Clone at x: [1461] y: [695]\n Clone at x: [1461] y: [745]\n Clone at x: [1000] y: [673]\n Clone at x: [1000] y: [723]\n Clone at x: [1000] y: [773]\n else\n if <(LEVEL) = [3]> then\n switch costume to (coin v)\n Clone at x: [305] y: [53]\n Clone at x: [1017] y: [53]\n Clone at x: [1339] y: [282]\n Clone at x: [1339] y: [322]\n Clone at x: [1492] y: [282]\n Clone at x: [1492] y: [322]\n Clone at x: [1639] y: [282]\n Clone at x: [1639] y: [322]\n Clone at x: [1840] y: [45]\n Clone at x: [1840] y: [105]\n else\n switch costume to (coin v)\n end\n set [collectables: x v] to [-9999999999]\n end\n set [collectables: x v] to [-9999999999]\nend\nset [collectables: x v] to [-9999999999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen [timer v] > (0)\nhide\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nset [level v] to [3]\n\nwhen I receive [stop v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nshow\n\nwhen I receive [full v]\ngo to [front v] layer\nswitch costume to (full v)\nshow\n\nwhen [timer v] > (0)\nhide\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Low Squeak v]\n start sound [Low Whoosh v]\n switch costume to (open v)\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 (close v)\n Clone at x: [1928] y: [350]\n set [star? v] to [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (close v)\n Clone at x: [4] y: [811]\n set [star? v] to [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (close v)\n Clone at x: [1970] y: [45]\n set [star? v] to [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (star v)\n Clone at x: [214] y: [56]\n set [star? v] to [1]\n else\n set [star? v] to [0]\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\nwhen [timer v] > (0)\nhide\n\nwhen I receive [stop v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nset [level v] to [1]\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 next costume\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\nwhen [timer v] > (0)\nhide\n\n@Chat Button\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [begin v]\nwait (1) seconds\nhide\nset [ghost v] effect to (100)\nwait until <(SCROLL X) > [477]>\nshow\nswitch costume to (chat button v)\nrepeat (12)\n change [ghost v] effect by (-8.5)\nend\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [move? v] to [1]\n\nforever\n set [move? v] to [1]\nend\n\nwhen I receive [stop v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [begin v]\nforever\n if <touching (mouse-pointer v)?> then\n set [move? v] to [0]\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [move? v] to [0]\n start sound [Ho Ho Ho v]\n set [chat open? v] to [1]\n set [ghost v] effect to (0)\n repeat (12)\n change [ghost v] effect by (8.5)\n end\n hide\n wait until <(chat open?) = [0]>\n show\n repeat (12)\n change [ghost v] effect by (-8.5)\n set [move? v] to [1]\n end\n end\n else\n set [chat open? v] to [0]\n set [move? v] to [1]\n end\nend\n\n@Snow\n\nwhen I start as a clone\nset size to (pick random (75) to (125)) %\nshow\nset [snow x v] to ((pick random (-240) to (240)) + (x))\nset [snow y v] to [180]\nPosition ((Snow X) - (SCROLL X)) (Snow Y)\nglide (pick random (6) to (5)) secs to x: (x position) y: (-180)\ndelete this clone\n\nwhen flag clicked\nset [stopped? v] to [0]\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nset [stopped? v] to [1]\nhide\nforever\n wait (0.5) seconds\n Clone at x: (pick random (-240) to (240)) y: [180]\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [begin v]\nhide\nforever\n wait (0.6) seconds\n Clone at x: (pick random (-240) to (240)) y: [180]\nend\n\nwhen I start as a clone\nswitch costume to (pick random (2) to (3))\nforever\n if <(Stopped?) = [0]> then\n if <(costume [number v]) = [3]> then\n go to [front v] layer\n else\n go to [back v] layer\n end\n else\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [snow x v] to (x)\nset [snow y v] to (y)\ncreate clone of (_myself_ v)\n\n@Snow 2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n Position ((Snow Balls X) - (SCROLL X)) (Snow Balls Y)\nend\n\nwhen I start as a clone\nrepeat until <touching (landscape v)?>\n change [snow balls y v] by (-2)\nend\n\ndefine Clone at x: (x) y: (y)\nset [snow balls x v] to (x)\nset [snow balls y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@Chat\n\nwhen flag clicked\nset [chat open? v] to [0]\nhide\nset [ghost v] to [100]\ngo to x: (-150) y: (0)\nforever\n set [ghost v] effect to (ghost)\n if <(chat open?) = [1]> then\n if <not <(ghost) = [0]>> then\n change [ghost v] by (-20)\n end\n else\n if <not <(ghost) = [100]>> then\n change [ghost v] by (20)\n end\n end\nend\n\nwhen flag clicked\nset [chat reset v] to [6]\nforever\n wait (1) seconds\n change [chat reset v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(chat item) > [9]> then\n if <(chat reset) > [3]> then\n set [chat item v] to [0]\n end\n else\n if <(chat reset) > [5]> then\n set [chat item v] to [0]\n end\n end\nend\n\ndefine reset\nset [open chat v] to [0]\nset [chat reset v] to [0]\n\nwhen [timer v] > (0.1)\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait until <(SCROLL X) > [477]>\nforever\n if <key (t v) pressed?> then\n if <(chat open?) = [0]> then\n set [chat open? v] to [1]\n else\n set [chat open? v] to [0]\n end\n wait until <key (t v) pressed?>\n end\nend\n\nwhen I receive [begin v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(chat open?) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [chat open? v] to [0]\n start sound [1 v]\n repeat (15)\n set [move? v] to [0]\n end\n end\n end\n if <(ghost) = [100]> then\n hide\n else\n show\n end\nend\n\n@Coin Effect\n\nwhen I receive [coin collected v]\nchange [coins+ v] by (1)\nif <(length of ((Collected coins) + (1))) = [1]> then\n set [collected coins v] to (join [0] ((letter (2) of (Collected coins)) + (1)))\nelse\n if <(Collected coins) = [09]> then\n set [collected coins v] to ((9) + (1))\n else\n set [collected coins v] to ((Collected coins) + (1))\n end\nend\ngo to x: (0) y: (0)\ngo to (my player v)\nset size to (70) %\nset [ghost v] effect to (0)\nshow\nrepeat (15)\n change x by (-4)\n change y by (4)\n change [ghost v] effect by (7)\nend\n\nwhen flag clicked\nset [collected coins v] to [00]\nset [coins+ v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [begin v]\nforever\n wait until <(EXIT) = [win]>\n set [coins+ v] to [0]\nend\n\nwhen I receive [begin v]\nforever\n wait until <(EXIT) = [die]>\n if <(length of ((Collected coins) - (Coins+))) = [2]> then\n set [collected coins v] to ((Collected coins) - (Coins+))\n else\n set [collected coins v] to (join [0] ((Collected coins) - (Coins+)))\n end\n wait (0.1) seconds\n set [coins+ v] to [0]\nend\n\n@Level\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [begin v]\nset [ghost v] effect to (100)\nset size to (100) %\nshow\nswitch costume to (LEVEL)\nswitch costume to (1 v)\nrepeat (12)\n change [ghost v] effect by (-8.5)\nend\nwait (4) seconds\nrepeat (12)\n change [ghost v] effect by (8.5)\nend\nhide\nforever\n if <not <(costume [number v]) = (LEVEL)>> then\n wait (0.7) seconds\n switch costume to (LEVEL)\n show\n repeat (12)\n change [ghost v] effect by (-8.5)\n end\n wait (4) seconds\n repeat (12)\n change [ghost v] effect by (8.5)\n end\n hide\n end\nend\n\nwhen I receive [begin v]\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0)\nhide\n\n@Coin\n\nwhen flag clicked\nhide\nset size to (100) %\nswitch costume to (\(\) v)\ngo to x: (-3) y: (0)\n\nwhen I receive [begin v]\nset [clone v] to [1]\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nset [clone v] to [2]\ncreate clone of (_myself_ v)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nset size to (30) %\nhide\nif <(Clone) = [1]> then\n Clone [1]\nelse\n Clone [2]\nend\n\ndefine Clone (id)\nif <(id) = [1]> then\n switch costume to (letter (1) of (Collected coins))\n show\n forever\n go to x: (-204) y: (149)\n switch costume to (letter (1) of (Collected coins))\n go to [front v] layer\n end\nelse\n switch costume to (letter (2) of (Collected coins))\n show\n forever\n go to x: (-192) y: (149)\n switch costume to (letter (2) of (Collected coins))\n go to [front v] layer\n end\nend\n\nwhen I receive [stop v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\n@Thumb\n\nwhen [timer v] > (0)\nswitch costume to (tb v)\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\nstop all sounds\nstart sound [silent-night-disco v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [afk v]\nshow\n\n@Overlay\n\nwhen [timer v] > (0)\nswitch costume to (tb v)\nshow\nset [ghost v] effect to (0)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [afk v]\nshow\n\n@notif\n\nwhen flag clicked\nset [status v] to [...]\nwait (2) seconds\nset [status v] to [Normal]\nif <(username) = []> then\n set [status v] to [Not Logged In]\n stop [this script v]\nend\n\nif <<(username) = [stsha001]> and <not <(☁ Active?) = [1]>>> then\n set [☁ active? v] to [1]\nend\nif <(username) = []> then\n set [status v] to [Not Logged In]\n stop [this script v]\nend\nif <(☁ Active?) = [1]> then\n set [status v] to [Normal]\nelse\n set [status v] to [New Scratcher]\nend\n\nwhen I receive [begin v]\nwait (6) seconds\nif <<(Status) = [Not Logged In]> or <(Status) = [New Scratcher]>> then\n switch costume to (Status)\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n go to [front v] layer\n end\n wait (5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n go to [front v] layer\n end\n hide\nelse\n switch costume to (new scratcher v)\n forever\n set [pl v] to [0]\n set [it v] to [1]\n repeat (9)\n if <(item (it) of [active v]) = [Yes]> then\n set [pl v] to ((pl) + (1))\n end\n change [it v] by (1)\n end\n set [active players? v] to (pl)\n if <((Active players?) - (1)) > [0]> then\n if <not <(costume [name v]) = [Not Alone]>> then\n switch costume to (not alone v)\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n go to [front v] layer\n end\n wait (3) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n go to [front v] layer\n end\n hide\n wait (4) seconds\n end\n else\n if <not <(costume [name v]) = [Alone]>> then\n if <not <(costume [name v]) = [New Scratcher]>> then\n wait (2) seconds\n end\n set [pl v] to [0]\n set [it v] to [1]\n repeat (9)\n if <(item (it) of [active v]) = [Yes]> then\n set [pl v] to ((pl) + (1))\n end\n change [it v] by (1)\n end\n set [active players? v] to (pl)\n if <not <((Active players?) - (1)) > [0]>> then\n switch costume to (alone v)\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n go to [front v] layer\n end\n wait (3) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n go to [front v] layer\n end\n hide\n wait (1) seconds\n end\n end\n end\n wait (2) seconds\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\n\nwhen I receive [begin v]\nforever\n go to [front v] layer\nend\n\n@Coin Effect -\n\nwhen flag clicked\nset [collected coins v] to [00]\nset [coins+ v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [begin v]\nforever\n wait until <(EXIT) = [win]>\n set [coins+ v] to [0]\nend\n\nwhen I receive [begin v]\nforever\n wait until <(EXIT) = [die]>\n if <(Coins+) > [3]> then\n repeat (3)\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.2)) seconds\n end\n else\n repeat (Coins+)\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.2)) seconds\n end\n end\n wait until <not <(EXIT) = [die]>>\nend\n\nwhen I start as a clone\nwait (0.1) seconds\ngo to x: (0) y: (0)\ngo to (my player v)\nset size to (70) %\nset [ghost v] effect to (0)\nshow\nrepeat (15)\n change x by (4)\n change y by (4)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\n@End\n\nwhen I receive [win!! v]\nwait (1) seconds\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\nrepeat (7)\n go to [front v] layer\n switch costume to (blank v)\n change size by (((99) - (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\nbroadcast (stop v)\nclear graphic effects\ngo to x: (0) y: (0)\ndraw (round (TIME)) [1]\nif <(Collected coins) > [30]> then\n set [collected coins v] to [30]\nend\ndraw (join (Collected coins) (join [/] [30])) [0]\ngo to x: (0) y: (0)\nwait (3) seconds\nset [@id v] to [button]\ncreate clone of (_myself_ v)\n\nwhen I receive [begin 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\nwhen flag clicked\nhide\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 set [click2 v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (AFK v)\n hide\n stop [all v]\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 broadcast (AFK v)\n hide\n stop [all v]\n end\n else\n switch costume to (continue00 v)\n end\n end\n end\n end\nend\n\nwhen I receive [afk v]\ndelete this clone\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nshow\nforever\n go to [front v] layer\n go [backward v] (16) layers\nend\n\n@After Every Update!\n\nset [☁ active? v] to []\n\n
---------- ❆ Christmas || A Multiplayer Platformer ❆ ---------\n\nThis is a Christmas ☄️ Multiplayer Platformer... that you\ncan ⚔️ play online with ⚡️ people around the ♻️ World!\nYou can Also ⌨️ Chat with others Players via ☁️ Cloud!\n\n◇ ◆◇ ◆◇ ◆◇ ◆◇ ◆◇ ◆◇ ◆◇ ◆◇ ◆◇ ◆◇ ◆◇ ◆◇ ◆\n\n✨ Credits:\n@stsha001, @StratfordJames and @Ultamate_Games
SPACE EXPLORER 3 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@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: [2549] y: [170]\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!\ndon't touch the spikes!
Prison Break || A Scrolling Platformer || Mobile Friendly
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((SCROLL X) + (mouse x)) (join [,] ((SCROLL Y) + (mouse y))))\n\n@Blank\n\n@player\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Set Up v) and wait\n game on\n repeat until <(EXIT) > []>\n tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n game win\n else\n game - die\n end\nend\n\ndefine game on\nset [checkpoint v] to [0]\nset [x v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [sx v] to [0]\nset size to (100) %\nshow\nset [ghost v] effect to (0)\n\ndefine tick\nif <key (left arrow v) pressed?> then\n change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (2)\nend\nif <(mouse x) > (x position)> then\n if <mouse down?> then\n change [sx v] by (2)\n end\nend\nif <(x position) > (mouse x)> then\n if <mouse down?> then\n change [sx v] by (-2)\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(mouse y) > (y position)> then\n if <mouse down?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\nTest - Die\nposition\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\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 (-10)\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 if <(mouse y) > (y position)> then\n if <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 end\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine game - die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine game win\nstart sound [Win 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\nbroadcast (game win !!! v)\nwait (1) seconds\n\nwhen I receive [end of intro. start game v]\nhide\nset [collected v] to [0]\nbroadcast (Play Game v) and wait\nbroadcast (Green Flag v) and wait\n\nwhen flag clicked\nswitch costume to (player v)\nhide\n\nwhen I receive [game win !!! v]\nhide\nstop [other scripts in sprite v]\n\n@Platforms\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\nhide\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n clone at x : [416] y : [0]\n clone at x : [500] y : [0]\n clone at x : [500] y : [0]\n clone at x : [610] y : [0]\n clone at x : [620] y : [0]\n clone at x : [610] y : [200]\n clone at x : [400] y : [200]\n clone at x : [630] y : [180]\n clone at x : [605] y : [45]\n clone at x : [470] y : [-200]\n clone at x : [750] y : [50]\n clone at x : [750] y : [300]\n clone at x : [750] y : [200]\n clone at x : [600] y : [100]\n clone at x : [750] y : [50]\n clone at x : [750] y : [50]\n clone at x : [750] y : [50]\nelse\n if <(LEVEL) = [2]> then\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x : (x) y : (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ngo to [front v] layer\n\nwhen I receive [game win !!! v]\nhide\nstop [other scripts in sprite v]\n\n@Background art\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\nhide\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n go [backward v] (5) layers\n switch costume to (level 1 1 v)\n clone at x : [395] y : [150]\n clone at x : [360] y : [0]\n clone at x : [650] y : [-160]\n clone at x : [610] y : [0]\n clone at x : [8750] y : [1400]\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)\ngo [backward v] (5) layers\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [game win !!! v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (100)\ngo to x: (186) y: (-144)\nshow\nwait (23) seconds\nhide\n\nwhen flag clicked\nrepeat (40)\n repeat (10)\n turn left (2) degrees\n end\n repeat (10)\n turn right (2) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (80) %\n set [color v] effect to (50)\n else\n set [color v] effect to (0)\n set size to (70) %\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (skip story mode v)\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open portal v)\n end\n delete this clone\nend\n\nwhen I receive [set up v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n clone at x : [70] y : [15]\n clone at x : [140] y : [15]\n clone at x : [220] y : [15]\n clone at x : [290] y : [15]\n clone at x : [330] y : [15]\n clone at x : [360] y : [73]\n clone at x : [410] y : [103]\n clone at x : [460] y : [82]\n clone at x : [490] y : [30]\n clone at x : [500] y : [-20]\n clone at x : [1505] y : [-105]\n clone at x : [1540] y : [-105]\n clone at x : [1505] y : [-75]\n clone at x : [1540] y : [-75]\n clone at x : [1820] y : [25]\n clone at x : [1885] y : [50]\n clone at x : [2055] y : [50]\n clone at x : [2085] y : [50]\n clone at x : [3170] y : [390]\n clone at x : [3210] y : [390]\n clone at x : [3250] y : [390]\n clone at x : [5615] y : [610]\n clone at x : [5665] y : [610]\n clone at x : [5935] y : [620]\n clone at x : [5990] y : [620]\n clone at x : [6135] y : [550]\n clone at x : [6190] y : [550]\n clone at x : [6440] y : [700]\n clone at x : [6490] y : [700]\n clone at x : [6540] y : [700]\n clone at x : [7260] y : [1030]\n clone at x : [7310] y : [1030]\n clone at x : [9040] y : [1420]\n clone at x : [9090] y : [1420]\n clone at x : [9265] y : [1290]\n clone at x : [9480] y : [1460]\n clone at x : [9520] y : [1460]\n clone at x : [9560] y : [1460]\n clone at x : [10170] y : [1210]\n clone at x : [10250] y : [1250]\n clone at x : [10300] y : [1250]\n set [collected max v] to [40]\nelse\nend\nset [y v] to [99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x : (x) y : (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [game win !!! v]\nhide\nstop [other scripts in sprite v]\n\n@Story mode\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (1 v)\npoint in direction (90)\nset size to (0) %\nrepeat (7)\n repeat (15)\n change size by (((100) - (size)) / (4))\n end\n set size to (100) %\n wait (1.5) seconds\n go to x: (0) y: (0)\n set [x v] to [0]\n repeat (10)\n change [x v] by (-5)\n change x by (x)\n point in direction ((90) + ((x position) / (6)))\n change size by (-5)\n end\n go to x: (455) y: (0)\n set size to (100) %\n next costume\n start sound [Low Whoosh v]\n repeat (18)\n change x by (((0) - (x position)) / (4))\n point in direction ((90) + ((x position) / (6)))\n end\n point in direction (90)\n set [next v] to [0]\n go to x: (0) y: (0)\nend\nwait (1) seconds\nbroadcast (end of intro. start game v)\nhide\n\nwhen I receive [skip story mode v]\nhide\nstop [other scripts in sprite v]\nbroadcast (end of intro. start game v)\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\n@Game win !!1\n\nwhen I receive [game win !!! v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\ndraw (round ((TIME) - (2)))\ngo to x: (0) y: (0)\nwait (3) seconds\nset [@id v] to [button]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\n@collected and M colec\n\nwhen flag clicked\nhide variable [collected v]\nhide variable [collected max v]\nhide variable [ongoing timer v]\nhide variable [final timer v]\nhide variable [☁ world record v]\nhide\n\nwhen I receive [end of intro. start game v]\nshow variable [collected v]\nshow variable [collected max v]\nshow variable [ongoing timer v]\nshow\n\nwhen I receive [game win !!! v]\nhide variable [collected v]\nhide variable [collected max v]\nhide variable [ongoing timer v]\nshow variable [final timer v]\nshow variable [☁ world record v]\nhide\n\nwhen I receive [game win !!! v]\nset [final timer v] to (ONGOING TIMER)\n\n@Exit\n\nwhen I receive [green flag v]\ngo to [back v] layer\nswitch costume to (closed v)\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\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 [set up v]\ngo to [back v] layer\nswitch costume to (closed v)\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n clone at x : [10455] y : [1315]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x : (x) y : (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (closed v)\nhide\n\n@Danger\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\nhide\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n clone at x : [416] y : [0]\n clone at x : [500] y : [0]\n clone at x : [500] y : [0]\n clone at x : [610] y : [0]\n clone at x : [620] y : [0]\n clone at x : [610] y : [200]\n clone at x : [400] y : [200]\n clone at x : [630] y : [180]\n clone at x : [605] y : [45]\n clone at x : [470] y : [-200]\n clone at x : [750] y : [50]\n clone at x : [750] y : [300]\n clone at x : [750] y : [200]\n clone at x : [600] y : [100]\n clone at x : [750] y : [50]\n clone at x : [750] y : [50]\n clone at x : [750] y : [50]\nelse\n if <(LEVEL) = [2]> then\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x : (x) y : (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ngo to [front v] layer\n\n@Time & WC\n\nwhen I receive [end of intro. start game v]\nreset timer\nset [ongoing timer v] to [0]\nset [final timer v] to [0]\nforever\n set [ongoing timer v] to (round (timer))\nend\n\nwhen flag clicked\nset [ongoing timer v] to [0]\nset [final timer v] to [0]\n\nwhen I receive [game win !!! v]\nset [☁ world record v] to [99999]\nforever\n if <(FINAL TIMER) < (☁ World Record)> then\n set [☁ world record v] to (FINAL TIMER)\n end\nend\n\n@When stop clicked code\n\nwhen flag clicked\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\n\nwhen [timer v] > (1.2)\nif <(exit) = [reg]> then\n if <<(current [hour v]) < [19]> and <(current [hour v]) > [7]>> then\n switch costume to (day v)\n else\n switch costume to (night v)\n end\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\n@Music\n\nwhen flag clicked\nforever\n play sound [vexento-masked-heroes v] until done\nend\n\n
       ✿ PRISON BREAK ✿\n      ✿ A Scrolling Platformer ✿\n\n ✦✦✦ Info ✦✦✦\nLagging ? Play here with less lag\nhttps://scratch.mit.edu/projects/513500469/\n\nWelcome to the PRISON BREAK - A Platformer !!! Collect coins to escape from the prison and rejoice your victory. Make sure to watch out for dangerous critters! Reach to safer lands outside the prison !!!\nThis took me over 2 months to make and a lot of hard work has been put on it. This has over 750+ blocks so pls like, fav and follow !!! Sorry for the lag :(\n___________________________________________\n\n ✦✦✦ How this project came to reality ✦✦✦\n\nI was indeed working on a Scrolling platformer but had no theme to it. Whatever I thought of was not possible or wasn't up to the mark and soon i played an escape game online and this idea sparked !!! Can we get this top loved guys ?!?!\nPropose it to be featured here https://scratch.mit.edu/studios/4228481/\n___________________________________________\n\n      ✦✦✦ How to play ✦✦✦\n➜ Jump over Spike, Lava and other dangers \n➜ Collect coins \n➜ You cannot win without collecting all the coins\n➜ Use arrow keys to move\n➜ Tap for mobile controls\n➜ Send your fastest time in the comments section\n➜ World Records are stored in cloud data\n➜ If you break the record then comment below\n___________________________________________\n      \n        ✦✦✦ Credits ✦✦✦\n➜ Basic Scrolling Engine by @griffpatch (laptop)\n➜ Mobile controls by @rishavscratchwork\n➜ 80% art by @rishavscratchwork\n➜ 50% code by me (remaining @griffpatch)\n➜ Art inspiration by @StratfordJames \n➜ Story mode script by @rishavscratchwork\n➜ Thx to @jas6kaur6, @RockstarNimesh & \n @TheSpankingLegend for testing\n➜ Thumbnail text from www.cooltext.com\n➜ World Record scripts by @rishavscratchwork\n➜ Player art by @rishavscratchwork\n➜ Song - Vexento Masked Heroes\n___________________________________________\n\n         ✦✦✦ Tags ✦✦✦\n#all #games #platformer #scrolling #prison #escape #fun #adventure #cool #awesome #hard #superb #amazing\n\nUmmm .... any more tags needed ??
WORLDS 2 || A PLATFORMER # all #all # games #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Treenan v] until done\nend\n\n@LESS LAG\n\n@PLAYER\n\ndefine SIMULATION\nchange y by (FALLTEMPO)\nif <touching (ground v)?> then\n if <(FALLTEMPO) < [0]> then\n set [überground v] to [1]\n else\n set [überground v] to [-1]\n end\n repeat until <not <touching (ground v)?>>\n change y by (ÜBERGROUND)\n end\n set [falltempo v] to [0]\nelse\n change [falltempo v] by (SCHWERKRAFT)\nend\n\ndefine SPRUNG\nif <key (up arrow v) pressed?> then\n change y by (-1)\n if <touching (ground v)?> then\n set [falltempo v] to [30]\n end\n if <<touching (dangers v)?> or <(y position) < [-180]>> then\n repeat (5)\n turn right (15) degrees\n change [ghost v] effect by (15)\n end\n point in direction (90)\n go to x: (-210) y: (-50)\n set [ghost v] effect to (0)\n end\n change y by (-1)\nend\n\nwhen I receive [start game v]\nset [schwerkraft v] to [-3]\ngo to x: (-210) y: (0)\nset size to (100) %\npoint in direction (90)\nswitch costume to (right v)\nswitch backdrop to (backdrop2 v)\nshow\nforever\n LAUFE\n SPRUNG\n SIMULATION\n TOT\nend\n\ndefine LAUFE\nif <key (right arrow v) pressed?> then\n switch costume to (right v)\n change x by (7)\n if <<touching (dangers v)?> or <(y position) < [-180]>> then\n repeat (5)\n turn right (15) degrees\n change [ghost v] effect by (15)\n end\n point in direction (90)\n go to x: (-210) y: (-50)\n set [ghost v] effect to (0)\n end\n if <touching (ground v)?> then\n change x by (-7)\n end\n if <(x position) > [230]> then\n broadcast (NEW LEVEL v)\n end\nend\nif <key (left arrow v) pressed?> then\n switch costume to (left v)\n change x by (-7)\n if <<touching (dangers v)?> or <(y position) < [-180]>> then\n repeat (5)\n turn right (15) degrees\n change [ghost v] effect by (15)\n end\n point in direction (90)\n go to x: (-210) y: (-50)\n set [ghost v] effect to (0)\n end\n if <touching (ground v)?> then\n change x by (7)\n end\nend\n\nwhen I receive [new level v]\ngo to x: (-210) y: (-50)\n\nwhen [r v] key pressed\ngo to x: (-210) y: (-50)\n\nwhen flag clicked\nset [is this ok v] to [0]\nswitch backdrop to (backdrop7 v)\ngo to x: (0) y: (0)\nshow\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n wait until <not <mouse down?>>\n if <key (left arrow v) pressed?> then\n change [color v] effect by (10)\n end\n if <key (right arrow v) pressed?> then\n change [color v] effect by (-10)\n end\nend\nset [is this ok v] to [COMMENT: STEVE]\nbroadcast (START GAME v)\n\nwhen [s v] key pressed\nbroadcast (NEW LEVEL v)\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nclear graphic effects\nrepeat until <(is this ok) = [COMMENT: STEVE]>\n point in direction ((([sin v] of ((timer) * (500)) ) * (12)) + (90))\n set size to ((([sin v] of ((timer) * (400)) ) * (8)) + (200)) %\nend\n\ndefine TOT\nif <<touching (dangers v)?> or <(y position) < [-180]>> then\n repeat (5)\n turn right (15) degrees\n change [ghost v] effect by (15)\n end\n point in direction (90)\n go to x: (-210) y: (-50)\n set [ghost v] effect to (0)\nend\n\n@GROUND\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [start game v]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [new level v]\nchange [level v] by (1)\nnext costume\nif <(LEVEL) = [5]> then\n switch backdrop to (backdrop3 v)\n go [backward v] (2) layers\nend\nif <(LEVEL) = [6]> then\n switch backdrop to (backdrop4 v)\nend\nif <(LEVEL) = [10]> then\n switch backdrop to (backdrop5 v)\nend\nif <(LEVEL) = [11]> then\n switch backdrop to (backdrop6 v)\nend\n\n@ART\n\nwhen I receive [start game v]\nset [id v] to [0]\nforever\n create clone of (_myself_ v)\n if <(ID) = [0]> then\n wait (pick random (0.5) to (1)) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <<(ID) = [0]> and <(LEVEL) < [5]>> then\n go to [back v] layer\n set [ghost v] effect to (50)\n show\n go to x: (240) y: (pick random (0) to (180))\n switch costume to (pick random (1) to (4))\n repeat (92)\n change x by (-5)\n end\n delete this clone\nend\nif <(ID) = [1]> then\n go to [back v] layer\n set [ghost v] effect to (0)\n show\n go to x: (pick random (-240) to (240)) y: (180)\n switch costume to (costume5 v)\n repeat (92)\n change y by (-5)\n end\n delete this clone\nend\n\nwhen I receive [new level v]\nif <(LEVEL) = [6]> then\n hide\nend\nif <(LEVEL) = [10]> then\n set [id v] to [1]\nend\n\n@DANGERS\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [new level v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [new level v]\nif <(LEVEL) = [16]> then\n show\n forever\n if <touching (player v)?> then\n broadcast (END v)\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\nrepeat (10)\n go to x: (pick random (-10) to (10)) y: (pick random (-10) to (10))\n wait (0) seconds\n go to x: (0) y: (0)\nend\nforever\n if <mouse down?> then\n show variable [is this ok v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@GROUND2\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [new level v]\nnext costume\n\n
-----------------------✦WORLDS 2✦----------------------\n█ READ WHOLE INSTRUCTIONS! █ \n\n+++++++++++++ EASIER VERSION ++++++++++++\nhttps://scratch.mit.edu/projects/491567636/\n+++++++++++++++++++++++++++++++++++++++\n\n█ I'LL DELETE ADVERTISEMENT! █ \n█ #6 ON TRENDING! █ \n█ THIS IS PART 2 OF THE WORLDS SERIES █\n█ PROPOSE IT TO BE FEATURED! █ █ https://scratch.mit.edu/studios/28715018/ █\n█ THERE IS AN EASTER EGG! █\n\n╬═ ARROW KEYS TO MOVE ═╬\n╬═ CLICK ON THE PLAYER TO START ═╬\n╬═ S TO SKIP A LEVEL ═╬\n╬═ R TO RESTART A LEVEL ═╬\n╬═ ALL LEVELS ARE POSSIBLE ═╬\n \n-----------------------✦HAVE FUN!✦----------------------
Dungeon | a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [shut down v]\nswitch backdrop to (malfunction screen v)\n\n@Kyoot\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]\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 I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\ndefine reset\ngo to x: (-209) y: (-70)\n\nwhen I receive [reset v]\nreset\n\nwhen flag clicked\nset volume to (65) %\nplay sound [Alan Walker, AuRa, Tomine Harket - Darkside v] until done\n\nwhen flag clicked\ngo to x: (-209) y: (-70)\nset [level v] to [1]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n change [x movement v] by (1)\n broadcast (make sword right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n change [x movement v] by (-1)\n end\n if <(backdrop [number v]) = [1]> then\n set [x movement v] to ((X Movement) * (0.9))\n end\n change x by (X Movement)\n if <touching (platform v)?> then\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n end\n end\n end\n end\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?>> 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?>> 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 (spikes v)?> then\n reset\n end\n end\n if <touching (yellow button v)?> then\n broadcast (yellow open v) and wait\n end\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n if <touching (falling spikes v)?> then\n reset\n end\n if <(y position) < [-160]> then\n reset\n end\n if <touching (ballsta arrow v)?> then\n reset\n end\n if <touching (ballsta arrow2 v)?> then\n reset\n end\n if <touching (ghost 1 v)?> then\n reset\n end\n if <touching (knight1 v)?> then\n reset\n end\n if <touching (door v)?> then\n reset\n end\nend\n\nwhen I receive [make sword right v]\nbroadcast (sword = right v)\n\nwhen flag clicked\nif <not <(username) = [dashingcaca08]>> then\nend\n\nbroadcast (shut down v)\n\nwhen I receive [shut down v]\nhide\n\nwhen I receive [speed x2 v]\nforever\n set [x movement v] to ((X Movement) * (0.95))\n wait (4) seconds\n switch backdrop to (backdrop2 v)\n stop [this script v]\nend\n\n@Platform\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (30)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (Ghost 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Ghost 1 end v)\n end\nend\n\nwhen I receive [next level v]\nif <(costume [number v]) = [11]> then\n broadcast (Shield activate v)\nend\n\nwhen I receive [shut down v]\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (Ghost2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (Ghost2 end v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [19]> then\n broadcast (knight1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [20]> then\n broadcast (knight1 end v)\n end\nend\n\n@Yellow Button\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\nshow\n\nwhen I receive [yellow door is open v]\nhide\n\nwhen I receive [shut down v]\nhide\n\n@Door\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\nshow\n\nwhen I receive [yellow open v]\nhide\nbroadcast (yellow door is open v)\n\nwhen I receive [shut down v]\nhide\n\n@Spikes\n\nwhen flag clicked\nshow\nforever\n if <touching (kyoot v)?> then\n broadcast (Reset v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [shut down v]\nhide\n\n@Skip Button\n\nwhen flag clicked\ngo to x: (333) y: (-137)\nhide\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen I receive [dev mode v]\nwait (0.0000000000000001) seconds\nshow\n\ngo to [front v] layer\n\nwhen I receive [shut down v]\nhide\n\n@Ballsta\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (146)\nshow\nforever\n point towards (kyoot v)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [shut down v]\nhide\n\n@Ballsta Arrow\n\nwhen flag clicked\nrepeat (10)\n set size to (50) %\nend\nswitch costume to (costume2 v)\ngo to x: (0) y: (150)\nshow\nforever\n if <(size) = [50]> then\n point towards (kyoot v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n broadcast (Straight Arrow v)\n glide (1) secs to (kyoot v)\n go to x: (0) y: (150)\nend\n\npoint in direction (180)\n\nwhen I receive [straight arrow v]\nset size to (49) %\nwait (1) seconds\nset size to (50) %\nstop [this script v]\n\nwhen flag clicked\nforever\n if <touching (shield v)?> then\n Arrow Reset\n end\nend\n\ndefine Arrow Reset\ngo to x: (0) y: (150)\n\nstop [this script v]\n\nwhen I receive [shut down v]\nhide\n\n@Just Cuz\n\nwhen flag clicked\nif <(username) = [dashingcaca08]> then\n broadcast (Dev mode v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@ghost 1\n\nwhen flag clicked\nhide\n\nwhen I receive [ghost 1 v]\nshow\n\nwhen flag clicked\ngo to x: (189) y: (-83)\nforever\n broadcast (Ghost 1 left v)\n glide (2) secs to x: (-147) y: (-83)\n broadcast (Ghost 1 right v)\n glide (2) secs to x: (189) y: (-83)\nend\n\nwhen I receive [ghost 1 left v]\nrepeat (4)\n switch costume to (ghost left v)\n wait (0.1) seconds\n switch costume to (ghost2 left v)\n wait (0.1) seconds\n switch costume to (ghost3 left v)\n wait (0.1) seconds\n switch costume to (ghost4 left v)\n wait (0.1) seconds\nend\n\nwhen I receive [ghost 1 right v]\nrepeat (4)\n switch costume to (ghost right v)\n wait (0.1) seconds\n switch costume to (ghost2 right v)\n wait (0.1) seconds\n switch costume to (ghost3 right v)\n wait (0.1) seconds\n switch costume to (ghost4 right v)\n wait (0.1) seconds\nend\n\nwhen I receive [ghost 1 end v]\nhide\n\nwhen I receive [shut down v]\nhide\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n forever\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\n@Ballsta2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (146)\nshow\nforever\n point towards (kyoot v)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [shut down v]\nhide\n\nwhen flag clicked\nforever\n set size to (25) %\nend\n\n@Ballsta Arrow2\n\nwhen flag clicked\nset size to (25) %\nswitch costume to (costume2 v)\ngo to x: (0) y: (150)\nshow\nforever\n if <(size) = [25]> then\n point towards (kyoot v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n broadcast (Straight Arrow v)\n glide (1) secs to (kyoot v)\n go to x: (0) y: (150)\n point in direction (180)\nend\n\nwhen I receive [straight arrow v]\nset size to (24) %\nwait (1) seconds\nset size to (25) %\nstop [this script v]\n\nwhen I receive [shut down v]\nhide\n\n@shield\n\nwhen flag clicked\nhide\n\nwhen I receive [shield activate v]\nhide\n\ndefine Shield Reset\ngo to x: (-285) y: (32)\n\nshow\n\nwhen I receive [shut down v]\nhide\n\nwhen flag clicked\n\nhide\n\ngo to (kyoot v)\nshow\nforever\n glide (0.0001) secs to (kyoot v)\nend\n\n@sword\n\nwhen flag clicked\nhide\nset size to (80) %\n\nwhen I receive [sword strike v]\n\nwhen flag clicked\nforever\n if <<key (e v) pressed?> = [true]> then\n if <(costume [name v]) = [1]> then\n point in direction (90)\n show\n switch costume to (1 v)\n wait (0.1) seconds\n switch costume to (2 v)\n wait (0.1) seconds\n switch costume to (3 v)\n wait (0.1) seconds\n switch costume to (4 v)\n wait (0.1) seconds\n switch costume to (5 v)\n wait (0.1) seconds\n switch costume to (6 v)\n wait (0.1) seconds\n switch costume to (7 v)\n wait (0.1) seconds\n switch costume to (8 v)\n wait (0.1) seconds\n switch costume to (9 v)\n wait (0.1) seconds\n switch costume to (10 v)\n wait (0.1) seconds\n switch costume to (11 v)\n wait (0.1) seconds\n hide\n else\n point in direction (0)\n show\n switch costume to (1 v)\n wait (0.1) seconds\n switch costume to (2 v)\n wait (0.1) seconds\n switch costume to (3 v)\n wait (0.1) seconds\n switch costume to (4 v)\n wait (0.1) seconds\n switch costume to (5 v)\n wait (0.1) seconds\n switch costume to (6 v)\n wait (0.1) seconds\n switch costume to (7 v)\n wait (0.1) seconds\n switch costume to (8 v)\n wait (0.1) seconds\n switch costume to (9 v)\n wait (0.1) seconds\n switch costume to (10 v)\n wait (0.1) seconds\n switch costume to (11 v)\n wait (0.1) seconds\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n glide (0.000001) secs to (kyoot v)\nend\n\nwhen I receive [sword = right v]\nswitch costume to (1 v)\nstop [this script v]\n\nwhen I receive [shut down v]\nhide\n\nbroadcast (Sword Strike v)\n\n\n\nwhen I receive [sword = left v]\nswitch costume to (2 v)\nstop [this script v]\n\nwhen flag clicked\nforever\n if <touching (ghost 2 v)?> then\n forever\n broadcast (Ghost2 end v)\n end\n end\nend\n\n@ghost 2\n\nwhen flag clicked\nhide\n\nwhen I receive [ghost2 v]\nrepeat until <<touching (sword v)?> = [true]>\n show\nend\n\nwhen flag clicked\ngo to x: (125) y: (53)\nrepeat until <<touching (sword v)?> = [true]>\n broadcast (Ghost 1 left v)\n glide (2) secs to x: (-206) y: (53)\n broadcast (Ghost 1 right v)\n glide (2) secs to x: (125) y: (53)\nend\n\nwhen I receive [ghost 1 left v]\nrepeat (4)\n switch costume to (ghost left v)\n wait (0.1) seconds\n switch costume to (ghost2 left v)\n wait (0.1) seconds\n switch costume to (ghost3 left v)\n wait (0.1) seconds\n switch costume to (ghost4 left v)\n wait (0.1) seconds\nend\n\nwhen I receive [ghost 1 right v]\nrepeat (4)\n switch costume to (ghost right v)\n wait (0.1) seconds\n switch costume to (ghost2 right v)\n wait (0.1) seconds\n switch costume to (ghost3 right v)\n wait (0.1) seconds\n switch costume to (ghost4 right v)\n wait (0.1) seconds\nend\n\nwhen I receive [ghost2 end v]\nforever\n hide\nend\n\nwhen I receive [shut down v]\nhide\n\nwhen flag clicked\nforever\n if <touching (sword v)?> then\n forever\n hide\n broadcast (Ghost2 end v)\n stop [other scripts in sprite v]\n end\n end\nend\n\n@Magic Splash\n\nwhen flag clicked\nswitch costume to (un paauuuse v)\nshow\nforever\n glide (0.0001) secs to (kyoot v)\nend\n\nwhen [q v] key pressed\nif <(costume [number v]) = [16]> then\n switch costume to (1 v)\n repeat (14)\n wait (0.0001) seconds\n next costume\n end\n switch backdrop to (backdrop3 v)\n broadcast (Speed x2 v)\n broadcast (Potion Pause v)\nend\n\nwhen I receive [potion pause v]\nswitch costume to (paauuuse v)\nwait (35) seconds\nswitch costume to (un paauuuse v)\n\n@knight1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (128) y: (-55)\nforever\n broadcast (knight 1 left v)\n glide (1.5) secs to x: (-103) y: (-55)\n broadcast (knight 1 right v)\n glide (1.5) secs to x: (128) y: (-55)\nend\n\nwhen I receive [knight 1 left v]\nswitch costume to (left1 v)\nrepeat (15)\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [knight 1 right v]\nswitch costume to (1 v)\nrepeat (15)\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [knight1 end v]\nhide\n\nwhen I receive [shut down v]\nhide\n\nwhen I receive [knight1 v]\nshow\n\n
w,a,s,d or arrow keys to move. Spacebar to jump. Press e to slash your sword. Press q to splash a speed potion (x4 speed for 4 seconds). Have fun, like and fav for more levels.\n\nThat is pretty much all of the instructions of the game. If you have any doubts or suggestions, make sure to tell them to me in the comments. Make sure to follow too!
-Rain- A Platformer #Games #All
@Stage\n\nwhen I receive [win v]\nswitch backdrop to (164553 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [rain v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [music v] until done\nend\n\nwhen backdrop switches to [164553 v]\n\n@Player\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Movement Speed: (side movement speed) Friction: (friction) Slopes: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<<key (a v) pressed?> or <key (left arrow v) pressed?>> * ((side movement speed) * (-1))) + (<<key (d v) pressed?> or <key (right arrow v) pressed?>> * (side movement speed)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\nwhen flag clicked\ngo to x: (-201) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [x v] to [1]\nforever\n Platform Gravity: [-1] Jump Height: [12.5] Movement Speed: [3] Friction: [.7] Slopes: [8]\nend\n\nwhen flag clicked\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (player v)\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (left v)\n end\n end\nend\n\nwhen flag clicked\nset [lives v] to [3]\nforever\n if <(lives) = [0]> then\n broadcast (DOne v)\n end\nend\n\nwhen flag clicked\nswitch costume to (player v)\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <<touching (lava v)?> or <<touching (lava2 v)?> or <<touching (saw v)?> or <touching (saw2 v)?>>>>> then\n broadcast (Oouch v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-201) y: (-70)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (flag v)?> then\n go to x: (-201) y: (-70)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncepad v)?> then\n set [y velocity v] to [20]\n end\nend\n\nbroadcast (Next Level v)\n\nset [x velocity v] to [-80]\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (Saw v)\n else\n broadcast (No saw v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (Saw 2 v)\n else\n broadcast (No saw 2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Lava!! v)\n else\n broadcast (Sorry No Lava!! v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (Win v) and wait\n end\nend\n\n@Flag\n\nwhen flag clicked\nset [brightness v] effect to (-30)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Saw\n\nwhen flag clicked\nset [brightness v] effect to (-20)\ngo to [back v] layer\nrepeat until <color (#a66e90) is touching (#0fb21b)?>\n turn right (8) degrees\nend\n\nwhen I receive [saw v]\nset [saw v] to [1]\n\nwhen I receive [no saw v]\nset [saw v] to [0]\n\nwhen flag clicked\nforever\n if <(SaW) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nstop [this script v]\n\n@Lava\n\nwhen I receive [saw v]\nset [saw v] to [1]\n\nwhen I receive [next level v]\nset [saw v] to [0]\n\nwhen flag clicked\nhide\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(SaW) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n wait (.07) seconds\n next costume\nend\n\n@Saw2\n\nwhen flag clicked\nset [brightness v] effect to (-20)\ngo to [back v] layer\nrepeat until <color (#a66e90) is touching (#0fb21b)?>\n turn right (8) degrees\nend\n\nwhen I receive [saw 2 v]\nset [saw 2 v] to [1]\n\nwhen I receive [no saw 2 v]\nset [saw 2 v] to [0]\n\nwhen flag clicked\nforever\n if <(Saw 2) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nstop [this script v]\n\n@BouncePad\n\nwhen flag clicked\nset [brightness v] effect to (-20)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\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 (King v)\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nshow\n\n@Lava2\n\nwhen flag clicked\nforever\n wait (.07) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n if <(Visible) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nstop [this script v]\n\nwhen I receive [lava!! v]\nset [visible v] to [1]\n\nwhen I receive [next level v]\nset [visible v] to [0]\n\n@Sprite1\n\nwhen flag clicked\nset [wind v] to [0]\nhide\ngo to [back v] layer\nrepeat (40)\n go to x: (pick random (-230) to (230)) y: (180)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Wind) = [0]> then\n point in direction (90)\n show\n go to [back v] layer\n go to x: (pick random (-230) to (230)) y: (180)\n forever\n repeat until <touching (sprite2 v)?>\n change y by (-10)\n end\n create clone of (_myself_ v)\n delete this clone\n end\nend\nif <(Wind) = [1]> then\n point in direction (-135)\n show\n go to [back v] layer\n go to x: (pick random (-230) to (230)) y: (180)\n forever\n repeat until <<touching (sprite2 v)?> or <touching (_edge_ v)?>>\n change y by (-10)\n end\n create clone of (_myself_ v)\n delete this clone\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [snow v]\nset [wind v] to [1]\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@download (3)\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite3\n\nwhen flag clicked\nshow\n\nwhen I receive [message1 v]\n\nwhen I receive [message2 v]\n\nwhen I receive [messagem v]\nshow\n\nwhen I receive [messagenom v]\nhide\n\n@M\n\nwhen flag clicked\ngo to [front v] layer\nset [mxv v] to [0]\nshow\nset size to (100) %\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (-90)\nforever\n set [my variable v] to [1]\n wait (1) seconds\n repeat (17)\n change [my variable v] by (1)\n end\n repeat (20)\n change size by (-.5)\n wait (0) seconds\n end\n broadcast (messageM v)\n repeat (20)\n change size by (-.5)\n wait (0) seconds\n end\n wait (2) seconds\n broadcast (messageNoM v)\n set size to (100) %\n set [my variable v] to [1]\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n switch costume to (my variable)\nend\n\nwait (0) seconds\n\nchange size by (0)\nwait (0) seconds\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (m16 v)\n\ngo [backward v] (1) layers\n\nwhen flag clicked\n\n\n\n\n show\nelse\n hide\nend\n\nwait (.5) seconds\nforever\n\nwhen I receive [messagenom v]\nhide\nstop [other scripts in sprite v]\n\ncreate clone of (_myself_ v)\n\nbroadcast (messageNoM v)\n\n@Red\n\nwhen I receive [message1 v]\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-20) y: (400)\nrepeat (5)\n next costume\n create clone of (_myself_ v)\nend\nswitch costume to (costume1 v)\n\nchange x by (-20)\n\nwait (1) seconds\n\nwait (1) seconds\n\nwhen I receive [messagenom v]\nwait ((costume [number v]) / (5)) seconds\nrepeat until <(y position) = [-380]>\n change y by (-20)\nend\ngo to x: (-20) y: (400)\n\ngo to x: (-20) y: (400)\n\nwhen I receive [messagem v]\ngo to [front v] layer\nwait (0) seconds\nwait ((costume [number v]) / (5)) seconds\nrepeat until <(y position) = [0]>\n change y by (-20)\nend\n\n
Block platformer -Blue and Red-
@Stage\n\nwhen I receive [タイトルが〜めん v]\nforever\n play sound [MusMus-BGM-106 v] until done\nend\n\n@brock\n\nwhen I receive [next level v]\nif <(ステージ?) = [2]> then\n erase all\n Stamp: [4] position: [-200] [-153] costume [b] walk []\n walk\n Stamp: [3] position: [4] [-153] costume [r] walk []\n Stamp: [3] position: [106] [-153] costume [b] walk []\nelse\n if <(ステージ?) = [3]> then\n erase all\n Stamp: [9] position: [-200] [-153] costume [b] walk []\n Stamp: [6] position: [-47] [-102] costume [b] walk []\n Stamp: [5] position: [4] [-51] costume [b] walk []\n Stamp: [4] position: [55] [0] costume [b] walk []\n Stamp: [3] position: [106] [51] costume [b] walk []\n Stamp: [9] position: [-200] [157] costume [r] walk []\n else\n if <(ステージ?) = [4]> then\n erase all\n Stamp: [9] position: [-200] [-153] costume [r] walk []\n Stamp: [3] position: [-98] [-102] costume [b] walk [!]\n else\n if <(ステージ?) = [5]> then\n erase all\n Stamp: [9] position: [-200] [-153] costume [b] walk []\n Stamp: [3] position: [-46] [-153] costume [b] walk [!]\n Stamp: [3] position: [107] [-153] costume [b] walk [!]\n else\n if <(ステージ?) = [6]> then\n erase all\n Stamp: [9] position: [-200] [-153] costume [b] walk []\n Stamp: [1] position: [-46] [-102] costume [r] walk [!]\n Stamp: [1] position: [107] [-102] costume [r] walk [!]\n else\n if <(ステージ?) = [7]> then\n erase all\n Stamp: [9] position: [-200] [-153] costume [b] walk []\n Stamp: [3] position: [-46] [-153] costume [b] walk [!]\n Stamp: [5] position: [107] [-153] costume [b] walk [!]\n else\n if <(ステージ?) = [8]> then\n erase all\n Stamp: [9] position: [-200] [-153] costume [b] walk []\n Stamp: [3] position: [-46] [-153] costume [b] walk [!]\n Stamp: [2] position: [5] [-102] costume [r] walk []\n Stamp: [5] position: [107] [-153] costume [b] walk [!]\n else\n if <(ステージ?) = [9]> then\n erase all\n Stamp: [9] position: [-200] [-153] costume [b] walk []\n Stamp: [5] position: [-97] [-153] costume [b] walk [!]\n Stamp: [4] position: [56] [157] costume [b] walk [!?]\n Stamp: [4] position: [205] [-102] costume [b] walk [!]\n Stamp: [0] position: [205] [0] costume [r] walk []\n else\n erase all\n Stamp: [9] position: [-200] [-153] costume [b] walk []\n Stamp: [6] position: [206] [-102] costume [b] walk [!]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Stamp: (number) position: (x) (y) costume (color) walk (?)\ngo to x: (x) y: (y)\nswitch costume to (color)\nrepeat (number)\n stamp\n if < (?) contains [!]?> then\n if < (?) contains [?]?> then\n change y by (-51)\n else\n change y by (51)\n end\n else\n change x by (51)\n end\nend\n\nwhen I receive [タイトルが〜めん v]\npoint in direction (90)\nset [ステージ? v] to [1]\nerase all\nStamp: [9] position: [-200] [-153] costume [b] walk [51]\n\ndefine walk\nmove (51) steps\n\nwhen flag clicked\nerase all\n\n@Hero\n\nwhen I receive [タイトルが〜めん v]\ngo to [front v] layer\nshow\nset size to (75) %\nswitch costume to ( v)\nset drag mode [not draggable v]\ngo to x: (-190) y: (0)\npoint in direction (90)\nset [ステージ v] to [1]\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 point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#0090ff)?> then\n change y by (1)\n if <touching color (#0090ff)?> then\n change y by (1)\n if <touching color (#0090ff)?> then\n change y by (1)\n if <touching color (#0090ff)?> then\n change y by (1)\n if <touching color (#0090ff)?> then\n change y by (1)\n if <touching color (#0090ff)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#0090ff)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n start sound [ぷよん v]\n point in direction ((Yv) * (0.5))\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#0090ff)?> 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 change [ステージ? v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-190) y: (0)\n end\n if <(y position) < [-170]> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (0)\n end\n if <touching color (#ff4848)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (0)\n end\nend\n\nwhen flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset volume to (100) %\nshow\nset size to (0) %\ngo to x: (0) y: (-180)\nstart sound [Boing v]\nset [縦 v] to [20]\nrepeat (39)\n change [縦 v] by (-1)\n change y by (縦)\n change size by (0.5)\nend\ngo to x: (0) y: (-165)\nstart sound [Boing v]\nset [縦 v] to [20]\nrepeat (35)\n change [縦 v] by (-1)\n change y by (縦)\n change size by (1)\nend\ngo to x: (0) y: (-140)\nstart sound [Boing v]\nset [縦 v] to [20]\nrepeat (32)\n change [縦 v] by (-0.947)\n change y by (縦)\n change size by (1.37)\nend\nstart sound [Collect v]\nwait (.25) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (タイトルが〜めん v)\n\nset size to (100) %\n\ngo to x: (0) y: (0)\n\n
※この作品は White & Black [そこに光はなかった] の 続編です^^ 前編はこちらですー!\n前編→ https://scratch.mit.edu/projects/395172102/\n\n<How to play>\nArrow keys. In this piece, there are red and blue blocks. \n⚪︎Blue--> Floor/wall Red-->Don't touch it!!\n
Challenge || A Hard Platformer
@Stage\n\nwhen I receive [begin now v]\nwait (0.6) seconds\nforever\n play sound [Summertime - K-2 v] until done\nend\n\n@player\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [restart v]\nstart sound [Crunch v]\nset [x v] to [0]\nset [y v] to [0]\nshow\nclear graphic effects\ngo to x: (x spawn) y: (y spawn)\n\nset rotation style [left-right v]\n\nrepeat (10)\n change y by (6)\n change [ghost v] effect by (10)\nend\n\nrepeat (10)\n change y by (-1)\n change [ghost v] effect by (-10)\nend\n\nhide\n\ndefine run engine\nchange [y v] by (-0.5)\nif < or <key (a v) pressed?>> then\n change [x v] by (-0.75)\n point in direction (-90)\nend\nif < or <key (d v) pressed?>> then\n change [x v] by (0.75)\n point in direction (90)\nend\nset [x v] to ((x) * (0.88))\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 [10]\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 set [y v] to [7]\nend\nchange y by (0.5)\nif <<touching (danger v)?> or <<touching (saw v)?> or <<touching (lava v)?> or <touching (moving spikes v)?>>>> then\n broadcast (Restart v)\nend\nif <touching (bounce pads v)?> then\n set [y v] to [12]\n start sound [Jump v]\nend\nif <touching (flag v)?> then\n broadcast (next v)\n change [level v] by (1)\n go to x: (x spawn) y: (y spawn)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [n]\n\npoint in direction (90)\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [next v]\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [begin now v]\nset rotation style [left-right v]\nset [level v] to [1]\nshow\nset [x spawn v] to [-199]\nset [y spawn v] to [-76]\ngo to x: (x spawn) y: (y spawn)\nswitch costume to (1 v)\nswitch backdrop to (backdrop3 v)\nset size to (20) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n run engine\nend\n\nset [moving_? v] to [y]\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <<<key (right arrow v) pressed?> or > or <key (d v) pressed?>>> or <key (a v) pressed?>> then\n set [moving_? v] to [y]\n else\n set [moving_? v] to [n]\n end\nend\n\nif <<<touching (ground v)?> and <key (up arrow v) pressed?>> or <<touching (ground v)?> and <key (w v) pressed?>>> then\n set [moving_? v] to [up]\nend\n\n\n\nif <(MOVING_?) = [u]> then\n switch costume to (up v)\nend\n\nif <(y position) > [-60]> then\n set [moving_? v] to [u]\nelse\n set [moving_? v] to [n]\nend\n\nrepeat until <(costume [number v]) = [6]>\n\nset [moving_? v] to [n]\n\nif <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\nelse\n switch costume to (1 v)\nend\n\ncreate clone of (_myself_ v)\n\nforever\n if <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\n else\n switch costume to (1 v)\n end\nend\n\nwhen I receive [begin now v]\nwait (.1) seconds\nbroadcast (go v)\n\nwhen flag clicked\nforever\n if <(dark mode?) = [y]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I start as a clone\n\nwhen flag clicked\nwait (8.4) seconds\nbroadcast (BEGIN NOW v)\n\nwhen flag clicked\nforever\n if <touching (enemy ai v)?> then\n broadcast (Restart v)\n end\nend\n\n@Enemy AI\n\nwhen flag clicked\ngo to x: (200) y: (-30)\nwait (8.8) seconds\nset size to (20) %\nforever\n switch costume to (button3-b v)\n go to [back v] layer\n if <([x position v] of [player v]) > (x position)> then\n change [xv v] by (.5)\n switch costume to (button3-b2 v)\n end\n if <(x position) > ([x position v] of [player v])> then\n change [xv v] by (-.5)\n switch costume to (button3-b3 v)\n end\n set [xv v] to ((XV) * (0.9))\n change x by (XV)\n if <touching (ground v)?> then\n change y by (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 ((XV) * (-2))\n change y by (-5)\n if <([x position v] of [player v]) > (y position)> then\n if <(XV) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [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 (ground v)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <([x position v] of [player v]) > (y position)> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<([x position v] of [player v]) > (y position)> and <touching (ground v)?>> then\n set [yv v] to [20]\n end\nend\n\nwhen I receive [restart v]\ngo to x: (200) y: (-30)\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n show\n else\n if <(level) = [2]> then\n show\n else\n if <(level) = [6]> then\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [next v]\ngo to x: (200) y: (-30)\n\nwhen I receive [skipepd v]\ngo to x: (200) y: (-30)\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\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\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n set [color v] effect to (150)\nend\n\nwhen I start as a clone\nforever\n set [color v] effect to (145)\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Logo]> then\n repeat until <not <(costume [name v]) = [Logo]>>\n set [color v] effect to (0)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [Logo]> then\n repeat until <not <(costume [name v]) = [Logo]>>\n set [color v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (-8)\nforever\n switch costume to (level)\nend\n\ngo to [front v] layer\n\nwhen I receive [next v]\n\nwhen flag clicked\nforever\n if <(dark mode?) = [y]> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwait (10) seconds\n\n@moving spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (0) y: (15)\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n if <(dark mode?) = [y]> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (0) y: (10)\n glide (1) secs to x: (0) y: (0)\nend\n\ngo to [back v] layer\n\nwhen flag clicked\nset [ghost v] effect to (30)\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(dark mode?) = [y]> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@flag\n\nwhen I receive [next v]\nstart sound [ding sound v]\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@bounce pads\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\ngo to [front v] layer\n\nwhen I receive [next v]\n\nwhen flag clicked\n\nforever\n if <(dark mode?) = [y]> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@saw\n\nwhen flag clicked\nforever\n go to [back v] layer\n turn right (8) degrees\nend\n\nwhen flag clicked\nset size to (50) %\nforever\n if <(level) = [2]> then\n show\n go to x: (50) y: (-122)\n else\n if <(level) = [3]> then\n show\n go to x: (-30) y: (-120)\n else\n if <(level) = [6]> then\n show\n go to x: (-30) y: (-120)\n else\n hide\n end\n end\n end\nend\n\nif <<(level) = [4]> or <<(level) = [6]> or >> then\n show\n if <<(level) = [4]> or <(level) = [6]>> then\n set size to (100) %\n go to x: (0) y: (-120)\n end\n if <(level) = [10]> then\n set size to (70) %\n go to x: (-47) y: (-33)\n end\nelse\n hide\nend\n\nif <<(level) = [4]> or <(level) = [6]>> then\n set size to (100) %\n go to x: (0) y: (-120)\nend\nif <(level) = [10]> then\n set size to (70) %\n go to x: (-47) y: (-33)\nend\n\nwhen flag clicked\nforever\n if <(dark mode?) = [y]> then\n set [brightness v] effect to (100)\n else\n set [brightness v] effect to (0)\n end\nend\n\ngo to x: (0) y: (-125)\n\n@transition\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (347)\n\nwhen I receive [trans v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (.3) seconds\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\nrepeat until <(round (y position)) = [347]>\n go to [front v] layer\n change y by (15)\nend\nhide\n\nwhen I receive [next v]\nwait (.000000000000000000000001) seconds\nbroadcast (trans v)\n\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\nrepeat until <(round (y position)) = [347]>\n go to [front v] layer\n change y by (((347) - (y position)) / (5))\nend\nhide\n\nwhen flag clicked\n\nwhen I receive [st v]\nbroadcast (trans v)\nbroadcast (BEGIN NOW v)\n\n@skip\n\nwhen flag clicked\nhide\nset [skips v] to [0]\n\nwhen this sprite clicked\nif <(skips) < [7]> then\n change [skips v] by (1)\n change [level v] by (1)\n broadcast (skipepd v)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch backdrop to (2 v)\n set [brightness v] effect to (40)\n else\n switch backdrop to (1 v)\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [doneee v]\nhide\n\nwhen I receive [begin now v]\nswitch costume to (costume1 v)\nset size to (100) %\nshow\n\nforever\n\ngo to [front v] layer\n\nwhen flag clicked\n\nwhen I receive [skipepd v]\nbroadcast (next v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nforever\n if <(dark mode?) = [y]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n hide\n end\nend\n\n@thumb\n\nwhen flag clicked\ngo to x: (0) y: (-41)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@INTRO IS STILL PLAYING\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [begin now v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen flag clicked\nforever\n change size by (25)\n wait (0.051) seconds\n repeat (10)\n change size by (-2.5)\n end\nend\n\n
@InfinitelyEndless for original! Check the project I remixed!
BLUE A PLATFORMER(My first PLATFORMER)
@Stage\n\nwhen flag clicked\nforever\n if <([costume # v] of [speaker v]) = [2]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\nwhen flag clicked\nforever\n play sound [Dance Energetic v] until done\nend\n\n@Player\n\ndefine Special Detections\nif <<touching (spikes v)?> or <<touching (saws v)?> or <touching (the water v)?>>> then\n go to x: (-210) y: (-79)\nend\nif <touching (jumper v)?> then\n change [y v] by (30)\nend\n\nwhen flag clicked\nhide\nswitch costume to (11319744_48x2 v)\nshow\ngo to x: (-207) y: (-39)\nforever\n go to [front v] layer\n set [x v] to [0]\n set [y v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n change x by (x)\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [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)?> or <touching (moving platform v)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (platforms v)?> or <touching (moving platform v)?>>> then\n change [y v] by (14)\n end\n change y by (1)\n Special Detections\n end\nend\n\nwhen I receive [new level v]\ngo to x: (-207) y: (-39)\n\nwhen flag clicked\nchange [☁ data v] by (1)\nswitch costume to (11319744_48x3 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (11319744_48x2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-8)\nend\ndelete this clone\n\nwhen flag clicked\nsay (join [HI,] (username)) for (.5) seconds\n\n@NEXT LEVEL\n\nwhen flag clicked\nshow\nset [level v] to [1]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n broadcast (new level v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [coin v]\n\nwhen flag clicked\nforever\n if <([costume # v] of [platforms v]) = [13]> then\n hide\n else\n show\n end\nend\n\nhide\n\ngo to [back v] layer\n\n@skip\n\nwhen flag clicked\nwait (13.5) seconds\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (-184) y: (-149)\nforever\n change [zine v] by (1)\nend\n\nwhen flag clicked\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (skip v)\nhide\nshow\nforever\n go to x: (-184) y: (-149)\n go to [front v] layer\n if <([costume # v] of [platforms v]) = [13]> then\n broadcast (TIME v)\n hide\n go to [back v] layer\n wait until <mouse down?>\n broadcast (Hdhdjdj v)\n end\nend\n\nwhen I receive [tm v]\nshow\n\nhide\n\nwhen this sprite clicked\nif <<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 end\n if <<touching (mouse-pointer v)?> and <not <([costume # v] of [levels v]) = [15]>>> then\n broadcast (new level v)\n end\n next costume\n wait (0.1) seconds\n switch costume to (skip3 v)\n hide\n set size to (100) %\nend\n\nnext costume\n\nwhen I receive [hdhdjdj v]\nstop [all v]\n\n@Platforms\n\nwhen flag clicked\nhide\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\n\nhide\nwait (7) seconds\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nset [level v] to [0]\nset [level v] to [0]\n\nhide\n\nwhen flag clicked\nshow\n\n@Spikes\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\n\n@Snow\n\nwhen flag clicked\nhide\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (random position v)\nset y to (150)\nshow\nset size to (70) %\ngo [backward v] (10000) layers\nset [ghost v] effect to (52)\nrepeat until <touching (_edge_ v)?>\n change y by (-0.9)\nend\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nshow\nbroadcast (TM v)\nforever\n go to x: (0) y: (0)\n set size to (60) %\n go to [front v] layer\n change [ghost v] effect by (100)\nend\n\nwhen I receive [hdhdjdj v]\ngo to x: (0) y: (0)\nset size to (60) %\ngo to [front v] layer\n\ngo to x: (0) y: (0)\nset size to (60) %\ngo to [front v] layer\n\n@love and fav\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (2 v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n 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@speaker\n\nwhen flag clicked\nhide\nshow\nswitch costume to (on v)\nforever\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <(costume [number v]) = [2]>> then\n play sound [Dance Energetic v] until done\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nhide\n\nwhen [s v] key pressed\nnext costume\n\n
This is my first platformer so there might be some bugs :-| so if there is plz tell me\n"s" for ON\OFF OF MUSIC\nSKIP is only one\n checkout this https://scratch.mit.edu/projects/470125960\n\nAll level are possible
Brilliant II 100% PEN Platformer  #games #all
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nplay sound [TheFatRat - Unity v] until done\n\n@pen\n\nwhen flag clicked\nCreate Level\nset [xv v] to [0]\nset [yv v] to [0]\nset [x position v] to [0]\nset [y position v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nforever\n Draw\n Update\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > [0]> and <mouse down?>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<[0] > (mouse x)> and <mouse down?>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change [x position v] by (Xv)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [x position v] by ((Xv) * (-1))\n change [y position v] by (-5)\n if <<<(mouse y) > [0]> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n Update\n change [yv v] by (-1)\n change [y position v] by (Yv)\n Update\n if <[touching v] contains [1]?> then\n change [y position v] by ((Yv) * (-1))\n set [yv v] to [0]\n end\n Update\n change [y position v] by (-1)\n Update\n if <[touching v] contains [1]?> then\n if <<<(mouse y) > [0]> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [15]\n end\n end\n Update\n if <[touching v] contains [2]?> then\n set [yv v] to [20]\n end\n Update\n if <<[touching v] contains [3]?> or <(Scroll Y) > [500]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n set [x position v] to [0]\n set [y position v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n end\n Update\n change [y position v] by (1)\n Scrolling\nend\n\ndefine Go To (x) (y)\ngo to x: ((x) + (Scroll X)) y: ((y) + (Scroll Y))\n\ndefine Scrolling\nchange [scroll x v] by (() - (round ((x position) / (10))))\nchange [x position v] by (() - (round ((x position) / (10))))\nchange [scroll y v] by (() - (round ((y position) / (10))))\nchange [y position v] by (() - (round ((y position) / (10))))\n\nwhen flag clicked\nforever\n Update\nend\n\ndefine Update\ndelete (all) of [touching v]\nset [i v] to [0]\nrepeat (length of [level xs v])\n change [i v] by (1)\n if <<<(x position) < (((item (i) of [level xs v]) + (Scroll X)) + (item (i) of [level widths v]))> and <((x position) + (20)) > ((item (i) of [level xs v]) + (Scroll X))>> and <<(y position) < (((item (i) of [level ys v]) + (Scroll Y)) + (item (i) of [level heights v]))> and <((y position) + (20)) > ((item (i) of [level ys v]) + (Scroll Y))>>> then\n if <not <[touching v] contains (item (i) of [level types v])?>> then\n add (item (i) of [level types v]) to [touching v]\n end\n end\nend\n\ndefine Create Level\ndelete (all) of [level xs v]\ndelete (all) of [level ys v]\ndelete (all) of [level widths v]\ndelete (all) of [level heights v]\ndelete (all) of [level types v]\nAdd Rectangle (-50) (-50) (100) (25) (1)\nAdd Rectangle (50) (-50) (50) (25) (3)\nAdd Rectangle (100) (-50) (50) (25) (1)\nAdd Rectangle (150) (-50) (20) (70) (1)\nAdd Rectangle (170) (-50) (50) (25) (3)\nAdd Rectangle (220) (-50) (20) (100) (1)\nAdd Rectangle (240) (-50) (50) (25) (3)\nAdd Rectangle (290) (-50) (20) (120) (1)\nAdd Rectangle (310) (-50) (100) (70) (1)\nAdd Rectangle (410) (-50) (30) (50) (2)\nAdd Rectangle (440) (-50) (50) (200) (1)\nAdd Rectangle (490) (190) (50) (25) (1)\nAdd Rectangle (580) (220) (50) (25) (1)\nAdd Rectangle (660) (250) (300) (25) (1)\nAdd Rectangle (660) (500) (300) (25) (1)\nAdd Rectangle (700) (275) (50) (30) (2)\nAdd Rectangle (785) (275) (30) (80) (1)\nAdd Rectangle (850) (275) (50) (30) (2)\nAdd Rectangle (700) (470) (50) (30) (3)\nAdd Rectangle (850) (470) (50) (30) (3)\nAdd Rectangle (970) (250) (300) (25) (1)\nAdd Rectangle (1087) (450) (120) (25) (1)\nAdd Rectangle (1130) (350) (30) (100) (1)\n\ndefine Draw\npen up\nerase all\nset pen size to (5)\nset [i v] to [0]\nrepeat (length of [level xs v])\n change [i v] by (1)\n if <<<((Scroll Y) + (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5))) > [-180]> and <((Scroll Y) + ((item (i) of [level ys v]) + (5))) < [240]>> and <<((Scroll X) + (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5))) > [-240]> and <((Scroll X) + ((item (i) of [level xs v]) + (5))) < [240]>>> then\n Go To ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5))\n set pen color to (#000000)\n if <(item (i) of [level types v]) = [2]> then\n set pen color to (#532be2)\n end\n if <(item (i) of [level types v]) = [1]> then\n set pen color to (#ffffff)\n end\n if <(item (i) of [level types v]) = [3]> then\n set pen color to (#ff0000)\n end\n pen down\n Go To (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5)) ((item (i) of [level ys v]) + (5))\n Go To (((item (i) of [level xs v]) + (item (i) of [level widths v])) - (5)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5))\n Go To ((item (i) of [level xs v]) + (5)) (((item (i) of [level ys v]) + (item (i) of [level heights v])) - (5))\n Go To ((item (i) of [level xs v]) + (5)) ((item (i) of [level ys v]) + (5))\n pen up\n end\nend\nset pen color to (#eea8a8)\ngo to x: (x position) y: (y position)\npen down\ngo to x: (x position) y: ((y position) + (20))\ngo to x: ((x position) + (20)) y: ((y position) + (20))\ngo to x: ((x position) + (20)) y: (y position)\ngo to x: (x position) y: (y position)\npen up\n\ndefine Add Rectangle (x) (y) (width) (height) (tyoe)\nadd (x) to [level xs v]\nadd (y) to [level ys v]\nadd (width) to [level widths v]\nadd (height) to [level heights v]\nadd (tyoe) to [level types v]\n\n
※ The Big T means end.\nArrow keys to move \n\nDO NOT REPORT THIS II This Doesn’t have any bad words.
Bouncy Bob - Giise
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [nextlvl v]\nnext backdrop\n\nwhen I receive [bonus v]\nswitch backdrop to (backdrop17 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-206) y: (-35)\nforever\n if <touching (sprite2 v)?> then\n go to x: (-206) y: (-35)\n broadcast (nextlvl v)\n end\nend\n\nwhen I receive [whoops! v]\ngo to x: (-206) y: (-35)\nshow\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\nforever\n if <(y position) < [-170]> then\n broadcast (whoops! v)\n end\n if <touching color (#ff0000)?> then\n broadcast (whoops! v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [recording1 v] until done\nend\n\nwhen I receive [whoops! v]\nchange [deaths v] by (1)\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen flag clicked\nset [mode? v] to [p]\nforever\n if <(mode?) = [p]> then\n show\n if <key (right arrow v) pressed?> then\n change [#x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [#x v] by (-1)\n end\n set [#x v] to ((#x) * (0.9))\n change x by (#x)\n if <<touching color (#000000)?> or <<touching color (#666666)?> or <<touching color (#7f7f7f)?> or <<touching color (#cc0000)?> or <touching color (#e5e5e5)?>>>>> then\n change y by (1)\n if <<touching color (#000000)?> or <<touching color (#b2b2b2)?> or <<touching color (#7f7f7f)?> or <<touching color (#cc0000)?> or <touching color (#e5e5e5)?>>>>> then\n change y by (1)\n if <<touching color (#000000)?> or <<touching color (#b2b2b2)?> or <<touching color (#7f7f7f)?> or <<touching color (#cc0000)?> or <touching color (#e5e5e5)?>>>>> then\n change y by (1)\n if <<touching color (#000000)?> or <<touching color (#b2b2b2)?> or <<touching color (#7f7f7f)?> or <<touching color (#cc0000)?> or <touching color (#e5e5e5)?>>>>> then\n change y by (1)\n if <<touching color (#000000)?> or <<touching color (#b2b2b2)?> or <<touching color (#7f7f7f)?> or <<touching color (#cc0000)?> or <touching color (#e5e5e5)?>>>>> then\n change y by (1)\n if <<touching color (#000000)?> or <<touching color (#b2b2b2)?> or <<touching color (#7f7f7f)?> or <<touching color (#cc0000)?> or <touching color (#e5e5e5)?>>>>> then\n change x by ((#x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(#x) > [0]> then\n set [#x v] to [-5]\n else\n set [#x v] to [5]\n end\n set [#y v] to [13]\n else\n set [#x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [#y v] by (-1)\n change y by (#y)\n if <<touching color (#000000)?> or <<touching color (#b2b2b2)?> or <<touching color (#7f7f7f)?> or <<touching color (#cc0000)?> or <touching color (#e5e5e5)?>>>>> then\n change y by ((#y) * (-1))\n set [#y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <<touching color (#b2b2b2)?> or <<touching color (#7f7f7f)?> or <<touching color (#cc0000)?> or <touching color (#e5e5e5)?>>>>> then\n if <key (up arrow v) pressed?> then\n set [#y v] to [15]\n end\n end\n change y by (1)\n else\n hide\n go to x: ([x position v] of [spawn v]) y: ([y position v] of [spawn v])\n end\n if <not <(mode?) = [p]>> then\n set [#y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<key (up arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n create clone of (_myself_ v)\n wait (0.07) seconds\n end\nend\n\nwhen I start as a clone\nset size to (10) %\nswitch costume to (pick random (1) to (2))\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen [r v] key pressed\ngo to x: (-206) y: (-35)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (230) y: (-1)\nset [ghost v] effect to (100)\n\n@Sprite3\n\nwhen flag clicked\nshow\nrepeat (60)\n go to x: ([x position v] of [sprite1 v]) y: (([y position v] of [sprite1 v]) + (90))\nend\nrepeat (100)\n go to x: ([x position v] of [sprite1 v]) y: (([y position v] of [sprite1 v]) + (90))\n change [ghost v] effect by (1)\nend\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\n\n@Button5\n\nwhen flag clicked\ngo to x: (-220) y: (160)\n\n
Curated by:\nButtons27 (THANK YOU SO MUCH)\n\nMy most amazing platformer!!!! Featuring the arrow keys, the color black, and fun!!! Wow, that's a lot of exclamation marks... Just kidding!!! That's not a lot!!! You should see my homework!!!\n\nUpdate 7 years later, press R to reload the level if you get stuck in the ground.\n\n! count: 20!!!\n\nThis is my most loved project, and only in about 2 weeks. Thanks so much everybody!
Black a scrolling platformer
@Stage\n\n@Blank\n\nwhen flag clicked\nhide variable [level v]\nhide variable [☁ best scores v]\nhide variable [timer v]\n\nwhen I receive [complete v]\nshow variable [level v]\nshow variable [timer v]\n\nwhen flag clicked\n\nwhen flag clicked\n\nforever\n\nif <(Level) = [9]> then\n add (Timer) to [best scores v]\n hide list [best scores v]\nend\n\nshow list [best scores v]\nset [☁ best scores v] to (Best Scores)\nset [☁ best scores v] to (Timer)\n\ninsert [thing] at (1) of [best scores v] \n\nrepeat (10)\n \nend\n\n@Intro\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 flag clicked\ngo to [front v] layer\nhide\nset [step v] to [0]\nset [# v] to [0]\nchange [# v] by (1)\ncreate clone of (_myself_ v)\nwait until <(Step) = [1]>\nchange [# v] by (1)\ncreate clone of (_myself_ v)\nwait until <(Step) = [3]>\nchange [# v] by (2)\ncreate clone of (_myself_ v)\nwait until <(Step) = [4]>\nchange [# v] by (1)\ncreate clone of (_myself_ v)\nwait until <(Step) = [7]>\nrepeat (5)\n change volume by (-20)\nend\nbroadcast (Complete v)\n\nwhen I start as a clone\nif <(#) = [1]> then\n switch costume to (circle v)\n go to x: (0) y: (-240)\n show\n Smooth Glide x: (0) y: (0) speed: (6)\n repeat (50)\n switch costume to (blank v)\n change [i v] by (12)\n change size by (i)\n switch costume to (circle v)\n end\n set [step v] to [1]\nelse\n if <(#) = [2]> then\n switch costume to (wowyok v)\n go to x: (0) y: (-240)\n show\n Smooth Glide x: (0) y: (0) speed: (6)\n repeat (100)\n set [i v] to (((i) * (.8)) + (((75) - (size)) / (5)))\n change size by (i)\n point in direction ((([tan v] of (v) ) * (10)) + (90))\n change [v v] by (4)\n end\n point in direction (90)\n set [step v] to [2]\n Particles\n repeat until <touching (_edge_ v)?>\n change [yp v] by (-1)\n change y by (yp)\n end\n set [step v] to [3]\n delete this clone\n else\n if <(#) = [3]> then\n set [ghost v] effect to (pick random (0) to (50))\n set [brightness v] effect to (pick random (-50) to (50))\n switch costume to (pick random (2) to (3))\n set [x v] to (pick random (-15) to (15))\n set [y v] to (pick random (5) to (17))\n go to [front v] layer\n show\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\n else\n if <(#) = [4]> then\n switch costume to (1 v)\n go to x: (0) y: (240)\n show\n Smooth Glide x: (0) y: (0) speed: (6)\n Particles\n set [step v] to [4]\n wait until <(Step) = [5]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [step v] to [7]\n delete this clone\n else\n if <(#) = [5]> then\n go to [front v] layer\n switch costume to (slice v)\n go to x: (-100) y: (100)\n show\n Smooth Glide x: (200) y: (-200) speed: (20)\n set [step v] to [5]\n delete this clone\n end\n end\n end\n end\nend\nforever\n if <(Step) = [7]> then\n switch costume to (alpha background v)\n set size to (100) %\n end\nend\n\ndefine Particles\nset [# v] to [3]\nrepeat (25)\n create clone of (_myself_ v)\nend\n\nwhen I receive [complete v]\nhide\n\n@Player\n\ndefine Tick\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 [xv v] by (0.7)\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 [xv v] by (-0.7)\nend\nplatform phisics\n\nwhen I receive [tick v]\nTick\n\nwhen flag clicked\nhide\n\nwait (10) seconds\n\nshow\n\ndefine platform phisics\nchange x by (Xv)\nset [xv v] to ((Xv) * (0.9))\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-4]\n else\n set [xv v] to [8]\n end\n set [yv v] to [14]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching color (#000000)?> then\n start sound [Jump v]\n set [yv v] to [15]\n end\nend\nchange y by (1)\nscroll\n\ndefine scroll\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) > [1000]>> then\n start sound [Oops v]\n set [scrollx v] to [710]\n set [scrolly v] to [528]\nend\nif <touching color (#e4ff3d)?> then\n start sound [Boing v]\n set [yv v] to [30]\nend\nif <touching color (#66a9ff)?> then\n start sound [Teleport2 v]\n broadcast (NextLevel v) and wait\nend\n\nwhen flag clicked\nswitch costume to (intro v)\nwait (5) seconds\nswitch costume to (player v)\n\nwhen I receive [game end v]\nhide\n\nwhen I receive [complete v]\npoint in direction (90)\nshow\ngo to x: (-132) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nset [lastcostumechangedtime v] to [0]\nforever\n broadcast (Tick v)\nend\n\n@Levels\n\nwhen flag clicked\nhide\nswitch costume to (blank v)\nset size to (370) %\nswitch costume to (level 1 v)\npostition\nforever\n go to x: (ScrollX) y: (ScrollY)\nend\n\nwait (10) seconds\n\nshow\n\nwhen I receive [nextlevel v]\npostition\nnext costume\n\ndefine postition\nset [scrollx v] to [710]\nset [scrolly v] to [528]\n\nwhen I receive [complete v]\nshow\n\nwait (10) seconds\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [nextlevel v]\nchange [level v] by (1)\n\n@thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\n@Sprite1\n\nwhen I receive [complete v]\nset [timer v] to [0]\nrepeat until <(Level) = [9]>\n wait (0.1) seconds\n change [timer v] by (0.1)\nend\n\n
Did you get the easter egg?Arrow keys or WAD or Mobile controls to move.Lava And spikes will kill you.Get to the portal for next level.There are 9 levels\nComment ur time.\nMobile Friendly!\n362 Blocks!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nScroll down for nothing wow
Santa platformer
@Stage\n\nwhen flag clicked\nrepeat (10)\n play sound [Lost-Control-Alan-Walker-Sorana v] until done\nend\n\n@Ground\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Player\n\nwhen I receive [begin v]\nrepeat (60)\n if <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <<<<touching (ground v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>>>>> then\n set [kickout v] to [0]\n else\n change [kickout v] by (1)\n end\n wait (1) seconds\nend\nif <(Kickout) = [60]> then\n stop [all v]\nend\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x v] by (-0.9)\n switch costume to (1 v)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (0.9)\n switch costume to (2 v)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y v] to [9]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<<touching (ground v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n switch costume to (4 v)\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <touching (danger v)?> then\n start sound [Clang v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (X Spawn) y: (Y Spawn)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(x position) > [233]> then\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (Next Level v)\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen flag clicked\nset [y spawn v] to [60]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch costume to (player v)\nswitch backdrop to (cavesbackround v)\nshow\nset size to (70) %\nset [x v] to [0]\nset [y v] to [0]\n\ndefine Run block\nRun Engine\n\nwhen flag clicked\nset [max players v] to [4]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n set [☁ p1 v] to [2]\nelse\n set [☁ p1 v] to [3]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nforever\n Run block\n if <(My Player #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (round (x position)) to encoded\nwrite (round (y position)) to encoded\nwrite (costume [number v]) to encoded\nwrite ([costume # v] of [ground v]) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen flag clicked\nset [connecting v] to [1]\n\nwhen flag clicked\nforever\n if <not <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <<<<touching (ground v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>>>>>> then\n switch costume to (3 v)\n end\nend\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (1))\nend\n\nwhen [timer v] > (Timer)\nif <(My Player #) = [1]> then\n set [☁ p1 v] to []\n set [my player # v] to []\nelse\n if <(My Player #) = [2]> then\n set [☁ p2 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [3]> then\n set [☁ p3 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [4]> then\n set [☁ p4 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [5]> then\n set [☁ p5 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [6]> then\n set [☁ p6 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [7]> then\n set [☁ p7 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [8]> then\n set [☁ p8 v] to []\n set [my player # v] to []\n else\n if <(My Player #) = [9]> then\n set [☁ p9 v] to []\n set [my player # v] to []\n else\n set [☁ p10 v] to []\n set [my player # v] to []\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nreset timer\nset [timer v] to [0]\n\n@Sprite1\n\n@thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
use arrow keys\nabout to use the song treenan but i said nah i like this song better
Platformer War
@Stage\n\n@Objeto8\n\nwhen flag clicked\nforever\n if <touching (objeto6 v)?> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching color (#000000)?> then\n if on edge, bounce\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffa100)?> then\n hide\n end\nend\n\nwhen backdrop switches to [fondo5 v]\nwait (11) seconds\nshow\n\nwhen backdrop switches to [fondo5 v]\nwait (6) seconds\ngo to x: (208) y: (-18)\n\nwhen backdrop switches to [fondo5 v]\nwait (4) seconds\nrepeat (999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999)\n glide (1.5) secs to (player v)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow variable [☁ vidas v]\n\n@Pickle3\n\nwhen flag clicked\nhide\n\nwhen I receive [tn v]\nset size to (25) %\ngo to x: (206) y: (-147)\ngo to [front v] layer\nshow\n\n@Pickle\n\nwhen flag clicked\nhide\n\nwhen I receive [tn v]\nset size to (25) %\ngo to x: (206) y: (-147)\ngo to [front v] layer\nshow\n\n@Pickle2\n\nwhen flag clicked\nhide\n\nwhen I receive [tn v]\nset size to (25) %\ngo to x: (206) y: (-147)\ngo to [front v] layer\nshow\n\n@Objeto4\n\nwhen backdrop switches to [fondo1 v]\nshow\nwait (3) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Objeto3\n\nwhen flag clicked\nwait (2) seconds\nset [☁ vidas v] to [5]\nif <(☁ Vidas) = [0]> then\n broadcast (Back v) and wait\nend\n\nwhen flag clicked\nset [☁ vidas v] to [3]\n\nwait (1) seconds\n\n@Objeto9\n\nwhen this sprite clicked\nhide\n\nwhen backdrop switches to [fondo3 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\n\n@Play2\n\nwhen I receive [start v]\nset [play1 v] to [10]\n\n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [back v]\nshow\ngo to x: (-2400) y: (-75)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-10) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n broadcast (player color v)\n delete this clone\nend\n\nwhen this sprite clicked\nplay sound [pop v] until done\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\nbroadcast (TN v)\nstop [all v]\n\n@perdiste\n\nwhen flag clicked\nforever\n hide\n if <(☁ Vidas) = <(☁ Vidas) < [0]>> then\n forever\n if <(timer) = (timer)> then\n show\n end\n end\n end\nend\n\nwhen flag clicked\nset [☁ vidas v] to [5]\n\nwhen flag clicked\nhide\n\n@MenuFade\n\nwhen flag clicked\nbroadcast (Back v)\n\nwhen I receive [back v]\nshow\ngo [backward v] (999999999999) layers\ngo to x: (-2400) y: (0)\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((2) - (x position)) * (0.2))\n change [ghost v] effect by (-1)\n go [backward v] (99999) layers\nend\nforever\n go [backward v] (99999) layers\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [timer v] to [0]\n\nwhen backdrop switches to [fondo5 v]\nshow\n\nwhen flag clicked\nswitch backdrop to (fondo5 v)\n\n@MenuBlock3\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [thing v]\nswitch costume to (costume1 v)\nshow\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nrepeat (25)\n change y by (((-96) - (y position)) * (0.2))\nend\n\n@Sprite1\n\nwhen I start as a clone\nset size to (160) %\nshow\nif <(number) = [1]> then\n switch costume to (normal v)\n go to x: (-80) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (normal v)\n end\n end\nend\nif <(number) = [2]> then\n switch costume to (red v)\n go to x: (-60) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (red v)\n end\n end\nend\nif <(number) = [3]> then\n switch costume to (orange v)\n go to x: (-40) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (orange v)\n end\n end\nend\nif <(number) = [4]> then\n switch costume to (yellow v)\n go to x: (-20) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (yellow v)\n end\n end\nend\nif <(number) = [5]> then\n switch costume to (green v)\n go to x: (0) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (green v)\n end\n end\nend\nif <(number) = [6]> then\n switch costume to (lightblue v)\n go to x: (20) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (lightblue v)\n end\n end\nend\nif <(number) = [7]> then\n switch costume to (blue v)\n go to x: (40) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (blue v)\n end\n end\nend\nif <(number) = [8]> then\n switch costume to (purple v)\n go to x: (60) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (purple v)\n end\n end\nend\nif <(number) = [9]> then\n switch costume to (pink v)\n go to x: (80) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (pink v)\n end\n end\nend\n\nwhen I receive [player color v]\nset [number v] to [0]\nwait (0) seconds\nrepeat (9)\n change [number v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset [number v] to [0]\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I start as a clone\nforever\n if <(Start) = [1]> then\n hide\n delete this clone\n end\nend\n\ncreate clone of (_myself_ v)\n\n@Objeto6\n\nwhen [right arrow v] key pressed\nrepeat (99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999)\n go to (player v)\n point towards (mouse-pointer v)\nend\n\nwhen [left arrow v] key pressed\nrepeat (99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999)\n go to (player v)\n point towards (mouse-pointer v)\nend\n\nwhen [up arrow v] key pressed\nrepeat (99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999)\n go to (player v)\n point towards (mouse-pointer v)\nend\n\nwhen [space v] key pressed\nrepeat (1)\n go to (player v)\n point towards (mouse-pointer v)\n glide (0.5) secs to (mouse-pointer v)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [fondo5 v]\nshow\n\n@Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to [front v] layer\nswitch costume to (1 v)\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nwait (0.8) seconds\nshow\nrepeat (25)\n change y by (((0) - (y position)) * (0.2))\nend\n\nwhen I receive [back v]\nhide\n\nwhen I receive [restart v]\nswitch costume to (1 v)\nset [level v] to [1]\n\nwhen I receive [next v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nset [☁ highscore2 v] to [85,8]\n\nwhen flag clicked\nif <(level) = [2]> then\n if <(Timer) > [8888]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nwait until <(level) = [27]>\nswitch backdrop to (fondo2 v)\n\nwhen flag clicked\n\n wait until <(level) = [4]>\n switch backdrop to (fondo5 v)\nelse\n switch backdrop to (fondo1 v)\nend\n\n@Text1\n\nwhen flag clicked\nbroadcast (back v)\n\nwhen I receive [start v]\nset [play1 v] to [10]\n\n change y by (play1)\n if <(y position) < [-170]> then\n repeat (6)\n change y by (play1)\n end\n hide\n set [play1 v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [back v]\nshow\ngo to x: (2400) y: (0)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-5) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nset [timer v] to [0]\nshow variable [timer v]\nshow variable [☁ highscore2 v]\nwait (1) seconds\n\n change [timer v] by (0.1)\n wait (0.1) seconds\n if <(level) = [21]> then\n if <(Timer) < (☁ Highscore2)> then\n set [☁ highscore2 v] to (Timer)\n end\n stop [this script v]\n end\n if <(back) = [1]> then\n hide variable [☁ highscore2 v]\n hide variable [timer v]\n stop [this script v]\n end\nend\n\nwhen I receive [restart v]\nset [timer v] to [0]\n\nwhen I receive [back v]\nhide variable [☁ highscore2 v]\nhide variable [timer v]\n\nwhen flag clicked\nhide variable [☁ highscore2 v]\nhide variable [timer v]\n\n@Play3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\ngo to x: (-208) y: (-163)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [start v] to [0]\n set [back v] to [1]\n hide\n broadcast (Back v)\n wait (0.3) seconds\n set [back v] to [0]\n stop [this script v]\n end\n end\nend\n\n@Platform2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to [front v] layer\nswitch costume to (1 v)\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nwait (0.8) seconds\nshow\nrepeat (25)\n change y by (((0) - (y position)) * (0.2))\nend\n\nwhen I receive [back v]\nhide\n\nwhen I receive [restart v]\nswitch costume to (1 v)\nset [level v] to [1]\n\nwhen I receive [next v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nset [☁ highscore2 v] to [85,8]\n\nwhen flag clicked\nif <(level) = [2]> then\n if <(Timer) > [8888]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nwait until <(level) = [27]>\nswitch backdrop to (fondo2 v)\n\nwhen flag clicked\n\n wait until <(level) = [4]>\n switch backdrop to (fondo5 v)\nelse\n switch backdrop to (fondo1 v)\nend\n\n@Objeto1\n\nwhen backdrop switches to [fondo9 v]\nglide (2) secs to x: (32) y: (333)\nstart sound [Win v]\nswitch backdrop to (fondo10 v)\nhide\n\nwhen flag clicked\ngo to x: (31) y: (5)\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [fondo5 v]\nshow\n\n@Menublock3\n\nwhen I receive [start v]\nhide\n\nwhen I receive [back v]\nhide\nwait (0.6) seconds\ngo to x: (-198) y: (-154)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n broadcast (Thing v)\n hide\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\n@Play4\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\ngo to x: (-208) y: (-163)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [start v] to [0]\n set [back v] to [1]\n hide\n broadcast (Back v)\n wait (0.3) seconds\n set [back v] to [0]\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (fondo1 v)\n\n@Play5\n\nwhen I receive [start v]\nset [play1 v] to [10]\n\n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [back v]\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\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n broadcast (Start v)\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nswitch backdrop to (fondo5 v)\n\n@Objeto7\n\nwhen flag clicked\nforever\n if <touching (objeto6 v)?> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching color (#000000)?> then\n if on edge, bounce\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffa100)?> then\n hide\n end\nend\n\nwhen backdrop switches to [fondo5 v]\nwait (15) seconds\nshow\n\nwhen backdrop switches to [fondo5 v]\nwait (6) seconds\ngo to x: (208) y: (-27)\n\nwhen backdrop switches to [fondo5 v]\nwait (16) seconds\nrepeat (999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999)\n glide (1.5) secs to (player v)\nend\n\nwhen flag clicked\nhide\n\n@Text2\n\nwhen flag clicked\nbroadcast (back v)\n\nwhen I receive [start v]\nset [play1 v] to [10]\n\n change y by (play1)\n if <(y position) < [-170]> then\n repeat (6)\n change y by (play1)\n end\n hide\n set [play1 v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [back v]\nshow\ngo to x: (2400) y: (0)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-5) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nset [timer v] to [0]\nshow variable [timer v]\nshow variable [☁ highscore2 v]\nwait (1) seconds\n\n change [timer v] by (0.1)\n wait (0.1) seconds\n if <(level) = [21]> then\n if <(Timer) < (☁ Highscore2)> then\n set [☁ highscore2 v] to (Timer)\n end\n stop [this script v]\n end\n if <(back) = [1]> then\n hide variable [☁ highscore2 v]\n hide variable [timer v]\n stop [this script v]\n end\nend\n\nwhen I receive [restart v]\nset [timer v] to [0]\n\nwhen I receive [back v]\nhide variable [☁ highscore2 v]\nhide variable [timer v]\n\nwhen flag clicked\nhide variable [☁ highscore2 v]\nhide variable [timer v]\n\n@Objeto20\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\nend\n\n@Player\n\nwhen flag clicked\nhide\ngo to x: (-12) y: (-999)\n\nwhen flag clicked\nforever\n if <(y position) > [-10]> then\n if <(level) = [1]> then\n broadcast (yo v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\nwait (0.8) seconds\nshow\ngo to x: (-222) y: (-80)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <touching color (#cc0099)?> then\n set [mode v] to [jump]\n set [yv v] to [15]\n end\n if <touching color (#5b9aea)?> then\n if then\n change [yv v] by (-1)\n else\n change [yv v] by (1)\n end\n end\n if <<key (r v) pressed?> and <key (g v) pressed?>> then\n wait until <not <<key (g v) pressed?> and <key (r v) pressed?>>>\n go to x: (-231) y: (-135)\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (Restart v)\n end\n if <key (r v) pressed?> then\n if <not <key (g v) pressed?>> then\n wait until <not <key (r v) pressed?>>\n go to x: (-231) y: (-135)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n go to [front v] layer\n if <(back) = [1]> then\n hide\n stop [this script v]\n end\n if <(x position) > [235]> then\n broadcast (Next v)\n set x to (-222)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n start sound [level1 v]\n start sound [explode_11 v]\n go to x: (-180) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n set [☁ vidas v] to ((☁ Vidas) - (1))\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n change [xv v] by (2)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <key (up arrow v) pressed?> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or > then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\n\nwhen I receive [normal v]\nswitch costume to (normal v)\n\nwhen I receive [red v]\nswitch costume to (red v)\n\nwhen I receive [orange v]\nswitch costume to (orange v)\n\nwhen I receive [yellow v]\nswitch costume to (yellow v)\n\nwhen I receive [green v]\nswitch costume to (green v)\n\nwhen I receive [lightblue v]\nswitch costume to (lightblue v)\n\nwhen I receive [blue v]\nswitch costume to (blue v)\n\nwhen I receive [purple v]\nswitch costume to (purple v)\n\nwhen I receive [pink v]\nswitch costume to (pink v)\n\nwhen I receive [player color v]\ngo to x: (-117) y: (-145)\npoint in direction (-90)\nshow\n\nwhen flag clicked\nswitch costume to (normal v)\nset [back v] to [0]\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nforever\n if <touching color (#a8fa4f)?> then\n \n end\nend\n\nwhen flag clicked\nwait (3) seconds\nstart sound [level1 v]\n\nwhen this sprite clicked\n\nwhen I receive [back v]\nif <(☁ Vidas) = [0]> then\n hide\nend\n\nwhen backdrop switches to [fondo10 v]\nforever\n stop all sounds\nend\n\nclear sound effects\n\nwhen backdrop switches to [fondo11 v]\nhide\n\nwhen flag clicked\nforever\n if <touching color (#3f00ff)?> then\n switch backdrop to (fondo12 v)\n end\nend\n\nwhen flag clicked\n\n@Objeto21\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [fondo11 v]\nshow\n\nwhen backdrop switches to [fondo11 v]\nhide variable [☁ vidas v]\nhide variable [timer v]\nhide variable [☁ highscore2 v]\nstart sound [pop v]\n\n@Objeto22\n\nwhen flag clicked\nhide\n\n@Play\n\nwhen I receive [start v]\nset [play1 v] to [10]\n\n change y by (play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [back v]\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\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n broadcast (Start v)\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nswitch backdrop to (fondo5 v)\n\n@Objeto10\n\nwhen flag clicked\nforever\n if <touching (objeto6 v)?> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching color (#000000)?> then\n if on edge, bounce\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffa100)?> then\n hide\n end\nend\n\nwhen backdrop switches to [fondo5 v]\nwait (18) seconds\nshow\n\nwhen backdrop switches to [fondo5 v]\nwait (6) seconds\ngo to x: (208) y: (-24)\n\nwhen backdrop switches to [fondo5 v]\nwait (18) seconds\nrepeat (999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999)\n glide (1.5) secs to (player v)\nend\n\nwhen flag clicked\nhide\n\n@Objeto11\n\nwhen flag clicked\nforever\n if <touching (objeto6 v)?> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching color (#000000)?> then\n if on edge, bounce\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffa100)?> then\n hide\n end\nend\n\nwhen backdrop switches to [fondo5 v]\nwait (21) seconds\nshow\n\nwhen backdrop switches to [fondo5 v]\nwait (6) seconds\ngo to x: (208) y: (-18)\n\nwhen backdrop switches to [fondo5 v]\nwait (21) seconds\nrepeat (999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999)\n glide (1.5) secs to (player v)\nend\n\nwhen flag clicked\nhide\n\n@Objeto12\n\nwhen flag clicked\nforever\n if <touching (objeto6 v)?> then\n hide\n switch backdrop to (fondo9 v)\n end\nend\n\nwhen flag clicked\nif <touching color (#000000)?> then\n if on edge, bounce\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffa100)?> then\n hide\n end\nend\n\nwhen backdrop switches to [fondo5 v]\nwait (23) seconds\nshow\n\nwhen backdrop switches to [fondo5 v]\nwait (6) seconds\ngo to x: (208) y: (-41)\n\nwhen backdrop switches to [fondo5 v]\nwait (24) seconds\nrepeat (999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999)\n glide (1.5) secs to (player v)\nend\n\nwhen flag clicked\nhide\n\n@Objeto5\n\nwhen flag clicked\nforever\n if <touching (objeto6 v)?> then\n hide\n end\nend\n\nwhen flag clicked\nif <touching color (#000000)?> then\n if on edge, bounce\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffa100)?> then\n hide\n end\nend\n\nwhen backdrop switches to [fondo5 v]\nwait (11) seconds\nshow\n\nwhen backdrop switches to [fondo5 v]\nwait (6) seconds\ngo to x: (208) y: (-18)\n\nwhen backdrop switches to [fondo5 v]\nwait (11) seconds\nrepeat (999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999)\n glide (1.5) secs to (player v)\nend\n\nwhen flag clicked\nhide\n\n@Objeto2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [fondo10 v]\nshow\nrepeat (15)\n glide (3) secs to x: (31) y: (-112)\n go to x: (48) y: (73)\nend\nhide\n\n@Objeto13\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [fondo10 v]\nshow\n\n@Screenshot 2021-05-18 10\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (2) y: (0)\n\n
Espacio: dispara arco\nPuntero del raton :Mover direccion del arco\nFlecha arriva :Saltar\nFlecha izquierda: ir a la izquierda\nFlecha derecha :ir a la derecha\nTienes 5 vidas\nMata a los enemigos para ganar\n------------------------------------------------ENGLISH---------------\nSpace: shoot bow\nMouse pointer: Move arc direction\nUp Arrow: Jump\nLeft arrow: go left\nRight arrow: go right\nYou have 5 lives\nKill enemies to win\n
BlueBerry - Platformer v1.3. #games #all #platformers #Blueberry
@Stage\n\nwhen I receive [start game v]\nforever\n play sound [Run Away v] until done\nend\n\nwhen I receive [start game v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n play sound (pick random (3) to (4)) until done\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n play sound (pick random (3) to (4)) until done\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n play sound [Whoosh sound effect2 v] until done\n end\nend\n\nwhen flag clicked\nwait until <(LEVEL) = [17]>\nbroadcast (End v) and wait\n\n@Blank (for less lag)\n\n@Start\n\nwhen flag clicked\nrepeat until <(Start?) = [True]>\n play sound [Scratchinjojo_running v] until done\nend\n\nwhen flag clicked\nshow\nset [start? v] to [False]\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nrepeat until <(Start?) = [True]>\n if <<key (right arrow v) pressed?> or <key (space v) pressed?>> then\n if <not <(costume [number v]) = [4]>> then\n repeat until <(round (x position)) = [-450]>\n change x by (((-450) - (x position)) / (5))\n change [ghost v] effect by (5)\n end\n go to x: (450) y: (-3)\n next costume\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\n change [ghost v] effect by (-5)\n end\n wait until <not <<key (right arrow v) pressed?> or <key (space v) pressed?>>>\n end\n end\n if <key (left arrow v) pressed?> then\n if <not <(costume [number v]) = [1]>> then\n repeat until <(round (x position)) = [450]>\n change x by (((450) - (x position)) / (5))\n change [ghost v] effect by (5)\n end\n go to x: (-450) y: (0)\n switch costume to ((costume [number v]) - (1))\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\n change [ghost v] effect by (-5)\n end\n end\n wait until <not <key (left arrow v) pressed?>>\n end\n if <mouse down?> then\n broadcast (Start Game v) and wait\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume5 v)\nforever\n if <(Start?) = [True]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nrepeat until <(Start?) = [True]>\n set y to (([sin v] of ((timer) * (300)) ) * (3))\nend\n\nwhen I receive [start game v]\nhide\nset [start? v] to [True]\nstop all sounds\n\n@player\n\ndefine Platform Physics (speed) (friction) (jump height )\nif <touching (moving platforms v)?> then\n if <color (#66d1ff) is touching (#00a726)?> then\n broadcast (Player Die v)\n end\nend\nif <(gravity) = [^]> then\n change [y vel v] by (1)\nelse\n if <(gravity) = [v]> then\n change [y vel v] by (-1)\n end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(costume [number v]) = [5]> then\n change [x vel v] by (1)\n else\n change [x vel v] by (speed)\n end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(costume [number v]) = [5]> then\n change [x vel v] by (-1)\n else\n change [x vel v] by ((speed) * (-1))\n end\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nset [slope v] to [0]\nif <<touching (level v)?> or <touching color (#00a726)?>> then\n repeat until <<not <<touching (level v)?> or <touching color (#00a726)?>>> or <(slope) = [8]>>\n change [slope v] by (1)\n change y by (1)\n end\nend\nif <<touching (level v)?> or <touching color (#00a726)?>> then\n change y by ((slope) * (-1))\n repeat until <not <<touching (level v)?> or <touching color (#00a726)?>>>\n change x by ((([abs v] of (X vel) ) / (X vel)) * (-1))\n end\n set [x vel v] to [0]\nend\nchange y by (Y vel)\nif <<touching (level v)?> or <touching color (#00a726)?>> then\n repeat until <not <<touching (level v)?> or <touching color (#00a726)?>>>\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 (-5)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<touching (level v)?> or <touching color (#00a726)?>>> then\n set [y vel v] to (jump height )\nend\nchange y by (5)\nchange y by (5)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<touching (level v)?> or <touching color (#00a726)?>>> then\n if <(gravity) = [^]> then\n set [y vel v] to [-10]\n end\nend\nchange y by (-5)\nif <touching (enemy v)?> then\n if <not <color (#484848) is touching (#ff8181)?>> then\n broadcast (Player Die v)\n end\nend\nif <color (#484848) is touching (#ff8181)?> then\n broadcast (Enemy Die v)\n set [y vel v] to [10]\n change [enemies defeated v] by (1)\nend\nif <touching (boosts v)?> then\n set [x vel v] to ((X vel) * (2))\nend\nif <touching (gravity switchers v)?> then\n if <(gravity) = [v]> then\n set [gravity v] to [^]\n else\n if <(gravity) = [^]> then\n set [gravity v] to [v]\n end\n end\nend\n\ndefine Check Stuff\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (right2 v)\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\nend\nif <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>> then\n switch costume to (normal v)\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <not <(gravity) = [^]>> then\n if <not <(LEVEL) = [8]>> then\n switch costume to (duck v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [player die v]\ndie\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nset [gravity v] to [v]\nshow\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-230) y: (-51)\nswitch costume to (normal v)\ngo to x: (-230) y: (-51)\nforever\n go to [back v] layer\n go [forward v] (2) layers\n Platform Physics [2] [0.7] [10]\n Check Stuff\nend\n\nwhen I receive [start game v]\nforever\n if <touching (portal v)?> then\n glide (1) secs to (portal v)\n broadcast (Next Level v) and wait\n broadcast (Enemy Die v) and wait\n go to x: (-225) y: (-51)\n change [level v] by (1)\n end\n if <touching (dangers v)?> then\n broadcast (Player Die v) and wait\n end\nend\n\nwhen I receive [easter v]\n\nrepeat until <(LEVEL) = ((LEVEL) + (1))>\n\ngo to (portal v)\n\ndefine die\ngo to x: (-230) y: (-51)\nset [time v] to [0]\npoint in direction (90)\nswitch costume to (normal v)\nchange [player deaths v] by (1)\nset [gravity v] to [v]\nstart sound [crashed oof v]\n\nwhen I receive [jump pad bounce v]\nset [y vel v] to [20]\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y vel v] to [23]\nend\n\nset [y vel v] to [-10]\n\nwhen I receive [player restart v]\ngo to x: (-230) y: (-51)\nset [time v] to [0]\nset [player deaths v] to [0]\npoint in direction (90)\nswitch costume to (normal v)\nset [gravity v] to [v]\n\nwhen flag clicked\nwait until <(LEVEL) = [17]>\nhide\n\n@level\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\ngo to (player v)\n\nwhen I receive [start game v]\nset [level v] to [1]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (LEVEL)\nend\n\nwhen I receive [skipped next level v]\nset [level v] to ((LEVEL) + (1))\n\ngo to (player v)\n\npoint in direction ([direction v] of [player v])\n\ngo to (player v)\n\n@enemy\n\nwhen I start as a clone\nshow\nforever\n repeat (speed)\n change x by (1)\n end\n repeat (speed)\n change x by (-1)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n repeat (3)\n next costume\n wait (0.05) seconds\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.05) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [enemy die v]\nset [die? v] to [True]\nwait (1) seconds\nset [die? v] to [False]\n\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n if <(Die?) = [True]> then\n delete this clone\n end\nend\n\nwhen I receive [start game v]\nset [die? v] to [False]\n\nwhen flag clicked\n\nif <(LEVEL) = [4]> then\nstop [this script v]\n\nwhen I receive [start game v]\nwait until <(LEVEL) = [1]>\nClone at [20] [-120] speed [100]\nstop [this script v]\n\nwhen I receive [start game v]\nwait until <(LEVEL) = [7]>\nClone at [20] [-120] speed [100]\nstop [this script v]\n\ndefine Clone at (x) (y) speed (speed)\nset [speed v] to (speed)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nstop [this script v]\n\nwhen I start as a clone\nwait until <(LEVEL) = ((LEVEL) + (1))>\ndelete this clone\n\nwhen I receive [start game v]\nwait until <(LEVEL) = [16]>\nClone at [-150] [83] speed [100]\nstop [this script v]\n\n@Bounce\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n if <(LEVEL) = [1]> then\n hide\n end\n if <(LEVEL) = [2]> then\n go to x: (-150) y: (-115)\n show\n end\n if <(LEVEL) = [3]> then\n hide\n end\n if <(LEVEL) = [4]> then\n hide\n end\n if <(LEVEL) = [5]> then\n go to x: (-103) y: (-130)\n show\n end\n if <(LEVEL) = [6]> then\n go to x: (-154) y: (-130)\n show\n end\n if <(LEVEL) = [7]> then\n go to x: (0) y: (29)\n show\n end\n if <(LEVEL) = [8]> then\n show\n go to x: (-168) y: (-115)\n end\n if <(LEVEL) = [9]> then\n hide\n end\n if <(LEVEL) = [10]> then\n go to x: (0) y: (-130)\n show\n end\n if <(LEVEL) = [11]> then\n hide\n end\n if <(LEVEL) = [12]> then\n hide\n end\n if <(LEVEL) = [13]> then\n hide\n end\n if <(LEVEL) = [14]> then\n hide\n end\n if <(LEVEL) = [15]> then\n hide\n end\n if <(LEVEL) = [16]> then\n show\n go to x: (-165) y: (-133)\n end\n if <(LEVEL) = [17]> then\n hide\n end\nend\n\nwhen I receive [start game v]\nshow\nforever\n if <<touching (player v)?> and <touching color (#484848)?>> then\n switch costume to (1 v)\n repeat (3)\n next costume\n end\n broadcast (Jump Pad Bounce v) and wait\n start sound [Big Boing v]\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n else\n switch costume to (1 v)\n end\nend\n\n@Gravity switchers\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@Dangers\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (LEVEL)\n if <<touching color (#6681ff)?> or <touching color (#66d1ff)?>> then\n broadcast (Player Die v) and wait\n end\nend\n\n@Boosts\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (LEVEL)\n if <touching (player v)?> then\n play sound [Low Whoosh v] until done\n end\nend\n\n@Next Level Transition\n\nwhen flag clicked\nhide\nset [level / 16 v] to []\nset [player deaths v] to [0]\nhide variable [player deaths v]\nhide variable [level / 16 v]\n\nwhen I receive [next level v]\nset [i v] to [bg]\ncreate clone of (_myself_ v)\nwait () seconds\nset [i v] to [Words]\ncreate clone of (_myself_ v)\nwait () seconds\nset [i v] to [Next Level!]\ncreate clone of (_myself_ v)\nrepeat until <mouse down?>\n wait (0.000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001) seconds\nend\n\nwhen I start as a clone\nif <(i) = [Next Level!]> then\n go to [front v] layer\n go [forward v] (200) layers\n switch costume to (stats v)\n show\n go to x: (0) y: (100000)\n repeat until <(round (y position)) = [0]>\n change y by ((() - (y position)) / (5))\n end\n show variable [level / 16 v]\n show variable [player deaths v]\n forever\n if <mouse down?> then\n set [player deaths v] to [0]\n hide variable [player deaths v]\n clear graphic effects\n repeat until <(round (y position)) = [170]>\n change y by (((170) - (y position)) / (5))\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(i) = [Words]> then\n go to [front v] layer\n go [forward v] (200) layers\n switch costume to (next level v)\n show\n go to x: (0) y: (-1000000)\n repeat until <(round (y position)) = [0]>\n change y by ((() - (y position)) / (5))\n end\n forever\n if <mouse down?> then\n hide variable [player deaths v]\n hide variable [level / 16 v]\n clear graphic effects\n repeat until <(round (y position)) = [50]>\n change y by (((50) - (y position)) / (5))\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\ndelete this clone\n\nwhen I start as a clone\nif <(i) = [bg]> then\n go to [front v] layer\n go [forward v] (200) layers\n switch costume to (bg v)\n show\n go to x: (0) y: (-1000000)\n repeat until <(round (y position)) = [0]>\n change y by ((() - (y position)) / (5))\n end\n forever\n if <mouse down?> then\n hide variable [player deaths v]\n delete this clone\n end\n end\nend\n\nset [player deaths v] to [0]\n\nhide variable [player deaths v]\n\nshow variable [player deaths v]\n\nclear graphic effects\n\nwhen flag clicked\nforever\n set [level / 16 v] to (join (join (LEVEL) [ / ]) [16])\nend\n\n@Particle system\n\nwhen flag clicked\nhide\n\nwhen I receive [enemy die v]\nEnemy Particle\n\nwhen I start as a clone\nif <(i) = [Enemy Particle]> then\n point in direction (pick random (-90) to (90))\n switch costume to (pick random (1) to (2))\n go to [front v] layer\n show\n clear graphic effects\n go to (player v)\n set size to (pick random (50) to (150)) %\n set [y v] to (pick random (10) to (20))\n repeat until <<touching (level v)?> or <(y position) < [-170]>>\n change [y v] by (-1)\n change y by (Y)\n move (3) steps\n end\n delete this clone\nend\n\nwhen I receive [player die v]\nwait (0.05) seconds\nPlayer Particle\n\nwhen I start as a clone\nif <(i) = [Player particle]> then\n point in direction (pick random (-90) to (90))\n switch costume to (pick random (3) to (4))\n go to [front v] layer\n show\n clear graphic effects\n go to (player v)\n set size to (pick random (50) to (150)) %\n set [y v] to (pick random (10) to (20))\n repeat until <<touching (level v)?> or <(y position) < [-170]>>\n change [y v] by (-1)\n change y by (Y)\n move (3) steps\n end\n delete this clone\nend\n\ndefine Enemy Particle\nrepeat (10)\n set [i v] to [Enemy Particle]\n create clone of (_myself_ v)\nend\n\ndefine Player Particle\nrepeat (10)\n set [i v] to [Player particle]\n create clone of (_myself_ v)\nend\n\ndelete this clone\n\n@EasterEgg\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@bg\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n repeat (31)\n change y by (1)\n change x by (-1)\n end\nend\n\nchange y by (1)\n\n@Portal\n\nwhen flag clicked\nhide\n\nrepeat (7)\n change y by (1)\nend\nrepeat (7)\n change y by (-1)\nend\n\nwhen I receive [start game v]\nshow\ngo to x: (200) y: (-100)\nforever\n set y to ((([sin v] of ((timer) * (300)) ) * (5)) + (-100))\nend\n\nwhen flag clicked\nwait until <(LEVEL) = [17]>\nhide\n\n@Particle eff\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <(isParticle) = [1]> then\n change x by (Sx)\n change y by (Sy)\n change [ghost v] effect by (2)\n change [allowed loop time v] by (1)\n if <(Allowed Loop Time) > [100]> then\n delete this clone\n end\nend\n\ndefine Position X: (x) Y (y)\nset [isparticle v] to [1]\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [isparticle v] to [0]\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (particle v)\nshow\nset [sx v] to [0]\nset [sy v] to [-2]\n\nwhen I receive [start game v]\nforever\n Position X: (pick random (-230) to (230)) Y [180]\n broadcast (Tick v)\nend\n\nwhen I receive [end v]\nstop [this script v]\n\n@Buttons\n\nwhen flag clicked\nshow list [instructions || notes and credits v]\nhide\n\nwhen I start as a clone\nif <(i) = [Restart]> then\n show\n switch costume to (restart v)\n go to x: (-150) y: (152)\n go to [front v] layer\n forever\n set x to (-200)\n set y to ((150) + (([sin v] of ((timer) * (600)) ) * (1)))\n point in direction ((([sin v] of ((timer) * (300)) ) * (5)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (3))\n if <mouse down?> then\n broadcast (Player Restart v) and wait\n wait until <not <mouse down?>>\n end\n else\n change size by (((100) - (size)) / (3))\n end\n end\nend\n\nwhen I receive [start game v]\nset [i v] to [Restart]\ncreate clone of (_myself_ v)\nwait () seconds\nset [i v] to [Question]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(i) = [Question]> then\n show\n switch costume to (question v)\n go to x: (-150) y: (152)\n go to [front v] layer\n forever\n set x to (-150)\n set y to ((150) + (([sin v] of ((timer) * (600)) ) * (1)))\n point in direction ((([sin v] of ((timer) * (300)) ) * (5)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (3))\n if <mouse down?> then\n broadcast (Question v) and wait\n wait until <not <mouse down?>>\n end\n else\n change size by (((100) - (size)) / (3))\n end\n if <key (space v) pressed?> then\n delete all of [instructions || notes and credits v]\n show list [instructions || notes and credits v]\n end\n end\nend\n\nwhen I receive [question v]\nhide list [instructions || notes and credits v]\ndelete all of [instructions || notes and credits v]\nadd [You are a young blueberry and you are captured by the enemy strawberries.] to [instructions || notes and credits v]\nadd [You must escape] to [instructions || notes and credits v]\nadd [ Use arrow keys or WASD to move. Avoid Spikes and enemy strawberries. ] to [instructions || notes and credits v]\nadd [Jump on them to defeat them. Use bounce pads to get to higher places and use] to [instructions || notes and credits v]\nadd [boosts to zoom.] to [instructions || notes and credits v]\nadd [ Good Luck!] to [instructions || notes and credits v]\nadd [Your sincerely, TheCodeMaster654] to [instructions || notes and credits v]\nadd [] to [instructions || notes and credits v]\nadd [] to [instructions || notes and credits v]\nadd [] to [instructions || notes and credits v]\nadd [] to [instructions || notes and credits v]\nadd [] to [instructions || notes and credits v]\nadd [Press Space Exit] to [instructions || notes and credits v]\n\n@Moving Platforms\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\nforever\n show\n if <(LEVEL) = [6]> then\n show\n repeat until <(round (y position)) = [130]>\n change y by (2)\n end\n repeat until <(round (y position)) = [0]>\n change y by (-2)\n end\n else\n if <(LEVEL) = [7]> then\n show\n repeat until <(round (y position)) = [180]>\n change y by (2)\n end\n repeat until <(round (y position)) = [0]>\n change y by (-2)\n end\n else\n if <(LEVEL) = [12]> then\n show\n repeat until <(round (y position)) = [200]>\n change y by (5)\n end\n repeat until <(round (y position)) = [50]>\n change y by (-5)\n end\n else\n if <(LEVEL) = [13]> then\n show\n repeat until <(round (y position)) = [200]>\n change y by (2)\n end\n repeat until <(round (y position)) = [0]>\n change y by (-2)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start game v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\nforever\n if <touching color (#66d1ff)?> then\n broadcast (Player Die v)\n end\nend\n\n@End\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(LEVEL) = [17]>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (0)\nglide (15) secs to x: (0) y: (1200)\nhide\n\nwhen flag clicked\nif <<not <(LEVEL) = [17]>> or <(LEVEL) = [1]>> then\n hide\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
Noobs Only || A Mobile Friendly Platformer #noob #ez #games #fun
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [end of intro v]\nswitch backdrop to (1 v)\n\n@Platformer Engine (NOOB LOL\n\nwhen flag clicked\nhide\n\nwhen I receive [end of intro v]\nset size to (70) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (normal v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-201) y: (-59)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n switch costume to (right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\n switch costume to (left v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#73ff00)?> or <<touching color (#4d9900)?> or <touching color (#734300)?>>> then\n change y by (1)\n if <<touching color (#73ff00)?> or <<touching color (#4d9900)?> or <touching color (#734300)?>>> then\n change y by (1)\n if <<touching color (#73ff00)?> or <<touching color (#4d9900)?> or <touching color (#734300)?>>> then\n change y by (1)\n if <<touching color (#73ff00)?> or <<touching color (#4d9900)?> or <touching color (#734300)?>>> then\n change y by (1)\n if <<touching color (#73ff00)?> or <<touching color (#4d9900)?> or <touching color (#734300)?>>> then\n change y by (1)\n if <<touching color (#73ff00)?> or <<touching color (#4d9900)?> or <touching color (#734300)?>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#73ff00)?> or <<touching color (#4d9900)?> or <touching color (#734300)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#73ff00)?> or <<touching color (#4d9900)?> or <touching color (#734300)?>>> 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 [16]\n switch costume to (up v)\n end\n end\n if <<touching color (#c1c1c1)?> or <touching color (#808080)?>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <touching color (#ffde00)?> then\n set [yv v] to [21]\n end\n if <<(x position) > [-250]> and <(y position) < [-175]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-197) y: (-63)\n end\n if <(x position) = [248]> then\n next backdrop\n go to x: (-197) y: (-63)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\nend\n\nwhen I receive [end of intro v]\nforever\n play sound [TheFatRat - Prelude \(Jackpot EP Track 3\) v] until done\nend\n\nwhen I receive [move v]\ngo to x: (-197) y: (-63)\n\n@Spikes\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen backdrop switches to [2 v]\nswitch costume to (1 v)\nshow\ngo to x: (119) y: (22)\n\nwhen backdrop switches to [3 v]\nswitch costume to (2 v)\nshow\ngo to x: (119) y: (22)\n\nwhen backdrop switches to [4 v]\nswitch costume to (3 v)\nshow\ngo to x: (119) y: (22)\n\nwhen backdrop switches to [5 v]\nhide\n\nwhen backdrop switches to [7 v]\nhide\n\nwhen backdrop switches to [8 v]\nswitch costume to (5 v)\nshow\ngo to x: (94) y: (10)\n\nwhen backdrop switches to [1 v]\nhide\n\nwhen backdrop switches to [9 v]\nhide\n\n@Skip Button\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I receive [end of intro v]\ngo to x: (192) y: (-147)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (60) %\n else\n set size to (50) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Move v)\nnext backdrop\n\nwhen backdrop switches to [12 v]\nhide\n\n@Intro\n\nwhen I start as a clone\nif <(Intro2: 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 [intro2: clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Intro2: 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 [TIME MACHINE INTRO SONG v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [intro2: clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [intro2: clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\n\nwhen I start as a clone\nif <(Intro2: 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 <(Intro2: 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 [intro2: 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 [intro2: clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Intro2: 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 <(Intro2: 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 [intro2: clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [intro2: clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Intro2: Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (8.7) seconds\nbroadcast (END OF INTRO v)\n\n
-ˏˋ Noobs Only ˊˎ-\n -ˏˋ A Mobile Friendly Platformer ˊˎ-\n\n#16th on trending!!! :D\n\nIT IS 100% POSSIBLE\nBy the way, you don't have to be a noob to play lol\n\nPlz like and fav so I can make more platformers! :D \nAnyway, let's begin:\n\n ˗ˏˋ Instructions ˊˎ-\n\n• Use the left and right arrow keys, A and D, or tap left or right to move. \n\n• Use the up arrow key, W, or tap up to jump.\n\n• Dodge spikes and don't fall.\n\n• Advance to the next level by touching the right edge.\n\n ˗ˏˋ Notes ˊˎ-\n\n• 12/24/20 Noobs Only is now finished!!! :D\n\n ˗ˏˋ Tags ˊˎ-\n\n#games #TrentonTNT #ez #fun #noob #all #quality
Ninja Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Waterflame - Jumper v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n set [☁ wr v] to (☁ WR)\nend\n\nwhen I receive [the end v]\nforever\n if <(☁ WR) > (final seconds)> then\n set [☁ wr v] to (final seconds)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 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 (#5e0000)?>>\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 (#5e0000)?> 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\nif <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\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 switch costume to (costume1 v)\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 (#4cbf56)?> 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 [25]\nend\nif <touching color (#b9b9b9)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n Reset Player Position\nend\nif <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n Reset Player Position\nend\nif <touching color (#000000)?> then\n broadcast (The End v)\nend\n\ndefine Reset Player Position\nclear graphic effects\ngo to x: (-200) y: (-10)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow variable [sec v]\nset [sec v] to [0]\nforever\n wait (1) seconds\n change [sec v] by (1)\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n Reset Player Position\n end\nend\n\nwhen [a v] key pressed\n\nwhen [b v] key pressed\n\nwhen flag clicked\nforever\n say (username)\nend\n\n@Sprite1\n\nwhen flag clicked\nset [final seconds v] to [0]\nhide variable [final seconds v]\nhide\n\nwhen I receive [the end v]\nhide variable [sec v]\nshow variable [final seconds v]\ngo to [front v] layer\nshow\n\nwhen I receive [the end v]\nset [final seconds v] to (Sec)\n\n@Numbers\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (1 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop2 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (2 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop3 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (3 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop4 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (4 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop5 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (5 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop6 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (6 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop7 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (7 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop8 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (8 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop9 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (9 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop10 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (10 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop11 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (11 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop12 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (12 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop13 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (13 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop14 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (14 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop15 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (15 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop16 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (16 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop17 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (17 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop18 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (18 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop19 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (19 v)\nshow\nwait (1) seconds\nrepeat (4)\n change [ghost v] effect by (50)\n wait (.1) seconds\nend\n\nwhen backdrop switches to [backdrop20 v]\nclear graphic effects\ngo to x: (-1) y: (136)\nswitch costume to (20 v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.1) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow variable [☁ wr v]\nhide\n\n
Instructions:\n- Arrow keys to move\n-a key to view scores\n-b key to hide scores\n-r key to reset levels\n- Avoid Lava
Scratch Land - An Awesome Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n wait (15) seconds\n play sound [Goodbye v] until done\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Crystal\n\nwhen I receive [setip v]\nset [coins v] to [0]\nset [collectables2: x v] to [0]\nset [collectables2: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [5755] y: [0]\nend\nset [collectables2: x v] to [-9999999999]\n\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Collectables2: x) - (SCROLL X)) ((Collectables2: y) - (SCROLL Y))\nif <touching (scratch cat v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n broadcast (Coin Collected v)\n broadcast (END v)\nend\n\nhide\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [collectables2: x v] to (x)\nset [collectables2: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Scratch Cat\n\nwhen flag clicked\nshow\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n wait (0.01) seconds\n next costume\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n wait (0.01) seconds\n next costume\n point in direction (-90)\n end\nend\n\ndefine Game on\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n switch backdrop to (backdrop2 v)\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [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 [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (50) %\nclear graphic effects\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\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n Game on\n broadcast (Setip v) and wait\n repeat until <(EXIT) > []>\n broadcast (Tick v) and wait\n Tick\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n broadcast (Reset v) and wait\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-3)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (3)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n play sound [Hurt v] until done\n set [exit v] to [Die]\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [1]> then\n play sound [Jump v] until done\n end\n end\nend\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine 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 (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Game - Win\nif <touching (crystal v)?> then\n broadcast (END v)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwait (3) seconds\n\nwhen flag clicked\nwait (13) seconds\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [tick v]\ngo to [back v] layer\n\n@Sprite1\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\nstop [all v]\n\nwhen flag clicked\nhide\n\n@Thumbnail \n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@parallax2\n\nwhen I receive [tick v]\nGo to (((((@ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y_SHAKE)\ngo to [back v] layer\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (25)\nset [@id v] to [0]\nswitch costume to (item0 v)\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [ghost v] effect to (25)\ncreate clone of (_myself_ v)\nset [@id v] to [-1]\nswitch costume to (item1 v)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@joystick\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nset [ghost v] effect to (25)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nforever\n if <<mouse down?> and <<not <(MODE 1) = [open]>> and <not <(MODE 2) = [open]>>>> then\n switch costume to (1 v)\n show\n set [joystick mouse x v] to (mouse x)\n set [joystick mouse y v] to (mouse y)\n go to x: (mouse x) y: (mouse y)\n wait until <not <mouse down?>>\n if <mouse down?> then\n show\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (25)\nforever\n if <<mouse down?> and <<not <(MODE 1) = [open]>> and <not <(MODE 2) = [open]>>>> then\n show\n else\n hide\n end\n go to x: (joystick mouse x) y: (joystick mouse y)\n point towards (mouse-pointer v)\n if <(costume [name v]) = [4]> then\n move (distance to [mouse-pointer v]) steps\n else\n if <(costume [name v]) = [3]> then\n move (((distance to [mouse-pointer v]) / (3)) * (2)) steps\n else\n move ((distance to [mouse-pointer v]) / (3)) steps\n end\n end\nend\n\n@Free Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to [front v] layer\n switch costume to (size hack v)\n set size to (140) %\n show\n repeat (50)\n go to [front v] layer\n go [forward v] (1000) layers\n switch costume to (size hack v)\n change size by (((100) - (size)) / (5))\n switch costume to (screen v)\n end\n wait (7) seconds\n delete this clone\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n go to x: (-1000) y: (-1000)\n point in direction (0)\n go to [front v] layer\n switch costume to (name v)\n set size to (100) %\n wait (1.33) seconds\n show\n Smooth Glide x [0] y [0] size [100] direction [90] speed [6]\nend\n\ndefine bounce finished size (size) bounciness (bounciness) elasticity (elasticity)\nset [size v] to [0]\nrepeat (40)\n set [size v] to (((size) * (bounciness)) + (((size) - (size)) / (elasticity)))\n change size by (size)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Smooth Size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine Smooth Rotate to (d) degrees at speed (s)\nrepeat until <(round (direction)) = (round (d))>\n turn right (((round (d)) - (round (direction))) / (s)) degrees\nend\npoint in direction (d)\n\ndefine Smooth Glide x (x) y (y) size (size) direction (direction) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\ngo to x: (x) y: (y)\nset size to (size) %\npoint in direction (direction)\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n Smooth Glide x: [200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (-90)\n go to x: (0) y: (0)\n Smooth Glide x: [-200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen flag clicked\nCreate Clone [Background]\nwait (3.55) seconds\nCreate Clone [Screen]\n\nwhen I start as a clone\nif <(Clone ID) = [Background]> then\n go to [front v] layer\n go [backward v] (1000) layers\n switch costume to (size hack v)\n set size to (100) %\n show\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (background v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\n end\n wait (13.4) seconds\n delete this clone\nend\n\ndefine Create Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(Clone ID) = [White End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n set [brightness v] effect to (100)\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((22) - (x position)) / (6))\n change y by (((22) - (y position)) / (6))\n go to [front v] layer\n go [backward v] (1) layers\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Black End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n end\n repeat (20)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n switch costume to (cheveron v)\n set size to (5) %\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (50)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (size hack v)\n change size by (((360) - (size)) / (12))\n switch costume to (cheveron v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (12) seconds\nCreate Clone [Black End]\nCreate Clone [White End]\n\nwhen flag clicked\nstart sound [Nurko & luma - tonight \[NIGHTCORE\] v]\n\nwhen I start as a clone\nif <(Clone ID) = [Pinwheel]> then\n switch costume to (pinwheel v)\n set size to (100) %\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n show\n repeat (238)\n turn right (3) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Pinwheel]\n\nwhen flag clicked\nwait (5.17) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (6.74) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nwait (0) seconds\nCreate Clone [Name]\n\ndefine Shake (size)\nset size to (size) %\ngo to x: (0) y: (0)\nrepeat (26)\n go to [front v] layer\n change size by (((100) - (size)) / (10))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (3.48) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.09) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (6.7) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (8.28) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.86) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (11.41) seconds\n repeat (34)\n change [ghost v] effect by (4)\n change size by (((30) - (size)) / (8))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (9.86) seconds\nCreate Clone [Cheveron]\n\ndefine Frame Tween Size: (s) speed: (spd)\nset [c v] to (costume [name v])\nswitch costume to (size hack v)\nchange size by (((round (s)) - (round (size))) / (spd))\nswitch costume to (c)\n\nwhen I start as a clone\nif <(Clone ID) = [Circles]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n switch costume to (circles v)\n go to x: (0) y: (0)\n set size to (1) %\n point in direction (0)\n set [ghost v] effect to (0)\n repeat (38)\n Frame Tween Size: [400] speed: [7]\n Frame tween rotation: [90] speed: [13]\n go to [front v] layer\n go [backward v] (2) layers\n change [ghost v] effect by ((100) / (38))\n change [brightness v] effect by (3.3333)\n end\n delete this clone\nend\n\ndefine Frame tween rotation: (r) speed: (spd)\nturn right (((round (r)) - (round (direction))) / (spd)) degrees\n\nwhen flag clicked\nwait (3.49) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (8.29) seconds\nCreate Clone [Circles]\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n switch costume to (size hack v)\n set size to (100) %\n switch costume to (grid v)\n go to [back v] layer\n go [forward v] (1) layers\n show\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n repeat (50)\n change [brightness v] effect by (-2)\n change [ghost v] effect by (-2)\n end\n wait (2.9) seconds\n switch costume to (diamonds v)\n wait (1.65) seconds\n switch costume to (hexagon pattern v)\n wait (1.55) seconds\n switch costume to (triangle pattern v)\n wait (1.55) seconds\n switch costume to (checkerboard pattern v)\n wait (1.2) seconds\n repeat (20)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (0) seconds\nwait (.5) seconds\nCreate Clone [Grid]\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (4.6) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (6.24) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7.8) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (9.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (4.38) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.9) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (7.51) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.02) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (10.6) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3.88) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (5.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (8.5) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (10.1) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Lines]> then\n show\n go to [front v] layer\n go [backward v] (2) layers\n clear graphic effects\n go to x: (0) y: (0)\n set size to (1) %\n switch costume to (1 v)\n set [line size v] to [20]\n repeat (15)\n change size by (Line Size)\n change [line size v] by (-1)\n next costume\n end\n repeat (20)\n change [ghost v] effect by (20)\n change size by (Line Size)\n end\nend\n\nwhen flag clicked\nwait (4.4) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (5.92) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (7.53) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (10.62) seconds\nCreate Clone [Lines]\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (1.54) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (3.15) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (4.73) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (6.31) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen flag clicked\nswitch costume to (name v)\n\nwhen flag clicked\nwait (9.02) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (15) seconds\n\n
Scratch Land - An Awesome Scrolling Platformer #Games#all\n=======================================\nI started scratch as I was bored in the lockdown...\n=======================================\nControls -\n- Use Arrow keys/WAD/Mobile Controls to Move\n- Up arrow/w/Mobile Controls - Jump\n- Left arrow/a/Mobile Controls - To go left\n- Right arrow/d/Mobile Controls - To go right\n=======================================\n#43 Trending on Games(as of 5th Feb)\nTop remixed - 15/02/2021\nTop Loved- 17/02/2021\n=======================================\nCredits -\n-Scratch cat art at the win screen - @ScratchCat\n-Intro - @Tralaxy\n-Scratch Cat Walk Cycle - @Griffpatch\n-Scratch Cat on Groom art - @Ceebee\n-Parallax code - @StratfordJames\n-Love and Fav Detector - @TimMcCool\n-Joystick art and code - @Yellow-Brain\n-Music - Goodbye by @-Xaf-\nAnd Everything else is by me (65%) by me\n=======================================\nTags -\n#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#Platformer#Platformer#Platformer#Platformer#Platformer#Platformer#Platformer#Platformer#Platformer#Platformer#Platformer#Platformer#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling#Scrolling
Seasons- A platformer
@Stage\n\nwhen flag clicked\nforever\n if <(Level) < [6]> then\n switch backdrop to (summer v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch backdrop to (monsoon v)\n end\nend\n\nwhen flag clicked\nstart sound [Kalimba v]\nforever\n if <(Level) = [11]> then\n switch backdrop to (winter v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n switch backdrop to (outro v)\n wait (5) seconds\n stop [all v]\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\ngo to x: (-213) y: (-111)\ngo to [front v] layer\nset size to (100) %\nswitch costume to (right v)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n broadcast (Play Game v)\nend\n\nwhen I receive [play game v]\nshow\nPlay Game\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n broadcast (Next Nevel v)\n go to x: (-213) y: (-111)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (obstacles v)?> or <(y position) = [-180]>> then\n go to x: (-213) y: (-111)\n end\nend\n\ndefine Play Game\nif <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [x vel v] by (1)\nend\nif <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [x vel v] by (-1)\nend\nchange x by (X vel)\nset [x vel v] to ((X vel) * (0.9))\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X vel) * (-1))\n change y by (-5)\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 end\n end\n end\n end\n end\nend\nchange y by (Y vel)\nif <touching (level v)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\nend\nchange y by (-1)\nif <key (up arrow v) pressed?> then\n if <touching (level v)?> then\n set [y vel v] to [15]\n end\nend\nchange [y vel v] by (-1)\nchange y by (1)\n\nwhen I receive [end v]\nhide\n\nwhen [s v] key pressed\nbroadcast (Next Nevel v)\n\nwhen I receive [play game v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (player-right v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (player-left v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (player-up v)\n else\n if <not <key (any v) pressed?>> then\n switch costume to (player-normal v)\n end\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (player-up - right v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (player-up - left v)\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\nwhen flag clicked\nswitch costume to (l-1 v)\nshow\n\nwhen I receive [next nevel v]\nnext costume\n\nwhen flag clicked\nshow variable [level v]\nforever\n if <(Level) = [16]> then\n hide variable [level v]\n broadcast (End v)\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Clouds\n\nwhen flag clicked\nhide\ngo to x: (-156) y: (104)\ngo to [back v] layer\nswitch costume to (cloud-1 v)\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch costume to (cloud-2 v)\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Obstacles\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n if <<<<<(Level) = [1]> or <(Level) = [3]>> or <(Level) = [5]>> or <(Level) = [11]>> or <(Level) = [12]>> then\n switch costume to (blank v)\n else\n if <(Level) = [2]> then\n switch costume to (o-1 v)\n else\n if <(Level) = [4]> then\n switch costume to (o-2 v)\n else\n if <(Level) = [8]> then\n switch costume to (o-3 v)\n else\n if <(Level) = [9]> then\n switch costume to (o-4 v)\n else\n if <(Level) = [10]> then\n switch costume to (o-5 v)\n else\n if <(Level) = [13]> then\n switch costume to (o-6 v)\n else\n if <(Level) = [14]> then\n switch costume to (o-7 v)\n else\n if <(Level) = [15]> then\n switch costume to (o-8 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Snow\n\nwhen I start as a clone\nforever\n if <(Level) < [16]> then\n set y to (175)\n go to x: (pick random (-172) to (159)) y: (89)\n repeat until <<touching (level v)?> or <touching (obstacles v)?>>\n change y by (-10)\n end\n if <<touching (level v)?> or <touching (obstacles v)?>> then\n delete this clone\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (228) y: (-167)\ngo to [back v] layer\nforever\n if <(backdrop [name v]) = [Winter]> then\n switch costume to (costume2 v)\n forever\n show\n create clone of (_myself_ v)\n wait (0.2) seconds\n delete this clone\n end\n else\n hide\n end\nend\n\ndelete this clone\n\n\n\nwait (0.2) seconds\n\ngo to (random position v)\n\ngo to x: (pick random (-172) to (159)) y: (89)\n\ngo to x: (-172) y: (89)\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n go to x: (-103) y: (-166)\n end\nend\n\nwhen I receive [end v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n hide\n end\nend\n\n@Game\n\nwhen flag clicked\nchange [ghost v] effect by (100)\nforever\n go to [front v] layer\nend\n\n
Welcome to my Platformer!\nPlease Spam the green flag TWICE so there will be no glitches.\nIf it's still laggy then use this- https://scratch.mit.edu/projects/467582494/embed/ \n'S' key to skip the level :)\nUse arrow keys to move!\nIf you enjoy, then click on the grey buttons in the shape of heart and star and make them in colour red and yellow! and also the blue button written 'follow' here- @The_No-1_Scratcher click on it and make it in grey colour! :)\nPlease don't advertise If you do so, sorry but I've to report and delete the comment :(((\n\n\n\n\n\n\n\n\n\n\n\nTAGS~\n#Games#Games#Games#Games#Games#Games\n#Platformers#Platformers#Platformers#Platformers\n#Seasons#Platformer#Seasons#Platformer#Seasons\n#The_No-1_Scratcher#The_No-1_Scratcher#The_No-1_Scratcher\n
Poison ⇝ A Scrolling Platformer #games
@Stage\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\nwait (2) seconds\nhide variable [mouse v]\n\nwhen I receive [green flag v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n play sound [Frantic-Factory-ytmp3.com.mp3 v] until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nset [checkpoint v] to [0]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Die]> then\n Game - Die\n else\n repeat (50)\n set rotation style [all around v]\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (5)) steps\n change size by (-1)\n change [ghost v] effect by (2)\n end\n broadcast (Win v)\n end\nend\n\ndefine Game On\npoint in direction (90)\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-200]\n set [y v] to [-50]\nelse\n set [x v] to (item (CHECKPOINT) of [cp x v])\n set [y v] to (item (CHECKPOINT) of [cp y v])\nend\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nset size to (65) %\nshow\nset [ghost v] effect to (0)\nswitch costume to (hitbox v)\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (platforms v)?> or >>\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 [yv 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)?> or > then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platforms v)?> or >> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n Position\n repeat until <not <<touching (platforms v)?> or >>\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\nrepeat (4)\n change [ghost v] effect by (25)\nend\nwait (0.75) seconds\nset [exit v] to []\n\ndefine Test - Collision\nif <touching (trampolines v)?> then\n start sound [Big Boing v]\n set [yv v] to [30]\n broadcast (Bounce v)\nend\nif <<<touching (danger v)?> or <touching color (#66ff89)?>> or <<touching (poison enemy v)?> or <<touching (poison v)?> or <touching (spinning spikes v)?>>>> then\n start sound [explode_11 v]\n set [exit v] to [Die]\nend\nif <touching (dash v)?> then\n change [xv v] by (4)\nend\nchange [y v] by (-2)\nPosition\nif <touching (mv v)?> then\n change [x v] by (x diff -)\n change [y v] by (y diff -)\n Position\nelse\n set [x diff - v] to [0]\n set [y diff - v] to [0]\nend\nchange [y v] by (2)\nPosition\nif <touching (portal v)?> then\n set [exit v] to [Win]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Tick\nset rotation style [left-right v]\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n change [xv v] by (-2)\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n point in direction (90)\n change [xv v] by (2)\nend\nset [xv v] to ((xv) * (0.8))\nif <([abs v] of (xv) ) > [0.9]> then\n Change Player x by (round (xv))\nend\nif <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n change [y v] by (10)\n Position\n if <(in air) < [4]> then\n set [yv v] to [16]\n end\n change [y v] by (-10)\nend\nif <(yv) > [-20]> then\n if <touching (water v)?> then\n set [yv v] to [-2]\n else\n change [yv v] by (-2)\n end\nend\nChange Player y by (yv)\nPosition\nTest - Collision\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (5)))\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (5)))\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\nPosition\nif <(y) < [-175]> then\n set [exit v] to [Die]\nend\nif <(x) < [-240]> then\n set [x v] to [-240]\nend\n\ngo to (player v)\n\nwhen [timer v] > (0.000001)\nhide\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nClone at x: [0] y: [480]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [-360]\nClone at x: [0] y: [-360]\nClone at x: [0] y: [360]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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\nshow\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\n@Trampolines\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (0 v)\nClone at x: [-210] y: [150]\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [bounce v]\nrepeat (2)\n change [y v] by (-5)\nend\nrepeat (10)\n change [y v] by (1)\nend\n\n@Spinning Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset size to (65) %\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (15) degrees\nif <(x/y) = [x]> then\n set [x v] to ((ox) + (([cos v] of (((days since 2000) * (100000)) * (v)) ) * (r)))\nelse\n if <(x/y) = [y]> then\n set [y v] to ((oy) + (([cos v] of (((days since 2000) * (100000)) * (v)) ) * (r)))\n end\nend\n\nwhen I receive [setup v]\nhide\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (saw v)\nClone at x: [270] y: [420] settings: [y] [150] [200]\nClone at x: [520] y: [500] settings: [x] [120] [120]\nClone at x: [520] y: [660] settings: [x] [120] [110]\nClone at x: [765] y: [590] settings: [y] [150] [100]\nClone at x: [980] y: [590] settings: [y] [150] [100]\nClone at x: [1440] y: [250] settings: [x] [150] [200]\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) settings: (x/y) (range) (speed)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [x/y v] to (x/y)\nset [r v] to (range)\nset [v v] to (speed)\ncreate clone of (_myself_ v)\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\n@Checkpoints\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n if <not <(CHECKPOINT) = (clone)>> then\n start sound [Coin v]\n set [checkpoint v] to (clone)\n end\nend\nif <(CHECKPOINT) = (clone)> then\n set [brightness v] effect to (15)\nelse\n clear graphic effects\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [clone v] to [0]\nswitch costume to (costume1 v)\ndelete all of [cp x v]\ndelete all of [cp y v]\nClone at x: [-140] y: [380]\nClone at x: [876] y: [565]\nClone at x: [1200] y: [250]\nset [x v] to [-9999999999]\nset [clone v] to [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [clone v] by (1)\nadd (x) to [cp x v]\nadd (y) to [cp y v]\nswitch costume to (clone)\ncreate clone of (_myself_ v)\n\n@Poison\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset [ghost v] effect to (60)\nset [y v] to ((oy) + (([cos v] of ((((days since 2000) * (100000)) + (_clone)) * (200)) ) * (8)))\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [_coins v] to [0]\nswitch costume to (p v)\nClone at x: [-30] y: [-160]\nClone at x: [220] y: [-160]\nClone at x: [1150] y: [-160]\nClone at x: [1160] y: [-100]\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nset [oy v] to (y)\nset [_clone v] to [0]\nrepeat (3)\n change [_clone v] by (1)\n create clone of (_myself_ v)\nend\nnext costume\n\n@Dash\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nchange [costu v] by (1)\nif <(costu) > [7]> then\n set [costu v] to [0]\n next costume\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [costu v] to [0]\nswitch costume to (costume1 v)\nClone at x: [-40] y: [-50]\nClone at x: [230] y: [-50]\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nset [oy v] to (y)\ncreate clone of (_myself_ v)\n\n@Mv\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <not <(clone id) = [X]>> then\n MV\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [clone id v] to [0]\nswitch costume to (costume1 v)\nrepeat (4)\n Clone at x: [530] y: [100] range: [150] [150] set: [90] [0] speed: [1] [1] id change: [90]\nend\nset [x v] to [-99999]\nset [clone id v] to [X]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) range: (xr) (yr) set: (xs) (ys) speed: (xv) (yv) id change: (id)\nset [x v] to (x)\nset [y v] to (y)\nset [ox v] to (x)\nset [oy v] to (y)\nset [xr v] to (xr)\nset [yr v] to (yr)\nset [xs v] to (xs)\nset [ys v] to (ys)\nset [xv v] to (xv)\nset [yv v] to (yv)\ncreate clone of (_myself_ v)\nchange [clone id v] by (id)\n\ndefine MV\nchange [xs v] by (xv)\nchange [ys v] by (yv)\nif <(xs) > [360]> then\n set [xs v] to [0]\nend\nif <(ys) > [360]> then\n set [ys v] to [0]\nend\nset [x v] to ((ox) + (([cos v] of ((xs) + (clone id)) ) * (xr)))\nset [y v] to ((oy) + (([cos v] of ((ys) + (clone id)) ) * (yr)))\nchange [y v] by (1)\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [x diff - v] to ((x) - (prev x))\n set [y diff - v] to (((y) - (2)) - (prev y))\nend\nchange [y v] by (-1)\nset [prev x v] to (x)\nset [prev y v] to (y)\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\n@Poison Shooter\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(clone id) = [1]> then\n switch costume to (costume1 v)\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n if <(count) > [30]> then\n if <((count) mod (5)) = [0]> then\n set [clone id v] to [2]\n create clone of (_myself_ v)\n set [clone id v] to [1]\n end\n if <(count) > [70]> then\n set [count v] to [0]\n end\n end\n change [count v] by (1)\nend\nif <(clone id) = [2]> then\n switch costume to (costume2 v)\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n if <(count) < [11]> then\n change [y v] by (14)\n end\n change [count v] by (1)\n if <(count) > [10]> then\n change [ghost v] effect by (25)\n end\n if <(count) > [13]> then\n delete this clone\n end\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [count v] to [0]\nswitch costume to (costume1 v)\nClone at x: [170] y: [148]\nClone at x: [20] y: [148]\nClone at x: [-130] y: [148]\nClone at x: [1460] y: [-25]\nset [x v] to [-99999]\nset [clone id v] to [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [count v] to [0]\n\n@Poison Enemy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nTick\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [count v] to [0]\nswitch costume to (costume1 v)\nClone at x: [40] y: [470]\nClone at x: [1260] y: [20]\nset [x v] to [-99999]\nset [clone id v] to [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nset [ox v] to (x)\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [count v] to [0]\nset [yv v] to [0]\n\ndefine Tick\nif <(clone id) = [1]> then\n switch costume to (costume1 v)\n set [x v] to ((ox) + (([cos v] of (((days since 2000) * (100000)) * (25)) ) * (90)))\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n if <(count) > [20]> then\n set [clone id v] to [2]\n repeat (2)\n create clone of (_myself_ v)\n change [clone id v] by (1)\n end\n set [clone id v] to [1]\n set [count v] to [0]\n else\n change [count v] by (1)\n end\nend\nif <<(clone id) = [2]> or <(clone id) = [3]>> then\n switch costume to (costume2 v)\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n if <(count) < [6]> then\n if <(clone id) = [2]> then\n change [x v] by (-7)\n else\n change [x v] by (7)\n end\n end\n change [count v] by (1)\n if <(yv) < [1]> then\n change [yv v] by (-1)\n change [y v] by (yv)\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n end\n if <touching (platforms v)?> then\n set [yv v] to [50]\n end\n if <(yv) > [0]> then\n set [brightness v] effect to (20)\n change [ghost v] effect by (25)\n change size by (yv)\n change [yv v] by (-1.5)\n end\n if <(count) > [6]> then\n change [ghost v] effect by (5)\n end\n if <(count) > [12]> then\n delete this clone\n end\nend\n\n@Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (15) degrees\nset [brightness v] effect to (-5)\n\nwhen I receive [setup v]\nhide\nset [x v] to [1030]\nset [y v] to [80]\nswitch costume to (costume1 v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nset [oy v] to (y)\ncreate clone of (_myself_ v)\n\n@Win\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [win v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nstop [all v]\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
3D Platformer!
@Stage\n\nwhen I receive [penfont_start v]\nforever\n play sound [Disfigure - Blank.mp3 v] until done\nend\n\n@Backpack\n\ndefine (文字) を探す\nset [答え v] to [1]\nrepeat until <(letter (答え) of (文字)) = (文字)>\n change [答え v] by (1)\n if <(答え) > (length of [データ v])> then\n set [答え v] to ((length of [データ v]) + (1))\n stop [this script v]\n end\nend\n\ndefine (input) Write with a border [x,y,size,color,thickness,align,delete?,border color,border thickness] (x) (y) (size) (color) (thickness) (align) (delete) (border color) (border thickness)\n(input) Write[x,y,size,color,thickness,align,delete?] (x) (y) (size) (border color) ((thickness) + (border thickness)) (align) (delete)\n(input) Write[x,y,size,color,thickness,align,delete?] (x) (y) (size) (color) (thickness) (align) [0]\n\ndefine (input) Write[x,y,size,color,thickness,align,delete?] (x) (y) (size) (color) (thickness) (align) (delete)\n初期化\nswitch costume to (ペン文字 v)\nset pen (transparency v) to (100)\nset [i v] to [1]\nhide\ngo to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nset pen color to (color)\nset pen size to (thickness)\nset pen (transparency v) to (100)\nif <(delete) = [1]> then\n erase all\nend\nif <<(align) = [1]> and <(書き方) = [0]>> then\n set [x v] to ((-90) - ((((length of (input)) - (1)) * ((size) / (0.85))) / (7)))\n go to x: ((-90) - ((((length of (input)) - (1)) * ((size) / (0.85))) / (7))) y: (y)\nend\nrepeat (length of (input))\n if <not <<(letter (i) of (input)) = [ ]> or <(letter (i) of (input)) = [ ]>>> then\n set pen (transparency v) to (100)\n set [探す文字 v] to (letter (i) of (input))\n (探す文字) を探す\n set [data v] to (join [--11] (item (答え) of [データ v]))\n set [j v] to [1]\n repeat ((length of (data)) / (2))\n if <<(letter (j) of (data)) = [-]> and <(letter ((j) + (1)) of (data)) = [-]>> then\n set pen (transparency v) to (100)\n change [j v] by (2)\n else\n set pen (transparency v) to (0)\n end\n pen down\n if <(letter (j) of (data)) = [1]> then\n set [dy v] to (y)\n end\n if <(letter (j) of (data)) = [2]> then\n set [dy v] to (((y) - (((size) / (100)) * (10))) - (縦幅))\n end\n if <(letter (j) of (data)) = [3]> then\n set [dy v] to (((y) - (((size) / (100)) * (20))) - (縦幅))\n end\n if <(letter (j) of (data)) = [4]> then\n set [dy v] to (((y) - (((size) / (100)) * (30))) - (縦幅))\n end\n if <(letter (j) of (data)) = [5]> then\n set [dy v] to (((y) - (((size) / (100)) * (40))) - (縦幅))\n end\n change [j v] by (1)\n if <(letter (j) of (data)) = [1]> then\n set [dx v] to (x)\n end\n if <(letter (j) of (data)) = [2]> then\n set [dx v] to (((x) - (((size) / (100)) * (-10))) + (横幅))\n end\n if <(letter (j) of (data)) = [3]> then\n set [dx v] to (((x) - (((size) / (100)) * (-20))) + (横幅))\n end\n if <(letter (j) of (data)) = [4]> then\n set [dx v] to (((x) - (((size) / (100)) * (-30))) + (横幅))\n end\n if <(letter (j) of (data)) = [5]> then\n set [dx v] to (((x) - (((size) / (100)) * (-40))) + (横幅))\n end\n go to x: (dx) y: (dy)\n change [j v] by (1)\n set pen (transparency v) to (100)\n end\n end\n if <(書き方) = [0]> then\n if < [┏┳┓┣╋┫┗┻┛━┃♥♦♠♣] contains (探す文字)?> then\n change [x v] by (((size) / (100)) * ((40) + (横幅)))\n else\n change [x v] by (((size) / (100)) * ((50) + ((横幅) * (2))))\n end\n else\n change [y v] by (((size) / (100)) * ((-50) + ((横幅) * (2))))\n end\n go to x: (x) y: (y)\n change [i v] by (1)\nend\ngo to x: (0) y: (0)\n\ndefine writing align (0 or 1)\nset [書き方 v] to (0 or 1)\n\ndefine 記号\nset [文字 v] to (join (文字) [ゝゞヽヾ、。┏┳┓┣╋┫┗┻┛━┃「」『』【】《》〈〉〔〕ー・×÷☆★○◎△▽▷◁□◇♡♢♤♧〃仝々〆〇…‥‘’“”±≠≦≧∞∴♂♀°′゛゜℃¥¢£§※〒→←↑↓〓∈∋⊆⊇⊂⊃∪∩∧∨¬⇒⇔∀∃∠⊥⌒∂∇≡≒√∽∝∵∫∬‰♯♭♪†‡¶ ̄∦㍾㍽㍼㍻㋿〝〟㎜㎝㎞㎎㎏㏄㎡№㏍℡㍉㌔㌢㍍㌘㌧㌃㌶㍑㍗㌍㌦㌣㌫㍊㌻ⅠⅡⅢⅣⅤⅥⅦⅧⅨⅩⅪⅫⅭⅯↂ⓪①②③④⑤⑥⑦⑧⑨])\nadd [--224443] to [データ v]\nadd [--224443--1424--1525] to [データ v]\nadd [--2244] to [データ v]\nadd [--2244--1424--1525] to [データ v]\nif <(書き方) = [0]> then\n add [--4455] to [データ v]\n add [--4445555444] to [データ v]\nelse\n add [--1425] to [データ v]\n add [--1415252414] to [データ v]\nend\nadd [--33353353] to [データ v]\nadd [--31353353] to [データ v]\nadd [--313353] to [データ v]\nadd [--13533335] to [データ v]\nadd [--3135331353] to [データ v]\nadd [--31331353] to [データ v]\nadd [--133335] to [データ v]\nadd [--13333135] to [データ v]\nadd [--313313] to [データ v]\nadd [--3135] to [データ v]\nadd [--1353] to [データ v]\nif <(書き方) = [0]> then\n add [--151444] to [データ v]\n add [--515222] to [データ v]\n add [--1413434424251514] to [データ v]\n add [--51532322424151] to [データ v]\n add [--14152414545544] to [データ v]\n add [121122112252514212] to [データ v]\n add [--143354--153455] to [データ v]\n add [3251--123352] to [データ v]\n add [--143354] to [データ v]\n add [3251] to [データ v]\n add [--15244455] to [データ v]\n add [224251] to [データ v]\n add [--3135] to [データ v]\nelse\n add [--424555] to [データ v]\n add [2124] to [データ v]\n add [--32355554444232] to [データ v]\n add [313424221211] to [データ v]\n add [--41455544425141] to [データ v]\n add [21251524221121] to [データ v]\n add [--413345--514355] to [データ v]\n add [2315--213325] to [データ v]\n add [--514355] to [データ v]\n add [2315] to [データ v]\n add [--51424455] to [データ v]\n add [222415] to [データ v]\n add [--1353] to [データ v]\nend\nadd [--3333] to [データ v]\nadd [--3355--3553] to [データ v]\nadd [--1313--3135--5353] to [データ v]\nadd [--135531355113] to [データ v]\nadd [--135531355113434244334431441342134251424455] to [データ v]\nadd [--121425455452412112] to [データ v]\nadd [--121425455452412112--23243444422223] to [データ v]\nadd [--13515513] to [データ v]\nadd [155311] to [データ v]\nadd [513511] to [データ v]\nadd [--15315515] to [データ v]\nadd [15555111] to [データ v]\nadd [--1331533513] to [データ v]\nadd [--211223142545534121] to [データ v]\nadd [--1332533413] to [データ v]\nadd [--13314142525444453513] to [データ v]\nadd [--121424253534533231212212] to [データ v]\nadd [--2332--2433] to [データ v]\nadd [--311335--323433535254] to [データ v]\nadd [--1231222443--3254] to [データ v]\nadd [--15512245] to [データ v]\nadd [--122141525445251412] to [データ v]\nif <(書き方) = [0]> then\n add [--3131--3333--3535] to [データ v]\n add [--3232--3434] to [データ v]\nelse\n add [--1313--3333--5353] to [データ v]\n add [--2323--4343] to [データ v]\nend\nadd [--13332423] to [データ v]\nadd [--1213332312] to [データ v]\nadd [--11312221--13332423] to [データ v]\nadd [--1112322211--1314342413] to [データ v]\nadd [--2224231333--5254] to [データ v]\nadd [--2125--4145--1452] to [データ v]\nadd [--152135--4145--5155] to [データ v]\nadd [--112531--4145--5155] to [データ v]\nadd [--223142332435443322] to [データ v]\nadd [--1313--5151--5555] to [データ v]\nadd [--3133535131--3315131535] to [データ v]\nadd [--1214343212--4145433353] to [データ v]\nadd [--1333351513] to [データ v]\nadd [--1534] to [データ v]\nadd [--1324--1425] to [データ v]\nadd [--1424251514] to [データ v]\nadd [--25235355--1221322312] to [データ v]\nadd [3315--3135--4145--3353] to [データ v]\nadd [--2522314245--1353] to [データ v]\nadd [--131252323133--5155] to [データ v]\nadd [--1412343223325452] to [データ v]\nadd [55--1551--1313--3131--3535--5353] to [データ v]\nadd [--1214--31353353] to [データ v]\nadd [--3135243544] to [データ v]\nadd [--3531223142] to [データ v]\nadd [--2213241353] to [データ v]\nadd [--1353445342] to [データ v]\nadd [15252111251521--1323--1222--1424--4145555141554551--4353--4252--4454] to [データ v]\nadd [--151221313531415255] to [データ v]\nadd [1425353135455451] to [データ v]\nadd [--1512213235--5155] to [データ v]\nadd [--1114253431--5155] to [データ v]\nadd [--151221415255] to [データ v]\nadd [1425455451] to [データ v]\nadd [4152544515] to [データ v]\nadd [--512112142555] to [データ v]\nadd [--511355] to [データ v]\nadd [5315] to [データ v]\nadd [--212545] to [データ v]\nadd [--2124--4144--133553] to [データ v]\nadd [--123152--143554--2224--4244] to [データ v]\nadd [5315--3234] to [データ v]\nadd [153531355551] to [データ v]\nadd [--155155] to [データ v]\nadd [--13535155] to [データ v]\nadd [--21121425] to [データ v]\nadd [--21121554513235] to [データ v]\nadd [155311] to [データ v]\nadd [--2125--3135--4145] to [データ v]\nadd [--3135--4145--2121--5555] to [データ v]\nadd [--15135241] to [データ v]\nadd [--223142233443] to [データ v]\nadd [--31224345--31422325] to [データ v]\nadd [--1111--1515--5353] to [データ v]\nadd [--14234352] to [データ v]\nadd [--23125241--25145443] to [データ v]\nadd [122111--1351--4353524243--4445555444] to [データ v]\nadd [--2125--4135--1253--1354] to [データ v]\nadd [--1252443432] to [データ v]\nadd [--414252514152--4251--421235] to [データ v]\nadd [--2224--1353] to [データ v]\nadd [--2224--4244--1353] to [データ v]\nadd [3133131133--1331--2123--1232--121353131454] to [データ v]\nadd [15] to [データ v]\nadd [--1441--2552] to [データ v]\nadd [--21224241213132--121353--1252--2233--3243--1324--3334--5344--15343525--4445555444] to [データ v]\nadd [--2123--123251--3253--131514545355--3353--3435] to [データ v]\nadd [--21224241213132--1213231322--4243535242--1423--3334--1454--3443--24254544] to [データ v]\nadd [131252424143--3142--3342--23252353434454--1455--5435--1525] to [データ v]\nadd [--211233--2222--313342--3252--1423--3334--1454--3443--24254544] to [データ v]\nif <(書き方) = [0]> then\n add [--1324--1425] to [データ v]\n add [--4152--4253] to [データ v]\nelse\n add [--4453--4554] to [データ v]\n add [--1221--1322] to [データ v]\nend\nadd [5121125232135323332454241555] to [データ v]\nadd [--12115152--1353332454442555] to [データ v]\nadd [5131223152--2353432454342555] to [データ v]\nadd [--2151312252322353--244445252444455554] to [データ v]\nadd [5131223152--244445252444455554] to [データ v]\nadd [--22215152--25245455] to [データ v]\nadd [--31514133533555--141525243435] to [データ v]\nadd [--51115212--1333351513--4345] to [データ v]\nadd [5131123152--135333143354] to [データ v]\nadd [131252--2324234344435354--345455] to [データ v]\nadd [12--2122--3132--3444--3555] to [データ v]\nadd [--2123--3133--1242--3435555434] to [データ v]\nadd [--212332--123233--1324--2533--334143--3252] to [データ v]\nadd [--1331--2132--2325--31514142--3353--345445] to [データ v]\nadd [--1221122332--1323--1415--242534--33515343] to [データ v]\nadd [312123--3344--4553] to [データ v]\nadd [1322--2131--2325--3251--335253] to [データ v]\nadd [--211233--23141534--31413132524241--4243--3353--345455] to [データ v]\nadd [21--1232--2323--2424--253533--31514142--3353--345455] to [データ v]\nadd [2111122231--2323--2424--253533--31514143] to [データ v]\nadd [--21232333--1232--1415353414--3141--3352--4445] to [データ v]\nadd [312123--1212--1313--3353--345455] to [データ v]\nadd [--212332--123233--1324--2533--31514143] to [データ v]\nadd [31--12321213232212--2325--414251315152--3333--3453--34544445] to [データ v]\nadd [12--2122--3132--1424--1535--4151--4252--3232--3333--4243--4453--455455] to [データ v]\nadd [--211233--1222231312--2425--3132--4142--515343--3333--3434] to [データ v]\nadd [1513535155] to [データ v]\nadd [15125251555414] to [データ v]\nadd [15125251555414--1353] to [データ v]\nadd [1312525153--135415] to [データ v]\nadd [5315] to [データ v]\nadd [52131514545355] to [データ v]\nadd [5213--1454--1555] to [データ v]\nadd [521353--1454--1555] to [データ v]\nadd [131252515315--1355] to [データ v]\nadd [55--1551] to [データ v]\nadd [53--1351--131514545355] to [データ v]\nadd [53--1351--1454--1555] to [データ v]\nadd [--1513315335] to [データ v]\nadd [--5111531555] to [データ v]\nadd [--121425455452412112--2224444222--1353] to [データ v]\nadd [--121425455452412112--22244244242242] to [データ v]\nadd [--121425455452412112--3223434244] to [データ v]\nadd [--121425455452412112--3223344244] to [データ v]\nadd [--121425455452412112--22243332344342] to [データ v]\nadd [--121425455452412112--223234332343] to [データ v]\nadd [--121425455452412112--242232344342] to [データ v]\nadd [--121425455452412112--24223234444222] to [データ v]\nadd [--121425455452412112--32222443] to [データ v]\nadd [--121425455452412112--22243432424424--2242] to [データ v]\nadd [--121425455452412112--2224444244343222] to [データ v]\nset [文字 v] to (join (文字) [ abcdefghijklmnopqrstuvwxyz1234567890-.,!?_%”#$&’()=^~¥|@‘[{;+:*]}/<>])\n英数字\n\nwhen I receive [penfont_start v]\nchange height: [100] % width: [100] %\nrepeat until <mouse down?>\n [English    日本語] Write[x,y,size,color,thickness,align,delete?] [-180] [20] [50] [0x000000] [2] [1] [1]\nend\nwait (0.2) seconds\nif <[0] < (mouse x)> then\n repeat until <mouse down?>\n set [lang v] to [jp]\n [あそび方] Write[x,y,size,color,thickness,align,delete?] ((mouse x) - (-60)) [135] [80] [0x000000] [4] [0] [1]\n [上キーまたは黄色いボタンをおしてジャンプ。] Write[x,y,size,color,thickness,align,delete?] ((mouse x) - (100)) [70] [50] [0x000000] [2] [0] [0]\n [スペースキーまたはクリックで前に進む] Write[x,y,size,color,thickness,align,delete?] ((mouse x) - (70)) [30] [50] [0x000000] [2] [0] [0]\n [クリックでスタート] Write[x,y,size,color,thickness,align,delete?] ((mouse x) - (-35)) [-90] [50] [0x000000] [2] [0] [0]\n end\nelse\n repeat until <mouse down?>\n change height: [100] % width: [94.6] %\n set [lang v] to [en]\n [How to play] Write[x,y,size,color,thickness,align,delete?] ((mouse x) - (280)) [135] [80] [0x000000] [4] [0] [1]\n [Press the ↑ key or the yellow button to jump.] Write[x,y,size,color,thickness,align,delete?] ((mouse x) - (400)) [70] [50] [0x000000] [2] [0] [0]\n [Press the spacebar or click to move forward] Write[x,y,size,color,thickness,align,delete?] ((mouse x) - (390)) [30] [50] [0x000000] [2] [0] [0]\n [Click to start] Write[x,y,size,color,thickness,align,delete?] ((mouse x) - (220)) [-90] [50] [0x000000] [2] [0] [0]\n end\nend\nset [z v] to [0]\nset [トゲ_下 v] to [0]\nset [壁 v] to [0]\nbroadcast (start v)\nforever\n erase all\n 地面\n 動く\nend\n\nwhen flag clicked\n初期化\nset [書き方 v] to [0]\nset [縦幅 v] to [0]\nset [横幅 v] to [0]\nbroadcast (PenFont_Start2 v)\n\ndefine 日本語_半角カタカナ\nset [文字 v] to (join (文字) [アイウエオカキクケコサシスセソタチツテトナニヌネノハヒフヘホマミムメモヤユヨラリルレロワヲン゙゚ァィゥェォャュョッー])\nadd [--212544--3352] to [データ v]\nadd [--15312353] to [データ v]\nadd [--1323212553--2131] to [データ v]\nadd [--212523535155] to [データ v]\nadd [--212523135352--2351] to [データ v]\nadd [--21255443--1351] to [データ v]\nadd [--2124--3134--1254] to [データ v]\nadd [--1331221552] to [データ v]\nadd [--133122252452] to [データ v]\nadd [--21255551] to [データ v]\nadd [--21252212322224143452] to [データ v]\nadd [--1122--2132--5225] to [データ v]\nadd [--2125513355] to [データ v]\nadd [--212522125255--2534] to [データ v]\nadd [--2132--2552] to [データ v]\nadd [--22312225523431] to [データ v]\nadd [--1521--3135--2352] to [データ v]\nadd [--1131--1333--1552] to [データ v]\nadd [--1214--21252352] to [データ v]\nadd [512134] to [データ v]\nadd [--212523--1452] to [データ v]\nadd [--2224--4145] to [データ v]\nadd [--212552--3355] to [データ v]\nadd [--1323--212532--33533345] to [データ v]\nadd [--1552] to [データ v]\nadd [--1251--1455] to [データ v]\nadd [5155513134] to [データ v]\nadd [--111552] to [データ v]\nadd [--311255] to [データ v]\nadd [--212523135342--3251--3455] to [データ v]\nadd [--212543--3254] to [データ v]\nadd [--2224--3234--5254] to [データ v]\nadd [--124144--3355] to [データ v]\nadd [--1552--2344] to [データ v]\nadd [14--3134--125255] to [データ v]\nadd [--312534--1253] to [データ v]\nadd [--2124535155] to [データ v]\nadd [--21254541455551] to [データ v]\nadd [--1214--313552] to [データ v]\nadd [31--1553] to [データ v]\nadd [51--135345] to [データ v]\nadd [5135] to [データ v]\nadd [--2151552521] to [データ v]\nadd [31111552] to [データ v]\nadd [1533313351] to [データ v]\nadd [23--5135] to [データ v]\nadd [21--1222] to [データ v]\nadd [21221211] to [データ v]\nif <(書き方) = [0]> then\n add [--333544--3453] to [データ v]\n add [--35433454] to [データ v]\n add [--24343343333554] to [データ v]\n add [--333534545355] to [データ v]\n add [--3335342454--3453] to [データ v]\n add [--333544--2453] to [データ v]\n add [--3334545355] to [データ v]\n add [--33354543455553] to [データ v]\n add [--3343--3444--3554] to [データ v]\nelse\n add [--131524--1433] to [データ v]\n add [--15231434] to [データ v]\n add [--14242333232544] to [データ v]\n add [--131514343335] to [データ v]\n add [--2325241444--2443] to [データ v]\n add [--232534--1443] to [データ v]\n add [--1314343335] to [データ v]\n add [--13152523253533] to [データ v]\n add [--1323--1424--1534] to [データ v]\nend\nadd [--3135] to [データ v]\n\ndefine change height: (height) % width: (width) %\nset [縦幅 v] to ((height) - (100))\nset [横幅 v] to ((width) - (100))\n\ndefine 初期化\nset [文字 v] to [ abcdefghijklmnopqrstuvwxyz1234567890-.,!?_%"#$&'\(\)=^~\|@`\[{;+:*\]}/<>]\ndelete all of [データ v]\n英数字\n日本語_ひらがな\n日本語_かたかな\n日本語_半角カタカナ\n記号\n日本語_漢字\n日本語_濁点付き\n\ndefine 英数字\nadd [] to [データ v]\nadd [--1331513135553513] to [データ v]\nadd [1533311151533533] to [データ v]\nadd [--131513315335] to [データ v]\nadd [5153351311] to [データ v]\nadd [15113135315155] to [データ v]\nadd [1511513133] to [データ v]\nadd [1511515335333555] to [データ v]\nadd [5131351555] to [データ v]\nadd [1513535155] to [データ v]\nadd [1513535131] to [データ v]\nadd [5131153155] to [データ v]\nadd [5155] to [データ v]\nadd [--5111531555] to [データ v]\nadd [--51115515] to [データ v]\nadd [15555111] to [データ v]\nadd [5131351511] to [データ v]\nadd [1535535111--3355] to [データ v]\nadd [51313355331511] to [データ v]\nadd [--151331355351] to [データ v]\nadd [151353] to [データ v]\nadd [515515] to [データ v]\nadd [5315] to [データ v]\nadd [51135515] to [データ v]\nadd [55335115] to [データ v]\nadd [33153353] to [データ v]\nadd [155155] to [データ v]\nadd [--3113535155] to [データ v]\nadd [--3113355155] to [データ v]\nadd [153331355351] to [データ v]\nadd [3135331353] to [データ v]\nadd [151131355351] to [データ v]\nadd [151151553531] to [データ v]\nadd [31111553] to [データ v]\nadd [15353111515535] to [データ v]\nadd [15555155353111] to [データ v]\nadd [155551111551] to [データ v]\nadd [--3135] to [データ v]\nadd [--5151] to [データ v]\nadd [--3555] to [データ v]\nadd [--1333--5353] to [データ v]\nadd [15113111153533--5353] to [データ v]\nadd [--5155] to [データ v]\nadd [133111--1551--55355355] to [データ v]\nadd [--1333--1535] to [データ v]\nadd [--212524145444425212424145] to [データ v]\nadd [--252331354341431353] to [データ v]\nadd [--553332111541515335] to [データ v]\nadd [--1333] to [データ v]\nif <(書き方) = [0]> then\n add [--12214152] to [データ v]\n add [--14254554] to [データ v]\nelse\n add [--51424455] to [データ v]\n add [222415] to [データ v]\nend\nadd [--2125--4145] to [データ v]\nadd [--221324] to [データ v]\nif <(書き方) = [0]> then\n add [--31223324] to [データ v]\nelse\n add [--14233443] to [データ v]\nend\nadd [55] to [データ v]\nadd [--1353] to [データ v]\nadd [--24224224444515115155] to [データ v]\nadd [--1223] to [データ v]\nif <(書き方) = [0]> then\n add [--12115152] to [データ v]\n add [--13122231425253] to [データ v]\nelse\n add [--51414555] to [データ v]\n add [--51414233444555] to [データ v]\nend\nadd [--2323--4353] to [データ v]\nadd [--3234332343] to [データ v]\nadd [--2323--4343] to [データ v]\nadd [--22443333332343334224] to [データ v]\nif <(書き方) = [0]> then\n add [--14155554] to [データ v]\n add [--12132334435352] to [データ v]\nelse\n add [212515] to [データ v]\n add [212233242515] to [データ v]\nend\nadd [--1551] to [データ v]\nadd [--153155] to [データ v]\nadd [3551] to [データ v]\n\ndefine 日本語_漢字\nset [文字 v] to (join (文字) [一二三四五六七八九十百千万億兆京垓秭穰溝澗正載極恒河沙阿僧祇那由他不可思議無量大数日月火水木金土漢字部文人男女子王目口耳手足上下右左中小青赤白山川林森田花草竹石空天気雨夕犬虫貝町村学校先生本名年音出入見立休円玉糸車早力僕私俺卍乙春夏秋冬朝昼夜海晴星雲雪黄緑紫茶黒銀銅色会明新今岩賀壁体球謹高低始終直調説的使用豊世界書英語])\nadd [--3135] to [データ v]\nadd [--2224--4145] to [データ v]\nadd [15--3234--5155] to [データ v]\nadd [51551511--1231--143435] to [データ v]\nadd [151352--313554--5155] to [データ v]\nadd [--1323--2125--4251--4455] to [データ v]\nadd [--2125--135355] to [データ v]\nadd [--1251--1455] to [データ v]\nadd [--1351--31345455] to [データ v]\nadd [--1353--3135] to [データ v]\nadd [15133231355551314145] to [データ v]\nadd [--1421--3135--2353] to [データ v]\nadd [151352--333555] to [データ v]\nadd [--1231--2252--1315535545] to [データ v]\nadd [--124251--145455--1122--3122--1524--4534] to [データ v]\nadd [--1323212522323424--3353--4251--4455] to [データ v]\nadd [2122215152--14242325243334--2543--3553--4455] to [データ v]\nadd [--1321--3133--2252--3241--3243--15233335554453--1454] to [データ v]\nadd [--1321--3133--2252--3241--3243--131514231425232434333525--345545--34435344] to [データ v]\nadd [22--3132--5142--13152523--1444--333555--3353--4345] to [データ v]\nadd [22--3132--5142--1353--1324--141555544445353444] to [データ v]\nadd [15133334335355515232] to [データ v]\nadd [1312222125145445--3553--22323133434131434252--1252] to [データ v]\nadd [1151--21222142--13151423254443333445--24544344545255] to [データ v]\nadd [--22312233--1252--1315--2325454333353323--5355] to [データ v]\nadd [22--3132--5142--13155544--2324343323] to [データ v]\nadd [22--3132--5142--1434--24332435--4553] to [データ v]\nadd [122132311151--13155544--2324343323] to [データ v]\nadd [--1221--2252--132415--232535332335--2434--434555534355] to [データ v]\nadd [13--21232252--3141--3343--151454--3435--1455] to [データ v]\nadd [1353--2123--3133--1242--1415243534--1454] to [データ v]\nadd [--135351554541513135--3555] to [データ v]\nadd [--1231--2252--232535--13535445--1434] to [データ v]\nadd [151331--1353--2435] to [データ v]\nadd [151454--2123434121] to [データ v]\nadd [153531112125231333--5142525444545545] to [データ v]\nadd [12--2122--3132--4142525141--132415--23252434333555344345--3454] to [データ v]\nadd [--1231--2225--3235--4245--4251--4253--4354--4455--2242--2343--2444] to [データ v]\nadd [1525211125--1323--313545413145--33535155] to [データ v]\nadd [--3135--1343514355] to [データ v]\nadd [33221331222123--32414332--3352--1434--242554--3455--1232] to [データ v]\nadd [15555131353111] to [データ v]\nadd [--1251--12155544--2225--3235] to [データ v]\nadd [--2132--2534--1333513355] to [データ v]\nadd [--135342--212341--252445] to [データ v]\nadd [--212523135333513355] to [データ v]\nadd [--311335--2224--3234--2353--4253--4453--5155] to [データ v]\nadd [--2224--5155--1353] to [データ v]\nadd [22--3132--5142--131553--3355] to [データ v]\nadd [--13232131212535--3234435352--4244] to [データ v]\nadd [--12222123--2132--2332--4143535141--14152435341454--3133] to [データ v]\nadd [--13232125--2254--2452] to [データ v]\nadd [--1351--3355] to [データ v]\nadd [313515111333232125--414555--3352] to [データ v]\nadd [--133255--3135--3453] to [データ v]\nadd [15335342--3135] to [データ v]\nadd [15--3135--5155--1353] to [データ v]\nadd [--1214545212--2224--4244] to [データ v]\nadd [15555111] to [データ v]\nadd [15--1242--1454--2224--3234--4145] to [データ v]\nadd [--1422--2125--3135--235342] to [データ v]\nadd [--1222241412--2343--3251--4255--3335] to [データ v]\nadd [--13535155--3335] to [データ v]\nadd [151353--2335] to [データ v]\nadd [--1341--2125--3353553533] to [データ v]\nadd [--1341--2125--333534545355] to [データ v]\nadd [--2141452521--1353] to [データ v]\nadd [--135342--2241--2445] to [データ v]\nadd [--1214--2224--3135--1333325242443454--3244] to [データ v]\nadd [--2224--3135--1333--4151--3252--3454--4555] to [データ v]\nadd [--142252543432222454] to [データ v]\nadd [--13535131515535] to [データ v]\nadd [--1141--1353--1555] to [データ v]\nadd [--2123--1252--2241--2243--2425--1555--2544] to [データ v]\nadd [--1333--2224--2332--2334--4145--3252--3454--4251--4253--4453--4455] to [データ v]\nadd [155551113135331353] to [データ v]\nadd [--2125--1232--1434--3241--4252--4554445455] to [データ v]\nadd [--2125--1232--1434--313545413145--5155--4353] to [データ v]\nadd [--1231--22232252--1433--24252454] to [データ v]\nadd [151341--4245555242] to [データ v]\nadd [--13232131212535--2332--2434--424443535254] to [データ v]\nadd [15--3135--1333513355] to [データ v]\nadd [--1231--2225--32345445--4351--4153--1215] to [データ v]\nadd [15--3151313555--1353--3142--4152--3344--4354] to [データ v]\nadd [--1231121553--2244] to [データ v]\nadd [--2125231333513355--1425] to [データ v]\nadd [--2131352521--1353--515545] to [データ v]\nadd [--1242443432342422241412--43524354] to [データ v]\nadd [13232111313313--1232--23252454] to [データ v]\nadd [--212322125232413243--24251555--3444] to [データ v]\nadd [--1122--1323--1524--31212535--32344353--4244] to [データ v]\nadd [--212322125232413243--2425152534--4455--4554--2535] to [データ v]\nadd [--1221--2225--13333135--3251--345455] to [データ v]\nadd [--1231--2225--3234--5155--1353] to [データ v]\nadd [--2125--135333513355--4244] to [データ v]\nadd [--1221121432--223353553533] to [データ v]\nadd [--1231--2225--3235--4145--3242--2454] to [データ v]\nadd [--13232125--2233--24333135--425254444254] to [データ v]\nadd [--1353--11212515--41515545] to [データ v]\nadd [--3351--1155] to [データ v]\nadd [--1242443432342422241412--4351--435355] to [データ v]\nadd [--13232125--2252--24545155] to [データ v]\nadd [--1231--2252--2325241454--24432445] to [データ v]\nadd [51313515111333355544] to [データ v]\nadd [15--3135--5155--1353--4455] to [データ v]\nadd [--132123--23313524--3353--4251--4455] to [データ v]\nadd [--1115--212535312135--1353--4145] to [データ v]\nadd [153531112125--4145433353] to [データ v]\nadd [--21255544--1352] to [データ v]\nadd [--1331--2252--1454--3445] to [データ v]\nadd [--1321--3133--225232433241--15535545] to [データ v]\nadd [--1231--2252--2325241424332435--334345353345354344345455] to [データ v]\nadd [135355--15353151] to [データ v]\nadd [15515545] to [データ v]\nadd [--1214--2224--3135--1333413345--32525434--4244] to [データ v]\nadd [1513223234242234--3342334452--3255] to [データ v]\nadd [--1221--3133--1252--3241--3243--1323--1525--1434533455] to [データ v]\nadd [--1221121432--2235--4243--5253] to [データ v]\nadd [131222212333312133--4143--3252--141555--1454--2425--3435] to [データ v]\nadd [--12142422122241222345--323444423244--5155] to [データ v]\nadd [--13232125--3241--4252--3443343553--4355--4444] to [データ v]\nadd [22--3132--5143--14332325--334345353345--3553] to [データ v]\nadd [--2122424131323121--1315--2325--3335--1434--335343455535] to [データ v]\nadd [--122224141224--223135--4244--5155--2353] to [データ v]\nadd [15--2131212535--1333--312335--3234--414443515545] to [データ v]\nadd [15--2131212535--1333--312335--31355551--4145] to [データ v]\nadd [15--2125--1222--1424--2333323444423244--4251--4455] to [データ v]\nadd [--1221--22313322333252--4151--4353--13142423243433353454--4355--4553] to [データ v]\nadd [--2221113132--2524143435--3342--3443--4353--5252--5454--4244] to [データ v]\nadd [--2125--1232--1434--33413345--4244433353--5252--5454] to [データ v]\nadd [2125151125--1343--3234--4145--5151--5252--5454--5555] to [データ v]\nadd [--21122321--3133--2252--415243--5153--13153533232523135344--35443355] to [データ v]\nadd [--21122321--3133--2252--415243--5153--131555151353--2325--3435454434] to [データ v]\nadd [--21121534--31354543334341315155] to [データ v]\nadd [--211325--2224--313533515544] to [データ v]\nadd [--2122424131323121--1315553533533323252313] to [データ v]\nadd [--122221233221323133--414342325242514253--151454343555] to [データ v]\nadd [--211325--2224--323453] to [データ v]\nadd [212313232515--31353241--33535535] to [データ v]\nadd [1323131222--1424251514--323444433344344352--4455] to [データ v]\nadd [1222211131--23313223--142423253423--3335--4244--5155--3353] to [データ v]\nadd [--1221--2252--2325--14542443244543] to [データ v]\nadd [13--3133--5153--1252--23251454--3355--3553] to [データ v]\nadd [12--2122--3132--4151524241--2325--1434--153533434535--4355--2454--5355] to [データ v]\nadd [--1323212524343222--51414555--4244545242] to [データ v]\nadd [--1221--2252--151333232524144445--5355] to [データ v]\nadd [4143421252--2123--14333525--4445555444] to [データ v]\nadd [--1221--2231333252--4151--4353--1423141533--1435--4444--5454] to [データ v]\nadd [--21252313333242453532453542--315155] to [データ v]\nadd [12--2122--3132--4151524241--1353131555--2325--3335--1434--4445555444] to [データ v]\nadd [12--2122--3132--4151524241--132415--2325353323--3453--3455] to [データ v]\nadd [--1221414222213132--1433--24255554--3434] to [データ v]\nadd [--1221--2252--2325--3343453533--1553--4455] to [データ v]\nadd [5111155554--2125--3135--1353] to [データ v]\nadd [--2125353121352531--1222--1424--3242443432--425344--5155] to [データ v]\nadd [--2125--13333414--125255] to [データ v]\nadd [313515112125231333413345--4252--4454] to [データ v]\nadd [--121424222524343135--13434145555141555441] to [データ v]\nadd [--212522123222241434--31423135444145--3343514355] to [データ v]\nadd [12--2122--3132--13151434--2325343335--4353554543--4142525141] to [データ v]\nset [文字 v] to (join (文字) [今考発品灯読内外限定独特友愛母兄弟姉妹父祖孫聞我国挙句永細太東西南北鳥風物前次後少多縦横言対応線全半時分秒長短好嫌打何間謎工房作])\nadd [--211325--2224--323453] to [データ v]\nadd [--1215--2125--1431--353323434555] to [データ v]\nadd [12211214251415--2225--3135--225251--245455] to [データ v]\nadd [--1214242212--4142525141--4445555444] to [データ v]\nadd [--2131--2333--1242514253--13151454] to [データ v]\nadd [12--2122--3133--4151524241--23252414343335--3453--3455--3343--3545] to [データ v]\nadd [--1323322334--51212555] to [データ v]\nadd [31111353--2123--14542435] to [データ v]\nadd [132322233332--1151--141535341435145445--4455] to [データ v]\nadd [--1323212535--2131--323433534344435351555141] to [データ v]\nadd [--3123--4143--125251--2333352523--1454535545] to [データ v]\nadd [31--2123--4143--2252--2325--3335--1444434555--5454] to [データ v]\nadd [--2125--1351--323553--3255] to [データ v]\nadd [--152131--2323--2525--31413135454145--3351--4453--4255] to [データ v]\nadd [--1242441412--2135--2323--3343--1454] to [データ v]\nadd [31351511--325251--345455] to [データ v]\nadd [22--152421253531414555--2353--4251] to [データ v]\nadd [--124142--2252--2122--14242325--3343333545--1454] to [データ v]\nadd [--124142--2252--2122--2325--3335--1454--34433445] to [データ v]\nadd [--1221--1425--3451--3255] to [データ v]\nadd [--1222212341--32523243--145453551514--2425--3435] to [データ v]\nadd [132252--3133--131523253335--3454--4353--4555] to [データ v]\nadd [511122--121555--323454--334344--3344] to [データ v]\nadd [--122125--3133--225251--1355--3553--1425] to [データ v]\nadd [51551511--2224--3234--4244--23434434] to [データ v]\nadd [212313232515--2231--2435--3234--4244--335352] to [データ v]\nadd [--1231--22255554--3242443432] to [データ v]\nadd [--1224--31345453--414352--354455] to [データ v]\nadd [--12212231333252--4151--4353--23254543232444--3335] to [データ v]\nadd [--2125--1333513355--4254] to [データ v]\nadd [--2125--3135454131453541--135343514355] to [データ v]\nadd [15--2125555121--123231--143435] to [データ v]\nadd [--21252313333151313555--324334--324334--42444353] to [データ v]\nadd [--123231325251--143435345455] to [データ v]\nadd [--1221243431213431414555--5151--5252--5353--5454] to [データ v]\nadd [51111555--2224--3242443432--23535254] to [データ v]\nadd [312123--4143--2252--1433242555--2554--2453] to [データ v]\nadd [--122221252414--31514142523231--3444--355554] to [データ v]\nadd [--2122--4142--1433242534533455] to [データ v]\nadd [--1221--2231--2252--1423253335--4453444554--4455] to [データ v]\nadd [--1333--2231--2435--4551] to [データ v]\nadd [--121432--122122--333553--334243] to [データ v]\nadd [--12212231333252--4151--4353--1313--1515--2325245453435355--3435] to [データ v]\nadd [--2123221252--32413243--2325--3335--1434--1535--344443333545--5353--5555--4345] to [データ v]\nadd [--1214--2125--3135--4151554541] to [データ v]\nadd [--1222212351--3153--2425155544] to [データ v]\nadd [--1323252151--3242--335355--344445--3535] to [データ v]\nadd [--12212231333252--4151--4353--15233335252335--3454--434453--454455] to [データ v]\nadd [--211325--2224--3234--23535155] to [データ v]\nadd [22--1524--2224--3135--1353] to [データ v]\nadd [--21414222213132--2325--333555--4354--1434--4345] to [データ v]\nadd [--1221--1425--222454--2352] to [データ v]\nadd [--122122--12523241--1434--2333--253553] to [データ v]\nadd [--121512222422323432424145425253--4355] to [データ v]\nadd [--122122--3132224251--1315--2333352523--335435--5355--4253] to [データ v]\nadd [--124142--2252--2122--13152454--3335] to [データ v]\nadd [--124142--2252--2122--132415--23254543--3335--245444534455] to [データ v]\nadd [--2123--3133--1252--1315145453] to [データ v]\nadd [--1331--2252--131555--3343443433] to [データ v]\nadd [511122--121555--3234545242444232] to [データ v]\nadd [12--2122--3132--4151524241--1335--1543--1444--2325--1223--3233535553] to [データ v]\nadd [1513535155] to [データ v]\nadd [15--212535312151--3343424555--3352] to [データ v]\nadd [--1231--2252--1533--24252454--3435--4445] to [データ v]\nset [文字 v] to (join (文字) [莉引勝負答暦治昭和成令刀遠近記号元旦輪開閉旧京柳桜午松楓霜谷里丸馬牛肉魚第野死菜米問題角同亡形方平行辺進戻])\nadd [--212522123222241434--334143--3252--3444--3555] to [データ v]\nadd [13232131335351--1555] to [データ v]\nadd [12222131325212--1151--1313--1515--2325--3335--1434433445--434555--3454] to [データ v]\nadd [--21121524--222535324245252242--4352--4455] to [データ v]\nadd [--2112131223--2314151425--413345--4244545242] to [データ v]\nadd [151151--2125241424332435--123222312233--424555524255] to [データ v]\nadd [22--3132--5142--14232515--3335555333] to [データ v]\nadd [--21224241213132--131525151424--3335555333] to [データ v]\nadd [--1321--3133--125232413243--2444452524] to [データ v]\nadd [--21252151414252--13553553--1525] to [データ v]\nadd [--211325--2224--313545353353] to [データ v]\nadd [155554--1351] to [データ v]\nadd [--2325--3335--143435454333--445344544455--1122--31324251425355] to [データ v]\nadd [--15234333353444--1122--31324251425355] to [データ v]\nadd [12--2122--3132--4151524241--131535335355] to [データ v]\nadd [--1222241412--31353242445453] to [データ v]\nadd [--1214--2125225251--245455] to [データ v]\nadd [--121424223234141232--5155] to [データ v]\nadd [--2123--313343413143--5153--1252--241525--3454343555--4445--3455] to [データ v]\nadd [511122--121555--3234--4244--33523353] to [データ v]\nadd [511122--121555--4244--33534352] to [データ v]\nadd [51--121535325255--1252--1555] to [データ v]\nadd [--132321252434322232335352--4251--4455] to [データ v]\nadd [5121222142--14234344144453441415454454] to [データ v]\nadd [5121222142--1313--1414--1515--244345--3553--3335] to [データ v]\nadd [--1331--2225--4145--2353] to [データ v]\nadd [5121222142--1423--1525--34535545] to [データ v]\nadd [5121222142--1352131555--2315--2434334345353334445355] to [データ v]\nadd [151323212535--2131213325--41424131514152--4345555444554554] to [データ v]\nadd [--1221--1425--312335--4244545242] to [データ v]\nadd [153531112125231353434244--5155] to [データ v]\nadd [--124251--2124545545--3153] to [データ v]\nadd [1511212421313431414555--5151--5252--5353--5454--1343] to [データ v]\nadd [--1231--2225--3135--1353] to [データ v]\nadd [--1323322334--33423344--2151212555] to [データ v]\nadd [--1221121524--2225454222--3235--2343--5252--5353--5454--5555] to [データ v]\nadd [--2112131223--2314151425--3135414555--33534351] to [データ v]\nadd [133331112123221252--4143--5153--1415242535--2554] to [データ v]\nadd [15--12212353--2133--242524145455] to [データ v]\nadd [--21252212--1424--2531--3232--3333--3434--4145--43514355--4353] to [データ v]\nadd [22--1524--4251--4455--3135--1353] to [データ v]\nadd [511122--121555--4244545242] to [データ v]\nadd [1222211122--313252--415155--1315242325454323452543--44534455] to [データ v]\nadd [--1221121524--2252222555--3235--4245--2353] to [データ v]\nadd [1555--1151--2224--3234444232] to [データ v]\nadd [--13232125215155] to [データ v]\nadd [13--3133--1251--1252--1524--2534--3544] to [データ v]\nadd [--13232125--33355554--233251] to [データ v]\nadd [15--3135--2132--2534--1353] to [データ v]\nadd [--1221--2331--2252--1315--23252454] to [データ v]\nadd [22--31324251425355--121545--143443] to [データ v]\nadd [22--31324251425355--142343--152444--2325--3335--4345] to [データ v]\nadd [15--212535312151--4245443444524455] to [データ v]\nset [文字 v] to (join (文字) [猫])\nadd [12--3123--4143--125251--2325--1434--1535--3335555333--4345--3454] to [データ v]\n\ndefine 日本語_ひらがな\nset [文字 v] to (join (文字) [あいうえおかきくけこさしすせそたちつてとなにぬねのはひふへほまみむめもやゆよらりるれろわゐゑをん])\nset [文字 v] to (join (文字) [がぎぐげござじずぜぞだぢづでどばびぶべぼぱぴぷぺぽぁぃぅぇぉゃゅょっゎゔ])\nadd [--2125231353--3452313555] to [データ v]\nadd [5142--1555] to [データ v]\nadd [--1214--31355551] to [データ v]\nadd [--1214--313551435355] to [データ v]\nadd [--21232212525131355544--1425] to [データ v]\nadd [--21235342--1251--1335] to [データ v]\nadd [--2124--3135--1243415255] to [データ v]\nadd [--153155] to [データ v]\nadd [5142--2325241454] to [データ v]\nadd [1523--415155] to [データ v]\nadd [--2125--1244415255] to [データ v]\nadd [--12525435] to [データ v]\nadd [--2125231343423223435251] to [データ v]\nadd [--212522125255--1434] to [データ v]\nadd [153135425355] to [データ v]\nadd [--2123221251--3335--5355] to [データ v]\nadd [--2125--1243455552] to [データ v]\nadd [132535455351] to [データ v]\nadd [15234355] to [データ v]\nadd [--13333532415255] to [データ v]\nadd [--2123221251--1425--3454534345] to [データ v]\nadd [5142--2325--4345] to [データ v]\nadd [43--1551313555544445] to [データ v]\nadd [--1252--2123412555544445] to [データ v]\nadd [--1353512112155544] to [データ v]\nadd [5142--2325241454534345] to [データ v]\nadd [--21124152431425] to [データ v]\nadd [--1224225452--3251--3455] to [データ v]\nadd [--311355] to [データ v]\nadd [5142--1315--2325--1454534345] to [データ v]\nadd [--2125--3135--1353514145] to [データ v]\nadd [1252514145--2454] to [データ v]\nadd [--21232212525131325535--1425] to [データ v]\nadd [43--1551313555] to [データ v]\nadd [--12525435--2123--3133] to [データ v]\nadd [--21253534--1252--1323] to [データ v]\nadd [31322223253533--1454] to [データ v]\nadd [--2325231353514145] to [データ v]\nadd [--1214--2131355551] to [データ v]\nadd [3123--1555] to [データ v]\nadd [14314555514253] to [データ v]\nadd [--1252--212341145445] to [データ v]\nadd [1431355451] to [データ v]\nadd [--1252--212341255544] to [データ v]\nadd [1252513135555333] to [データ v]\nadd [14222535413243514353434555] to [データ v]\nadd [--2125--13313344--345255] to [データ v]\nadd [--1351335345] to [データ v]\nadd [--21235342--1251--1334--1424--1525] to [データ v]\nadd [--2123--3134--1243415255--1424--1525] to [データ v]\nadd [--133155--1424--1525] to [データ v]\nadd [5142--2225231353--1424--1525] to [データ v]\nadd [1323--415155--1424--1525] to [データ v]\nadd [--2125--1244415255--1424--1525] to [データ v]\nadd [--12525435--1424--1525] to [データ v]\nadd [--21252313333223435251--1424--1525] to [データ v]\nadd [--212522125255--1333--1424--1525] to [データ v]\nadd [133135425355--1424--1525] to [データ v]\nadd [--2123221251--3335--5355--1424--1525] to [データ v]\nadd [--2125--1243455552--1424--1525] to [データ v]\nadd [122535455351--1424--1525] to [データ v]\nadd [25334355--1424--1525] to [データ v]\nadd [--13333532415255--1424--1525] to [データ v]\nadd [5142--2225231353524245--1424--1525] to [データ v]\nadd [--21124152431335--1424--1525] to [データ v]\nadd [253353--3151--3555--1424--1525] to [データ v]\nadd [--311355--1424--1525] to [データ v]\nadd [5142--2325--3335--24544345--1424--1525] to [データ v]\nadd [5142--2225231353524245--1424251514] to [データ v]\nadd [--21124152431335--1424251514] to [データ v]\nadd [253353--3151--3555--1424251514] to [データ v]\nadd [--311355--1424251514] to [データ v]\nadd [5142--2325--3335--24544345--1424251514] to [データ v]\nif <(書き方) = [0]> then\n add [--3335--245453434555--4554] to [データ v]\n add [--335344--3555] to [データ v]\n add [--3335--43455553] to [データ v]\n add [--3335--434553445455] to [データ v]\n add [--3335342454434555--2535] to [データ v]\n add [--32354535332353--2434] to [データ v]\n add [--334334354544--3454] to [データ v]\n add [--3435--2454534345] to [データ v]\n add [--33355553] to [データ v]\n add [--32355554--2353--4243] to [データ v]\nelse\n add [--2325--144443333545--3544] to [データ v]\n add [--133324--1535] to [データ v]\n add [--1315--23253533] to [データ v]\n add [--1315--232533242435] to [データ v]\n add [--2325241444333545--1525] to [データ v]\n add [--22253525231343--1424] to [データ v]\n add [--132314152524--1434] to [データ v]\n add [--2425--1444433335] to [データ v]\n add [--13153533] to [データ v]\n add [--22254544--1343--3233] to [データ v]\nend\nadd [--1214--31355551--1424--1525] to [データ v]\n\nwhen I receive [penfont_start2 v]\n\ndefine 日本語_かたかな\nset [文字 v] to (join (文字) [アイウエオカキクケコサシスセソタチツテトナニヌネノハヒフヘホマミムメモヤユヨラリルレロワヰヱヲン])\nset [文字 v] to (join (文字) [ガギグゲゴザジズゼゾダヂヅデドバビブベボパピプペポァィゥェォャュョッヮヴヵヶ])\nadd [--212544--3352] to [データ v]\nadd [--15312353] to [データ v]\nadd [--1323212553--2131] to [データ v]\nadd [--212523535155] to [データ v]\nadd [--212523135352--2351] to [データ v]\nadd [--21255443--1351] to [データ v]\nadd [--2124--3134--1254] to [データ v]\nadd [--1331221552] to [データ v]\nadd [--133122252452] to [データ v]\nadd [--21255551] to [データ v]\nadd [--21252212322224143452] to [データ v]\nadd [--1122--2132--5225] to [データ v]\nadd [--2125513355] to [データ v]\nadd [--212522125255--2534] to [データ v]\nadd [--2132--2552] to [データ v]\nadd [--22312225523431] to [データ v]\nadd [--1521--3135--2352] to [データ v]\nadd [--1131--1333--1552] to [データ v]\nadd [--1214--21252352] to [データ v]\nadd [512134] to [データ v]\nadd [--212523--1452] to [データ v]\nadd [--2224--4145] to [データ v]\nadd [--212552--3355] to [データ v]\nadd [--1323--212532--33533345] to [データ v]\nadd [--1552] to [データ v]\nadd [--1251--1455] to [データ v]\nadd [5155513134] to [データ v]\nadd [--11153552] to [データ v]\nadd [--311255] to [データ v]\nadd [--212523135342--3251--3455] to [データ v]\nadd [--212543--3254] to [データ v]\nadd [--2224--3234--5254] to [データ v]\nadd [--124144--3355] to [データ v]\nadd [--1552--2344] to [データ v]\nadd [14--3134--125255] to [データ v]\nadd [--312534--1253] to [データ v]\nadd [--2124535155] to [データ v]\nadd [--21254541455551] to [データ v]\nadd [--1214--313552] to [データ v]\nadd [31--1553] to [データ v]\nadd [51--135345] to [データ v]\nadd [5135] to [データ v]\nadd [--2151552521] to [データ v]\nadd [3111153552] to [データ v]\nadd [--212524142422424145441454] to [データ v]\nadd [1524--13535155] to [データ v]\nadd [1533313351] to [データ v]\nadd [23--5135] to [データ v]\nadd [--21255443--1351--1424--1525] to [データ v]\nadd [--2124--3134--1254--1424--1525] to [データ v]\nadd [--1331222552--1424--1525] to [データ v]\nadd [--133122252452--1424--1525] to [データ v]\nadd [--21255551--1424--1525] to [データ v]\nadd [--21252212322224143452--1424--1525] to [データ v]\nadd [--1122--2132--5225--1424--1525] to [データ v]\nadd [--2125513355--1424--1525] to [データ v]\nadd [--212522125255--2534--1424--1525] to [データ v]\nadd [--2132--2552--1424--1525] to [データ v]\nadd [--22312225523431--1424--1525] to [データ v]\nadd [--2531--3135--3352--1424--1525] to [データ v]\nadd [--2131--2333--2552--1424--1525] to [データ v]\nadd [--2224--31353352--1424--1525] to [データ v]\nadd [512134--1424--1525] to [データ v]\nadd [--1251--1355--1424--1525] to [データ v]\nadd [5155513134--1424--1525] to [データ v]\nadd [--212552--1424--1525] to [データ v]\nadd [--311255--1424--1525] to [データ v]\nadd [--212523135342--3251--3455--1424--1525] to [データ v]\nadd [--1251--1455--1424251514] to [データ v]\nadd [5155513134--1424251514] to [データ v]\nadd [--212552--1424251514] to [データ v]\nadd [--311255--1424251514] to [データ v]\nadd [--212523135342--3251--3455--1424251514] to [データ v]\nif <(書き方) = [0]> then\n add [--333544--3453] to [データ v]\n add [--35433454] to [データ v]\n add [--24343343333554] to [データ v]\n add [--333534545355] to [データ v]\n add [--3335342454--3453] to [データ v]\n add [--333544--2453] to [データ v]\n add [--3334545355] to [データ v]\n add [--33354543455553] to [データ v]\n add [--3343--3444--3554] to [データ v]\n add [--43333554] to [データ v]\nelse\n add [--131524--1433] to [データ v]\n add [--15231434] to [データ v]\n add [--14242333232544] to [データ v]\n add [--131514343335] to [データ v]\n add [--2325241444--2443] to [データ v]\n add [--232534--1443] to [データ v]\n add [--1314343335] to [データ v]\n add [--13152523253533] to [データ v]\n add [--1323--1424--1534] to [データ v]\n add [--23131534] to [データ v]\nend\nadd [--1222212553--2131--1424--1525] to [データ v]\nif <(書き方) = [0]> then\n add [--4345443454444555] to [データ v]\n add [--2442--33353453] to [データ v]\nelse\n add [--2325241434242535] to [データ v]\n add [--1432--23252443] to [データ v]\nend\n\nwhen flag clicked\nhide\n\n[テスト/Test.] Write[x,y,size,color,thickness,align,delete?] [-220] [0] [100] [0x000000] [2] [0] [1]\n\ndefine 日本語_濁点付き\nset [文字 v] to (join (文字) [亜伊江尾奈荷奴根乃麻実夢芽毛矢油与拉理留礼呂羽井絵夫霧])\nadd [--2125231353--3452313555--1424--1525] to [データ v]\nadd [5142--1555--1424--1525] to [データ v]\nadd [--1214--313551435355--1424--1525] to [データ v]\nadd [--21232212525131355544--1325--1424--1525] to [データ v]\nadd [--2123221251--3454534345--1325--1424--1525] to [データ v]\nadd [5142--2325--4345--1424--1525] to [データ v]\nadd [43--1551313555544445--1424--1525] to [データ v]\nadd [--1252--2123412555544445--1424--1525] to [データ v]\nadd [--1353512112155544--1424--1525] to [データ v]\nadd [--2125--3135--1353514145--1424--1525] to [データ v]\nadd [1252514145--2454--1424--1525] to [データ v]\nadd [--21232212525131325535--1425--1424--1525] to [データ v]\nadd [43--1551313555--1424--1525] to [データ v]\nadd [--12525435--2123--3133--1424--1525] to [データ v]\nadd [--21253534--1252--1323--1424--1525] to [データ v]\nadd [31322223253533--1454--1424--1525] to [データ v]\nadd [--2325231353514145--1424--1525] to [データ v]\nadd [--1214--2131355551--1424--1525] to [データ v]\nadd [3123--1555--1424--1525] to [データ v]\nadd [14314555514253--1424--1525] to [データ v]\nadd [--1252--212341145445--1424--1525] to [データ v]\nadd [1431355451--1424--1525] to [データ v]\nadd [--1252--212341255544--1424--1525] to [データ v]\nadd [1252513135555333--1424--1525] to [データ v]\nadd [14222535413243514353434555--1424--1525] to [データ v]\nadd [--2125--13313344--345255--1424--1525] to [データ v]\nadd [--1351335345--1424--1525] to [データ v]\nset [文字 v] to (join (文字) [吾以依汚納弐怒値之真未務眼茂屋湯予羅利流鈴路環位恵悪武])\nadd [--212544--3352--1424--1525] to [データ v]\nadd [--15312353--1424--1525] to [データ v]\nadd [--1323212553--2131--1424--1525] to [データ v]\nadd [--212523535155--1424--1525] to [データ v]\nadd [--212523135352--2351--1424--1525] to [データ v]\nadd [--212523--1452--1424--1525] to [データ v]\nadd [--2224--4145--1424--1525] to [データ v]\nadd [--212552--3355--1424--1525] to [データ v]\nadd [--1323--212532--33533345--1424--1525] to [データ v]\nadd [--1552--1424--1525] to [データ v]\nadd [--212543--3254--1424--1525] to [データ v]\nadd [--2224--3234--5254--1424--1525] to [データ v]\nadd [--124144--3355--1424--1525] to [データ v]\nadd [--1552--2344--1424--1525] to [データ v]\nadd [14--3134--125255--1424--1525] to [データ v]\nadd [--312534--1253--1424--1525] to [データ v]\nadd [--2124535155--1424--1525] to [データ v]\nadd [--21254541455551--1424--1525] to [データ v]\nadd [--1214--313552--1424--1525] to [データ v]\nadd [31--1553--1424--1525] to [データ v]\nadd [51--135345--1424--1525] to [データ v]\nadd [5135--1424--1525] to [データ v]\nadd [--2151552521--1424--1525] to [データ v]\nadd [31111552--1424--1525] to [データ v]\nadd [1533313351--1424--1525] to [データ v]\nadd [23--5135--1424--1525] to [データ v]\nadd [21--1222--1424--1525] to [データ v]\nset [文字 v] to (join (文字) [‼⁉⑪⑫⑬⑭⑮⑯⑰⑱⑲⑳●▲■♥♦♠♣])\nadd [--1242--5252--1444--5454] to [データ v]\nadd [41--5151--3212153533--5353] to [データ v]\nadd [--1542--5151] to [データ v]\nadd [--1342--5151--1544--5353] to [データ v]\nadd [41--5151--1343--5353--1545--5555] to [データ v]\nadd [--1342--5151--1443--5252--1544--5353] to [データ v]\nadd [41--5151--1242--5252--1343--5353--1444--5454] to [データ v]\nadd [--1241--5151--1342--5252--1443--5353--1544--5454] to [データ v]\nadd [--1241--5151--133213153433--5353] to [データ v]\nadd [13333233131131--5252--1535--5555] to [データ v]\nadd [--1214333233141231--5252--1534--5353] to [データ v]\nadd [31--5151--1232--5252--3313153534--5454] to [データ v]\nadd [--1241--5151--1342--5252--33141534--5353] to [データ v]\nadd [--3111133332--5252--34141535--5555] to [データ v]\nadd [--31121332--5252--33141534--5454] to [データ v]\nadd [--212242432324444525] to [データ v]\nadd [--21414222234344242545] to [データ v]\nadd [--414222244445] to [データ v]\nadd [--212242442425] to [データ v]\n\ndefine ロシア語・ギリシャ語\nset [文字 v] to (join (文字) [АБВГДЕЁЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯ])\nadd [--1331513135133555] to [データ v]\nadd [151151533531] to [データ v]\nadd [51533531331511] to [データ v]\nadd [151151] to [データ v]\nadd [--1214343212--313555353151] to [データ v]\nadd [15113135315155] to [データ v]\nadd [--2125213135315155--1212--1414] to [データ v]\nadd [55--1353--1551] to [データ v]\nadd [1325333133455351] to [データ v]\nadd [511555] to [データ v]\nadd [--21512555--12222414] to [データ v]\nadd [51--153155] to [データ v]\nadd [--5142121555] to [データ v]\nadd [5111531555] to [データ v]\nadd [51--3135--1555] to [データ v]\nadd [15555111] to [データ v]\nadd [51111555] to [データ v]\nadd [5111153531] to [データ v]\nadd [--1513315335] to [データ v]\nadd [151353] to [データ v]\nadd [33--1551] to [データ v]\nadd [--2125454121--1353] to [データ v]\nadd [55--1551] to [データ v]\nadd [414414444555] to [データ v]\nadd [31351555] to [データ v]\nadd [515515555313] to [データ v]\nadd [414515454313434555] to [データ v]\nadd [1252553532] to [データ v]\nadd [51543431--1555] to [データ v]\nadd [51553531] to [データ v]\nadd [13355351--3135] to [データ v]\nadd [5131331315555313] to [データ v]\nadd [1555353111--3551] to [データ v]\nset [文字 v] to (join (文字) [ΑΒΓΔΕΖΗΘΙΚΛΜΝΞΟΡΣΤΥΦΧΨ])\nadd [--1331513135133555] to [データ v]\nadd [51533531331511] to [データ v]\nadd [151151] to [データ v]\nadd [--13515513] to [データ v]\nadd [15113135315155] to [データ v]\nadd [155155] to [データ v]\nadd [5131351555] to [データ v]\nadd [15555111--3234] to [データ v]\nadd [1513535155] to [データ v]\nadd [51--153155] to [データ v]\nadd [--511355] to [データ v]\nadd [5111531555] to [データ v]\nadd [51115515] to [データ v]\nadd [15--3135--5155] to [データ v]\nadd [15555111] to [データ v]\nadd [5111153531] to [データ v]\nadd [1511335155] to [データ v]\nadd [151353] to [データ v]\nadd [33153353] to [データ v]\nadd [--2125454121--1353] to [データ v]\nadd [55--1551] to [データ v]\nadd [313515--1353] to [データ v]\nset [文字 v] to (join (文字) [¡¤¥¦¨©«®²³´µ·¸¹º»¼½¾¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖØÙÚÛÜÝÞߪ])\nadd [--1313--2353] to [データ v]\nadd [--223334444333--2534--5243--5544] to [データ v]\nadd [2315--2125--3135--2353] to [データ v]\nadd [--1323--4353] to [データ v]\nadd [--1212--1414] to [データ v]\nadd [15555111--2224224244] to [データ v]\nadd [--223142--243344] to [データ v]\nadd [15555111--2224343222423244] to [データ v]\nadd [--2213243234] to [データ v]\nadd [--12142322243332] to [データ v]\nadd [--2214] to [データ v]\nadd [--22333424--2252] to [データ v]\nadd [--3333] to [データ v]\nadd [--4453] to [データ v]\nadd [--2213333234] to [データ v]\nadd [--12143432121432] to [データ v]\nadd [--223342--233443] to [データ v]\nadd [--2112323133--1551--334345443454] to [データ v]\nadd [--2112323133--1551--4334455355] to [データ v]\nadd [132221233231--1551--334345443454] to [データ v]\nadd [--1313--3331515535] to [データ v]\nadd [--2331513135233555--1125] to [データ v]\nadd [--2331513135233555--2115] to [データ v]\nadd [--2331513135233555--211325] to [データ v]\nadd [--2331513135233555--21132315] to [データ v]\nadd [--2331513135233555--1212--1414] to [データ v]\nadd [--2331513135233555--1214242212] to [データ v]\nadd [--13533323--1351--1315--3235--5355] to [データ v]\nadd [--1514214335--435453] to [データ v]\nadd [--2125213135315155--1125] to [データ v]\nadd [--2125213135315155--2115] to [データ v]\nadd [--2125213135315155--211325] to [データ v]\nadd [--2125213135315155--1212--1414] to [データ v]\nadd [--212523535155--1125] to [データ v]\nadd [--212523535155--1521] to [データ v]\nadd [--212523535155--211325] to [データ v]\nadd [--212523535155--1212--1414] to [データ v]\nadd [--121335535212--3133] to [データ v]\nadd [--51215525--21132315] to [データ v]\nadd [--2125555121--1125] to [データ v]\nadd [--2125555121--2115] to [データ v]\nadd [--2125555121--211325] to [データ v]\nadd [--2125555121--21132315] to [データ v]\nadd [--2125555121--1212--1414] to [データ v]\nadd [--2125555121--1551] to [データ v]\nadd [--21515525--1224] to [データ v]\nadd [--21515525--2214] to [データ v]\nadd [--21515525--221324] to [データ v]\nadd [--21515525--1212--1414] to [データ v]\nadd [33153353--2214] to [データ v]\nadd [5121254541] to [データ v]\nadd [51111332355553] to [データ v]\nadd [--121434322224] to [データ v]\nset [文字 v] to (join (文字) [ĒĖŸŪĮĪŒŌĀŠŚŁŻŽŹČĊŃ])\nadd [--2125214145415155--1214] to [データ v]\nadd [--2125214145415155--2214] to [データ v]\nadd [33153353--1212--1414] to [データ v]\nadd [515515--1212--1414] to [データ v]\nadd [1513434145--435453] to [データ v]\nadd [--212523535155--1214] to [データ v]\nadd [15115153133335335355] to [データ v]\nadd [--2125555121--1214] to [データ v]\nadd [--234145234555--4151--1214] to [データ v]\nadd [--252341455351--122314] to [データ v]\nadd [--252341455351--2214] to [データ v]\nadd [--125255--3123] to [データ v]\nadd [--21255155--1313] to [データ v]\nadd [--21255155--122314] to [データ v]\nadd [--21255155--2214] to [データ v]\nadd [--2523415345--122314] to [データ v]\nadd [--2523415345--1422] to [データ v]\nadd [--51215525--1422] to [データ v]\nset [文字 v] to (join (文字) [Ωέΰύίόάήώς;΅ʹ])\nadd [--5152311115355355] to [データ v]\nadd [--2125214145415155--2115] to [データ v]\nadd [--3143354353--2222--2424--2214] to [データ v]\nadd [33153353--2214] to [データ v]\nadd [--212523535155--2115] to [データ v]\nadd [--2125555121--2115] to [データ v]\nadd [--2341514145554523--2115] to [データ v]\nadd [5131351555--2214] to [データ v]\nadd [--5152312125355355--2214] to [データ v]\nadd [--1511335155] to [データ v]\nadd [--3232--3435] to [データ v]\nadd [--1212--1423--1515] to [データ v]\nadd [--1423] to [データ v]\n\ndefine 地面\nset pen (transparency v) to (0)\npen up\nset pen size to (1)\nset pen color to (#b70000)\nset x to (mouse x)\nset y to (-90)\nset [mouse v] to [50]\npen down\nset pen size to (1)\nrepeat (100)\n move (mouse) steps\n change [mouse v] by (3)\n move (join [-] ((mouse) - (1))) steps\n change y by (-1)\nend\npen up\nset pen size to (3)\nif <not <(トゲ_下) = [0]>> then\n set y to (トゲ_下)\n set x to ((mouse x) + (15))\n pen down\n set pen color to (#888888)\n set [mouse v] to [0]\n repeat (30)\n move (mouse) steps\n change [mouse v] by (((トゲ_下) * (-1)) / (20))\n move (join [-] ((mouse) - (2.5))) steps\n change y by (-1)\n end\nend\npen up\nset pen color to (#0b9009)\nset pen size to (3)\nif <not <(壁) = [0]>> then\n set x to ((mouse x) - ((壁) * (-1)))\n set y to (壁)\n repeat (30)\n pen down\n move (((壁) * (-1)) * (2)) steps\n change y by (1)\n set x to ((mouse x) - ((壁) * (-1)))\n end\nend\npen up\nif <not <(clear) = [0]>> then\n if <(lang) = [en]> then\n [clear!!] Write[x,y,size,color,thickness,align,delete?] ((mouse x) - (220)) [90] (clear) [0x000000] [2] [0] [0]\n [★ and ♡, please follow us!] Write[x,y,size,color,thickness,align,delete?] ((mouse x) - (220)) [0] ((clear) - (150)) [0x000000] [2] [0] [0]\n else\n [クリア!] Write[x,y,size,color,thickness,align,delete?] ((mouse x) - (220)) [90] (clear) [0x000000] [2] [0] [0]\n [★と♡、フォローよろしく!] Write[x,y,size,color,thickness,align,delete?] ((mouse x) - (220)) [0] ((clear) - (130)) [0x000000] [2] [0] [0]\n end\nend\npen up\nset pen size to (50)\nset pen color to (#ffe900)\ngo to x: (-240) y: (160)\npen down\ngo to x: (240) y: (160)\npen up\n\ndefine キャラ (y座標) (色) (透明度)\nset pen size to (5)\npen up\nset pen color to (色)\ngo to x: (-50) y: (y座標)\nrepeat (90)\n set pen (transparency v) to (透明度)\n pen down\n move (100) steps\n change y by (1)\n set x to (-50)\nend\npen up\nset pen (transparency v) to (0)\nset pen size to (5)\ngo to x: (100) y: (-150)\nset pen color to (#1d00ff)\npen down\nmove (100) steps\npen up\ngo to x: (100) y: (-150)\nset pen color to (#009dff)\npen down\nif <[999] < (z)> then\n move (100) steps\nelse\n if <not <(z) = [0]>> then\n move ((z) / (10)) steps\n end\nend\n\ndefine 動く\nif <<key (space v) pressed?> or <mouse down?>> then\n change [z v] by (5)\n wait (0.1) seconds\nend\n\nwhen I receive [start v]\nset [clear v] to [0]\nset [no v] to [0]\nrepeat (50)\n キャラ [-200] [#ff0000] (No)\n [start!] Write[x,y,size,color,thickness,align,delete?] [-60] [-90] [50] [0x000000] [2] [0] [0]\n change [no v] by (2)\nend\nコース\n\nwhen I receive [start v]\nset [light_blue v] to [#afdfe4]\nforever\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[130] < (mouse y)>>> then\n set [jump v] to [1]\n set [探す文字 v] to [-200]\n repeat (15)\n キャラ (探す文字) (light_blue) [0]\n change [探す文字 v] by (10)\n end\n repeat (15)\n キャラ (探す文字) (light_blue) [0]\n change [探す文字 v] by (-10)\n end\n else\n set [jump v] to [0]\n キャラ [-200] (light_blue) [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<[当たってはいけない v] contains (z)?> and <(jump) = [0]>> then\n stop [other scripts in sprite v]\n broadcast (restart v)\n end\n if <<[ここは壁 v] contains (z)?> and <(jump) = [0]>> then\n change [z v] by (-5)\n end\nend\n\nwhen I receive [restart v]\nforever\n erase all\n 地面\n 動く\nend\n\nwhen I receive [restart v]\nforever\n if <<<mouse down?> and <[130] < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [jump v] to [1]\n set [探す文字 v] to [-200]\n repeat (15)\n キャラ (探す文字) (light_blue) [0]\n change [探す文字 v] by (10)\n end\n repeat (15)\n キャラ (探す文字) (light_blue) [0]\n change [探す文字 v] by (-10)\n end\n else\n set [jump v] to [0]\n キャラ [-200] (light_blue) [0]\n end\nend\n\nwhen I receive [restart v]\nset [clear v] to [0]\nset [no v] to [0]\nrepeat (50)\n キャラ [-200] [#ff0000] (No)\n [start!] Write[x,y,size,color,thickness,align,delete?] [-60] [-90] [50] [0x000000] [2] [0] [0]\n change [no v] by (2)\nend\nコース\n\ndefine コース\nset [clear v] to [0]\nset [z v] to [0]\nset [トゲ_下 v] to [0]\nwait until <[50] < (z)>\nset [トゲ_下 v] to [-60]\nrepeat until <[170] < (z)>\n if <<key (space v) pressed?> or <mouse down?>> then\n change [トゲ_下 v] by (-5)\n wait (0.1) seconds\n end\nend\nset [トゲ_下 v] to [0]\nwait until <[260] < (z)>\nset [トゲ_下 v] to [-60]\nrepeat until <[300] < (z)>\n if <<key (space v) pressed?> or <mouse down?>> then\n change [トゲ_下 v] by (-20)\n wait (0.1) seconds\n end\nend\nset [トゲ_下 v] to [-60]\nrepeat until <[380] < (z)>\n if <<key (space v) pressed?> or <mouse down?>> then\n change [トゲ_下 v] by (-20)\n wait (0.1) seconds\n end\nend\nset [トゲ_下 v] to [-60]\nrepeat until <[420] < (z)>\n if <<key (space v) pressed?> or <mouse down?>> then\n change [トゲ_下 v] by (-20)\n wait (0.1) seconds\n end\nend\nwait until <[460] < (z)>\nset [壁 v] to [-60]\nrepeat until <[500] < (z)>\n if <<key (space v) pressed?> or <mouse down?>> then\n change [壁 v] by (-20)\n if <<[ここは壁 v] contains (z)?> and <(jump) = [0]>> then\n change [壁 v] by (20)\n end\n wait (0.1) seconds\n end\nend\nwait until <[520] < (z)>\nset [壁 v] to [0]\nset [トゲ_下 v] to [-60]\nrepeat until <[550] < (z)>\n if <<key (space v) pressed?> or <mouse down?>> then\n change [トゲ_下 v] by (-20)\n wait (0.1) seconds\n end\nend\nset [壁 v] to [0]\nwait until <[570] < (z)>\nset [壁 v] to [-60]\nrepeat until <[620] < (z)>\n if <<key (space v) pressed?> or <mouse down?>> then\n change [壁 v] by (-20)\n if <<[ここは壁 v] contains (z)?> and <(jump) = [0]>> then\n change [壁 v] by (20)\n end\n wait (0.1) seconds\n end\nend\nwait until <[620] < (z)>\nset [壁 v] to [0]\nset [トゲ_下 v] to [-60]\nrepeat until <[680] < (z)>\n if <<key (space v) pressed?> or <mouse down?>> then\n change [トゲ_下 v] by (-20)\n wait (0.1) seconds\n end\nend\nset [壁 v] to [0]\nwait until <[690] < (z)>\nset [壁 v] to [-60]\nrepeat until <[720] < (z)>\n if <<key (space v) pressed?> or <mouse down?>> then\n change [壁 v] by (-20)\n if <<[ここは壁 v] contains (z)?> and <(jump) = [0]>> then\n change [壁 v] by (20)\n end\n wait (0.1) seconds\n end\nend\nwait until <[720] < (z)>\nset [壁 v] to [0]\nset [トゲ_下 v] to [-60]\nrepeat until <[760] < (z)>\n if <<key (space v) pressed?> or <mouse down?>> then\n change [トゲ_下 v] by (-20)\n wait (0.1) seconds\n end\nend\nset [壁 v] to [-60]\nrepeat until <[800] < (z)>\n if <<key (space v) pressed?> or <mouse down?>> then\n change [壁 v] by (-20)\n if <<[ここは壁 v] contains (z)?> and <(jump) = [0]>> then\n change [壁 v] by (20)\n end\n wait (0.1) seconds\n end\nend\nset [壁 v] to [-60]\nrepeat until <[860] < (z)>\n if <<key (space v) pressed?> or <mouse down?>> then\n change [壁 v] by (-20)\n if <<[ここは壁 v] contains (z)?> and <(jump) = [0]>> then\n change [壁 v] by (20)\n end\n wait (0.1) seconds\n end\nend\nset [トゲ_下 v] to [-60]\nrepeat until <[920] < (z)>\n if <<key (space v) pressed?> or <mouse down?>> then\n change [トゲ_下 v] by (-20)\n wait (0.1) seconds\n end\nend\nset [clear v] to [30]\nrepeat until <[1000] < (z)>\n if <<key (space v) pressed?> or <mouse down?>> then\n change [clear v] by (10)\n wait (0.1) seconds\n end\nend\n\n[3d] Write[x,y,size,color,thickness,align,delete?] [-140] [120] [300] [0x000000] [5] [0] [0]\n[platformer] Write[x,y,size,color,thickness,align,delete?] [-225] [-60] [90] [0x000000] [3] [0] [0]\n\n@もじ\n\nwhen flag clicked\nhide\nswitch backdrop to (背景2 v)\nstart sound [monody v]\nエフェクトNo. [2] テキスト [nazokoubou]\nwait (7) seconds\nbroadcast (全てが消える v)\nswitch backdrop to (背景1 v)\nbroadcast (PenFont_Start v)\n\ndefine 文字を書く (文字列) x (x) y (y) 色 (色) 大きさ (大きさ) 字間 (字間) 揃え方 (揃え方)\nset pen (transparency v) to (100)\npoint in direction (90)\nset size to (大きさ) %\ngo to x: (x) y: (y)\nif <(揃え方) = [1]> then\n set x to (0)\n change x by (join [-] (((((大きさ) * ((12) + (字間))) / (100)) * (length of (文字列))) / (2)))\nend\nbroadcast (全てが消える v)\nset [文字 v] to (色)\n色\nset [もじ: i v] to [0]\nhide\nset [雑用 v] to (length of (文字列))\nrepeat (length of (文字列))\n change [もじ: i v] by (1)\n if <(letter (もじ: i) of (文字列)) = [改]> then\n go to x: (x) y: (((大きさ) * (-20)) / (100))\n else\n if <<(No) = [1]> and <not <(letter (もじ: i) of (文字列)) = [/]>>> then\n switch costume to (join [char_] (join (letter (もじ: i) of (文字列)) [_red]))\n end\n if <<(No) = [1]> and <(letter (もじ: i) of (文字列)) = [/]>> then\n switch costume to (char_ _red v)\n end\n if <not <(No) = [1]>> then\n switch costume to (join [char_] (join (letter (もじ: i) of (文字列)) [_red]))\n end\n create clone of (_myself_ v)\n if <(x position) > [200]> then\n go to x: (x) y: (((大きさ) * (-20)) / (100))\n else\n change x by (((大きさ) * ((12) + (字間))) / (100))\n end\n end\nend\n\nwhen I receive [全てが消える v]\ndelete this clone\n\nwhen I start as a clone\nshow\nif <<(No) = [1]> and <(costume [number v]) = [290]>> then\n pen up\n set y to (240)\n move (110) steps\n set pen (transparency v) to (0)\n set pen color to (#ffffff)\n set pen size to (1)\n pen down\n point in direction (30)\n repeat (14)\n move (-30) steps\n end\n set pen size to (250)\n set pen color to (#000000)\n repeat (6)\n move (5) steps\n end\n pen up\n set y to (250)\n move (140) steps\n pen down\n set pen (transparency v) to (0)\n set pen size to (250)\n set pen color to (#000000)\n repeat (4)\n move (-5) steps\n end\n wait (0.5) seconds\n repeat (4)\n move (-30) steps\n end\nelse\n set pen (transparency v) to (100)\n pen up\nend\n\ndefine 色\nif <<(文字) = [赤]> or <(文字) = [red]>> then\n set [color v] effect to (0)\n set [brightness v] effect to (0)\nend\nif <<(文字) = [オレンジ]> or <(文字) = [orange]>> then\n set [color v] effect to (15)\n set [brightness v] effect to (0)\nend\nif <<(文字) = [黄色]> or <(文字) = [yellow]>> then\n set [color v] effect to (30)\n set [brightness v] effect to (0)\nend\nif <<(文字) = [緑]> or <(文字) = [green]>> then\n set [color v] effect to (70)\n set [brightness v] effect to (0)\nend\nif <<(文字) = [水色]> or <(文字) = [light blue]>> then\n set [color v] effect to (100)\n set [brightness v] effect to (0)\nend\nif <<(文字) = [青]> or <(文字) = [blue]>> then\n set [color v] effect to (130)\n set [brightness v] effect to (0)\nend\nif <<(文字) = [紫]> or <(文字) = [purple]>> then\n set [color v] effect to (160)\n set [brightness v] effect to (0)\nend\nif <<(文字) = [黒]> or <(文字) = [black]>> then\n set [color v] effect to (0)\n set [brightness v] effect to (-100)\nend\nif <<(文字) = [白]> or <(文字) = [white]>> then\n set [color v] effect to (0)\n set [brightness v] effect to (100)\nend\n\ndefine エフェクトNo. (no) テキスト (テキスト)\nerase all\nbroadcast (全てが消える v)\nset [no v] to (no)\nif <(no) = [1]> then\n 文字を書く (テキスト) x [0] y [0] 色 [白] 大きさ [200] 字間 [4] 揃え方 [1]\n wait (2.5) seconds\n broadcast (全てが消える v)\nend\nif <(no) = [2]> then\n erase all\n set pen size to (1)\n set pen color to (#ffffff)\n 線 [-100] [100] [-100] [-100] 速度 [0.55] 太さ [1]\n 線 [-100] [100] [100] [100] 速度 [0.55] 太さ [1]\n 線 [-50] [100] [-50] [-100] 速度 [0.55] 太さ [1]\n 線 [-100] [50] [100] [50] 速度 [0.55] 太さ [1]\n 線 [0] [100] [0] [-100] 速度 [0.2] 太さ [1]\n 線 [-100] [0] [100] [0] 速度 [0.2] 太さ [1]\n 線 [50] [100] [50] [-100] 速度 [0.2] 太さ [1]\n 線 [-100] [-50] [100] [-50] 速度 [0.2] 太さ [1]\n 線 [100] [100] [100] [-100] 速度 [0.2] 太さ [1]\n 線 [-100] [-100] [100] [-100] 速度 [0.2] 太さ [1]\n set pen color to (#000000)\n set pen size to (250)\n pen up\n go to x: (-240) y: (0)\n pen down\n glide (0.5) secs to x: (240) y: (0)\n 文字を書く (テキスト) x [0] y [0] 色 [黒] 大きさ [200] 字間 [4] 揃え方 [1]\n set [雑用 v] to [-240]\n repeat (25)\n set pen color to (#000000)\n erase all\n 線 (雑用) [0] [400] [0] 速度 [0] 太さ [250]\n change [雑用 v] by (20)\n end\n 文字を書く (テキスト) x [0] y [0] 色 [白] 大きさ [200] 字間 [4] 揃え方 [1]\n set [雑用 v] to [-240]\n repeat (25)\n set pen color to (#ffffff)\n erase all\n 線 (雑用) [0] [400] [0] 速度 [0] 太さ [250]\n change [雑用 v] by (20)\n end\n erase all\n wait (1) seconds\nend\nif <(No) = [3]> then\n set pen size to (1)\n set [雑用 v] to [1]\n repeat (50)\n set pen color to (#ffffff)\n 線 [-240] [0] [240] [0] 速度 [0] 太さ (雑用)\n change [雑用 v] by (2)\n end\n 文字を書く (テキスト) x [0] y [0] 色 [白] 大きさ [200] 字間 [4] 揃え方 [1]\n set pen size to (0.1)\n set [雑用 v] to [2]\n repeat (50)\n set pen color to (#000000)\n 線 [-240] [50] [240] [50] 速度 [0] 太さ (雑用)\n 線 [-240] [-50] [240] [-50] 速度 [0] 太さ (雑用)\n change [雑用 v] by (2)\n end\n wait (1) seconds\nend\nif <(No) = [4]> then\n 文字を書く (テキスト) x [0] y [0] 色 [黒] 大きさ (((1000) / (length of (テキスト))) * (1.5)) 字間 ((length of (テキスト)) / (2)) 揃え方 [1]\n set pen size to (1)\n set [雑用 v] to [1]\n repeat (25)\n set pen color to (#ffffff)\n 線 [-240] [240] [-240] [-240] 速度 [0] 太さ (雑用)\n change [雑用 v] by (8)\n end\n set pen size to (1)\n set [雑用 v] to [1]\n repeat (25)\n set pen color to (#ffffff)\n 線 [240] [240] [240] [-240] 速度 [0] 太さ (雑用)\n change [雑用 v] by (8)\n end\n set pen size to (1)\n set [雑用 v] to [1]\n repeat (25)\n set pen color to (#ffffff)\n 線 [-240] [240] [240] [240] 速度 [0] 太さ (雑用)\n change [雑用 v] by (8)\n end\n set pen size to (1)\n set [雑用 v] to [1]\n repeat (25)\n set pen color to (#ffffff)\n 線 [-240] [-240] [240] [-240] 速度 [0] 太さ (雑用)\n change [雑用 v] by (8)\n end\n set pen size to (1)\n set [雑用 v] to [1]\n repeat (25)\n set pen color to (#ffffff)\n 線 [-240] [-240] [240] [240] 速度 [0] 太さ (雑用)\n change [雑用 v] by (8)\n end\n wait (1) seconds\nend\nif <(No) = [5]> then\n pen up\n broadcast (全てが消える v)\n hide\n clear graphic effects\n repeat (6)\n set size to (1000) %\n go to x: (0) y: (0)\n switch costume to (logic_1 v)\n create clone of (_myself_ v)\n wait (0.25) seconds\n end\n wait (7) seconds\n set [雑用2 v] to [20]\n repeat (100)\n 文字を書く (テキスト) x [0] y [0] 色 [白] 大きさ (雑用2) 字間 [4] 揃え方 [1]\n change [雑用2 v] by (3)\n wait (0.01) seconds\n end\n wait (1) seconds\nend\nif <(No) = [6]> then\n set pen size to (1)\n set [雑用 v] to [1]\n repeat (50)\n set pen color to (#ffffff)\n 線 [-240] [0] [240] [0] 速度 [0] 太さ (雑用)\n change [雑用 v] by (2)\n end\n 文字を書く (テキスト) x [0] y [0] 色 [黒] 大きさ [200] 字間 [4] 揃え方 [1]\n wait (2) seconds\nend\nif <(No) = [7]> then\n 文字を書く (テキスト) x [0] y [-240] 色 [白] 大きさ [200] 字間 [4] 揃え方 [1]\n wait (4) seconds\nend\n\nwhen I start as a clone\npoint in direction (90)\nif <(No) = [1]> then\n wait (1.3) seconds\n repeat (7)\n change x by ((x position) / (-35))\n end\nend\nif <(No) = [2]> then\n wait (1) seconds\n repeat (8)\n set size to (350) %\n repeat (10)\n change size by (-10)\n end\n wait (0.2) seconds\n end\n wait (2) seconds\n repeat (20)\n turn right (15) degrees\n change size by (-10)\n end\n delete this clone\nend\n\ndefine 線 (x) (y) (dx) (dy) 速度 (speed) 太さ (thickness)\npen up\ngo to x: (x) y: (y)\npen down\nset pen size to (thickness)\nglide (speed) secs to x: (dx) y: (dy)\n\nwhen I start as a clone\nshow\nif <(No) = [5]> then\n if < (costume [name v]) contains [logic]?> then\n repeat (5)\n next costume\n wait (0.01) seconds\n end\n repeat (100)\n change size by (-10)\n end\n switch costume to (logic_1 v)\n repeat (5)\n next costume\n wait (0.01) seconds\n end\n repeat (100)\n change size by (10)\n end\n delete this clone\n end\nend\nif <(No) = [6]> then\n switch costume to ((costume [number v]) - (20))\n show\n repeat (20)\n next costume\n wait (pick random (0.01) to (0.1)) seconds\n end\nend\nif <(No) = [7]> then\n show\n repeat (50)\n change y by (5)\n turn right (pick random (1) to (2)) degrees\n end\n repeat (10)\n change y by (5)\n change size by (30)\n turn right (pick random (1) to (2)) degrees\n end\n repeat (10)\n change y by (5)\n change size by (-30)\n turn right (pick random (1) to (2)) degrees\n end\n repeat (60)\n turn right (pick random (1) to (2)) degrees\n change y by (-5)\n end\n delete this clone\nend\n\n
日本語の説明は下へ。スマホ対応\n2021/01/01 傾向一ページ目 15位\n2021/01/02 傾向一ページ目 7位\n\nnazokoubou's first 3D platformer!\nYou can change the viewpoint by moving the mouse.\nPlease select your language first.\n100% PEN except for the opening letters\nI made it with a pen, but I tried not to lag\nIf you touch the thorn, start over\nLet's jump over when the green wall approaches\n\nnazokoubou初!3Dプラットフォーマー!\nマウスを動かすと視点が変更できます。\n最初に言語を選択してください。\nオープニングの文字以外100%PEN\nペンで作っていますがラグくないようにしました\nトゲに触れたらやり直し\n緑の壁が迫ってきたら飛び越えよう
Creeper Adventuring-A Platformer V2.1.4
@Stage\n\nwhen flag clicked\nreset timer\nrepeat (2)\n set x to (x position)\nend\nif <<(timer) = [0.01]> or <(timer) > [0.01]>> then\n hide variable [timer v]\nelse\n show variable [timer v]\nend\n\nwhen flag clicked\nset [playing: v] to [Unkown]\nforever\n set [playing: v] to [Nintendio Wii - Coconut Mall]\n play sound [Coconut Mall - Mario Kart Wii v] until done\n set [playing: v] to [Press Start]\n play sound [level1 v] until done\n set [playing: v] to [Nock Em]\n play sound [level2 v] until done\n set [playing: v] to [Power Tip]\n play sound [level3 v] until done\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch backdrop to ( v)\nforever\n if <<([costume # v] of [level v]) = [7]> or <<<([costume # v] of [level v]) = [8]> or <([costume # v] of [level v]) = [9]>> or <<<([costume # v] of [level v]) = [10]> or <([costume # v] of [level v]) = [11]>> or <<([costume # v] of [level v]) = [12]> or <([costume # v] of [level v]) = [13]>>>>> then\n switch backdrop to (2 v)\n end\n if <([costume # v] of [level v]) = [14]> then\n switch backdrop to (3 v)\n end\n if <([costume # v] of [level v]) = [15]> then\n switch backdrop to ( v)\n end\n if <([costume # v] of [level v]) = [17]> then\n switch backdrop to (2 v)\n end\nend\n\nset [playing: v] to [Infermo \(originally in this game\)]\nplay sound [Inferno-Music v] until done\n\n@blank\n\n@ Player\n\ndefine Platformer Physics Speed, Friction, Jump Height: (speed) (friction) (jump height)\nchange [y vel. v] by (-1)\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n change [clone spin v] by (1)\n change [x vel. v] by (speed)\n point in direction (90)\n start sound [Walk v]\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n change [clone spin v] by (1)\n change [x vel. v] by ((speed) * (-1))\n point in direction (-90)\n start sound [Walk 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 set [x vel. v] to [0]\nend\nchange y by (Y Vel.)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Vel.) ) / (Y Vel.)) * (-1))\n end\n set [y vel. v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>> and <touching (level v)?>> then\n start sound [Jump v]\n set [y vel. v] to (jump height)\nend\nchange y by (1)\nif <touching (end v)?> then\n broadcast (Next Level v)\n broadcast (No parcticles v)\n Reset\nend\nif <not <(cheat) = [2]>> then\n if <touching (danger v)?> then\n broadcast (ded v)\n start sound [tnt.yeeted v]\n Reset\n end\n if <touching (bossdanger v)?> then\n broadcast (ded v)\n start sound [tnt.yeeted v]\n Reset\n end\n set [ghost v] effect to (0)\nelse\n if <<touching (danger v)?> or <touching (bossdanger v)?>> then\n set [ghost v] effect to (45)\n set [color v] effect to (15)\n else\n set [ghost v] effect to (0)\n set [color v] effect to (0)\n end\nend\nif <(y position) = [-184]> then\n Reset\nend\nif <touching (trampoline v)?> then\n set [y vel. v] to [30]\nend\n\ndefine Reset\nbroadcast (reset v)\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset [player v] to [1]\nrepeat until <(game) > [0]>\n switch costume to (player)\nend\n\nwhen [r v] key pressed\nReset\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [the end v]\nstop [all v]\n\nwhen I receive [crouch v]\nswitch costume to (5 v)\n\nwhen I receive [gameplay v]\nforever\n change [counter v] by (1)\n wait (0) seconds\n if <(timer) > [1]> then\n reset timer\n set [fps v] to (Counter)\n set [counter v] to [0]\n end\nend\n\nwhen I receive [gameplay v]\nset [x vel. v] to [0]\nset [y vel. v] to [0]\ngo to x: (-200) y: (0)\nforever\n Platformer Physics Speed, Friction, Jump Height: [3.1] [0.7] [15]\nend\n\nwhen I receive [game froze v]\nrepeat (45)\n go to x: (-200) y: (0)\nend\n\nwhen I receive [among saved v]\nswitch costume to (6 v)\n\nwhen I receive [mobile - jump v]\nset [y vel. v] to (jump height)\n\ndefine Jump Cheat\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>> then\n set [y vel. v] to [15]\nend\nwait until <not <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>>>\n\nwhen I receive [gameplay v]\nforever\n if <(cheat) = [3]> then\n Jump Cheat\n end\nend\n\n@Parcticles\n\nwhen I start as a clone\ngo to [back v] layer\nclear graphic effects\ngo to ( player v)\nchange x by (pick random (-5) to (5))\nchange y by (pick random (-5) to (5))\nrepeat (25)\n change [ghost v] effect by (4)\n change [brightness v] effect by (1.4)\n stamp\nend\ndelete this clone\n\nwhen I receive [no parcticles v]\ndelete this clone\n\nwhen I receive [gameplay v]\nhide\nforever\n create clone of (_myself_ v)\n wait (0) seconds\nend\n\nwhen I receive [among saved v]\nswitch costume to (cloneamong v)\n\nwhen I start as a clone\nforever\n turn left (((<key (left arrow v) pressed?> - <key (right arrow v) pressed?>) * (17)) / (2)) degrees\nend\n\nwhen flag clicked\nrepeat until <(game) > [0]>\n switch costume to (player)\nend\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\n\nwhen I receive [gameplay v]\nshow\nforever\n go to x: (4) y: (20)\n if <(costume [number v]) = [29]> then\n broadcast (The End v)\n end\nend\n\n@End\n\nwhen flag clicked\nshow\n\n@Sun\n\nwhen I start as a clone\ngo to [back v] layer\nhide\nset [ghost v] effect to (50)\nforever\n repeat (100)\n switch costume to (sun3 v)\n change size by (1)\n switch costume to (sun2 v)\n stamp\n end\n repeat (100)\n switch costume to (sun3 v)\n change size by (-1)\n switch costume to (sun2 v)\n stamp\n end\nend\n\nwhen flag clicked\n\nwhen I receive [gameplay v]\nshow\ngo to [back v] layer\nswitch costume to (sun2 v)\ncreate clone of (_myself_ v)\nswitch costume to (sun v)\nwait (2) seconds\nswitch costume to (sun2 v)\ncreate clone of (_myself_ v)\nswitch costume to (sun v)\nwait (2) seconds\nswitch costume to (sun2 v)\ncreate clone of (_myself_ v)\nswitch costume to (sun v)\n\nwhen flag clicked\nforever\n hide\n stamp\n go to [back v] layer\nend\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (danger lv.1 v)\ngo to [back v] layer\n\nwhen flag clicked\nshow\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (trampoline 1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\n\n@TN\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (36) y: (28)\ngo to [front v] layer\n\nwhen [space v] key pressed\ngo to [front v] layer\n\n@TN2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (36) y: (28)\n\nwhen I receive [the end v]\nset [ghost v] effect to (0)\n\nwhen [space v] key pressed\ngo to [front v] layer\n\n@Duszek1\n\nwhen flag clicked\ngo to x: (-29) y: (172)\nturn right (pick random (0) to (360)) degrees\n\nwhen this sprite clicked\nbroadcast (among saved v)\nbroadcast (Easter_egg_advancement v)\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [7]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [13]> then\n show\n else\n hide\n end\nend\n\n@Sword\n\nwhen flag clicked\nforever\n go to ( player v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [17]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n switch costume to (kostium2 v)\n else\n switch costume to (kostium1 v)\n end\nend\n\n@BossDanger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (danger lv.1 v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset [boss health v] to [1]\nclear graphic effects\nforever\n if <<touching (sword v)?> and <([costume # v] of [level v]) = [17]>> then\n if <(Boss health) = [0]> then\n repeat (10)\n change [fisheye v] effect by (20)\n change [ghost v] effect by (10)\n wait (0.5) seconds\n end\n hide\n end\n change [boss health v] by (-1)\n wait until <not <touching (sword v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (sword v)?> and <([costume # v] of [level v]) = [17]>> then\n if <(Boss health) = [-1]> then\n repeat (10)\n change [ghost v] effect by (50)\n wait (0.5) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [17]> then\n show variable [boss health v]\n else\n hide variable [boss health v]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (sword v)?> and <([costume # v] of [level v]) = [17]>> then\n if <(Boss health) = [-1]> then\n change [boss health v] by (1)\n end\n end\nend\n\n@images (4)\n\nwhen I receive [ded v]\nplay sound [SSSSSSSSSSS v] until done\nstart sound [kaboom v]\n\nwhen I receive [next level v]\nhide\n\nwhen flag clicked\nhide\n\n@pet\n\nwhen flag clicked\n\ngo to x: (-200) y: (0)\n\nwhen I receive [bought creeper pet v]\nstart sound [Click v]\nswitch costume to (kostium3 v)\nchange [collected v] by (-100)\n\nwhen I receive [bought slime pet v]\nstart sound [Click v]\nswitch costume to (kostium4 v)\nchange [collected v] by (-100)\n\nwhen I receive [gameplay v]\nforever\n go to ( player v)\nend\n\nwhen I receive [gameplay v]\nset [scratchcraft things v] to [0]\nswitch costume to (kostium2 v)\nset [x vel. v] to [0]\nset [y vel. v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen I receive [bought zombie pet v]\nstart sound [Click v]\nswitch costume to (kostium5 v)\nchange [collected v] by (-100)\n\nwhen I receive [bought scratchcraft1 v]\nchange [scratchcraft things v] by (1)\nstart sound [Click v]\nswitch costume to (kostium6 v)\nchange [collected v] by (-22)\n\nwhen I receive [bought usermade v]\nstart sound [Click v]\nswitch costume to (kostium7 v)\nchange [collected v] by (-2020)\n\nwhen I receive [gameplay v]\nforever\n if <(Collected) < [-1]> then\n set [collect maximum v] to [0]\n set [collected v] to (collect maximum)\n end\nend\n\nwhen I receive [bought among v]\nstart sound [Click v]\nswitch costume to (kostium8 v)\n\n@hat\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [ player v]) y: ([y position v] of [ player v])\nend\n\nwhen flag clicked\nswitch costume to (kostium2 v)\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nrepeat (2)\n go to [front v] layer\nend\n\nwhen I receive [bought hat1 v]\nstart sound [Click v]\nchange [book advancement v] by (1)\nswitch costume to (kostium6 v)\nchange [collected v] by (-100)\n\nwhen I receive [bought hat2 v]\nstart sound [Click v]\nswitch costume to (kostium4 v)\nchange [collected v] by (-1000)\n\nwhen I receive [bought hat3 v]\nstart sound [Click v]\nswitch costume to (kostium3 v)\nchange [collected v] by (-2021)\n\nwhen I receive [bought mask1 v]\nstart sound [Click v]\nswitch costume to (kostium7 v)\nchange [collected v] by (-100)\n\nwhen I receive [bought scratchcraft2 v]\nchange [scratchcraft things v] by (1)\nstart sound [Click v]\nswitch costume to (kostium8 v)\nchange [collected v] by (-22)\n\n@collectables\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [collected v] to [0]\nhide\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <touching ( player v)?> then\n change [collected v] by (90)\n start sound [Cojn v]\n start sound [CojnEffect v]\n delete this clone\n end\nend\n\nwhen I receive [next level v]\nrepeat until <not <touching (level v)?>>\n go to (random position v)\n set y to (50)\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n next costume\n wait (0.2) seconds\nend\n\n@Duszek3\n\nwhen I receive [gameplay v]\ngo to [front v] layer\nbroadcast (buttons front v)\nforever\n if <touching (mouse-pointer v)?> then\n go to x: (0) y: (0)\n switch costume to (blur v)\n create clone of (_myself_ v)\n stamp\n switch costume to (kostium2 v)\n show variable [type: v]\n show variable [pay it v]\n show variable [page v]\n broadcast (shop open v)\n show\n stamp\n else\n hide variable [type: v]\n hide variable [pay it v]\n hide variable [page v]\n set [pay it v] to [select]\n set [type: v] to [select]\n broadcast (shop hide v)\n function\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\nif <(costume [name v]) = [blur]> then\n set [ghost v] effect to (17)\nend\nwait (0) seconds\ndelete this clone\n\nswitch costume to (blur v)\n\ndefine function\ngo to x: (0) y: (0)\nswitch costume to (kostium1 v)\nshow\nstamp\n\nhide\n\n@Creeper_pet_button\n\nwhen this sprite clicked\nif <(Collected) > [99]> then\n broadcast (bought creeper pet v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n set y to (90)\n if <touching (mouse-pointer v)?> then\n set [pay it v] to [100]\n set [type: v] to [pet]\n end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@Slime_pet_button\n\nwhen this sprite clicked\nif <(Collected) > [99]> then\n broadcast (bought slime pet v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n set y to (90)\n if <touching (mouse-pointer v)?> then\n set [pay it v] to [100]\n set [type: v] to [pet]\n end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@hat_back\n\nwhen flag clicked\nrepeat (2)\n go to [back v] layer\nend\n\nwhen I receive [gameplay v]\nforever\n go to x: ([x position v] of [hat v]) y: ([y position v] of [hat v])\nend\n\nwhen I receive [gameplay v]\nforever\n switch costume to ([costume # v] of [hat v])\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\n@backround play\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [timer v] to [0]\nshow\nshow list [advancements v]\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [gameplay v]\nhide\n\nwhen I receive [gameplay v]\nshow list [advancements v]\nforever\n if <key (o v) pressed?> then\n hide list [advancements v]\n end\n if <key (p v) pressed?> then\n show list [advancements v]\n end\nend\n\n@Button\n\nwhen flag clicked\nshow\nset [game v] to [0]\nrepeat (11)\n go to [front v] layer\nend\nswitch costume to (kostium2 v)\n\nwhen I receive [//::// v]\nrepeat until <(game) > [0]>\n if <key (enter v) pressed?> then\n hide\n broadcast (Gameplay v)\n change [game v] by (1)\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (kostium2 v)\n if <mouse down?> then\n hide\n start sound [Walk v]\n broadcast (Gameplay v)\n change [game v] by (1)\n end\n else\n switch costume to (kostium1 v)\n end\n stop [this script v]\nend\n\n@Player Selector\n\nwhen flag clicked\ngo to x: (-100) y: (-40)\nshow\nrepeat (11)\n go to [front v] layer\nend\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nchange x by (-50)\nswitch costume to (< v)\ncreate clone of (_myself_ v)\nchange x by (100)\nswitch costume to (> v)\ncreate clone of (_myself_ v)\nrepeat until <(game) > [0]>\n broadcast (//::// v)\n if <key (left arrow v) pressed?> then\n change [player v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [player v] by (1)\n end\n int\nend\nhide\n\ndefine int\nif <(player) < [1]> then\n set [player v] to [5]\nend\nif <[5] < (player)> then\n set [player v] to [1]\nend\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [6]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(__pause?) < [1]> then\n change [player v] by (1)\n change [__pause? v] by (2)\n else\n change [__pause? v] by (-1)\n end\n end\n else\n if <(costume [number v]) = [7]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(__pause?) < [1]> then\n change [player v] by (-1)\n change [__pause? v] by (2)\n else\n change [__pause? v] by (-1)\n end\n end\n else\n if <not <<(costume [number v]) = [6]> or <(costume [number v]) = [7]>>> then\n switch costume to (player)\n end\n end\n end\nend\n\nrepeat until <(sound-button2-hover) > [0]>\n play sound [Jump v] until done\n change [sound-button2-hover v] by (1)\nend\nset [sound-button2 v] to [0]\n\nrepeat until <(sound-button2) > [0]>\n play sound [Jump2 v] until done\n change [sound-button2 v] by (1)\nend\nset [sound-button2-hover v] to [0]\n\nwhen I start as a clone\nwait until <(game) > [0]>\nhide\n\n@Cheat Selector\n\nwhen flag clicked\nshow\nrepeat (11)\n go to [front v] layer\nend\nhide variable [cheat v]\nrepeat until <(game) > [0]>\n broadcast (//::// v)\n hide\n int\nend\nif <not <(cheat) = [0]>> then\n show variable [cheat v]\nend\n\ndefine int\ngo to x: (-100) y: (-100)\nif <(cheat) < [1]> then\n set [cheat v] to [5]\nend\nif <[5] < (cheat)> then\n set [cheat v] to [1]\nend\nswitch costume to (cheat)\ncreate clone of (_myself_ v)\nchange x by (-50)\nswitch costume to (< v)\ncreate clone of (_myself_ v)\nchange x by (100)\nswitch costume to (> v)\ncreate clone of (_myself_ v)\nif <key (a v) pressed?> then\n change [cheat v] by (-1)\n wait (0.2) seconds\nend\nif <key (d v) pressed?> then\n change [cheat v] by (1)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [6]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [cheat v] by (1)\n wait (0.2) seconds\n end\nelse\n if <(costume [number v]) = [7]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [cheat v] by (-1)\n wait (0.2) seconds\n end\n end\nend\nwait (0) seconds\ndelete this clone\n\n@Zombie_pet_button\n\nwhen this sprite clicked\nif <(Collected) > [99]> then\n broadcast (bought zombie pet v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n set y to (22)\n if <touching (mouse-pointer v)?> then\n set [pay it v] to [100]\n set [type: v] to [pet]\n end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@hat1_button\n\nwhen this sprite clicked\nif <(Collected) > [99]> then\n broadcast (bought hat1 v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n set y to (90)\n if <touching (mouse-pointer v)?> then\n set [pay it v] to [100]\n set [type: v] to [skin]\n end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@hat2_button\n\nwhen this sprite clicked\nif <(Collected) > [999]> then\n broadcast (bought hat2 v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n set y to (90)\n if <touching (mouse-pointer v)?> then\n set [pay it v] to [1000]\n set [type: v] to [hat]\n end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@hat3_button\n\nwhen this sprite clicked\nif <(Collected) > [2020]> then\n broadcast (bought hat3 v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n set y to (90)\n if <touching (mouse-pointer v)?> then\n set [pay it v] to [2021]\n set [type: v] to [hat]\n end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@hat4_button\n\nwhen this sprite clicked\nif <(Collected) > [99]> then\n broadcast (bought hat1 v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n set y to (22)\n if <touching (mouse-pointer v)?> then\n set [pay it v] to [100]\n set [type: v] to [hat]\n end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@ScratchCraftCat_pet_button\n\nwhen this sprite clicked\nif <(Collected) > [21]> then\n broadcast (bought scratchcraft1 v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n set y to (90)\n if <touching (mouse-pointer v)?> then\n set [pay it v] to [22]\n set [type: v] to [pet]\n end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@mask1_button\n\nwhen this sprite clicked\nif <(Collected) > [99]> then\n broadcast (bought mask1 v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n set y to (22)\n if <touching (mouse-pointer v)?> then\n set [pay it v] to [100]\n set [type: v] to [mask]\n end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@Duszek2\n\nwhen I receive [easter_egg_advancement v]\nswitch costume to (kostium1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nadd [Crew finder] to [advancements v]\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [scratchcraft_advancment v]\nset [scratchcraft things v] to [0]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nadd [ScratchCraft veteran] to [advancements v]\n\nwhen I receive [gameplay v]\nforever\n if <(scratchcraft things) = [2]> then\n switch costume to (kostium2 v)\n broadcast (scratchcraft_advancment v)\n end\nend\n\nwhen I receive [gameplay v]\nforever\n if <(book advancement) = [1]> then\n switch costume to (kostium3 v)\n broadcast (book_advancement v)\n end\nend\n\nwhen I receive [book_advancement v]\nset [book advancement v] to [0]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nadd [School NOT AGAIN!!] to [advancements v]\n\nwhen I receive [gameplay v]\ndelete all of [advancements v]\n\n@WojtekGame_pet_button\n\nwhen this sprite clicked\nif <(Collected) > [2019]> then\n broadcast (bought usermade v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nset y to (22)\nforever\n if <touching (mouse-pointer v)?> then\n set [pay it v] to [2020]\n set [type: v] to [good pet]\n end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@ScratchCraftHead_button\n\nwhen this sprite clicked\nif <(Collected) > [21]> then\n broadcast (bought scratchcraft2 v)\nend\n\nwhen I receive [shop open v]\nshow\nbroadcast (buttons front v)\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n set y to (22)\n if <touching (mouse-pointer v)?> then\n set [pay it v] to [22]\n set [type: v] to [pet hat]\n end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@mask2_button1\n\nwhen this sprite clicked\nif <(Collected) > [9]> then\n broadcast (bought mask2 v)\nend\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop hide v]\nhide\n\nwhen flag clicked\nforever\n set y to (22)\n if <touching (mouse-pointer v)?> then\n set [pay it v] to [10]\n set [type: v] to [mask]\n end\nend\n\nwhen I receive [buttons front v]\ngo [forward v] (999) layers\n\n@Among_pet_button\n\nwhen this sprite clicked\nbroadcast (bought among v)\n\nwhen I receive [among saved v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to x: (207) y: (-147)\nend\n\n@Duszek4\n\nwhen I receive [next level v]\nhide\ngo to [front v] layer\nglide (0.9) secs to x: (393) y: (0)\nbroadcast (game froze v)\n\nwhen flag clicked\ngo to x: (-393) y: (0)\nhide\n\n@BackPack(not finished)\n\nwhen I receive [gameplay v]\nset [backpack v] to [GAME]\nhide\nforever\n if <<key (space v) pressed?> and <(BACKPACK) = [GAME]>> then\n go to x: (0) y: (240)\n set [backpack v] to [BACKPACK]\n show\n glide (1) secs to x: (0) y: (0)\n wait (0.3) seconds\n else\n if <<key (space v) pressed?> and <(BACKPACK) = [BACKPACK]>> then\n glide (1) secs to x: (0) y: (240)\n set [backpack v] to [GAME]\n hide\n wait (0.3) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n go to (mouse-pointer v)\n end\n if <<key (space v) pressed?> and <(BACKPACK) = [GAME]>> then\n show\n wait (0.3) seconds\n else\n if <<key (space v) pressed?> and <(BACKPACK) = [BACKPACK]>> then\n hide\n wait (0.3) seconds\n end\n end\nend\n\n\n\nglide (1) secs to x: (0) y: (0)\n\n@GUI\n\nwhen flag clicked\nforever\n render GUI\nend\n\ndefine render GUI\ngo to [front v] layer\nerase all\nset [gui # v] to [0]\nrepeat (length of (Collected))\n change [gui # v] by (10)\nend\ngo to x: (-40) y: (152)\nswitch costume to (== v)\nstamp\nchange x by (50)\nset [gui # v] to [0]\nrepeat (length of (Collected))\n change [gui # v] by (1)\n switch costume to (letter (GUI #) of (Collected))\n stamp\n change x by (10)\nend\nset x to (-40)\nchange y by (-50)\nswitch costume to (-- v)\nstamp\nchange x by (50)\nset [gui # v] to [0]\nrepeat (length of (FPS))\n change [gui # v] by (1)\n switch costume to (letter (GUI #) of (FPS))\n stamp\n change x by (10)\nend\nif <([costume # v] of [level v]) = [17]> then\n set x to (-40)\n change y by (-50)\n switch costume to (// v)\n stamp\n change x by (150)\n if <(Boss health) = [0]> then\n switch costume to (\[ v)\n stamp\n change x by (10)\n end\n if <(Boss health) = [-1]> then\n switch costume to (\] v)\n stamp\n change x by (10)\n end\nend\n\n
Multiplayer Scrolling Platformer Engine #games
@Stage\n\n@Player\n\nwhen flag clicked\nbroadcast (Reset v)\nbroadcast (Start v)\n\ndefine tick\nshow\ngo to x: (0) y: (0)\nswitch costume to (3 v)\nset size to (100) %\nset [y v] to (round (y))\ninsert (x position) at (1) of [wall v] \ndelete (5) of [wall v]\nchange [y v] by (-5)\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (-5)\n Position\n if <<touching (ground v)?> or <touching (water v)?>> then\n if <(jump) < [6]> then\n change [jump v] by (5)\n set [yv v] to [25]\n end\n end\n change [y v] by (5)\nend\nif <(xv) < [10]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [cos v] to [1]\n change [xv v] by (1.8)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [cos v] to [2]\n change [xv v] by (-1.8)\n else\n set [cos v] to [3]\n end\n end\nend\nif <(yv) < [-10]> then\n set [yv v] to [-10]\nend\nchange [yv v] by (-1.5)\nset [xv v] to ((xv) * (0.9))\nset [yv v] to ((yv) * (0.99))\nyv (yv)\nxv (xv)\nif <touching (bounce pad v)?> then\n set [yv v] to [40]\nend\nif <<<(y) < [-500]> or <touching (spikes v)?>> or <key (r v) pressed?>> then\n set [die v] to [Die]\nend\nswitch costume to (Cos)\nif <<(x) > [-490]> and <(x) < [1060]>> then\n change [scrollx v] by (round (((x) - (ScrollX)) / (10)))\nend\nchange [scrolly v] by (round (((y) - (ScrollY)) / (10)))\nPosition\nif <touching (win v)?> then\n set [win v] to [win]\n stop [all v]\nend\n\ndefine yv (yv)\nif <not <touching (water v)?>> then\n change [y v] by (yv)\nelse\n if <not <key (up arrow v) pressed?>> then\n change [y v] by ((yv) / (6))\n else\n change [y v] by (10)\n end\n set [jump v] to [0]\nend\nPosition\nrepeat until <not <touching (ground v)?>>\n if <(yv) > [0]> then\n set [yv v] to [5]\n change [y v] by (-1)\n else\n set [jump v] to [0]\n change [y v] by (1)\n end\n Position\nend\n\ndefine xv (xv)\nchange [x v] by (xv)\nPosition\nif <touching (ground v)?> then\n repeat (10)\n change [y v] by (1)\n Position\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-10)\nend\nrepeat until <not <touching (ground v)?>>\n change [x v] by ((([abs v] of (xv) ) / (xv)) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<not <(xv) = [0]>> and <(item (1) of [wall v]) = (item (3) of [wall v])>>> then\n set [yv v] to [23]\n if <touching (ground v)?> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (-10)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (10)\n end\n end\n end\n set [xv v] to ((xv) * (0.95))\n change [x v] by (xv)\n end\n Position\nend\n\nwhen I receive [platformer: die v]\nbroadcast (Start v)\n\ndefine Position\ngo to x: ((x) - (ScrollX)) y: ((y) - (ScrollY))\n\ndefine Reset\ngo to x: (-220) y: (-90)\nset [win v] to [0]\nset [x v] to [0]\nset [y v] to [50]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [ghost v] effect to (0)\n\nwhen I receive [start v]\nforever\n Reset\n set [die v] to []\n repeat until <not <(Die) = []>>\n tick\n broadcast (Game Loop v)\n end\n Die\nend\n\ndefine Die\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [die v] to []\n\ndefine Joining\ndelete all of [join v]\ninsert (☁ P1) at (1) of [join v] \ninsert (☁ P2) at (2) of [join v] \ninsert (☁ P3) at (3) of [join v] \ninsert (☁ P4) at (4) of [join v] \nbroadcast (Setup v)\nbroadcast (Connecting v)\nwait (3) seconds\nif <(item (1) of [join v]) = (☁ P1)> then\n set [p# v] to [1]\n broadcast (Connected v)\nelse\n if <(item (2) of [join v]) = (☁ P2)> then\n set [p# v] to [2]\n broadcast (Connected v)\n else\n if <(item (3) of [join v]) = (☁ P3)> then\n set [p# v] to [3]\n broadcast (Connected v)\n else\n if <(item (4) of [join v]) = (☁ P4)> then\n set [p# v] to [4]\n broadcast (Connected v)\n else\n broadcast (Server Full v)\n end\n end\n end\nend\n\nwhen I receive [connected v]\nforever\n Send Cloud\nend\n\nwhen flag clicked\nJoining\n\ndefine Write (value)\nset [letter # v] to [1]\nrepeat (length of (value))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (value)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [99])\n\ndefine Send (encoded) to (player #)\nif <(player #) = [1]> then\n set [☁ p1 v] to (encoded)\nelse\n if <(player #) = [2]> then\n set [☁ p2 v] to (encoded)\n else\n if <(player #) = [3]> then\n set [☁ p3 v] to (encoded)\n else\n if <(player #) = [4]> then\n set [☁ p4 v] to (encoded)\n end\n end\n end\nend\n\ndefine Send Cloud\nset [encoded v] to []\nWrite (timer)\nWrite (username)\nWrite (x)\nWrite (y)\nWrite (Cos)\nSend (encoded) to (P#)\n\n@Multiplayer\n\ndefine Decode\nset [value v] to []\nrepeat (round ((length of (cloud encoded)) / (2)))\n set [value v] to (join (value) (item (join (letter (letter number) of (cloud encoded)) (letter ((letter number) + (1)) of (cloud encoded))) of [code v]))\n change [letter number v] by (2)\n if <(letter (letter number) of (cloud encoded)) = [9]> then\n stop [this script v]\n end\nend\n\ndefine Load Encoded (clone #)\nif <(clone #) = [1]> then\n set [cloud encoded v] to (☁ P1)\nelse\n if <(clone #) = [2]> then\n set [cloud encoded v] to (☁ P2)\n else\n if <(clone #) = [3]> then\n set [cloud encoded v] to (☁ P3)\n else\n if <(clone #) = [4]> then\n set [cloud encoded v] to (☁ P4)\n end\n end\n end\nend\n\nwhen I receive [connected v]\nforever\n broadcast (Multiplayer v)\nend\n\ndefine Multiplayer\nLoad Encoded (Multiplayer ID)\nif <(online?) = (join [U] (cloud encoded))> then\n change [offline v] by (2)\n if <(offline) > [100]> then\n set [offline v] to [101]\n hide\n end\nelse\n if <not <(P#) = (Multiplayer ID)>> then\n show\n set [online? v] to (join [U] (cloud encoded))\n set [offline v] to [0]\n else\n hide\n end\nend\nset [letter number v] to [1]\nDecode\nDecode\nsay (value)\nDecode\nset x to ((value) - (ScrollX))\nDecode\nset y to ((value) - (ScrollY))\nDecode\nif <<<(x position) > [200]> or <(x position) < [-200]>> or <<(y position) > [160]> or <(y position) < [-160]>>> then\n set rotation style [all around v]\n switch costume to (arrow v)\n point towards (player v)\n if on edge, bounce\nelse\n switch costume to (value)\n point in direction (90)\nend\n\nwhen I receive [connected v]\nLoad Encoded (Multiplayer ID)\nset [online? v] to (join [U] (cloud encoded))\n\nwhen I receive [multiplayer v]\nMultiplayer\n\nwhen I receive [setup v]\nSetup\n\ndefine Setup\nset [multiplayer id v] to [1]\nrepeat (3)\n hide\n create clone of (_myself_ v)\n change [multiplayer id v] by (1)\nend\n\nset [☁ p1 v] to []\nset [☁ p2 v] to []\nset [☁ p3 v] to []\nset [☁ p4 v] to []\n\n@Ground\n\nwhen I receive [start v]\nswitch costume to (nothing v)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nClone x: [0] y: [0]\nClone x: [560] y: [-150]\nClone x: [-1150] y: [-300]\nClone x: [1700] y: [-100]\n\ndefine Clone x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [game loop v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Spikes\n\nwhen I receive [start v]\nswitch costume to (nothing v)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nClone x: [0] y: [0]\nClone x: [560] y: [-150]\nClone x: [-1150] y: [-300]\n\ndefine Clone x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [game loop v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Water\n\nwhen I receive [start v]\nswitch costume to (nothing v)\nset [x v] to [0]\nset [y v] to [0]\nWater Clone x: [-500] y: [-130]\n\ndefine Water Clone x: (x) y: (y)\nset [water v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n set [x v] to (x)\n set [y v] to (y)\n change [water v] by (1)\n switch costume to (1 v)\nend\n\nnext costume\n\nwhen I receive [game loop v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nchange [y2 v] by (([sin v] of (((days since 2000) * (10000000)) * (join [1.] (Water))) ) / (1.7))\nset [ghost v] effect to (50)\nset size to (100) %\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Bounce Pad\n\nwhen I receive [start v]\nclear graphic effects\nswitch costume to (nothing v)\nset [x v] to [0]\nset [y v] to [0]\nClone x: [760] y: [-130]\n\ndefine Clone x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (1 v)\n\nwhen I receive [game loop v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Win\n\nwhen I receive [start v]\nclear graphic effects\nswitch costume to (nothing v)\nset [x v] to [0]\nset [y v] to [0]\nClone x: [1100] y: [115]\n\ndefine Clone x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (1 v)\n\nwhen I receive [game loop v]\nPosition ((x) - (ScrollX)) ((y) - (ScrollY))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nchange [y v] by (([cos v] of ((days since 2000) * (10000000)) ) / (3))\nset size to (100) %\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Server Messages\n\nwhen I receive [connected v]\nshow\nswitch costume to (connected v)\nclear graphic effects\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [connecting v]\nshow\nswitch costume to (connecting v)\n\nwhen I receive [server full v]\nshow\nswitch costume to (server full v)\nclear graphic effects\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\ngo to x: (185) y: (160)\n\n@Tn\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\ngo to [front v] layer\nif <(Win) = [win]> then\n switch costume to (win v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n switch costume to (tn v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\n
❅ Multiplayer Scrolling Platformer Engine ❅\n\nMerry Christmas everyone! To celebrate, I decided to make a Multiplayer Scrolling Platformer Engine. But that's not all, it's 100% made by me.\n\nNOTE: THIS IS AN ENGINE, NOT A FULL GAME!\n\nFeel free to use with credit!\n\nHow to use:\nDon't put it in your backpack, that doesn't work. Instead click on file and choose save to computer. Then upload it in a new project that you have created. You can also do the easy way and just remix.\n\nNews:\n30/12/20: Added slope detection and die from falling.\n\n\n\n100% code and art by me. Both Scrolling and Multiplayer engine.\nSome inspiration from @griffpatch\n\n\n\n\n\n\n\n\nplease love and fave if you enjoy\n\n\n\n\n\n\n\n\n\n\n\n\nI know it's short
Christmas || A Multiplayer Scrolling Platformer #games #music #art #all
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Jingle Bell Rock Instrumental Jazz 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 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 [max players v] to [4]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\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 set [exit v] to []\n end\nend\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 [210]\n set [y v] to [60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\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) * (0.75))\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 [12]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [20]\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 [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <(timout) > [999]> 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 (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) + (15)) > (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) - (15)) < (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\n@Opponents\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\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 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 [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (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 (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n if on edge, bounce\n switch costume to (arrow v)\n think []\n set [ghost v] effect to (0)\n go to [front v] layer\n set rotation style [all around v]\n point towards (player v)\nelse\n set rotation style [don't rotate v]\n set [ghost v] effect to (10)\n if <(names?) = [0]> then\n think []\n else\n think (value)\n end\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nif <(costume [name v]) = [Arrow]> then\n if on edge, bounce\n set rotation style [all around v]\n point towards (player v)\nend\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen flag clicked\nset [names? v] to [1]\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 end\nend\n\n@Connnect\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (170) y: (130)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nset [gamend v] to [0]\nshow\ngo to [front v] layer\nstop [all v]\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 [480] [0]\nClone at [480] [0]\nClone at [480] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (99)\n\ndefine position (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@Platforms_Art\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 [480] [0]\nClone at [480] [0]\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\nhide variable [gamend v]\nhide variable [exit v]\nhide variable [timer v]\nset [timer v] to [0]\nforever\n repeat until <(GAMEND) = [1]>\n wait (1) seconds\n change [timer v] by (1)\n end\nend\n\nforever\n\nwhen I receive [exit v]\nshow variable [timer v]\nforever\n if <(GAMEND) = [0]> then\n hide variable [timer v]\n end\nend\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 [number v]) = [1]> then\n if <touching (player v)?> then\n switch costume to (open v)\n change [checkpoint v] by (1)\n end\nend\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\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)\nClone at [210] [30]\nset [x v] to [-99999]\n\n@Bouncy\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 [555] [-102]\nClone at [1450] [60]\nClone at [1550] [60]\n\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n\ndefine position (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\nswitch costume to (bouncy2 v)\n\n@Spinny\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]\nswitch costume to (1 v)\nClone at [175] [-105]\nClone at [1075] [55]\nClone at [965] [55]\nClone at [1925] [190]\nClone at [1965] [270]\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\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 [480] [0]\nClone at [480] [0]\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@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@Ladder\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]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Jump_Through\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 [480] [0]\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@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nif <(pick random (1) to (2)) = [2]> then\n set [d v] to [-250]\nelse\n set [d v] to [250]\nend\ngo to x: (d) y: (pick random (-130) to (170))\nset [ghost v] effect to (pick random (40) to (70))\nif <(d) = [250]> then\n repeat until <(x position) < [-267]>\n change x by (pick random (-1) to (-3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nelse\n repeat until <(x position) > [267]>\n change x by (pick random (1) to (3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nend\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Presents\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [coins v] by (1)\n delete this clone\nend\nif <(tick) > [0]> then\n set [tick v] to [0]\nelse\n change [tick v] by (1)\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\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (pick random (1) to (3))\nClone at [90] [-90]\nswitch costume to (pick random (1) to (3))\nClone at [320] [-90]\nswitch costume to (pick random (1) to (3))\nClone at [940] [315]\nswitch costume to (pick random (1) to (3))\nClone at [1050] [-115]\nswitch costume to (pick random (1) to (3))\nClone at [1100] [-115]\nswitch costume to (pick random (1) to (3))\nClone at [1450] [195]\nswitch costume to (pick random (1) to (3))\nClone at [1600] [215]\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\nnext costume\n\nwhen flag clicked\nset size to (100) %\nchange size by (-80)\n\nswitch costume to (pick random (1) to (3))\nClone at [1580] [115]\n\n@Coin_counter\n\nwhen flag clicked\nset size to (130) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: (-180) y: (150)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\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\ndefine Snow\nSnow\n\nwhen flag clicked\nwait (0.5) seconds\nhide\ngo [backward v] (1) layers\ngo to [back v] layer\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\n@Exit\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 [480] [0]\nClone at [480] [0]\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\nset [gamend v] to [0]\nwait (1) seconds\nforever\n if <touching (player v)?> then\n set [gamend v] to [1]\n broadcast (Exit v) and wait\n stop [this script v]\n end\nend\n\nstop [all v]\n\n@@You_Win\n\nwhen I receive [exit v]\nshow\nset [ghost v] effect to (80)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat (80)\n go [forward v] (100) layers\n go to [front v] layer\n switch costume to (blank v)\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n change size by (((100) - (size)) / (40))\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nstop [all v]\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n wait (pick random (40) to (50)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n
Merry Christmas and Happy Holidays!\n\nChristmas || A Cloud Multiplayer Scrolling Platformer\n------------------------------------------------------------\n(Mobile friendly) Use your favorite keys to play!\nClick on the player to chat!\nRight arrow / Mouse / D to move right\nLeft arrow / Mouse / A to move left\nUp arrow / Mouse / W to jump
Sandstorm || A Platformer #games
@Stage\n\nwhen flag clicked\nset [level v] to [0]\nswitch backdrop to (landscape v)\nwait (9) seconds\nswitch backdrop to (landscape v)\nforever\n set [ghost v] effect to (10)\n if <(level) = [10]> then\n next backdrop\n stop [this script v]\n else\n switch backdrop to (landscape v)\n end\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\ngo to x: (44) y: (27)\nrepeat (10)\n switch costume to (costume1 v)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nshow\nswitch costume to (download \(14\) v)\n\nwhen I receive [next level v]\nnext costume\n\n@Trampoline\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nnext costume\n\n@boost right\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nnext costume\n\n@boost left\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume2 v)\nwait (10) seconds\nswitch costume to (costume1 v)\ngo to x: (100) y: (-10)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change size by (10)\n set size to (size) %\n wait until <not <touching (mouse-pointer v)?>>\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (START v)\nrepeat (10)\n wait (0.1) seconds\n change [pixelate v] effect by (10)\nend\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait (10) seconds\nset [level v] to [1]\ngo to x: (-204) y: (160)\nset [ghost v] effect to (0)\nshow\nset size to (80) %\nforever\n go to [front v] layer\n if <(level) = [10]> then\n hide\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nwait (10) seconds\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Next level v)\n go to [front v] layer\n go [backward v] (2) layers\n wait (0.5) seconds\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nwait (10) seconds\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Return v)\n end\nend\n\nwhen flag clicked\nhide\nwait (10) seconds\ngo to x: (-120) y: (159)\nset [ghost v] effect to (0)\nshow\nset size to (80) %\nforever\n go to [front v] layer\n if <(level) = [10]> then\n hide\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\n\n@Sandstorm platformer Thumbnail2\n\nwhen I receive [start v]\nrepeat (10)\n wait (0.1) seconds\n change [pixelate v] effect by (10)\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nwait (9) seconds\nswitch costume to (screen shot 2020-05-19 at 10 v)\ngo to x: (-1) y: (-3)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (0)\nshow\nset size to (100) %\nforever\n set size to (120) %\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (-69) y: (162)\nwait (9) seconds\nswitch costume to (costume1 v)\nforever\n set volume to (100) %\n play sound [media v] until done\nend\n\nwhen this sprite clicked\n\nchange volume by (-10)\n\n@Sprite6\n\nwhen I start as a clone\nshow\nset y to (pick random (152) to (64))\nset [ghost v] effect to (pick random (30) to (50))\nswitch costume to (pick random (1) to (4))\nrepeat until <(x position) > [251]>\n change x by (5)\nend\ndelete this clone\n\nwhen [space v] key pressed\ngo to [back v] layer\ngo to x: (-236) y: (41)\nhide\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (2.5)) seconds\nend\n\n@Sprite7\n\nwhen flag clicked\nset [level v] to [0]\nswitch costume to (costume1 v)\nset size to (800) %\ngo to [back v] layer\nforever\n set y to (([y position v] of [player v]) * (-0.5))\n set x to (([x position v] of [player v]) * (-0.5))\n go to [back v] layer\n if <(level) = [10]> then\n next costume\n go to [back v] layer\n stop [this script v]\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\ngo to [front v] layer\nset [ghost v] effect to (70)\n\nwhen I receive [won v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (70)\n\n@decor\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\n go [forward v] (10) layers\nend\n\nwhen I receive [next level v]\nnext costume\n\n@sandstorm\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nswitch costume to (big v)\nset size to (pick random (30) to (130)) %\nswitch costume to (snow v)\nset [me v] to (pick random (30) to (70))\nset [ghost v] effect to (pick random (0) to (70))\ngo to x: (250) y: (pick random (-250) to (250))\npoint in direction (pick random (200) to (300))\nrepeat until \n move ((0.5) + ((size) * (0.2))) steps\n turn right ((1) * ([sin v] of ((1.3) * ((tick) + (me))) )) degrees\nend\ndelete this clone\n\ndelete this clone\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n if <(level) = [10]> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [won v]\nstop [other scripts in sprite v]\n\n@quicksand\n\nwhen I start as a clone\nshow\ngo to x: (50) y: (-150)\nset [ghost v] effect to (60)\ngo to [front v] layer\ngo [backward v] (10000) layers\nforever\n set [time v] to [2]\n switch costume to (level)\nend\n\nwhen flag clicked\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nhide\n\nshow\ngo to [front v] layer\n\n@Player\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\nbroadcast (Return v)\nRefresh \nswitch costume to (right v)\nset [level v] to [1]\nforever\n set size to (100) %\n change [yvel v] by (-1)\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n switch costume to (right v)\n change [my variable v] by (0.8)\n if <(level) = [10]> then\n switch costume to (right2 v)\n end\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n switch costume to (left v)\n change [my variable v] by (-0.8)\n if <(level) = [10]> then\n switch costume to (left2 v)\n end\n end\n set [my variable v] to ((my variable) * (0.9))\n change x by (my variable)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n change x by ((my variable) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>> then\n set [yvel v] to [12.5]\n if <(my variable) > [0]> then\n set [my variable v] to [-7.5]\n else\n set [my variable v] to [7.5]\n end\n else\n set [my variable v] to [0]\n set size to (120) %\n end\n end\n end\n end\n end\n end\n change y by (Yvel)\n if <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel 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 <<(y position) < (mouse y)> and <mouse down?>>>> then\n set [yvel v] to [14]\n end\n end\n change y by (1)\n if <(x position) > [239]> then\n go to x: (-211) y: (-37)\n change [level v] by (1)\n Refresh \n broadcast (Next level v)\n end\n if <<touching (spikes v)?> or <(y position) < [-175]>> then\n repeat (10)\n change size by (-5)\n wait (0.01) seconds\n end\n wait (0.1) seconds\n set [my variable v] to [0]\n set [yvel v] to [0]\n broadcast (Return v)\n repeat (10)\n change size by (5)\n wait (0.01) seconds\n end\n end\n if <touching (quicksand v)?> then\n repeat until <<touching (ground v)?> or <(y position) < [-175]>>\n change y by (-2)\n end\n repeat (10)\n change size by (-5)\n wait (0.01) seconds\n end\n wait (0.1) seconds\n set [my variable v] to [0]\n set [yvel v] to [0]\n broadcast (Return v)\n repeat (10)\n change size by (5)\n wait (0.01) seconds\n end\n end\n if <touching (water v)?> then\n change y by (-2)\n end\n if <touching (trampoline v)?> then\n set [yvel v] to [22.5]\n broadcast (Tj v)\n end\n if <touching (boost right v)?> then\n change [my variable v] by (7.5)\n end\n if <touching (boost left v)?> then\n change [my variable v] by (-7.5)\n end\n if <touching (trampoline v)?> then\n set [yvel v] to [22.5]\n broadcast (Tj v)\n end\n if <touching (boost right v)?> then\n change [my variable v] by (7.5)\n end\n if <touching (boost left v)?> then\n change [my variable v] by (-7.5)\n end\nend\n\nwhen flag clicked\ngo to x: (-224) y: (11)\n\nwhen I receive [return v]\ngo to x: (-224) y: (11)\n\nwhen I receive [next level v]\ngo to x: (-224) y: (11)\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen flag clicked\nwait (10) seconds\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-3)\n change y by (-0.3)\n change [ghost v] effect by (10)\n show\n wait (0) seconds\nend\ndelete this clone\n\nswitch costume to (right v)\n\nwhen flag clicked\nset [color v] to [0]\nforever\n if <<[-111] > (mouse x)> and <[-170] > (mouse y)>> then\n set [color v] to [1]\n end\n if <(color) = [1]> then\n change [color v] effect by (25)\n wait (0.05) seconds\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (8) layers\nwait (9) seconds\nwait (1) seconds\ngo to [back v] layer\nswitch costume to (costume2 v)\n\n@TB\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (-300) y: (0)\nforever\n set [checktimer v] to (timer)\nend\n\nwhen [timer v] > (Checktimer)\nrepeat (30)\n change [ghost v] effect by (0)\n change x by (((0) - (x position)) / (3))\nend\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\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\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nchange [color v] effect by (140)\nrepeat (10)\n go to [front v] layer\nend\nforever\n if <(costume [number v]) = [16]> then\n set [color v] effect to (0)\n end\nend\n\n@Sprite9\n\nwhen flag clicked\ngo to [back v] layer\nhide\nset [ghost v] effect to (60)\nforever\n create clone of (_myself_ v)\n wait (2) seconds\n if <(level) = [10]> then\n next costume\n stop [this script v]\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\ngo to x: (788) y: (31)\nrepeat until \n change x by (-4)\nend\ndelete this clone\n\nwhen I receive [won v]\nstop [other scripts in sprite v]\n\n@water\n\nwhen I start as a clone\nshow\ngo to x: (50) y: (-150)\nset [ghost v] effect to (60)\ngo to [front v] layer\ngo [backward v] (10000) layers\nforever\n set [time v] to [2]\n switch costume to (level)\n if <(costume [number v]) = [10]> then\n repeat (5)\n change y by (time)\n switch costume to (level)\n end\n repeat (5)\n change y by ((time) * (-1))\n switch costume to (level)\n end\n end\nend\n\nwhen flag clicked\nrepeat (3)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nhide\n\nshow\ngo to [front v] layer\n\n@rain\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\nset size to (pick random (30) to (130)) %\nset [me v] to (pick random (30) to (70))\nset [ghost v] effect to (pick random (0) to (70))\ngo to x: (pick random (-250) to (250)) y: (180)\npoint in direction (180)\nrepeat until <<touching (water v)?> or <touching (ground v)?>>\n move ((0.5) + ((size) * (0.1))) steps\n turn right ((1) * ([sin v] of ((1) * ((tick) + (me))) )) degrees\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n create clone of (_myself_ v)\n end\nend\n\n
Use WASD or arrow keys to move. All levels are possible. This is a sequel. The first part is here : https://scratch.mit.edu/projects/466583701/
Barrage Platformer -弾幕アクション- コラボ作品
@Stage\n\nwhen I receive [タイトルが〜めん v]\nforever\n play sound [World Three v] until done\nend\n\n@Hero\n\nwhen I receive [タイトルが〜めん v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nset size to (60) %\nswitch costume to ( v)\nset drag mode [not draggable v]\ngo to x: (-190) y: (-50)\npoint in direction (90)\nset [ステージ v] to [1]\nset [move okay? v] to [1]\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n if <(move okay?) = [1]> then\n set rotation style [left-right v]\n if <<<<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 point in direction (-90)\n end\n if <<<<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 point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#86ff37)?> then\n change y by (1)\n if <touching color (#86ff37)?> then\n change y by (1)\n if <touching color (#86ff37)?> then\n change y by (1)\n if <touching color (#86ff37)?> then\n change y by (1)\n if <touching color (#86ff37)?> then\n change y by (1)\n if <touching color (#86ff37)?> 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?>> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#86ff37)?> then\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n set [yv v] to [15]\n start sound [ぷよん v]\n point in direction ((Yv) * (0.5))\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#86ff37)?> 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 change [ステージ v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-190) y: (-50)\n end\n if <(y position) < [-170]> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (-50)\n end\n end\n if <touching color (#ff0000)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (-50)\n end\n if <touching (弾幕 v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (-50)\n end\nend\n\nwhen flag clicked\nhide\n\n@Pen\n\ndefine Pen position: (x) (y) to (x!) (y!) color (beautiful) big! (fat??)\nif <(beautiful) = [a]> then\n set pen color to (#87ff38)\nelse\n if <(beautiful) = [b]> then\n set pen color to (#4fbd06)\n else\n if <(beautiful) = [c]> then\n set pen color to (#45841c)\n else\n if <(beautiful) = [d]> then\n set pen color to (#a76305)\n else\n if <(beautiful) = [e]> then\n set pen color to (#d67e06)\n else\n if <(beautiful) = [f]> then\n set pen color to (#ff0000)\n else\n if <(beautiful) = [g]> then\n set pen color to (#ff8800)\n end\n end\n end\n end\n end\n end\nend\nif <(fat??) = []> then\n set pen size to (30)\nelse\n set pen size to (fat??)\nend\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x!) y: (y!)\npen up\n\ndefine floor\nPen position: [-240] [-180] to [240] [-180] color [d] big! [100]\nPen position: [-150] [-130] to [-180] [-180] color [e] big! []\nPen position: [-70] [-130] to [-100] [-180] color [e] big! []\nPen position: [10] [-130] to [-20] [-180] color [e] big! []\nPen position: [90] [-130] to [60] [-180] color [e] big! []\nPen position: [170] [-130] to [140] [-180] color [e] big! []\nPen position: [-240] [-130] to [240] [-130] color [c] big! [25]\nPen position: [-240] [-110] to [240] [-110] color [b] big! [20]\nPen position: [-240] [-90] to [240] [-90] color [a] big! [20]\n\nwhen I receive [タイトルが〜めん v]\nerase all\nfloor\n\nwhen I receive [next level v]\nif <(ステージ) = [2]> then\n erase all\n Pen position: [-240] [-180] to [240] [-180] color [d] big! [100]\n Pen position: [-150] [-130] to [-180] [-180] color [e] big! []\n Pen position: [-70] [-130] to [-100] [-180] color [e] big! []\n Pen position: [10] [-130] to [-20] [-180] color [e] big! []\n Pen position: [90] [-130] to [60] [-180] color [e] big! []\n Pen position: [170] [-130] to [140] [-180] color [e] big! []\n Pen position: [-240] [-130] to [240] [-130] color [c] big! [25]\n Pen position: [-240] [-110] to [240] [-110] color [b] big! [20]\n Pen position: [-240] [-90] to [240] [-90] color [a] big! [20]\n Pen position: [-90] [-75] to [100] [-75] color [g] big! [15]\n Pen position: [-90] [-60] to [100] [-60] color [f] big! [15]\n Pen position: [-100] [-85] to [-100] [30] color [a] big! []\n Pen position: [-90] [30] to [-110] [30] color [a] big! []\n Pen position: [110] [-85] to [110] [60] color [a] big! []\n Pen position: [100] [60] to [120] [60] color [a] big! []\nelse\n if <(ステージ) = [3]> then\n erase all\n Pen position: [-240] [-180] to [240] [-180] color [d] big! [100]\n Pen position: [-150] [-130] to [-180] [-180] color [e] big! []\n Pen position: [-70] [-130] to [-100] [-180] color [e] big! []\n Pen position: [10] [-130] to [-20] [-180] color [e] big! []\n Pen position: [90] [-130] to [60] [-180] color [e] big! []\n Pen position: [170] [-130] to [140] [-180] color [e] big! []\n Pen position: [-240] [-130] to [240] [-130] color [c] big! [25]\n Pen position: [-240] [-110] to [240] [-110] color [b] big! [20]\n Pen position: [-240] [-90] to [240] [-90] color [a] big! [20]\n Pen position: [-90] [-75] to [0] [-75] color [g] big! [15]\n Pen position: [-90] [-60] to [0] [-60] color [f] big! [15]\n Pen position: [100] [-75] to [0] [-75] color [g] big! [15]\n Pen position: [100] [-60] to [0] [-60] color [f] big! [15]\n Pen position: [-100] [-85] to [-100] [30] color [a] big! []\n Pen position: [-90] [30] to [-110] [30] color [a] big! []\n Pen position: [0] [-85] to [0] [60] color [a] big! []\n Pen position: [-10] [60] to [10] [60] color [a] big! []\n Pen position: [100] [-85] to [100] [30] color [a] big! []\n Pen position: [90] [30] to [110] [30] color [a] big! []\n else\n if <(ステージ) = [4]> then\n erase all\n Pen position: [-240] [-180] to [240] [-180] color [d] big! [100]\n Pen position: [-150] [-130] to [-180] [-180] color [e] big! []\n Pen position: [-70] [-130] to [-100] [-180] color [e] big! []\n Pen position: [10] [-130] to [-20] [-180] color [e] big! []\n Pen position: [90] [-130] to [60] [-180] color [e] big! []\n Pen position: [170] [-130] to [140] [-180] color [e] big! []\n Pen position: [-240] [-130] to [240] [-130] color [c] big! [25]\n Pen position: [-240] [-110] to [240] [-110] color [b] big! [20]\n Pen position: [-240] [-90] to [240] [-90] color [a] big! [20]\n Pen position: [-100] [-85] to [-100] [60] color [a] big! []\n Pen position: [-10] [180] to [-10] [35] color [a] big! []\n Pen position: [80] [-85] to [80] [60] color [a] big! []\n Pen position: [170] [180] to [170] [35] color [a] big! []\n else\n if <(ステージ) = [5]> then\n erase all\n Pen position: [-240] [-180] to [240] [-180] color [d] big! [100]\n Pen position: [-150] [-130] to [-180] [-180] color [e] big! []\n Pen position: [-70] [-130] to [-100] [-180] color [e] big! []\n Pen position: [10] [-130] to [-20] [-180] color [e] big! []\n Pen position: [90] [-130] to [60] [-180] color [e] big! []\n Pen position: [170] [-130] to [140] [-180] color [e] big! []\n Pen position: [-240] [-130] to [240] [-130] color [c] big! [25]\n Pen position: [-240] [-110] to [240] [-110] color [b] big! [20]\n Pen position: [-240] [-90] to [240] [-90] color [a] big! [20]\n Pen position: [-50] [-75] to [240] [-75] color [g] big! [15]\n Pen position: [-50] [-60] to [240] [-60] color [f] big! [15]\n Pen position: [-50] [-85] to [-50] [30] color [a] big! []\n Pen position: [-60] [30] to [-40] [30] color [a] big! []\n else\n if <(ステージ) = [6]> then\n erase all\n Pen position: [-240] [-180] to [240] [-180] color [d] big! [100]\n Pen position: [-150] [-130] to [-180] [-180] color [e] big! []\n Pen position: [-70] [-130] to [-100] [-180] color [e] big! []\n Pen position: [10] [-130] to [-20] [-180] color [e] big! []\n Pen position: [90] [-130] to [60] [-180] color [e] big! []\n Pen position: [170] [-130] to [140] [-180] color [e] big! []\n Pen position: [-240] [-130] to [240] [-130] color [c] big! [25]\n Pen position: [-240] [-110] to [240] [-110] color [b] big! [20]\n Pen position: [-240] [-90] to [240] [-90] color [a] big! [20]\n Pen position: [-100] [-75] to [240] [-75] color [g] big! [15]\n Pen position: [-100] [-60] to [240] [-60] color [f] big! [15]\n Pen position: [-100] [-85] to [-100] [30] color [a] big! []\n Pen position: [-110] [30] to [-90] [30] color [a] big! []\n Pen position: [0] [-43] to [50] [-43] color [a] big! [20]\n Pen position: [130] [180] to [130] [110] color [a] big! []\n Pen position: [120] [110] to [140] [110] color [a] big! []\n else\n if <(ステージ) = [7]> then\n erase all\n Pen position: [-240] [-180] to [240] [-180] color [d] big! [100]\n Pen position: [-150] [-130] to [-180] [-180] color [e] big! []\n Pen position: [-70] [-130] to [-100] [-180] color [e] big! []\n Pen position: [10] [-130] to [-20] [-180] color [e] big! []\n Pen position: [90] [-130] to [60] [-180] color [e] big! []\n Pen position: [170] [-130] to [140] [-180] color [e] big! []\n Pen position: [-240] [-130] to [240] [-130] color [c] big! [25]\n Pen position: [-240] [-110] to [240] [-110] color [b] big! [20]\n Pen position: [-240] [-90] to [240] [-90] color [a] big! [20]\n Pen position: [-50] [-75] to [-50] [-20] color [f] big! []\n Pen position: [-40] [-20] to [-60] [-20] color [f] big! []\n Pen position: [100] [-75] to [100] [-20] color [f] big! []\n Pen position: [90] [-20] to [110] [-20] color [f] big! []\n Pen position: [-240] [-90] to [240] [-90] color [a] big! [20]\n else\n if <(ステージ) = [8]> then\n erase all\n Pen position: [-240] [-180] to [240] [-180] color [d] big! [100]\n Pen position: [-150] [-130] to [-180] [-180] color [e] big! []\n Pen position: [-70] [-130] to [-100] [-180] color [e] big! []\n Pen position: [10] [-130] to [-20] [-180] color [e] big! []\n Pen position: [90] [-130] to [60] [-180] color [e] big! []\n Pen position: [170] [-130] to [140] [-180] color [e] big! []\n Pen position: [-240] [-130] to [240] [-130] color [c] big! [25]\n Pen position: [-240] [-110] to [240] [-110] color [b] big! [20]\n Pen position: [-240] [-90] to [240] [-90] color [a] big! [20]\n Pen position: [240] [-80] to [240] [180] color [a] big! []\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nerase all\n\n@弾幕\n\nwhen flag clicked\nhide\n\nwhen I receive [タイトルが〜めん v]\nhide\nforever\n wait (pick random (2) to (4)) seconds\n set [弾幕 v] to (item (pick random (1) to (length of [動き v])) of [動き v])\n if <(弾幕) = [星形]> then\n point in direction (90)\n go to x: (0) y: (0)\n set [どうぞ v] to [0]\n repeat (5)\n repeat (15)\n create clone of (_myself_ v)\n move (10) steps\n end\n turn right (144) degrees\n end\n set [どうぞ v] to [1]\n else\n if <(弾幕) = [だー\(縦\)]> then\n point in direction (0)\n set [どうぞ v] to [1]\n go to x: (-240) y: (-160)\n repeat (6)\n create clone of (_myself_ v)\n change x by (80)\n wait (.05) seconds\n end\n hide\n else\n if <(弾幕) = [だー\(横\)]> then\n point in direction (90)\n set [どうぞ v] to [1]\n go to x: (-220) y: (180)\n repeat (4)\n create clone of (_myself_ v)\n change y by (-92)\n wait (.05) seconds\n end\n hide\n else\n if <(弾幕) = [丸]> then\n repeat (3)\n go to x: (0) y: (0)\n repeat (8)\n turn right (45) degrees\n move (10) steps\n create clone of (_myself_ v)\n wait (.01) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nwait until <(どうぞ) = [1]>\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\ndelete this clone\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nset volume to (100) %\nshow\nset size to (0) %\ngo to x: (0) y: (-180)\nstart sound [Boing v]\nset [縦 v] to [20]\nrepeat (39)\n change [縦 v] by (-1)\n change y by (縦)\n change size by (0.5)\nend\ngo to x: (0) y: (-165)\nstart sound [Boing v]\nset [縦 v] to [20]\nrepeat (35)\n change [縦 v] by (-1)\n change y by (縦)\n change size by (1)\nend\ngo to x: (0) y: (-140)\nstart sound [Boing v]\nset [縦 v] to [20]\nrepeat (32)\n change [縦 v] by (-0.948)\n change y by (縦)\n change size by (1.36)\nend\nstart sound [Collect v]\nwait (.25) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (タイトルが〜めん v)\ngo to [front v] layer\n\n
※この作品はPen PlatformerとBarrage(弾幕)がコラボしている作品です!弾幕を避けながら進んでいきましょう!\n※This game is a collaboration between Pen Platformer and Barrage. Try to avoid the barrage while moving forward!\n\n矢印キーまたはWADキーまたは画面をタップすると動きます!\nUse the arrow keys or WAD keys or tap the screen to move.\n\n弾幕の動きの順番は完全ランダムです!
Scratch | A Platformer
@Stage\n\n@Merry Christmas!\n\nmove (#FF0000) steps\n\nmove (#FF9500) steps\n\nmove (#FFEA00) steps\n\nmove (#1CBA07) steps\n\nmove (#00A6FF) steps\n\nmove (#C300FF) steps\n\n@Player\n\ndefine Respawn\ngo to x: (-214) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\nset [level v] to [1]\nRespawn\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1.5)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1.5)\n point in direction (90)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\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 ((xv) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n change [yv v] by (-1)\n change y by (yv)\n if <touching (ground v)?> then\n change y by ((yv) - ((yv) * (2)))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [15]\n end\n if <touching (danger v)?> then\n Respawn\n end\n change y by (1)\n if <(x position) > [239]> then\n if <not <(level) = [16]>> then\n change [level v] by (1)\n Respawn\n end\n end\n switch backdrop to (level)\n if <<[mods v] contains (username)?> and <key (space v) pressed?>> then\n go to (mouse-pointer v)\n end\n if <key (down arrow v) pressed?> then\n set [xv v] to ((xv) / (2))\n set [yv v] to ((yv) / (2))\n end\n if <<[mods v] contains (username)?> and <key ((join [en] [ter]) v) pressed?>> then\n broadcast (Shoot v)\n wait until <not <key ((join [en] [ter]) v) pressed?>>\n end\n if <<not <[mods v] contains (username)?>> and <key (space v) pressed?>> then\n broadcast (Shoot v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\nhide variable [boss health v]\nhide variable [lives v]\nwait until <(level) = [16]>\nset [lives v] to [5]\nshow variable [boss health v]\nshow variable [lives v]\nrepeat until <(boss health) = [0]>\n if <(lives) = [0]> then\n change [boss health v] by (5)\n set [lives v] to [5]\n end\n if <touching (the boss v)?> then\n change [lives v] by (-1)\n change [boss health v] by (1)\n wait until <not <touching (the boss v)?>>\n end\n if <touching (boss bullet v)?> then\n change [lives v] by (-1)\n change [boss health v] by (1)\n wait until <not <touching (boss bullet v)?>>\n end\n if <touching (danger v)?> then\n change [lives v] by (-1)\n change [boss health v] by (1)\n wait until <not <touching (danger v)?>>\n end\n if <touching color (#ff0000)?> then\n change [lives v] by (-1)\n change [boss health v] by (1)\n wait until <not <touching color (#ff0000)?>>\n end\nend\nchange [level v] by (1)\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (level 1 v)\nforever\n switch costume to (level)\nend\n\n@All Text\n\nwhen flag clicked\nswitch costume to (level 1 v)\nforever\n switch costume to (level)\nend\n\n@TM\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@The Boss\n\nwhen flag clicked\nset [boss health v] to [10]\nhide\nwait until <(level) = [16]>\nshow\nrepeat until <(boss health) = [0]>\n if <touching (bullet v)?> then\n change [boss health v] by (-1)\n wait until <not <touching (bullet v)?>>\n end\n if <touching (laser v)?> then\n change [boss health v] by (-5)\n wait until <not <touching (laser v)?>>\n end\nend\nhide\n\nwhen flag clicked\nhide\nwait until <(level) = [16]>\nshow\nrepeat until <(boss health) < [1]>\n broadcast (Boss v)\n wait (pick random (0.75) to (3.00)) seconds\nend\nhide\n\n@Bullet\n\nwhen flag clicked\nhide\n\nwhen I receive [shoot v]\npoint in direction ([direction v] of [player v])\ngo to (player v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nrepeat until <<touching (_edge_ v)?> or <touching (the boss v)?>>\n move (10) steps\nend\nmove (10) steps\nwait (0.5) seconds\ndelete this clone\n\n@Boss Bullet\n\nwhen flag clicked\nhide\n\nwhen I receive [boss v]\npoint in direction (-90)\ngo to (the boss v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset y to (pick random (-77) to (0))\nshow\nrepeat until <<touching (_edge_ v)?> or <touching (player v)?>>\n move (10) steps\nend\nmove (10) steps\nwait (0.5) seconds\ndelete this clone\n\n@Laser\n\nwhen flag clicked\nhide\nwait until <(level) = [16]>\nrepeat until <not <(level) = [16]>>\n go to (random position v)\n set y to (0)\n broadcast (Done v)\n wait (pick random (3) to (7)) seconds\nend\n\nwhen I receive [done v]\nshow\nset [brightness v] effect to (-50)\nset [ghost v] effect to (30)\nwait (1) seconds\nclear graphic effects\nwait (1) seconds\nhide\n\n
Entry for @GrizzEllie2\n1ST PLACE\nPlay my new game: \n\n\n\n\nA level too hard? Use down arrow to slow down velocity, even without down arrow all levels before level 14 are possible. Down arrow is officially introduced at level 14.\nArrow keys to move, and don't touch reports buttons\nLike always, this platformer has a storyline.\nNote: This may be hard. If you have a suggestion for a skip button or some other suggestion, add a comment to this studio:\nhttps://scratch.mit.edu/studios/28405402/comments/\n#games #platformers #animal_supernova #all #scratch
<New> Color platformer
@Stage\n\nwhen I receive [タイトルが〜めん v]\nforever\n play sound [game_maoudamashii_4_field10 v] until done\nend\n\n@Hero\n\nwhen I receive [タイトルが〜めん v]\ngo to [front v] layer\nshow\ngo [backward v] (1) layers\nset size to (75) %\nswitch costume to (red v)\nset drag mode [not draggable v]\ngo to x: (-190) y: (-50)\npoint in direction (90)\nset [ステージ v] to [1]\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 point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#f7a74a)?> then\n change y by (1)\n if <touching color (#f7a74a)?> then\n change y by (1)\n if <touching color (#f7a74a)?> then\n change y by (1)\n if <touching color (#f7a74a)?> then\n change y by (1)\n if <touching color (#f7a74a)?> then\n change y by (1)\n if <touching color (#f7a74a)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#f7a74a)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n start sound [ぷよん v]\n point in direction ((Yv) * (0.5))\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#f7a74a)?> 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 change [ステージ v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-190) y: (-50)\n end\n if <(y position) < [-170]> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (-50)\n end\n if <(costume [number v]) = [1]> then\n if <touching color (#0042ff)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (-50)\n end\n else\n if <touching color (#ff0000)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (-50)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [change!! v]\nstart sound [Coin v]\nnext costume\nset [あ v] to [0]\n\n@Pen\n\ndefine Pen:position (x) (y) to (x1) (y1) color (beautiful) big? (fat!)\nif <(fat!) = []> then\n set pen size to (30)\nelse\n set pen size to (fat!)\nend\nif <(beautiful) = [1]> then\n set pen color to (#f7a74b)\nelse\n if <(beautiful) = [2]> then\n set pen color to (#f78400)\n else\n if <(beautiful) = [3]> then\n set pen color to (#b35f00)\n else\n if <(beautiful) = [4]> then\n set pen color to (#b38653)\n else\n if <(beautiful) = [5]> then\n set pen color to (#ff0000)\n else\n if <(beautiful) = [6]> then\n set pen color to (#0043ff)\n end\n end\n end\n end\n end\nend\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x1) y: (y1)\npen up\n\nwhen flag clicked\nerase all\n\nwhen I receive [タイトルが〜めん v]\nerase all\nPen:position [-240] [-180] to [240] [-180] color [3] big? [100]\nPen:position [-240] [-135] to [240] [-135] color [2] big? [25]\nPen:position [-240] [-120] to [240] [-120] color [1] big? [15]\n\nwhen I receive [next level v]\nif <(ステージ) = [2]> then\n erase all\n Pen:position [-240] [-180] to [240] [-180] color [3] big? [100]\n Pen:position [-240] [-135] to [240] [-135] color [2] big? [25]\n Pen:position [-240] [-120] to [240] [-120] color [1] big? [15]\n Pen:position [-100] [-97] to [240] [-97] color [5] big? []\nelse\n if <(ステージ) = [3]> then\n erase all\n Pen:position [-240] [-180] to [240] [-180] color [3] big? [100]\n Pen:position [-240] [-135] to [240] [-135] color [2] big? [25]\n Pen:position [-100] [-97] to [240] [-97] color [6] big? []\n Pen:position [-100] [-68] to [240] [-68] color [5] big? []\n Pen:position [-100] [-105] to [-100] [60] color [6] big? []\n Pen:position [-240] [-120] to [240] [-120] color [1] big? [15]\n Pen:position [-75] [-105] to [-75] [60] color [1] big? []\n Pen:position [190] [0] to [240] [0] color [1] big? []\n else\n if <(ステージ) = [4]> then\n erase all\n Pen:position [-240] [-180] to [240] [-180] color [3] big? [100]\n Pen:position [-240] [-135] to [240] [-135] color [2] big? [25]\n Pen:position [-100] [-105] to [-100] [40] color [6] big? []\n Pen:position [130] [-105] to [130] [60] color [5] big? []\n Pen:position [0] [180] to [0] [5] color [6] big? []\n Pen:position [30] [180] to [30] [5] color [5] big? []\n Pen:position [-75] [-105] to [-75] [40] color [1] big? []\n Pen:position [15] [180] to [15] [5] color [1] big? []\n Pen:position [145] [-105] to [145] [60] color [1] big? []\n Pen:position [-240] [-120] to [240] [-120] color [1] big? [15]\n else\n if <(ステージ) = [5]> then\n erase all\n Pen:position [-240] [-180] to [240] [-180] color [3] big? [100]\n Pen:position [-240] [-135] to [240] [-135] color [2] big? [25]\n Pen:position [-100] [-105] to [240] [-105] color [6] big? []\n Pen:position [120] [-65] to [240] [-65] color [5] big? []\n Pen:position [-240] [-120] to [240] [-120] color [1] big? [15]\n else\n if <(ステージ) = [6]> then\n erase all\n Pen:position [-240] [-180] to [240] [-180] color [3] big? [100]\n Pen:position [-240] [-135] to [240] [-135] color [2] big? [25]\n Pen:position [240] [-110] to [240] [180] color [1] big? []\n Pen:position [-240] [-120] to [240] [-120] color [1] big? [15]\n end\n end\n end\n end\nend\n\n@ボタン\n\nwhen flag clicked\nhide\n\nwhen I receive [タイトルが〜めん v]\nshow\nset size to (50) %\ngo to x: (-171) y: (-146)\nset drag mode [not draggable v]\nforever\n broadcast (ボタン v)\n wait until <not <mouse down?>>\nend\n\nwhen I receive [ボタン v]\nwait until <(あ) = [0]>\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n set [あ v] to [0]\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change size by (((60) - (size)) / (5))\n end\n if <not <touching (mouse-pointer v)?>> then\n repeat (5)\n change size by (((size) - (50)) / (-5))\n end\n end\n end\nend\nset [あ v] to [1]\nbroadcast (Change!! v)\n\n@サムネ\n\nwhen flag clicked\nswitch costume to ( v)\nset [ghost v] effect to (0)\nset volume to (100) %\nshow\nset size to (0) %\ngo to x: (0) y: (-180)\nstart sound [Boing v]\nset [縦 v] to [20]\nrepeat (39)\n change [縦 v] by (-1)\n change y by (縦)\n change size by (0.5)\nend\ngo to x: (0) y: (-165)\nstart sound [Boing v]\nset [縦 v] to [20]\nrepeat (35)\n change [縦 v] by (-1)\n change y by (縦)\n change size by (1)\nend\ngo to x: (0) y: (-140)\nstart sound [Boing v]\nset [縦 v] to [20]\nrepeat (32)\n change [縦 v] by (-0.948)\n change y by (縦)\n change size by (1.35)\nend\nstart sound [Collect v]\nwait (.25) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (タイトルが〜めん v)\n\ngo to x: (0) y: (1)\n\n
※このゲームは遊び方を見ないと意味不になると思うので見ることをお勧めします!\n ステージ数が少なくてすみません...!(テスト作品のつもりです...!)\n\n<How to play>\n In this work, the color of the main character can be changed by pressing a button. (If you press the button too soon, it may not change...!) \n If you are wearing a red costume, you can pass through the red ground, but if you are wearing a blue costume, you cannot. The blue ground is passable when you are in a blue costume, but not when you are in a red costume. Press the buttons as needed to move forward!\n\n<遊び方>\nこの作品は主人公の色をボタンを押すことによって変えることができます。(早く押しすぎると変わらない場合があります...!)\n赤い地面は赤いコスチュームの時になら通れますが、青いコスチュームの時には通ることができません。逆に、青い地面は青いコスチュームの時には通れますが、赤いコスチュームの時には通ることができません。必要に応じてボタンを押して、進んでいきましょう!\n
Destiny Wars a pixel scrolling platformer
@Stage\n\nwhen flag clicked\nset [music v] to [80]\nforever\n set volume to (music) %\nend\n\nwhen flag clicked\nhide variable [music v]\n\nwhen flag clicked\nforever\n play sound [Uncharted 4 Soundtrack - Nate's Theme 4 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (sfondo3 v)\n\nwhen flag clicked\n\nwhen I receive [gamee v]\nswitch backdrop to (sfondo1 v)\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nforever\n if <(pause) = [false]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n end\nend\n\nwhen I receive [game v]\ngo to [front v] layer\nclear graphic effects\nshow\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <(pause) = [false]> then\n animation [0.08]\n end\nend\n\ndefine animation (frame)\nswitch costume to (stand2 v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n wait (frame) seconds\n next costume\n wait (frame) seconds\n next costume\n wait (frame) seconds\n next costume\n wait (frame) seconds\n switch costume to (stand2 v)\n wait (frame) seconds\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n wait (frame) seconds\n next costume\n wait (frame) seconds\n next costume\n wait (frame) seconds\n next costume\n wait (frame) seconds\n switch costume to (stand2 v)\n wait (frame) seconds\n end\nend\nif <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > [-100]>>> then\n wait (0.1) seconds\n switch costume to (costume1 v)\n wait (0.1) seconds\n broadcast (bullet v)\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n switch costume to (stand2 v)\nend\n\nwhen I receive [camera📽 v]\ngo to (main camera 📽 v)\nshow\nset size to (170) %\nset [ghost v] effect to (0)\n\nwait (0.1) seconds\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [up v]\nswitch costume to (stand2 v)\n\nwhen I receive [left v]\npoint in direction (-90)\nwait (frame) seconds\nnext costume\nwait (frame) seconds\nnext costume\nwait (frame) seconds\nnext costume\nwait (frame) seconds\nswitch costume to (stand2 v)\nwait (frame) seconds\n\nwhen I receive [right v]\npoint in direction (90)\nwait (frame) seconds\nnext costume\nwait (frame) seconds\nnext costume\nwait (frame) seconds\nnext costume\nwait (frame) seconds\nswitch costume to (stand2 v)\nwait (frame) seconds\n\nwhen flag clicked\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\nwait (1) seconds\n\n@MAIN CAMERA 📽\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [play game v]\nRESET [0] [170]\nforever\n scrolling engine\nend\n\ndefine RESET (reset variable) (reset size)\nset drag mode [not draggable v]\nset [camera y v] to (reset variable)\nset [scroll y v] to (reset variable)\nset [scroll x v] to (reset variable)\nset [camera x v] to (reset variable)\nset [camera speed _y v] to (reset variable)\nset [gravity v] to (reset variable)\nset [exit v] to (reset variable)\nset size to (reset size) %\nshow\n\ndefine player controller <up arrow> <right arrow> <left arrow> <in air>\nterrain collider\nswitch costume to (join [box] [collider])\nif <right arrow> then\n camera x [-11]\nend\nif <left arrow> then\n camera x [11]\nend\nif <up arrow> then\n if <in air> then\n set [camera speed _y v] to [31]\n terrain collider\n end\n terrain collider\nend\nchange [camera speed _y v] by (-4)\nterrain collider\ncamera y (camera speed _y) [2]\nterrain collider\nCAMERA POSITION (CAMERA X) (CAMERA Y) (SCROLL Y) (SCROLL X)\ndie <(CAMERA Y) < [-700]>\nset [scroll x v] to (CAMERA X)\nterrain collider\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nterrain collider\nset [camera y v] to (CAMERA Y)\nchange [scroll y v] by (round (((CAMERA Y) - (SCROLL Y)) / (4)))\nterrain collider\n\ndefine camera y (sy) (in air)\nchange [camera y v] by (sy)\nchange [gravity v] by (in air)\nterrain collider\nrepeat until <not <<touching (platform v)?> or <touching (movingplatform v)?>>>\n if <(sy) > ([abs v] of (0) )> then\n change [camera y v] by (-1)\n else\n change [camera y v] by (1)\n set [gravity v] to [0]\n end\n set [camera speed _y v] to [0]\n terrain collider\n CAMERA POSITION (CAMERA X) (CAMERA Y) (SCROLL Y) (SCROLL X)\n terrain collider\nend\n\ndefine CAMERA POSITION (x) (y) (scroll y) (scroll x)\nset y to ((y) - (scroll y))\nset x to ((x) - (scroll x))\nstop [this script v]\n\ndefine camera x (sx)\nterrain collider\nchange [camera x v] by (sx)\nCAMERA POSITION (CAMERA X) (CAMERA Y) (SCROLL Y) (SCROLL X)\nterrain collider\nif <<touching (platform v)?> or <touching (movingplatform v)?>> then\n repeat (13)\n if <not <<touching (platform v)?> or <touching (movingplatform v)?>>> then\n stop [this script v]\n end\n terrain collider\n change [camera y v] by (1)\n CAMERA POSITION (CAMERA X) (CAMERA Y) (SCROLL Y) (SCROLL X)\n end\n change [camera y v] by (-13)\n terrain collider\nend\nrepeat until <not <<touching (platform v)?> or <touching (movingplatform v)?>>>\n if <(sx) > [0]> then\n change [camera x v] by (-1)\n else\n change [camera x v] by (1)\n end\n terrain collider\n CAMERA POSITION (CAMERA X) (CAMERA Y) (SCROLL Y) (SCROLL X)\nend\n\ndefine die <danger>\nif <danger> then\n RESET [0] [170]\nend\n\ndefine scrolling engine\nbroadcast (TICK v)\nforever\n if <(pause) = [false]> then\n terrain collider\n broadcast (camera📽 v)\n end\nend\n\nwhen I receive [tick v]\nterrain collider\nCAMERA POSITION (CAMERA X) (CAMERA Y) (SCROLL Y) (SCROLL X)\n\ndefine terrain collider\nCAMERA POSITION (CAMERA X) (CAMERA Y) (SCROLL Y) (SCROLL X)\n\nwhen flag clicked\nforever\n terrain collider\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nset [ghost v] effect to (100)\nbroadcast (level v) and wait\nbroadcast (PLAY GAME v) and wait\nbroadcast (GREEN FLAG v) and wait\nbroadcast (RESET v) and wait\nbroadcast (SETUP v) and wait\n\nwhen I receive [controller v]\nforever\n if <(pause) = [false]> then\n set [ghost v] effect to (100)\n player controller <<key (up arrow v) pressed?> or <key (w v) pressed?>> <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>> <(gravity) < [4]>\n broadcast (TICK v) and wait\n end\nend\n\nwhen I receive [play game v]\nbroadcast (controller v)\n\nwhen I receive [play game v]\nbroadcast (controller v)\n\nwhen I receive [restart v]\nRESET [0] [170]\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [healt v] to [4]\n\nwhen I receive [right v]\ncamera x [10]\nterrain collider\ncamera y (camera speed _y) [2]\nterrain collider\nCAMERA POSITION (CAMERA X) (CAMERA Y) (SCROLL Y) (SCROLL X)\ndie <(CAMERA Y) < [-700]>\nset [scroll x v] to (CAMERA X)\nterrain collider\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nterrain collider\nset [camera y v] to (CAMERA Y)\nchange [scroll y v] by (round (((CAMERA Y) - (SCROLL Y)) / (4)))\nterrain collider\n\nwhen I receive [left v]\ncamera x [-10]\nterrain collider\ncamera y (camera speed _y) [2]\nterrain collider\nCAMERA POSITION (CAMERA X) (CAMERA Y) (SCROLL Y) (SCROLL X)\ndie <(CAMERA Y) < [-700]>\nset [scroll x v] to (CAMERA X)\nterrain collider\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nterrain collider\nset [camera y v] to (CAMERA Y)\nchange [scroll y v] by (round (((CAMERA Y) - (SCROLL Y)) / (4)))\nterrain collider\n\nwhen I receive [up v]\nif <(gravity) < [4]> then\n set [camera speed _y v] to [31]\n terrain collider\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [game v]\nforever\n if <<touching (enemy v)?> or <touching (spikes v)?>> then\n change [healt v] by (-0.5)\n broadcast (healt v)\n wait (2) seconds\n end\nend\n\nwhen I receive [game v]\nforever\n if <touching color (#a05b53)?> then\n broadcast (win v)\n end\nend\n\nwhen I receive [reset v]\n\n@bullet\n\nwhen I start as a clone\nshow\ngo to (player v)\npoint in direction ([direction v] of [player v])\nif <(direction) = [-90]> then\n switch costume to (-90 v)\nend\nif <(direction) = [90]> then\n switch costume to (90 v)\nend\nrepeat until <<touching (_edge_ v)?> or <<touching (platform v)?> or <touching (enemy v)?>>>\n move (20) steps\nend\ndelete this clone\n\nwhen I receive [bullet v]\ncreate clone of (_myself_ v)\nstart sound [12-Gauge-Pump-Action-Shotgun-Close-Gunshot-A-www v]\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@platform\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nchange position ((CAMERA X) - (SCROLL X)) ((CAMERA Y) - (SCROLL Y))\ngo to [back v] layer\n\ndefine change position (scroll x) (scroll y)\nset x to (scroll x)\nset y to (scroll y)\nif <not <<(x position) = (scroll x)> and <(y position) = (scroll y)>>> then\n hide\nelse\n show\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine create clone at x (x pos) y (y pos)\ncreate clone of (_myself_ v)\nchange [camera x v] by (round (x pos))\nchange [camera y v] by (round (y pos))\nswitch costume to ((costume [number v]) + (1))\n\nwhen I receive [level v]\nswitch costume to (level 11 v)\nset [camera y v] to [-10]\nset [camera x v] to [0]\ngo to x: (CAMERA X) y: (CAMERA Y)\npoint in direction (90)\nset size to (round (100)) %\nswitch costume to (level 1 v)\ncreate clone at x [650] y [90]\ncreate clone at x [500] y [-10]\ncreate clone at x [500] y [-10]\ncreate clone at x [300] y [-10]\ncreate clone at x [0] y [-390]\ncreate clone at x [650] y [-390]\ncreate clone at x [0] y [290]\ncreate clone at x [500] y [300]\ncreate clone at x [1100] y [400]\ncreate clone at x [1000] y [-300]\ncreate clone at x [1000] y [0]\ncreate clone at x [800] y [300]\ncreate clone at x [800] y [300]\ncreate clone at x [1000] y [500]\n\ncreate clone at x [1000] y [500]\n\ncreate clone at x [0] y [450]\n\nwhen I start as a clone\nshow\n\nwait (1) seconds\n\nhide\nset [ghost v] effect to (0)\n\ncreate clone at x [0] y [-400]\ncreate clone at x [650] y [-400]\ncreate clone at x [0] y [300]\ncreate clone at x [0] y [500]\n\ncreate clone at x [500] y [0]\n\ncreate clone at x [800] y [300]\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n go to [back v] layer\n set [ghost v] effect to (100)\nend\n\n@decor\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nset [ghost v] effect to (0)\nchange position ((CAMERA X) - (SCROLL X)) ((CAMERA Y) - (SCROLL Y))\n\ndefine change position (scroll x) (scroll y)\nset x to (scroll x)\nset y to (scroll y)\nif <not <<(x position) = (scroll x)> and <(y position) = (scroll y)>>> then\n hide\nelse\n show\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine create clone at x (x pos) y (y pos)\ncreate clone of (_myself_ v)\nchange [camera x v] by (round (x pos))\nchange [camera y v] by (round (y pos))\nswitch costume to ((costume [number v]) + (1))\n\nwhen I receive [level v]\nset [ghost v] effect to (0)\nswitch costume to (assets v)\nset size to (100) %\ngo to [front v] layer\nset [camera y v] to [0]\nset [camera x v] to [0]\ngo to x: (CAMERA X) y: (CAMERA Y)\npoint in direction (90)\nset size to (round (100)) %\nswitch costume to (level 1 v)\nhide\ncreate clone at x [650] y [90]\ngo to [back v] layer\ncreate clone at x [500] y [-10]\ncreate clone at x [500] y [-10]\ncreate clone at x [300] y [-10]\ncreate clone at x [0] y [-390]\ncreate clone at x [650] y [-390]\ncreate clone at x [0] y [290]\ncreate clone at x [500] y [300]\ncreate clone at x [1100] y [400]\ncreate clone at x [1000] y [-300]\ncreate clone at x [1000] y [0]\ncreate clone at x [800] y [300]\ncreate clone at x [800] y [300]\ncreate clone at x [1000] y [500]\n\nwhen I start as a clone\nshow\n\ngo to [front v] layer\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@buttons\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <(menù) = [true]> then\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n repeat until <(size) > [80]>\n change size by (3)\n end\n else\n set [pixelate v] effect to (0)\n set [brightness v] effect to (5)\n repeat until <(size) < [75]>\n change size by (-3)\n end\n end\n else\n hide\n end\n if <(page) = [1]> then\n show\n else\n wait (0.4) seconds\n hide\n wait until <(page) = [1]>\n end\nend\n\ngo to [front v] layer\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (game v)\n set [page v] to [0]\nend\nif <(costume [number v]) = [2]> then\n broadcast (option v)\nend\nif <(costume [number v]) = [3]> then\n broadcast (credits v)\nend\n\nwhen this sprite clicked\nset [menù v] to [false]\n\nwhen I start as a clone\nset size to (0) %\nset [d v] to [0]\nforever\n if <not <(page) = [1]>> then\n set [d v] to [0]\n repeat (20)\n change [d v] by (-1)\n change size by (d)\n end\n repeat (10)\n change [d v] by (1)\n change size by (d)\n end\n wait until <(page) = [1]>\n hide\n else\n set [d v] to [0]\n show\n repeat (9)\n change [d v] by (1)\n change size by (d)\n end\n repeat (5)\n change [d v] by (-1)\n change size by (d)\n end\n wait until <not <(page) = [1]>>\n end\nend\n\nwhen flag clicked\n\nshow\n\nwhen this sprite clicked\nhide\n\nwhen I receive [show v]\n\nhide\n\nshow\nset size to (100) %\n\nset [page v] to [0]\n\nwhen flag clicked\nset [menù v] to [true]\n\nwhen I receive [gamee v]\nhide\nswitch costume to (costume1 v)\nset [color v] effect to (80)\ngo to x: (0) y: (15)\ncreate clone of (_myself_ v)\nnext costume\nset [color v] effect to (90)\ngo to x: (0) y: (-60)\ncreate clone of (_myself_ v)\nnext costume\nset [color v] effect to (100)\ngo to x: (0) y: (-135)\ncreate clone of (_myself_ v)\n\n@healt\n\nwhen flag clicked\nswitch costume to (hiclipart v)\n\nwhen I receive [healt v]\nnext costume\nwait (0.1) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\n\nwhen flag clicked\n\ngo to [front v] layer\n\n@pause\n\nwhen flag clicked\nset [pause v] to [false]\nswitch costume to (costume1 v)\nset size to (80) %\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n repeat until <(size) > [80]>\n change size by (3)\n end\n else\n set [pixelate v] effect to (0)\n set [brightness v] effect to (15)\n repeat until <(size) < [75]>\n change size by (-3)\n end\n end\nend\n\ndefine pause (true) (false)\nif <(pause) = (false)> then\n set [pause v] to (true)\n switch costume to (costume2 v)\n go to x: (0) y: (0)\n set [music v] to [0]\n set volume to (0) %\nelse\n set [pause v] to (false)\n set [music v] to [100]\n switch costume to (costume1 v)\n go to x: (200) y: (155)\n set volume to (100) %\nend\n\nwhen this sprite clicked\nset [pause# v] to [1]\npause [true] [false]\n\nwhen flag clicked\nset [pause v] to [false]\nhide\nset [pause# v] to [0]\nswitch costume to (costume1 v)\ngo to x: (200) y: (155)\n\nwhen I receive [game v]\nshow\n\n@credits/option\n\nwhen I receive [option v]\nbroadcast (no mobile controls v)\nshow variable [music v]\nshow variable [mobile controls🎮 v]\ngo to [front v] layer\nset [pixelate v] effect to (100)\nshow\nswitch costume to (costume1 v)\nrepeat (20)\n change [pixelate v] effect by (-5)\nend\n\nwhen I receive [credits v]\nbroadcast (no mobile controls v)\ngo to [front v] layer\nset [pixelate v] effect to (100)\nshow\nswitch costume to (costume2 v)\nrepeat (20)\n change [pixelate v] effect by (-5)\nend\n\nwhen this sprite clicked\nhide\nset [menù v] to [true]\nhide variable [music v]\nhide variable [mobile controls🎮 v]\nbroadcast (show v)\n\nwhen flag clicked\nhide variable [mobile controls🎮 v]\nhide variable [music v]\nhide\n\nset [mobile controls🎮 v] to [0]\n\n@enemy\n\nwhen I receive [level v]\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nset [camera y v] to [155]\nset [camera x v] to [300]\ngo to x: (CAMERA X) y: (CAMERA Y)\npoint in direction (90)\nset size to (round (200)) %\ncreate clone at x [450] y [-70]\ncreate clone at x [1110] y [-260]\ncreate clone at x [-80] y [0]\ncreate clone at x [60] y [-140]\ncreate clone at x [-100] y [0]\ncreate clone at x [120] y [-165]\ncreate clone at x [80] y [0]\ncreate clone at x [730] y [280]\ncreate clone at x [90] y [0]\ncreate clone at x [280] y [90]\ncreate clone at x [90] y [0]\ncreate clone at x [350] y [125]\ncreate clone at x [90] y [0]\ncreate clone at x [1900] y [-280]\ncreate clone at x [120] y [8]\ncreate clone at x [120] y [0]\ncreate clone at x [120] y [0]\ncreate clone at x [120] y [0]\ncreate clone at x [120] y [0]\ncreate clone at x [120] y [0]\ncreate clone at x [450] y [470]\ncreate clone at x [100] y [0]\ncreate clone at x [650] y [285]\ncreate clone at x [80] y [0]\ncreate clone at x [550] y [250]\ncreate clone at x [0] y [200]\nset [camera x v] to [-1000]\n\ndefine create clone at x (x pos) y (y pos)\ncreate clone of (_myself_ v)\nchange [camera x v] by (round (x pos))\nchange [camera y v] by (round (y pos))\nswitch costume to ((costume [number v]) + (1))\n\ndefine change position (scroll x) (scroll y)\nset x to (scroll x)\nset y to (scroll y)\nif <not <<(x position) = (scroll x)> and <(y position) = (scroll y)>>> then\n hide\nelse\n show\nend\n\nwhen I receive [tick v]\nchange position ((CAMERA X) - (SCROLL X)) ((CAMERA Y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nshow\n\nwhen I start as a clone\ngo to [back v] layer\nset rotation style [left-right v]\nforever\n if <not <touching (main camera 📽 v)?>> then\n repeat (80)\n point in direction (90)\n change [camera x v] by (2.5)\n if <touching (bullet v)?> then\n stop [this script v]\n end\n end\n repeat (80)\n point in direction (-90)\n change [camera x v] by (-2.5)\n if <touching (bullet v)?> then\n stop [this script v]\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(enemy die) = [0]> then\n if <(pause) = [false]> then\n if <not <touching (main camera 📽 v)?>> then\n switch costume to (costume1 v)\n repeat (4)\n wait (0.1) seconds\n next costume\n end\n else\n switch costume to (a v)\n repeat (8)\n wait (0.1) seconds\n next costume\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\n\nwhen I start as a clone\nforever\n\nstop [this script v]\n\n\n\nswitch costume to (d v)\n\nwhen I start as a clone\nforever\n if <<touching (bullet v)?> and <(pause) = [false]>> then\n change [kill v] by (1)\n set [enemy die v] to [1]\n switch costume to (d v)\n repeat (5)\n wait (0.1) seconds\n next costume\n change [camera y v] by (-3)\n change [ghost v] effect by (5)\n end\n set [enemy die v] to [0]\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\n@movingplatform\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nchange position ((CAMERA X) - (SCROLL X)) ((CAMERA Y) - (SCROLL Y))\n\ndefine change position (scroll x) (scroll y)\nset y to (scroll y)\nset x to (scroll x)\nif <<(x position) = (scroll x)> and <(y position) = (scroll y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine create clone at x (x pos) y (y pos)\ncreate clone of (_myself_ v)\nchange [camera x v] by (round (x pos))\nchange [camera y v] by (round (y pos))\nswitch costume to ((costume [number v]) + (1))\n\nwhen I receive [level v]\nswitch costume to (level 1 v)\nset [camera y v] to [-545]\nset [camera x v] to [1100]\ngo to x: (CAMERA X) y: (CAMERA Y)\npoint in direction (90)\nset size to (round (100)) %\nswitch costume to (level 1 v)\nhide\n\nwhen I start as a clone\nshow\n\nset [ghost v] effect to (100)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n set [camera y v] to [-550]\n set [camera x v] to [1400]\n repeat (300)\n change [camera x v] by (2)\n end\n repeat (300)\n change [camera x v] by (-2)\n end\nend\n\ngo to [back v] layer\n\nshow\n\ngo to x: (116) y: (328)\n\nrepeat (300)\n change [camera x v] by (-2)\nend\nrepeat (300)\n change [camera x v] by (2)\nend\n\n@arrow\n\nwhen this sprite clicked\nwait (1) seconds\n\nwhen I start as a clone\ngo to x: (-210) y: (17)\nswitch costume to (costume2 v)\nset [pixelate v] effect to (20)\nset size to (100) %\nforever\n go to [back v] layer\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [110]>\n change size by (3)\n end\n else\n repeat until <(size) < [85]>\n change size by (-3)\n end\n end\n if <(page) = [1]> then\n hide\n else\n if <not <(page) = [0]>> then\n show\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [page v] by (-1)\n wait (0.4) seconds\n end\nend\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\nwhen I receive [gamee v]\nshow\ngo to x: (210) y: (-30)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nset [page v] to [1]\nset [pixelate v] effect to (20)\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [110]>\n change size by (3)\n end\n else\n repeat until <(size) < [85]>\n change size by (-3)\n end\n end\n if <(page) = [2]> then\n hide\n else\n if <not <(menù) = [false]>> then\n show\n end\n end\nend\n\nwhen I receive [gamee v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [page v] by (1)\n wait (0.4) seconds\n end\nend\n\n@world\n\nwhen flag clicked\n\nwhen I start as a clone\n\nshow\n\nwhen I start as a clone\n\nwhen flag clicked\nhide\nswitch costume to (costume3 v)\nset [color v] effect to (0)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nforever\n if <touching (mouse-pointer v)?> then\n set [touch? v] to [yes]\n else\n set [touch? v] to [no]\n end\nend\n\nchange [page v] by (-1)\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <not <(page) = [2]>> then\n set [d v] to [0]\n repeat (20)\n change [d v] by (-1)\n change size by (d)\n end\n repeat (10)\n change [d v] by (1)\n change size by (d)\n end\n wait until <(page) = [2]>\n hide\n else\n set [d v] to [0]\n show\n repeat (10)\n change [d v] by (1)\n change size by (d)\n end\n repeat (5)\n change [d v] by (-1)\n change size by (d)\n end\n wait until <not <(page) = [2]>>\n end\nend\n\nwhen flag clicked\nforever\n turn right (0.5) degrees\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n repeat until <(size) > [80]>\n change size by (3)\n end\n else\n set [pixelate v] effect to (0)\n set [brightness v] effect to (5)\n repeat until <(size) < [75]>\n change size by (-3)\n end\n end\n if <(page) = [2]> then\n show\n else\n wait (0.4) seconds\n hide\n wait until <(page) = [2]>\n end\nend\n\nwhen I start as a clone\nset size to (100) %\npoint in direction (90)\nswitch costume to (costume2 v)\nforever\n go to [front v] layer\n go to (mouse-pointer v)\n if <(touch?) = [yes]> then\n show\n else\n hide\n end\nend\n\n\n\n\nwhen flag clicked\n\n@Sprite5\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\n\n@spikes\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nchange position ((CAMERA X) - (SCROLL X)) ((CAMERA Y) - (SCROLL Y))\n\ndefine change position (scroll x) (scroll y)\nset x to (scroll x)\nset y to (scroll y)\nif <not <<(x position) = (scroll x)> and <(y position) = (scroll y)>>> then\n hide\nelse\n show\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine create clone at x (x pos) y (y pos)\ncreate clone of (_myself_ v)\nchange [camera x v] by (round (x pos))\nchange [camera y v] by (round (y pos))\nswitch costume to ((costume [number v]) + (1))\n\nwhen I receive [level v]\nset [ghost v] effect to (0)\nswitch costume to (level 11 v)\nset [camera y v] to [-10]\nset [camera x v] to [0]\ngo to x: (CAMERA X) y: (CAMERA Y)\npoint in direction (90)\nset size to (round (100)) %\nswitch costume to (level 1 v)\ncreate clone at x [650] y [90]\ncreate clone at x [500] y [-10]\ncreate clone at x [500] y [-10]\ncreate clone at x [300] y [-10]\ncreate clone at x [0] y [-390]\ncreate clone at x [650] y [-390]\ncreate clone at x [0] y [290]\ncreate clone at x [500] y [300]\ncreate clone at x [1100] y [400]\ncreate clone at x [1000] y [-300]\ncreate clone at x [1000] y [0]\ncreate clone at x [800] y [300]\ncreate clone at x [800] y [300]\ncreate clone at x [1000] y [500]\n\ncreate clone at x [0] y [450]\n\nwhen I start as a clone\nshow\n\ncreate clone at x [0] y [-400]\ncreate clone at x [650] y [-400]\ncreate clone at x [0] y [300]\ncreate clone at x [0] y [500]\n\ncreate clone at x [500] y [0]\n\ncreate clone at x [800] y [300]\n\nwhen I start as a clone\nforever\n wait (1) seconds\n repeat (10)\n change [camera y v] by (5)\n end\n wait (1) seconds\n repeat (10)\n change [camera y v] by (-5)\n end\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@text\n\nwhen flag clicked\n\nwhen I start as a clone\n\nshow\n\nwhen I start as a clone\n\ngo to [front v] layer\n\nwhen flag clicked\n\nwhen flag clicked\n\nset size to (80) %\n\nturn right (0.5) degrees\n\nwhen I receive [gamee v]\npoint in direction (90)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n repeat until <(size) > [80]>\n change size by (3)\n end\n else\n set [pixelate v] effect to (0)\n set [brightness v] effect to (5)\n repeat until <(size) < [75]>\n change size by (-3)\n end\n end\n if <(page) = [1]> then\n show\n else\n wait (0.4) seconds\n hide\n wait until <(page) = [1]>\n end\nend\n\nwhen I receive [gamee v]\nshow\nforever\n if <not <(page) = [1]>> then\n set [d v] to [0]\n repeat (20)\n change [d v] by (-1)\n change size by (d)\n end\n repeat (10)\n change [d v] by (1)\n change size by (d)\n end\n wait until <(page) = [1]>\n hide\n else\n set [d v] to [0]\n show\n repeat (10)\n change [d v] by (1)\n change size by (d)\n end\n repeat (5)\n change [d v] by (-1)\n change size by (d)\n end\n wait until <not <(page) = [1]>>\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-1000)\nrepeat (600)\n go to [front v] layer\n change y by (1.5)\nend\nhide\nbroadcast (gamee v)\n\n@mobile controls\n\nwhen flag clicked\ngo to x: (-180) y: (-135)\nswitch costume to (arrow1-a2 v)\ncreate clone of (_myself_ v)\ngo to x: (80) y: (-135)\nswitch costume to (arrow1-a3 v)\ncreate clone of (_myself_ v)\ngo to x: (180) y: (-135)\nswitch costume to (arrow1-a v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <<(mobile controls🎮) = [1]> and <(menù) = [false]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\n\nwhen I receive [no mobile controls v]\nrepeat until <(menù) = [true]>\n hide\nend\n\nwhen this sprite clicked\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (20)\n if <(costume [number v]) = [1]> then\n broadcast (right v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (left v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (up v)\n end\n wait (0.1) seconds\n set [brightness v] effect to (0)\n end\nend\n\nwhen I start as a clone\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [brightness v] effect to (20)\n if <(costume [number v]) = [1]> then\n broadcast (right v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (left v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (up v)\n end\n wait (0.1) seconds\n set [brightness v] effect to (0)\n end\nend\n\n@game over\n\nwhen flag clicked\nhide\nforever\n if <(healt) = [0]> then\n switch costume to (costume1 v)\n show\n broadcast (game over v)\n else\n hide\n end\nend\n\n@win\n\nwhen I receive [win v]\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nswitch backdrop to (sfondo2 v)\n\n@black\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen I receive [gamee v]\nhide\n\n@kill\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\nset [kill v] to [1]\nforever\n switch costume to (kill)\nend\n\n@barra\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\ngo to [back v] layer\n\n
welcome to Destiny Wars a pixel scrolling platformer \narrow keys OR wasd or mobile controls to move the player \nspace or click to shoot\ndestroy enemy and avoid spikes
Snow II Platformer (mobile friendly) #all #games
@Stage\n\nwhen I receive [start v]\nforever\n play sound [TheFatRat - Fly Away feat. Anjulie.mp3 v] until done\nend\n\nwhen I receive [unmute v]\nset volume to (100) %\n\nwhen I receive [mute v]\nset volume to (0) %\n\nwhen flag clicked\n\nwhen I receive [start project v]\nbroadcast (Start v)\n\n@Player\n\ndefine Spin off screen\nset rotation style [all around v]\nset [player death v] to [1]\nstart sound [crashed oof v]\nset [y v v] to [15]\nrepeat until <(y position) < [-178]>\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [player death v] to [0]\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo [forward v] (3) layers\ngo to [front v] layer\n\nnext backdrop\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [start v]\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nreset timer\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\nforever\n change y by (1)\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [y v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (ground v)?>> or <<mouse down?> and <<touching (ground v)?> and <(mouse y) > [50]>>>> then\n start sound [suck1 v]\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n if <touching (magma v)?> then\n Spin off screen\n end\n if <touching (spike v)?> then\n Spin off screen\n else\n if <[-166] > (y position)> then\n go to x: (-199) y: (-60)\n end\n end\n if <touching color (#ffff00)?> then\n start sound [smw_spring_jump @ToadfanSchool v]\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <<key (down arrow v) pressed?> or <<[-50] > (mouse y)> and <mouse down?>>> then\n broadcast (Crouch v)\n switch costume to (4 v)\n if <[-166] > (y position)> then\n go to x: (-199) y: (-60)\n end\n else\n switch costume to (3 v)\n end\n if <(Stage) = [9]> then\nend\n\nwhen flag clicked\ngo [forward v] (10) layers\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\n\nwhen I receive [start v]\ngo [forward v] (3) layers\ngo to x: (-199) y: (-60)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nSpin off screen\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (5) layers\nforever\n switch costume to (Stage)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nset [stage v] to [1]\n\nwhen I receive [goal v]\nchange [stage v] by (1)\n\n@Spike\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\n\nwhen I receive [goal v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (コスチューム1 v)\n\n@Magma\n\nwhen I receive [start v]\nshow\n\nwhen I receive [goal v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\ngo [forward v] (5) layers\nhide\nswitch costume to (コスチューム1 v)\nforever\n repeat (3)\n change y by ((8) * (0.9))\n end\n wait (0.4) seconds\n repeat (3)\n change y by ((-8) * (0.9))\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nset y to (12)\n\nwhen flag clicked\nset y to (0)\nforever\n change y by (YYY)\nend\n\nwhen flag clicked\nset [yyy v] to [0]\nforever\n repeat (10)\n change [☁ world record v] by (-0.1)\n end\n repeat (20)\n change [☁ world record v] by (0.1)\n end\n repeat (10)\n change [☁ world record v] by (-0.1)\n end\nend\n\nwhen flag clicked\nforever\n if <(Stage) = [5]> then\n go to [back v] layer\n else\n go [forward v] (5) layers\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\ngo [forward v] (5) layers\n\n@skip\n\nwhen flag clicked\nswitch costume to (grass v)\nhide\nset size to (75) %\nforever\n point in direction (([sin v] of ((timer) * (1200)) ) + (90))\n wait (..2) seconds\n if <(Stage) > [6]> then\n switch costume to (cave v)\n else\n switch costume to (grass v)\n end\n if <(Stage) = [11]> then\n hide\n end\nend\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo to x: (-180) y: (-155)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Goal v)\n\nwhen I receive [cutscene boss v]\nhide\n\n@スプライト3\n\nwhen I receive [start v]\ngo to x: (-201) y: (138)\nswitch costume to (100% v)\nshow\nforever\n go to [back v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [name v]) = [0%]> then\n switch costume to (100% v)\n broadcast (Unmute v)\n else\n switch costume to (0% v)\n broadcast (Mute v)\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\nhide\n\n@:D\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\n\n@スプライト4\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nset [trans on or off v] to [On]\ngo to [front v] layer\ngo [forward v] (1) layers\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nset [trans on or off v] to [Off]\nrepeat (5)\n change x by (-80)\nend\nhide\n\n@Awesome Particles\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (-200)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (180)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@shadow\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (75)\nforever\n go to (player v)\nend\n\n@Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Watermark]> then\n Keyframe [1.8]\n show\n switch costume to (watermark v)\n set size to (100) %\n switch costume to (pos hack v)\n go to x: (0) y: (-50)\n repeat until <(timer) > [8]>\n switch costume to (pos hack v)\n change y by (((0) - (y position)) / (10))\n switch costume to (watermark v)\n end\n repeat (50)\n switch costume to (pos hack v)\n change y by (((-50) - (y position)) / (10))\n switch costume to (watermark v)\n end\nend\n\nwhen flag clicked\nStart Intro\n\ndefine Start Intro\nreset timer\nset volume to (100) %\nstart sound [Music v]\nhide\nclear graphic effects\nset [clone id v] to [Parent]\nset [var 1 v] to [0.1]\nset [var 2 v] to [-5]\ndelete all of [intro v]\nadd [0] to [intro v]\nadd [0] to [intro v]\nadd [100] to [intro v]\nadd [90] to [intro v]\nCreate Particles\nCreate Clone [Keyframe]\nCreate Clone [Back]\npoint in direction (90)\nrepeat (8)\n turn right (45) degrees\n Create Clone [Line]\nend\nCreate Clone [Text]\nCreate Clone [Circle]\nCreate Clone [Top0.5]\nCreate Clone [Bottom0.5]\nCreate Clone [Top000]\nCreate Clone [Bottom000]\nCreate Clone [Pos Master]\nCreate Clone [Watermark]\n\ndefine Create Clone (id)\nset [# v] to (Clone ID)\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nset [clonedir v] to (direction)\nset [clone size v] to (size)\nset [clone id v] to (id)\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\ncreate clone of (_myself_ v)\ngo to x: (CloneX) y: (CloneY)\npoint in direction (CloneDir)\nset size to (Clone Size) %\nset [clone id v] to (#)\n\ndefine Set Size to (size)\nset [costume # v] to (costume [number v])\nif <(size) > [100]> then\n switch costume to (size hack v)\nend\nset size to (size) %\nswitch costume to (Costume #)\n\ndefine Go to (x) (y)\nset [costume # v] to (costume [number v])\nswitch costume to (pos hack v)\ngo to x: (x) y: (y)\nswitch costume to (Costume #)\n\ndefine Go to (x) (y) (z) (focal length)\nset [costume # v] to (costume [number v])\nswitch costume to (pos hack v)\nset [x v] to ((focal length) * (((x) + (item (1) of [intro v])) / ((z) + (item (3) of [intro v]))))\nset [intro: y v] to ((focal length) * (((y) + (item (2) of [intro v])) / ((z) + (item (3) of [intro v]))))\npoint in direction (item (4) of [intro v])\ngo to x: (X) y: (Intro: Y)\nswitch costume to (Costume #)\n\nwhen I start as a clone\nif <(Clone ID) = [Keyframe]> then\n Keyframe [1.8]\n Beat [2]\n Size Thing [2.7] [1]\n Create Clone [Left]\n Create Clone [Right]\n Size Thing [3.5] [2]\n Size Thing [4.4] [1]\n Size Thing [5.2] [2]\n Create Clone [Left]\n Create Clone [Right]\n Size Thing [6.1] [1]\n Size Thing [7.0] [2]\n Size Thing [7.8] [1]\n Create Clone [Left]\n Create Clone [Right]\n Size Thing [8.7] [2]\n broadcast (Start Project v)\nend\nif <(Clone ID) = [Pos Master]> then\n repeat until <(timer) > [4]>\n replace item (4) of [intro v] with ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n end\n point in direction (item (4) of [intro v])\n set [var 1 v] to [1]\n repeat (15)\n turn right (Var 1) degrees\n change [var 1 v] by ((Var 1) / (4))\n replace item (4) of [intro v] with (direction)\n end\n repeat (20)\n turn right (((90) - (direction)) / (5)) degrees\n replace item (4) of [intro v] with (direction)\n end\n repeat until <(timer) > [6.1]>\n replace item (4) of [intro v] with ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n end\n repeat until <(timer) > [7.0]>\n replace item (2) of [intro v] with ((item (2) of [intro v]) + (((-500) - (item (2) of [intro v])) / (5)))\n replace item (4) of [intro v] with ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n end\n repeat until <(timer) > [7.8]>\n replace item (2) of [intro v] with ((item (2) of [intro v]) + (((300) - (item (2) of [intro v])) / (5)))\n replace item (4) of [intro v] with ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n end\n repeat until <(timer) > [10]>\n replace item (2) of [intro v] with ((item (2) of [intro v]) + (((0) - (item (2) of [intro v])) / (5)))\n replace item (4) of [intro v] with ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n end\nend\n\ndefine Size Thing (time) (type)\nrepeat until <(timer) > (time)>\n replace item (3) of [intro v] with ((item (3) of [intro v]) + (Var 2))\n change [var 2 v] by (0.4)\nend\nBeat (type)\nset [var 1 v] to [0.1]\nset [var 2 v] to [-5]\n\ndefine Keyframe (time)\nwait until <(timer) > (time)>\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n show\n switch costume to (oc v)\n repeat until <(timer) > [4.5]>\n point in direction (item (4) of [intro v])\n go to x: (0) y: (0)\n Set Size to (item (3) of [intro v])\n end\n switch costume to (text v)\n set [color v] effect to (0)\n repeat until <(timer) > [6.1]>\n point in direction (item (4) of [intro v])\n go to x: (0) y: (0)\n Set Size to (item (3) of [intro v])\n end\n repeat until <(timer) > [7]>\n point in direction (item (4) of [intro v])\n go to x: (0) y: ((y position) + (((50) - (y position)) / (5)))\n Set Size to (item (3) of [intro v])\n end\n repeat until <(timer) > [7.8]>\n point in direction (item (4) of [intro v])\n go to x: (0) y: ((y position) + (((-50) - (y position)) / (5)))\n Set Size to (item (3) of [intro v])\n end\n repeat until <(timer) > [10]>\n point in direction (item (4) of [intro v])\n go to x: (0) y: ((y position) + (((0) - (y position)) / (5)))\n Set Size to (item (3) of [intro v])\n end\nend\nif <(Clone ID) = [Circle]> then\n show\n set [brightness v] effect to (-100)\n switch costume to (circle2 v)\n Keyframe [1.8]\n switch costume to (circle v)\n set [var 1 v] to [20]\n repeat (8)\n Set Size to ((size) + (Var 1))\n change [var 1 v] by (10)\n go to [front v] layer\n end\n repeat (30)\n Set Size to ((size) + (Var 1))\n change [var 1 v] by (((0) - (Var 1)) / (7))\n go to [front v] layer\n end\n delete this clone\nend\nif < (Clone ID) contains [Top]?> then\n show\n switch costume to (top v)\n wait (join (letter (4) of (Clone ID)) (join (letter (5) of (Clone ID)) (letter (6) of (Clone ID)))) seconds\n set [var 1 v] to [0.1]\n repeat until <(timer) > [5]>\n Go to (x position) ((y position) + (Var 1))\n change [var 1 v] by ((Var 1) / (5))\n end\nend\nif < (Clone ID) contains [Bottom]?> then\n show\n switch costume to (bottom v)\n wait (join (letter (7) of (Clone ID)) (join (letter (8) of (Clone ID)) (letter (9) of (Clone ID)))) seconds\n set [var 1 v] to [0.1]\n repeat until <(timer) > [5]>\n Go to (x position) ((y position) - (Var 1))\n change [var 1 v] by ((Var 1) / (5))\n end\nend\nif <(Clone ID) = [Diamond 1]> then\n show\n switch costume to (diamond 1 v)\n set [var 2 v] to [100]\n set [var 1 v] to [0]\n Set Size to [0]\n forever\n Go to [0] [0] (size) (size)\n Set Size to (((Var 1) + (item (3) of [intro v])) / (2))\n change [var 1 v] by (((Var 2) - (Var 1)) / (5))\n end\nend\nif <(Clone ID) = [Diamond 3]> then\n show\n switch costume to (diamond 1 v)\n set [var 2 v] to [100]\n set [var 1 v] to [0]\n set [brightness v] effect to (-100)\n set [ghost v] effect to (85)\n Set Size to [0]\n forever\n Set Size to ((((Var 1) + (item (3) of [intro v])) / (2)) - (0))\n change [var 1 v] by (((Var 2) - (Var 1)) / (5))\n Go to ((size) / (5)) ((size) / (-5)) (size) (size)\n end\nend\nif <(Clone ID) = [Diamond 2]> then\n show\n switch costume to (diamond 2 v)\n set [var 2 v] to [100]\n set [var 1 v] to [0]\n Set Size to [0]\n forever\n Go to [0] [0] (size) (size)\n Set Size to (((Var 1) + (item (3) of [intro v])) / (2))\n change [var 1 v] by (((Var 2) - (Var 1)) / (5))\n end\nend\nif <(Clone ID) = [Diamond 4]> then\n show\n switch costume to (diamond 2 v)\n set [var 2 v] to [100]\n set [var 1 v] to [0]\n set [brightness v] effect to (-100)\n set [ghost v] effect to (85)\n Set Size to [0]\n forever\n Set Size to ((((Var 1) + (item (3) of [intro v])) / (2)) - (0))\n change [var 1 v] by (((Var 2) - (Var 1)) / (5))\n Go to ((size) / (10)) ((size) / (-10)) (size) (size)\n end\nend\n\nwhen I receive [{intro} beat v]\nif <(Clone ID) = [Diamond 1]> then\n change [var 2 v] by ((Var 2) / (0.5))\nend\nif <(Clone ID) = [Diamond 3]> then\n change [var 2 v] by ((Var 2) / (0.5))\nend\nif <(Clone ID) = [Diamond 2]> then\n change [var 2 v] by ((Var 2) / (0.5))\nend\nif <(Clone ID) = [Diamond 4]> then\n change [var 2 v] by ((Var 2) / (0.5))\nend\n\ndefine Beat (type)\nif <(type) = [1]> then\n broadcast ({Intro} Beat v)\n Create Clone [Diamond 3]\n Create Clone [Diamond 1]\nend\nif <(type) = [2]> then\n broadcast ({Intro} Beat v)\n Create Clone [Diamond 4]\n Create Clone [Diamond 2]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Back]> then\n show\n switch costume to (back v)\n forever\n go to [back v] layer\n end\nend\nif <(Clone ID) = [Line]> then\n Keyframe [1.8]\n show\n switch costume to (line 1 v)\n set [var 1 v] to [10]\n point in direction (CloneDir)\n repeat (11)\n move (Var 1) steps\n set [var 1 v] to ((Var 1) * (0.9))\n end\n repeat (11)\n move (Var 1) steps\n set [var 1 v] to ((Var 1) * (0.9))\n next costume\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(Clone ID) = [Left]> then\n show\n switch costume to (left v)\n set [brightness v] effect to (100)\n Go to [-400] [0]\n repeat (30)\n Go to ((x position) + (((400) - (x position)) / (10))) [0]\n end\n delete this clone\nend\nif <(Clone ID) = [Right]> then\n show\n switch costume to (right v)\n set [brightness v] effect to (100)\n Go to [400] [0]\n repeat (30)\n Go to ((x position) + (((-400) - (x position)) / (10))) [0]\n end\n delete this clone\nend\n\nwhen I receive [start project v]\nif <(Clone ID) = [Text]> then\n stop [other scripts in sprite v]\n point in direction (90)\n repeat (30)\n set [x v] to (([sin v] of ((timer) * (750)) ) * (((25) - (size)) * (0.75)))\n set [intro: y v] to (([cos v] of ((timer) * (750)) ) * (((25) - (size)) * (0.75)))\n go to x: (X) y: (Intro: Y)\n change size by (((25) - (size)) / (10))\n end\n repeat (20)\n set [x v] to (([sin v] of ((timer) * (750)) ) * (((25) - (size)) * (0.75)))\n set [intro: y v] to (([cos v] of ((timer) * (750)) ) * (((25) - (size)) * (0.75)))\n go to x: (X) y: (Intro: Y)\n change size by (((25) - (size)) / (10))\n change [ghost v] effect by (5)\n end\n delete this clone\nelse\n stop [other scripts in sprite v]\n delete this clone\nend\n\ndefine Create Particles\nrepeat (150)\n Create Clone [Particle]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n Keyframe [1]\n set [var 1 v] to (pick random (-180) to (180))\n set [var 2 v] to (pick random (1) to (1000))\n show\n switch costume to (particle v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (25)\n set size to (10) %\n forever\n set [x v] to (([sin v] of ((Var 1) + (item (4) of [intro v])) ) * (((Var 2) + (item (3) of [intro v])) / (2)))\n set [intro: y v] to (([cos v] of ((Var 1) + (item (4) of [intro v])) ) * (((Var 2) + (item (3) of [intro v])) / (2)))\n Go to ((X) + (item (1) of [intro v])) ((Intro: Y) + (item (2) of [intro v]))\n end\nend\n\n
NEW ANIMATION! https://scratch.mit.edu/projects/473547733\n\nHow to move - Use arrow keys or mobile controls\nDo not touch - Spike - Magma\nHow to skip - Click skip button\n\nFollow MY ALT @-TNTMC-
《モバイル対応》Platformer Maker v3.6║プラットフォーマーメーカー3.6
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [グリッド完了 v]\nswitch backdrop to (blue sky 2 v)\n\nwhen flag clicked\nset [bgm音量 v] to [100]\nforever\n set volume to (BGM音量) %\nend\n\nwhen flag clicked\nforever\n play sound [8ビットの冒険 v] until done\nend\n\n@グリッド\n\nwhen flag clicked\nset [モード v] to [草の土]\nset [あ v] to [0]\nhide variable [モード v]\nshow\ngo to x: (-225) y: (165)\nreset timer\n生成\n\nwhen I receive [グリッド完了 v]\nshow variable [モード v]\n\nwhen I receive [くりあ v]\n\nwhen flag clicked\nforever\n if <(あ) = [48]> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\ndefine 生成\nrepeat until <[-70] > (y position)>\n repeat until <(x position) > [225]>\n change [あ v] by (1)\n create clone of (_myself_ v)\n change x by (30)\n end\n go to x: (-225) y: ((y position) - (30))\nend\nbroadcast (グリッド完了 v)\nhide\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (70) y: (-78)\nhide\n\nwhen I receive [グリッド完了 v]\nshow\n\ngo to x: (111) y: (-77)\n\n@スプライト10\n\nwhen flag clicked\ngo to x: (0) y: (65)\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\n\nwhen I receive [背景 v]\nnext costume\n\nwhen I receive [すたーと v]\ngo to [front v] layer\n\nwhen I receive [くりあ v]\ngo to [back v] layer\n\n@ダウンロード (17)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@スプライト14\n\nwhen flag clicked\nclear graphic effects\nshow\nset [ghost v] effect to (50)\nswitch costume to (コスチューム1 v)\nrepeat until <(costume [number v]) = [10]>\n wait (0.4) seconds\n next costume\nend\n\nwhen I receive [グリッド完了 v]\nhide\n\nwait (0.66) seconds\n\n@上\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (173) y: (160)\n\nwhen this sprite clicked\nbroadcast (上 v)\n\nwhen I receive [グリッド完了 v]\nshow\n\nwhen flag clicked\nforever\n if <(触れたか?矢印) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (80)\n end\nend\n\nwhen I receive [アイテムリスト開く v]\nhide\n\nwhen I receive [アイテムリスト閉じる v]\nshow\n\n@右\n\nwhen I receive [アイテムリスト閉じる v]\nshow\n\nwhen I receive [アイテムリスト開く v]\nhide\n\nwhen flag clicked\nforever\n if <(触れたか?矢印) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (80)\n end\nend\n\nwhen I receive [グリッド完了 v]\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (205) y: (125)\n\nwhen this sprite clicked\nbroadcast (右 v)\n\n@左\n\nwhen I receive [アイテムリスト閉じる v]\nshow\n\nwhen I receive [アイテムリスト開く v]\nhide\n\nwhen flag clicked\nforever\n if <(触れたか?矢印) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (80)\n end\nend\n\nwhen I receive [グリッド完了 v]\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (141) y: (125)\n\nwhen this sprite clicked\nbroadcast (左 v)\n\n@下\n\nwhen I receive [アイテムリスト閉じる v]\nshow\n\nwhen I receive [アイテムリスト開く v]\nhide\n\nwhen flag clicked\nforever\n if <(触れたか?矢印) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (80)\n end\nend\n\nwhen I receive [グリッド完了 v]\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (173) y: (90)\n\nwhen this sprite clicked\nbroadcast (下 v)\n\n@スプライト12\n\nwhen I receive [アイテムリスト閉じる v]\nshow\n\nwhen I receive [アイテムリスト開く v]\nhide\n\nwhen flag clicked\nforever\n if <(触れたか?矢印) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (80)\n end\nend\n\nwhen I receive [グリッド完了 v]\nshow\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (173) y: (125)\n\nwhen this sprite clicked\nbroadcast (決定 v)\n\n@スプライト16\n\nwhen flag clicked\nset [ロード完了したか? v] to [0]\nset [ghost v] effect to (100)\nset [スタートしたか? v] to [0]\nforever\n if <<<touching (mouse-pointer v)?> and <(スタートしたか?) = [0]>> and <(ロード完了したか?) = [1]>> then\n set [触れたか?矢印 v] to [1]\n else\n set [触れたか?矢印 v] to [0]\n end\nend\n\nwhen I receive [すたーと v]\nset [スタートしたか? v] to [1]\n\nwhen I receive [くりあ v]\nset [スタートしたか? v] to [0]\n\nwhen I receive [グリッド完了 v]\nset [ロード完了したか? v] to [1]\n\nclear graphic effects\n\n@スプライト17\n\nwhen flag clicked\nset size to (100) %\nforever\n change size by (1)\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n set size to (100) %\nend\n\nwhen flag clicked\nforever\n if <(size) > [200]> then\n broadcast (メッセージ1 v)\n stop [all v]\n end\nend\n\n@スプライト19\n\nwhen I receive [メッセージ1 v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n@ \n\nwhen flag clicked\ngo to x: (0) y: (50)\nswitch costume to (2 v)\nhide\nwait (6) 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 (20) seconds\n if <(動ける?) = [0]> then\n show\n end\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\n@スプライト4\n\ngo to x: (-40) y: (-150)\n\nwhen I receive [グリッド完了 v]\nshow\n\nwhen flag clicked\ngo to x: (67) y: (-124)\nhide\nforever\n if <(モード) = [消去]> then\n switch costume to (コスチューム0 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen this sprite clicked\nask [この機能はとても不安定です。それでも使いますか?(y/n)] and wait\nif <(answer) = [y]> then\n start sound [ポップ v]\n set [モード v] to [消去]\nend\n\n@スプライト6\n\nwhen flag clicked\nhide\nforever\n switch costume to (モード)\nend\n\nwhen flag clicked\nforever\n if <[-46] < (y position)> then\n if <<key (up arrow v) pressed?> or <(うえ) = [1]>> then\n change y by (30)\n wait (0.1) seconds\n end\n if <<<key (down arrow v) pressed?> or <(した) = [1]>> and <(y position) > [-44]>> then\n change y by (-30)\n wait (0.1) seconds\n end\n if <<key (right arrow v) pressed?> or <(みぎ) = [1]>> then\n change x by (30)\n wait (0.1) seconds\n end\n if <<key (left arrow v) pressed?> or <(ひだり) = [1]>> then\n change x by (-30)\n wait (0.1) seconds\n end\n else\n change y by (30)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<key (space v) pressed?> or <(けってい) = [1]>> then\n if <<not <(costume [name v]) = [- - -]>> and <not <(スタートしたか?) = [1]>>> then\n clear graphic effects\n create clone of (_myself_ v)\n play sound [kusa v] until done\n else\n play sound [不正解のブザー音_3種_2 v] until done\n end\n else\n set [ghost v] effect to (70)\n end\nend\n\nwhen I receive [すたーと v]\nwait (0.06) seconds\ngo to [front v] layer\n\nwhen I receive [くりあ v]\ngo to [front v] layer\nshow\n\nwhen I receive [すたーと v]\ngo to [back v] layer\n\nwhen flag clicked\nforever\n set rotation style [don't rotate v]\nend\n\nif <(x position) > [240]> then\n\nwhen I receive [上 v]\nset [うえ v] to [1]\nwait (0.1) seconds\nset [うえ v] to [0]\n\nwhen I receive [下 v]\nset [した v] to [1]\nwait (0.1) seconds\nset [した v] to [0]\n\nwhen I receive [右 v]\nset [みぎ v] to [1]\nwait (0.1) seconds\nset [みぎ v] to [0]\n\nwhen I receive [左 v]\nset [ひだり v] to [1]\nwait (0.1) seconds\nset [ひだり v] to [0]\n\nwhen I receive [決定 v]\nset [けってい v] to [1]\nwait (0.05) seconds\nset [けってい v] to [0]\n\nwhen I receive [グリッド完了 v]\ngo to x: (-225) y: (165)\nshow\n\nshow\n\nwhen flag clicked\nset [バツか? v] to [0]\nforever\n if <touching color (#a9a9a9)?> then\n set [回数 v] to [0]\n set [モード v] to [- - -]\n set [バツか? v] to [1]\n else\n change [回数 v] by (1)\n if <(回数) = [1]> then\n set [モード v] to [草の土]\n set [バツか? v] to [0]\n else\n set [バツか? v] to [0]\n end\n end\nend\n\nswitch costume to (- - - v)\n\nwait (1) seconds\nsay []\n\nwhen flag clicked\nforever\n if <(x position) = [243]> then\n set [もし端ついたら v] to [0]\n set x to (222)\n else\n set [もし端ついたら v] to [1]\n set rotation style [don't rotate v]\n end\nend\n\nwhen flag clicked\nset [もし端ついたら v] to [1]\nforever\n if <(もし端ついたら) = [1]> then\n if on edge, bounce\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [-243]> then\n set [もし端ついたら v] to [0]\n set x to (-222)\n else\n set [もし端ついたら v] to [1]\n set rotation style [don't rotate v]\n end\nend\n\nwhen flag clicked\nforever\n if <(スタートしたか?) = [1]> then\n hide\n end\nend\n\n@スプライト5\n\nwhen flag clicked\ngo to x: (-88) y: (-113)\nhide\n\ngo to x: (30) y: (-150)\n\nwhen I receive [グリッド完了 v]\nshow\n\nwhen this sprite clicked\nstart sound [ポップ v]\nbroadcast (見た目変更 v)\n\ngo to x: (-48) y: (-140)\n\n@スプライト7\n\ngo to x: (50) y: (-145)\n\nwhen I receive [見た目変更 v]\nnext costume\n\nwhen flag clicked\nset size to (150) %\ngo to x: (-88) y: (-96)\nhide\n\nwhen I receive [グリッド完了 v]\nshow\n\n@スプライト13\n\nwhen flag clicked\ngo to x: (-10) y: (-112)\nhide\n\nwhen I receive [グリッド完了 v]\nshow\n\nwhen this sprite clicked\nstart sound [ポップ v]\nbroadcast (背景 v)\n\n@スプライト21\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [グリッド完了 v]\nforever\n if <touching (mouse-pointer v)?> then\n show variable [bgm音量 v]\n else\n hide variable [bgm音量 v]\n end\nend\n\n@スプライト15\n\nwhen flag clicked\nhide\n\nwhen I receive [グリッド完了 v]\nshow\nforever\n wait (10) seconds\n next costume\nend\n\n@スプライト22\n\nwhen flag clicked\ngo to x: (168) y: (-122)\nhide\n\ngo to x: (197) y: (-123)\n\nwhen I receive [グリッド完了 v]\nshow\n\ngo to x: (197) y: (-127)\n\n@スプライト9\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (-180) y: (-113)\nhide\nforever\n switch costume to ((k1) + (1))\nend\n\nwhen I receive [グリッド完了 v]\nshow\n\nwhen this sprite clicked\nstart sound [Snap v]\nif <(costume [number v]) = [2]> then\n broadcast (くりあ v)\nelse\n broadcast (すたーと v)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n set [brightness v] effect to (30)\n else\n set size to (125) %\n clear graphic effects\n end\nend\n\ngo to x: (109) y: (-127)\n\n@スプライト23\n\nwhen I receive [すたーと v]\nset [k1 v] to [1]\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-224) y: (75)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\nshow\nrepeat until <(k1) = [0]>\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#04ff00)?> then\n change y by (1)\n if <touching color (#04ff00)?> then\n change y by (1)\n if <touching color (#04ff00)?> then\n change y by (1)\n if <touching color (#04ff00)?> then\n change y by (1)\n if <touching color (#04ff00)?> then\n change y by (1)\n if <touching color (#04ff00)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <<touching color (#04ff00)?> or <touching color (#4e00ff)?>> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\n if <touching color (#ffde00)?> then\n start sound [Jump v]\n set [y v] to [19]\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#04ff00)?> or <touching color (#4e00ff)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<touching color (#ff0000)?> or <<touching color (#dadada)?> or <<touching color (#b6b6b6)?> or <(y position) < [-60]>>>> then\n go to x: (-224) y: (75)\n point in direction (90)\n start sound [Teleport2 v]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching color (#4e00ff)?> then\n change [x v] by (0.9)\n end\n if <touching color (#5f1aff)?> then\n change [x v] by (-1.5)\n end\n if <[239] < (x position)> then\n start sound [Win v]\n broadcast (くりあ v)\n set [k1 v] to [0]\n stop [this script v]\n end\nend\n\nforever\n\nif <[1] = [1]> then\n\nwhen flag clicked\ngo to x: (0) y: (-107)\n\nif <(y position) < [150]> then\n change y by (10)\nend\n\nwhen flag clicked\nset [k1 v] to [0]\nhide\n\nwhen I receive [すたーと v]\nwait (0.05) seconds\ngo to [front v] layer\n\nwhen I receive [くりあ v]\nset [k1 v] to [0]\nhide\n\nrepeat (10)\n change y by (10)\nend\nrepeat (10)\n change y by (-10)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffde00)?> then\n start sound [Jump v]\n set [変数 v] to [20]\n end\nend\n\nrepeat (20)\n change y by (20)\n move (5) steps\nend\nrepeat (10)\n change y by (20)\nend\n\nwhen I receive [見た目変更 v]\nnext costume\n\nset size to (35) %\n\nwhen I receive [くりあ v]\n\nswitch costume to (コスチューム1 v)\n\n@アイテムリスト\n\nwhen flag clicked\nhide\n\nwhen I receive [グリッド完了 v]\nshow\nforever\n if <(スタートしたか?) = [0]> then\n show\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n switch costume to (コスチューム2 v)\n broadcast (アイテムリスト開く v)\n else\n set [ghost v] effect to (50)\n switch costume to (コスチューム1 v)\n broadcast (アイテムリスト閉じる v)\n end\n else\n hide\n end\nend\n\n@アイテムリスト用\n\nwhen I receive [アイテムリスト開く v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (30) y: (155)\n\nwhen I receive [アイテムリスト閉じる v]\ngo to [back v] layer\nhide\n\nwhen this sprite clicked\nstart sound [ポップ v]\nset [モード v] to [草の土]\n\nwhen flag clicked\nforever\n if <(モード) = [草の土]> then\n switch costume to (草の土2 v)\n else\n switch costume to (草の土 v)\n end\nend\n\n@アイテムリスト用2\n\nwhen I receive [アイテムリスト開く v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (70) y: (155)\n\nwhen I receive [アイテムリスト閉じる v]\ngo to [back v] layer\nhide\n\nwhen this sprite clicked\nstart sound [ポップ v]\nset [モード v] to [マグマ]\n\nwhen flag clicked\nforever\n if <(モード) = [マグマ]> then\n switch costume to (マグマ2 v)\n else\n switch costume to (マグマ v)\n end\nend\n\n@アイテムリスト用3\n\nwhen I receive [アイテムリスト開く v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (110) y: (155)\n\nwhen I receive [アイテムリスト閉じる v]\ngo to [back v] layer\nhide\n\nwhen this sprite clicked\nstart sound [ポップ v]\nset [モード v] to [ジャンプ台]\n\nwhen flag clicked\nforever\n if <(モード) = [ジャンプ台]> then\n switch costume to (ジャンプ台2 v)\n else\n switch costume to (ジャンプ台 v)\n end\nend\n\n@アイテムリスト用4\n\nwhen I receive [アイテムリスト開く v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (70) y: (90)\n\nwhen I receive [アイテムリスト閉じる v]\ngo to [back v] layer\nhide\n\nwhen this sprite clicked\nstart sound [ポップ v]\nset [モード v] to [ベルトコンベア↺]\n\nwhen flag clicked\nforever\n if <(モード) = [ベルトコンベア↺]> then\n switch costume to (ベルトコンベア↺2 v)\n else\n switch costume to (ベルトコンベア↺ v)\n end\nend\n\n@アイテムリスト用5\n\nwhen I receive [アイテムリスト開く v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (30) y: (90)\n\nwhen I receive [アイテムリスト閉じる v]\ngo to [back v] layer\nhide\n\nwhen this sprite clicked\nstart sound [ポップ v]\nset [モード v] to [ベルトコンベア↻]\n\nwhen flag clicked\nforever\n if <(モード) = [ベルトコンベア↻]> then\n switch costume to (ベルトコンベア↻2 v)\n else\n switch costume to (ベルトコンベア↻ v)\n end\nend\n\n@アイテムリスト用6\n\nwhen I receive [アイテムリスト開く v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (150) y: (155)\n\nwhen I receive [アイテムリスト閉じる v]\ngo to [back v] layer\nhide\n\nwhen this sprite clicked\nstart sound [ポップ v]\nset [モード v] to [とげ]\n\nwhen flag clicked\nforever\n if <(モード) = [とげ]> then\n switch costume to (とげ2 v)\n else\n switch costume to (とげ v)\n end\nend\n\n
※ターボモードにするとバグります。\n★今流行りのプラットフォーマーが自分で作れるようになって登場!★ ぜひ作ってみてね!\n~~~~~~~~~~使い方~~~~~~~~~~\n(共通)・まず、下の「草の土」や「マグマ」などが描かれたボタンでモード(何を置くか)を選択します。\n(PC)そして、矢印キーでどこに置くかを選びます。\n置く場所が決まったらスペースキーを押します。そうするとおけます。\n(モバイル)そして、上の十字ボタンでどこに置くかを選びます。置く場所が決まったら〇ボタンを押します。\n(共通)・「背景」を押すと、背景が切り替わります。\n・「見た目」を押すとキャラクターの見た目が変わります。<見た目の案募集中!)\n・「遊ぶ」を押すと、遊べます。端まで行くと、ゴールです!\n~~~~~~~~操作方法(PC)~~~~~~~~~~\n←キーで左に、→キーで右に、↑キーでジャンプです\n~~~~~~~操作方法(モバイル)~~~~~~~\nプレイヤーより左を押して右に、プレイヤーより右を押して右に、プレイヤーより上を押してジャンプです。\n・現時点ではしゃがむことはできません。
Hard Platformer
@Stage\n\nwhen I receive [play song v]\nstop all sounds\nplay sound (song number) until done\nbroadcast (Next song v)\n\nwhen I receive [end loading v]\nset [song number v] to [1]\nbroadcast (Play song v)\n\nwhen I receive [previous song v]\nchange [song number v] by (-1)\nbroadcast (Play song v)\n\nwhen [j v] key pressed\nbroadcast (previous song v)\n\nwhen [m v] key pressed\nbroadcast (Play song v)\n\nwhen I receive [next song v]\nchange [song number v] by (1)\nbroadcast (Play song v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen [n v] key pressed\nbroadcast (stop v)\n\nwhen [k v] key pressed\nbroadcast (Next song v)\n\n@Blank\n\n@player\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (50) %\nset rotation style [left-right v]\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n if <(Pause) = [0]> then\n switch costume to (hit box!!!! v)\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-1.5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk [-90] (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk [90] (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(falling?) < [3]>> then\n set [speed y v] to [12]\n end\n if <(y position) < [-179]> then\n go to x: (-192) y: (-130)\n set [speed y v] to [0]\n end\n end\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nset [slope v] to [0]\n\nwhen flag clicked\nhide\nset [color v] effect to (0)\nswitch costume to (effect v)\nhide variable [timer v]\nhide variable [death count v]\n\nwhen I receive [start game v]\ngo to x: (-192) y: (-132)\nforever\n Detect danger\nend\n\nwhen I receive [start game v]\nswitch backdrop to (blue v)\nshow\nforever\n if <touching (portal v)?> then\n if <(level) = [5]> then\n broadcast (You Beat The Game! v) and wait\n stop [all v]\n end\n broadcast (teleport v)\n go to x: (-166) y: (-137)\n end\nend\n\ndefine Detect danger\nif <touching (danger v)?> then\n change [death count v] by (1)\n go to x: (-192) y: (-132)\nend\n\nwhen I receive [start game v]\nshow variable [☁ high score v]\nshow variable [death count v]\nshow variable [level v]\nshow variable [timer v]\nset [timer v] to [0]\nforever\n if <(Pause) = [0]> then\n wait (0.1) seconds\n change [timer v] by (0.1)\n end\nend\n\nwhen flag clicked\nset [death count v] to [0]\n\nwhen I receive [start game v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [thumb nail v]\nhide variable [death count v]\nhide variable [timer v]\nhide variable [level v]\nhide variable [☁ high score v]\nhide variable [present high score v]\n\nwhen I receive [you beat the game! v]\nhide variable [timer v]\nhide variable [level v]\nhide variable [death count v]\nhide variable [☁ high score v]\n\nwhen flag clicked\nhide variable [☁ high score v]\n\nwhen [space v] key pressed\nnext costume\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nhide variable [level v]\nswitch costume to (lvl 1 v)\n\nwhen flag clicked\ngo to x: (36) y: (22)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [teleport v]\nchange [level v] by (1)\nif <(level) = [6]> then\n set [level v] to [1]\nend\n\nwhen I receive [start game v]\nshow\n\n@portal\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n if <(level) = [1]> then\n go to x: (217) y: (-128)\n else\n if <(level) = [2]> then\n go to x: (210) y: (130)\n else\n if <(level) = [3]> then\n go to x: (205) y: (143)\n else\n if <(level) = [4]> then\n go to x: (220) y: (-125)\n else\n if <(level) = [5]> then\n go to x: (220) y: (-125)\n else\n broadcast (You Beat The Game! v)\n end\n end\n end\n end\n end\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (lvl1 v)\nhide\ngo to x: (36) y: (28)\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [teleport v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [next level screen v]\nhide\n\nwhen I receive [next level v]\nshow\n\n@You beat the game\n\nwhen flag clicked\nhide variable [present high score v]\nhide\n\nwhen I receive [you beat the game! v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide variable [present high score v]\nif <(☁ High Score) > (Timer)> then\n set [☁ high score v] to (Timer)\n set [☁ high score v] to ((round ((☁ High Score) * (100))) / (100))\n set [present high score v] to (☁ High Score)\n show variable [present high score v]\n switch costume to (costume2 v)\nend\nhide variable [☁ high score v]\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\n@Animate\n\nwhen I receive [teleport v]\nbroadcast (Next Level Screen v)\nhide variable [death count v]\nhide variable [level v]\nhide variable [timer v]\nhide variable [☁ high score v]\nshow\ngo to x: (0) y: (0)\nset [pause v] to [1]\nglide (1.5) secs to x: (490) y: (0)\nwait (1) seconds\nbroadcast (Next Level v)\nset [pause v] to [0]\nshow variable [☁ high score v]\nshow variable [death count v]\nshow variable [level v]\nshow variable [timer v]\nhide\n\nwhen flag clicked\nhide\nset [pause v] to [0]\n\n@Start Menu\n\nwhen flag clicked\nhide\n\nwhen I receive [start menu v]\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [go to start menu v]\nshow\n\nwhen I receive [end loading v]\nshow\n\n@Start Button\n\nwhen flag clicked\nhide\n\nwhen I receive [start menu v]\nshow\n\nwhen I receive [end loading v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (start 2 v)\n if <mouse down?> then\n start sound [Click2-Sebastian-759472264 v]\n broadcast (Start Game v)\n hide\n end\n else\n switch costume to (start 1 v)\n end\nend\n\nwhen I receive [start game v]\nforever\n stop [other scripts in sprite v]\nend\n\nwhen I receive [end loading v]\nshow\n\nwhen I receive [control screen v]\nhide\n\nwhen I receive [go to start menu v]\nshow\n\n@Control button\n\nwhen flag clicked\nhide\n\nwhen I receive [go to start menu v]\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [control screen v]\nhide\n\nwhen I receive [end loading v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (control 2 v)\n if <mouse down?> then\n start sound [Click2-Sebastian-759472264 v]\n broadcast (Control Screen v)\n end\n else\n switch costume to (control 1 v)\n end\nend\n\nwhen I receive [start game v]\nforever\n stop [other scripts in sprite v]\nend\n\n@Exit Control Screen\n\nwhen I receive [control screen v]\nshow\n\nwhen I receive [control screen v]\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (exit 2 v)\n if <mouse down?> then\n start sound [Click2-Sebastian-759472264 v]\n broadcast (Go to start menu v)\n end\n else\n switch costume to (exit 1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [go to start menu v]\nhide\n\nwhen I receive [start game v]\nforever\n stop [other scripts in sprite v]\nend\n\n@Controls\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [go to start menu v]\nhide\n\nwhen I receive [control screen v]\nshow\n\n@Music icon\n\nwhen flag clicked\nhide\n\nwhen I receive [control screen v]\nhide\n\nwhen I receive [start menu v]\nshow\n\nwhen I receive [go to start menu v]\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [end loading v]\nshow\n\n@Sprite6\n\nwhen I receive [start game v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [next level screen v]\nhide\n\nwhen I receive [next level v]\nshow\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [control screen v]\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [start menu v]\nshow\n\nwhen I receive [go to start menu v]\nshow\n\nwhen I receive [end loading v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (skip button 1 v)\n else\n switch costume to (skip button 2 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next song v)\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [control screen v]\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [start menu v]\nshow\n\nwhen I receive [go to start menu v]\nshow\n\nwhen I receive [end loading v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (skip button 1 v)\n else\n switch costume to (skip button 2 v)\n end\nend\n\nwhen I receive [start game v]\nforever\n stop [other scripts in sprite v]\nend\n\nwhen this sprite clicked\nbroadcast (previous song v)\n\n@Sprite8\n\nwhen flag clicked\nset [pause v] to [0]\n\nwhen this sprite clicked\nif <(Pause) = [1]> then\n set [pause v] to [0]\n switch costume to (costume3 v)\nelse\n set [pause v] to [1]\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [control screen v]\nhide\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [next level screen v]\nhide\n\nwhen I receive [next level v]\nshow\n\nwhen I receive [start game v]\nswitch costume to (play v)\n\n@Loading words\n\nwhen flag clicked\nhide\n\nwhen I receive [end intro v]\nshow\n\nwhen I receive [end loading v]\nhide\n\n@Loading\n\nwhen flag clicked\nhide\n\nwhen I receive [end intro v]\nshow\n\nwhen I receive [end intro v]\nswitch costume to (costume1 v)\nwait (0.5) seconds\nswitch costume to (costume2 v)\nwait (0.5) seconds\nswitch costume to (costume3 v)\nwait (0.5) seconds\nswitch costume to (costume4 v)\nwait (0.5) seconds\nswitch costume to (costume1 v)\nwait (0.5) seconds\nswitch costume to (costume2 v)\nwait (0.5) seconds\nswitch costume to (costume3 v)\nwait (0.5) seconds\nswitch costume to (costume4 v)\nwait (0.5) seconds\nswitch costume to (costume1 v)\nwait (0.5) seconds\nswitch costume to (costume2 v)\nwait (0.5) seconds\nswitch costume to (costume3 v)\nwait (0.5) seconds\nswitch costume to (costume4 v)\nwait (0.5) seconds\nswitch costume to (costume1 v)\nwait (0.5) seconds\nswitch costume to (costume2 v)\nwait (0.5) seconds\nswitch costume to (costume3 v)\nwait (0.5) seconds\nswitch costume to (costume4 v)\nwait (0.5) seconds\nswitch costume to (costume1 v)\nwait (0.5) seconds\nswitch costume to (costume2 v)\nwait (0.5) seconds\nhide\nbroadcast (End loading v)\n\n@loading bar\n\nwhen flag clicked\nhide\n\nwhen I receive [end intro v]\nshow\n\nwhen I receive [end intro v]\nswitch costume to (costume1 v)\nwait (0.5) seconds\nswitch costume to (costume2 v)\nwait (0.5) seconds\nswitch costume to (costume3 v)\nwait (0.5) seconds\nswitch costume to (costume4 v)\nwait (0.5) seconds\nswitch costume to (costume5 v)\nwait (0.5) seconds\nswitch costume to (costume6 v)\nwait (0.5) seconds\nswitch costume to (costume7 v)\nwait (0.5) seconds\nswitch costume to (costume8 v)\nwait (0.5) seconds\nswitch costume to (costume9 v)\nwait (0.5) seconds\nswitch costume to (costume10 v)\nwait (0.5) seconds\nswitch costume to (costume11 v)\nwait (0.5) seconds\nswitch costume to (costume12 v)\nwait (0.5) seconds\nswitch costume to (costume13 v)\nwait (0.5) seconds\nswitch costume to (costume14 v)\nwait (0.5) seconds\nswitch costume to (costume15 v)\nwait (0.5) seconds\nswitch costume to (costume16 v)\nwait (0.5) seconds\nswitch costume to (costume17 v)\nwait (0.5) seconds\nswitch costume to (costume18 v)\nwait (0.5) seconds\nhide\nbroadcast (End loading v)\n\n@Thumb Nail\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nbroadcast (Thumb nail v)\nforever\n stop all sounds\nend\n\n@Intro\n\nwhen I start as a clone\nif <(CLONE iD) = [Text]> then\n switch costume to (text v)\n go to [front v] layer\n go to x: (0) y: (0)\n point in direction (90)\n set size to (0) %\n show\n repeat (15)\n change size by (((100) - (size)) / (5))\n end\n Chevron\n change size by (50)\n change [color v] effect by (25)\n repeat (40)\n go to x: (([sin v] of ((1000) * (timer)) ) * (((size) - (100)) * (0.5))) y: (([sin v] of ((800) * (timer)) ) * (((size) - (100)) * (0.5)))\n Shake [10]\n end\n Circ Chevron\n set [i v] to [0]\n repeat (15)\n change [i v] by (2.5)\n turn right (i) degrees\n end\n repeat (20)\n turn right (((90) - (direction)) / (5)) degrees\n end\n Chevron\n change size by (50)\n change [color v] effect by (25)\n repeat (40)\n go to x: (([sin v] of ((1000) * (timer)) ) * (((size) - (100)) * (0.5))) y: (([sin v] of ((800) * (timer)) ) * (((size) - (100)) * (0.5)))\n Shake [8]\n end\n wait (0.75) seconds\n change size by (30)\n change [color v] effect by (25)\n repeat (25)\n go to x: (([sin v] of ((1000) * (timer)) ) * (((size) - (100)) * (0.5))) y: (([sin v] of ((800) * (timer)) ) * (((size) - (100)) * (0.5)))\n Shake [10]\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CLONE iD) = [Shockwave2]> then\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n set size to (1) %\n switch costume to (shockwave 1 v)\n repeat (22)\n next costume\n change size by (((400) - (size)) / (9))\n end\n repeat (10)\n change [ghost v] effect by (10)\n change size by (((400) - (size)) / (9))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CLONE iD) = [pinwheel]> then\n switch costume to (size hack small v)\n go to x: (0) y: (0)\n set size to (200) %\n set [whirl v] effect to (50)\n switch costume to (pinwheel v)\n go to [back v] layer\n show\n repeat (160)\n turn right (2) degrees\n end\nend\n\nwhen I start as a clone\nif <(CLONE iD) = [Shockwave]> then\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n set size to (1) %\n switch costume to (shockwave 1 v)\n repeat (22)\n next costume\n change size by (((300) - (size)) / (9))\n end\n repeat (10)\n change [ghost v] effect by (10)\n change size by (((300) - (size)) / (9))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CLONE iD) = [Line Explosion]> then\n show\n go to x: (0) y: (0)\n switch costume to (1 v)\n go to [front v] layer\n set [color v] effect to (0)\n set size to (0) %\n repeat (7)\n next costume\n change size by (((200) - (size)) / (4))\n end\n repeat (5)\n change [ghost v] effect by (10)\n next costume\n change size by (((200) - (size)) / (4))\n wait (.01) seconds\n end\n delete this clone\nend\n\ndefine Reset\nstop all sounds\nhide\nwait (.01) seconds\nstart sound [Calvin Harris - Outside ft v]\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (100) %\nreset timer\nset [clone id v] to [0]\n\nwhen flag clicked\nReset\nhide\nset [clone id v] to [Back]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [clone id v] to [Grid]\ncreate clone of (_myself_ v)\nset [clone id v] to [Text]\ncreate clone of (_myself_ v)\nset [clone id v] to [Line Explosion]\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nset [clone id v] to [Line Explosion2]\ncreate clone of (_myself_ v)\nset [clone id v] to [Line Explosion3]\ncreate clone of (_myself_ v)\nset [clone id v] to [Shockwave]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [clone id v] to [Line Explosion]\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nset [clone id v] to [Line Explosion2]\ncreate clone of (_myself_ v)\nset [clone id v] to [Line Explosion3]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [clone id v] to [Line Explosion2]\ncreate clone of (_myself_ v)\nset [clone id v] to [Line Explosion3]\ncreate clone of (_myself_ v)\nset [clone id v] to [Shockwave]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone id v] to [Shockwave2]\ncreate clone of (_myself_ v)\n\ndefine Shake (#)\nchange size by (((100) - (size)) / (#))\n\nwhen I start as a clone\nif <(CLONE iD) = [Chevron]> then\n switch costume to (chevron v)\n show\n set size to (0) %\n repeat (30)\n change size by (((60) - (size)) / (7))\n end\n repeat (30)\n switch costume to (size hack v)\n change size by (((260) - (size)) / (7))\n switch costume to (chevron v)\n end\n repeat (30)\n switch costume to (size hack v)\n change size by (((360) - (size)) / (7))\n switch costume to (chevron v)\n end\n delete this clone\nend\n\ndefine Chevron\nset [clone id v] to [Chevron]\ncreate clone of (_myself_ v)\nChevron2\n\nwhen I start as a clone\nif <(CLONE iD) = [Chevron2]> then\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (chevron v)\n show\n set size to (0) %\n repeat (30)\n change size by (((60) - (size)) / (7))\n end\n repeat (30)\n switch costume to (size hack v)\n change size by (((260) - (size)) / (7))\n switch costume to (chevron v)\n end\n repeat (30)\n switch costume to (size hack v)\n change size by (((360) - (size)) / (7))\n switch costume to (chevron v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CLONE iD) = [Back]> then\n go to [back v] layer\n switch costume to (background v)\n show\n set [ghost v] effect to (50)\n repeat (10)\n change [ghost v] effect by (-5)\n end\n wait until <(timer) > [9.5]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (End Intro v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(CLONE iD) = [Grid]> then\n switch costume to (grid v)\n show\n set [ghost v] effect to (0)\n wait until <(timer) > [9.5]>\n delete this clone\nend\n\nwhen I start as a clone\n\nif <(CLONE iD) = [Text]> then\n switch costume to (text v)\n go to [front v] layer\n go to x: (0) y: (0)\n point in direction (90)\n set size to (0) %\n show\n repeat (15)\n change size by (((100) - (size)) / (5))\n end\n Chevron\n change size by (50)\n repeat (40)\n go to x: (([sin v] of ((1000) * (timer)) ) * (((size) - (100)) * (0.5))) y: (([sin v] of ((800) * (timer)) ) * (((size) - (100)) * (0.5)))\n Shake [10]\n end\n Chevron\n set [i v] to [0]\n repeat (15)\n change [i v] by (2.5)\n turn right (i) degrees\n end\n repeat (20)\n turn right (((90) - (direction)) / (5)) degrees\n end\n Chevron\n change size by (50)\n repeat (40)\n go to x: (([sin v] of ((1000) * (timer)) ) * (((size) - (100)) * (0.5))) y: (([sin v] of ((800) * (timer)) ) * (((size) - (100)) * (0.5)))\n Shake [8]\n end\n wait (0.75) seconds\n change size by (30)\n repeat (25)\n go to x: (([sin v] of ((1000) * (timer)) ) * (((size) - (100)) * (0.5))) y: (([sin v] of ((800) * (timer)) ) * (((size) - (100)) * (0.5)))\n Shake [10]\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\ndefine Chevron2\nwait (1) seconds\nset [clone id v] to [Chevron2]\ncreate clone of (_myself_ v)\n\ndefine Comment // ()\nComment // [This is a possible one we can use.]\nComment // [I think a good idea may be to make 3 so we can get more people anticipating them!]\nComment // [Feel free to change anything, just make sure to make a copy of the project first by going to file and press save as copy]\nComment // [Do this so we have out original stuff just in case - Piggie :\)]\n\nwhen I start as a clone\nif <(CLONE iD) = [Line Explosion2]> then\n show\n go to x: (-240) y: (-15)\n switch costume to (1 v)\n go to [front v] layer\n set [color v] effect to (0)\n set size to (0) %\n repeat (7)\n next costume\n change size by (((100) - (size)) / (4))\n end\n repeat (5)\n change [ghost v] effect by (10)\n next costume\n change size by (((200) - (size)) / (4))\n wait (0.01) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CLONE iD) = [Line Explosion3]> then\n show\n go to x: (240) y: (15)\n switch costume to (1 v)\n go to [front v] layer\n set [color v] effect to (0)\n set size to (0) %\n repeat (7)\n next costume\n change size by (((100) - (size)) / (4))\n end\n repeat (5)\n change [ghost v] effect by (10)\n next costume\n change size by (((200) - (size)) / (4))\n wait (0.01) seconds\n end\n delete this clone\nend\n\nrepeat (50)\n change [ghost v] effect by (5)\nend\n\n
WINTER - 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\nwait (4) seconds\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]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [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\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,wasd to move. avoid spikes\n\n
MOUNTAIN || A Platformer
@Stage\n\n@Backdrop\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\nset size to (100) %\ngo to [back v] layer\nforever\n set y to (([y position v] of [player v]) * (-0.07))\n set x to (([x position v] of [player v]) * (-0.07))\nend\n\n@Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [end]> then\n broadcast (estop v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\n@Love fave\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [intro trigger v]\nhide\nwait (1) seconds\nset [love fave: costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (20) to (25)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n else\n end\n if <(Love fave: Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@intro\n\ndefine Intro\nset [intro: sprite1: i v] to [0]\nset [intro: sprite1: i2 v] to [0]\nset [sequence v] to [1]\nhide\nset volume to (200) %\ngo to x: (0) y: (0)\nset size to (100) %\nclear graphic effects\npoint in direction (90)\nstart sound [Intro v]\ngo to x: (0) y: (-150)\nrepeat (5)\n switch costume to (bar v)\n create clone of (_myself_ v)\n change y by (75)\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nwait until <(Sequence) = [2]>\nswitch costume to (dot v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [3]>\nswitch costume to (cover v)\ncreate clone of (_myself_ v)\nwait (.01) seconds\nswitch costume to (s v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [6]>\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [7]>\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [9]>\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nParticles\nwait (1) seconds\nset [sequence v] to [10]\nwait until <(Sequence) = [11]>\nswitch costume to (slide v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [12]>\nbroadcast (End v) and wait\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n point in direction (90)\n go to x: (0) y: (y position)\n set size to (0) %\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n end\n wait (.15) seconds\n repeat until <(round (size)) = [20]>\n change [ghost v] effect by (5)\n change size by (((20) - (size)) / (5))\n turn right (5) degrees\n end\n set [sequence v] to [2]\n delete this clone\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>> then\n show\n switch costume to (dot v)\n set [ghost v] effect to (100)\n go to x: (0) y: (50)\n point in direction (90)\n set [intro: sprite1: i v] to [16]\n repeat (40)\n if <not <(y position) < [0]>> then\n change [ghost v] effect by (-10)\n change y by (intro: Sprite1: i)\n change [intro: sprite1: i v] by (-1.5)\n end\n end\n set y to (0)\n repeat (15)\n switch costume to (size hack v)\n set size to (intro: Sprite1: i) %\n change size by (((1950) - (size)) / (4))\n set [intro: sprite1: i v] to (size)\n switch costume to (dot v)\n end\n set [sequence v] to [3]\n wait until <(Sequence) = [5]>\n repeat (15)\n change [ghost v] effect by (7)\n change size by (((50) - (size)) / (3))\n end\n set [sequence v] to [6]\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (500)\n set size to (0) %\n point in direction (0)\n repeat (20)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (4))\n change size by (((100) - (size)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n wait until <(Sequence) = [4]>\n set [intro: sprite1: i v] to [15]\n set [intro: sprite1: i2 v] to [20]\n repeat (17)\n change size by (-1)\n turn right ((x position) / (40)) degrees\n change [ghost v] effect by (7)\n change [intro: sprite1: i v] by (-1.5)\n change y by (intro: Sprite1: i)\n change x by (intro: Sprite1: i2)\n set [intro: sprite1: i2 v] to ((intro: Sprite1: i2) * (.9))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (-500)\n set size to (200) %\n point in direction (180)\n repeat (20)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (4))\n change size by (((100) - (size)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n set [sequence v] to [4]\n set [intro: sprite1: i v] to [15]\n set [intro: sprite1: i2 v] to [-20]\n repeat (17)\n change size by (-2)\n turn right ((x position) / (40)) degrees\n change [ghost v] effect by (7)\n change [intro: sprite1: i v] by (-1.5)\n change y by (intro: Sprite1: i)\n change x by (intro: Sprite1: i2)\n set [intro: sprite1: i2 v] to ((intro: Sprite1: i2) * (.9))\n end\n set [sequence v] to [5]\n delete this clone\nend\nif <(costume [number v]) = [6]> then\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (-500)\n set size to (0) %\n point in direction (90)\n repeat (20)\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (4))\n change size by (((100) - (size)) / (4))\n end\n set [sequence v] to [7]\n wait until <(Sequence) = [8]>\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n show\n clear graphic effects\n go to x: (0) y: (0)\n point in direction (90)\n go to [front v] layer\n show\n repeat (3)\n set [brightness v] effect to (0)\n wait (0.04) seconds\n set [brightness v] effect to (100)\n wait (0.04) seconds\n end\n set [sequence v] to [8]\n set [brightness v] effect to (-100)\n wait (.1) seconds\n clear graphic effects\n set [sequence v] to [9]\n delete this clone\nend\nif <(costume [number v]) = [8]> then\n show\n go to [front v] layer\n set size to (0) %\n repeat until <(Sequence) = [10]>\n set [intro: sprite1: i v] to (((intro: Sprite1: i) * (.8)) + (((120) - (size)) / (5)))\n change size by (intro: Sprite1: i)\n point in direction ((90) + ((3) * ([cos v] of ((timer) * (180)) )))\n set y to ((10) * ([cos v] of (((timer) - (1)) * (200)) ))\n end\n repeat until <(round (x position)) = [220]>\n change size by (((50) - (size)) / (5))\n change [ghost v] effect by (10)\n point in direction ((90) + ((3) * ([cos v] of ((timer) * (180)) )))\n set y to ((10) * ([cos v] of (((timer) - (1)) * (200)) ))\n change x by (((220) - (x position)) / (5))\n end\n set [sequence v] to [11]\n delete this clone\nend\nif <(costume [number v]) = [9]> then\n show\n set size to (pick random (80) to (200)) %\n set [intro: sprite1: i v] to (pick random (-20) to (20))\n set [intro: sprite1: i2 v] to (pick random (10) to (20))\n set [ghost v] effect to (pick random (10) to (30))\n set [brightness v] effect to (pick random (-20) to (20))\n repeat until <touching (_edge_ v)?>\n change [ghost v] effect by (1)\n change x by (intro: Sprite1: i)\n change y by (intro: Sprite1: i2)\n change [intro: sprite1: i2 v] by (-3)\n end\n delete this clone\nend\nif <(costume [number v]) = [10]> then\n show\n go to x: (-500) y: (-500)\n repeat (20)\n go to x: ((x position) / (1.2)) y: ((y position) / (1.2))\n end\n wait (.8) seconds\n repeat (20)\n change y by (((360) - (y position)) / (5))\n change [ghost v] effect by (5)\n end\n set [sequence v] to [12]\n delete this clone\nend\n\ndefine Particles\ngo [backward v] (1) layers\nswitch costume to (particle v)\nrepeat (15)\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro trigger v]\nIntro\n\nwhen flag clicked\nwait (1) seconds\nbroadcast (Intro Trigger v)\n\nstop [all v]\n\n@Player\n\nwhen I receive [estop v]\n\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [next level v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\nwait (1) seconds\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size to (100) %\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\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 end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [17]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching (levels v)?> 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 end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if <touching (spike v)?> then\n repeat (10)\n change size by (-10)\n turn right (5) degrees\n end\n set [yv v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\n end\n if <touching (trampoline v)?> then\n set [yv v] to [20]\n end\n if <touching (speed v)?> then\n set [xv v] to [21]\n end\nend\n\nwhen flag clicked\nwait (12) seconds\ngo to x: (-200) y: (0)\n\n@Speed\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [end]> then\n broadcast (estop v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Spike\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nwait (12) seconds\nswitch costume to (costume1 v)\n\nwhen flag clicked\nwait (12) seconds\nforever\n if <(costume [name v]) = [end]> then\n broadcast (estop v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\n@music\n\nwhen flag clicked\nwait (13) seconds\nforever\n if <(costume [number v]) = [1]> then\nend\n\nplay sound [Avicii v] until done\n\nwhen backdrop switches to [scene1 v]\n\nwhen backdrop switches to [starting v]\n\nwhen flag clicked\nswitch costume to (button for music-yes v)\nhide\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n\nwhen flag clicked\nwait (13) seconds\nforever\n play sound [Avicii v] until done\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nhide\nwait (13) seconds\nshow\nforever\n\nshow\n\nhide\n\nwhen I receive [intro trigger v]\n\ngo to x: (100) y: (-154)\n\nwhen flag clicked\n\nchange size by (-2)\n\ngo to x: (-18) y: (-146)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nset y to ((-138) + (([sin v] of (((timer) - (3)) * (200)) ) * (9)))\n\nwhen flag clicked\nforever\n set y to ((-138) + (([sin v] of (((timer) - (3)) * (200)) ) * (9)))\nend\n\ngo to x: (-14) y: (-141)\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n set volume to (0) %\n switch costume to (button for music-no v)\nelse\n set volume to (100) %\n switch costume to (button for music-yes v)\nend\n\nforever\n if <(costume [number v]) = [2]> then\nend\n\nstop all sounds\n\nwhen flag clicked\nwait (13) seconds\nset volume to (100) %\n\nchange size by (2)\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen flag clicked\nshow\nwait (1) seconds\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
-MOBILE FRIENDLY- \n \nHello there! I apologize to all of you for not sharing a project in a long time. But my lessons were really intense. I will start from scratch more often now, I'll do projects more often. Yes I know this game was shorter than my other games, but if the game is good, I don't need too many levels :) Anyway, let me give information about the project. This game is mobile compatible like my other platform games. It can be played with the right, left, up, down arrow keys on the computer. Unfortunately, it cannot be played with the w-a-s-d keys. If you don't want to hear the sound of the song, there is a button in the lower right corner with a speaker icon. Just click on it, then click again to turn the sound back on. Do not touch the spikes! Otherwise, you will be back. In most sections, there are 2 different ways you can go, whichever is easier for you, you can choose that path. 2 roads will go to the end. You can write your questions in the comments section. Now I expect at least 100 likes. If you like the game, you can press the like button. Have fun...\n\n
Lava World |A 360 platformer|
@Stage\n\nwhen flag clicked\nbroadcast (Green flag 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 I receive [green flag v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (15) to (30)) seconds\nend\n\n@Platform\n\ndefine SET HACK SIZE TO (number or text)\nswitch costume to (2 v)\nset size to (number or text) %\nswitch costume to (1 v)\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nstop all sounds\nplay sound [Sunshine v] until done\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\nbroadcast (Respawn v)\nSET HACK SIZE TO [200]\nforever\n change [y vel v] by (1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [d vel v] by (-0.2)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [d vel v] by (0.2)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nplay sound [Sunshine v] until done\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nstop all sounds\nplay sound [Sunshine v] until done\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n switch costume to (1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [next level v]\nswitch costume to (2 v)\nset [d vel v] to [0]\nset [y vel v] to [0]\nbroadcast (Respawn v)\n\n@Player\n\nwhen I receive [green flag v]\nforever\n if <not <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n switch costume to (player5 v)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-1)\nhide\n\nwhen I receive [green flag v]\nshow\n\nwhen flag clicked\nforever\n change y by (-5)\n if <touching color (#4f0101)?> then\n set [y vel v] to [-20]\n end\n if <touching color (#ff5757)?> then\n broadcast (Respawn v)\n end\n if <touching color (#c24242)?> then\n broadcast (Respawn v)\n end\n if <touching color (#44ff00)?> then\n broadcast (Win v)\n end\n change y by (5)\nend\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [green flag v]\nforever\n if <<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n switch costume to (player6 v)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (player2 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player v)\n end\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (player3 v)\n end\n if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (player4 v)\n end\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@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Love/Fave Detector\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (2 v)\nset [ghost v] effect to (100)\ngo [forward v] (2000) layers\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n@Win Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\n
Welcome to my first 360-degree platformer. Use arrow keys to move the player. Dodge spikes and get to the green to win. There is only one level so far. If this gets on trending I will add a few more levels. Please leave a love, fave, and maybe a follow. Have fun! Sequel - https://scratch.mit.edu/projects/468455431\nI reshared because I needed to update something.
Platformer Engine with only 27 blocks! #tutorials #games #lol
@Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Monody _feat. Laura Brehm_.mp2 v] until done\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n change [xv v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n change [yv v] by (-1)\n change x by ((<touching (level v)?> * (xv)) * (-1))\n change y by (yv)\n if <touching (level v)?> then\n change y by ((yv) * (-1))\n set [yv v] to (<key (up arrow v) pressed?> * (16))\n end\nend\n\n@level\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
Wow... #12 in games... there will be a fun game coming out in Jan 10th! :)\nGUYS ITS 27 BLOCKS! THE THUMBNAIL DOESNT COUNT AND THERE IS 1 IN THE PLAYERS TO POSITION THE PLAYER!\nI made a platformer engine using only 27 blocks! :D\nSo... here it is!\nNo Way! @vivmsquash loved AND faved! Tysm! :3\n———————————————————————\nInstructions:\n-Arrow keys to move\n-Cannot wall jump btw\n-Follow me for more stuff (lol)\n-Leave a love and fav\n-And then you get your bed back XD\n———————————————————————\nCredits:\n-@-ElementalOrbs-\n-@Stratfordjames1\n———————————————————————\nYou can use this if you give credit.\n———————————————————————\n#game #tutorial #games #tutorials #lol #comment #one #plus #one #is #three #lol #ok #no #more #tags #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games \n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games \n
☁️ Mythical Valleys || Multiplayer Scrolling Platformer [Demo]
@Stage\n\nwhen flag clicked\nforever\n if <<(current [hour v]) < [19]> and <(current [hour v]) > [7]>> then\n switch backdrop to (day v)\n else\n switch backdrop to (night v)\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Clarv & Arkis - Polar \[Bass Rebels Release\] v] until done\nend\n\nstop all sounds\n\nwhen flag clicked\nforever\n set [fps v] to ((1) / (((((days since 2000) - (Last time)) * (24)) * (60)) * (60)))\n set [last time v] to (days since 2000)\nend\n\nwhen flag clicked\nforever\nend\n\n@1 . Blank_Nothing\n\n@2 . Game_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 set [exit v] to []\n end\nend\n\ndefine Tick\nif <(TS \(mouse touching shop\)) = [0]> then\n if <(TSB \(mouse touching shop button\)) = [0]> then\n if <(Speed boost) = [1]> then\n if <touching (26 . water_game v)?> then\n change [sx v] by ((1.3) * ((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) * (1.0))\n else\n if <touching (10 . ladder_game v)?> then\n change [sx v] by ((1.3) * ((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) * (1.0))\n else\n change [sx v] by ((1.3) * ((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) * (0.75))\n end\n end\n else\n if <touching (26 . water_game v)?> then\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) * (0.7))\n else\n if <touching (10 . ladder_game v)?> then\n change [sx v] by ((3) * (<<<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))\n else\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) * (0.75))\n end\n end\n end\n end\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <(TS \(mouse touching shop\)) = [0]> then\n if <(TSB \(mouse touching shop button\)) = [0]> then\n if <<<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 if <(Jump boost) = [1]> then\n set [sy v] to [15]\n else\n set [sy v] to [12]\n end\n end\n end\n end\n end\nend\nif <touching (6 . trampoline_game v)?> then\n set [sy v] to [20]\nend\nif <touching (26 . water_game v)?> then\n if <(TS \(mouse touching shop\)) = [0]> then\n if <(TSB \(mouse touching shop button\)) = [0]> 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 (2)\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 (-2)\n end\n end\n end\n if <(water tick) > [0]> then\n change [sy v] by (-0.9)\n else\n change [sy v] by (0.9)\n end\n if <(water tick) > [15]> then\n set [water tick v] to [-15]\n end\n change [water tick v] by (0.0000001)\nelse\n set [water tick v] to [-15]\n if <touching (10 . ladder_game v)?> then\n if <(TS \(mouse touching shop\)) = [0]> then\n if <(TSB \(mouse touching shop button\)) = [0]> 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 end\n end\n set [sy v] to [0]\n else\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\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 [1000]\nelse\n change [timeout v] by (-1)\nend\nif <(Timeout) < [1]> then\n if <not <<(username) = [AumsumTheGreatHulk]> or <(username) = [TheCactusMaster]>>> then\n broadcast (timeout v)\n hide\n end\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (5 . platforms_game v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (5 . platforms_game v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (5 . platforms_game 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 (5 . platforms_game 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 (5 . platforms_game 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 (11 . 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 (7 . saws_danger v)?> or <touching (8 . spikes_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 <(TS \(mouse touching shop\)) = [0]> then\n if <(TSB \(mouse touching shop button\)) = [0]> then\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 (left 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\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 [703]\n set [y v] to [-95]\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 [1925]\n set [y v] to [237]\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 [water tick v] to [-7]\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\nset [sy v] to [0]\n\nset [sy v] to [0]\n\n@3 . Opponents_Cloud\n\ndefine Decode chat (#)\nif <(#) = [0]> then\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\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 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 [decode chat v]\nDecode chat (value)\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (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 (value) [A])\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n think []\n set [ghost v] effect to (0)\n go to [front v] layer\n if on edge, bounce\n set rotation style [all around v]\n switch costume to (arrow v)\n point towards (player v)\nelse\n set [ghost v] effect to (10)\n set rotation style [don't rotate v]\n think (value)\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nif <(costume [name v]) = [Arrow]> then\n if on edge, bounce\n set rotation style [all around v]\n point towards (2 . game_player v)\nend\nvalue = read from encoded\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\n@4 . Connnect_Multiplayer\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (130) y: (130)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout2 v)\nshow\ngo to [front v] layer\nstop [all v]\n\nwait (2) seconds\n\n@5 . Platforms_Game\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] [0]\nClone at [480] [61]\nClone at [0] [-250]\nClone at [-150] [-100]\nClone at [480] [160]\nClone at [470] [-1]\nClone at [470] [0]\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@6 . Trampoline_Game\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 [555] [-102]\nClone at [2601] [831]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (2 . game_player v)?> then\n switch costume to (2 v)\nelse\n switch costume to (1 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\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@7 . Saws_Danger\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (6) degrees\ngo to [back v] layer\ngo [forward v] (5) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [play game v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nif <((1) + (1)) = [2]> then\n Clone at [175] [-105]\n Clone at [1595] [65]\n Clone at [1920] [70]\n Clone at [2050] [465]\n Clone at [2221] [215]\n Clone at [2258] [360]\n Clone at [2276] [215]\n Clone at [3204] [211]\n Clone at [3317] [79]\n Clone at [3427] [214]\n Clone at [3542] [79]\nend\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\n@8 . Spikes_Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <[400] > [50]> then\n switch costume to (1 v)\n Clone at [480] [0]\n Clone at [480] [0]\n Clone at [360] [180]\n Clone at [730] [150]\n Clone at [480] [140]\n Clone at [480] [-270]\n Clone at [960] [0]\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nset [x v] to [0]\n\nClone at [-99999999999999] [-99999999999999]\n\n@9 . Chat_Cloud\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\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\nwhen [timer v] > (0.01)\nset [ghost v] effect to (100)\n\n@10 . Ladder_Game\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]\nswitch costume to (1 v)\nClone at [480] [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@11 . Jump_Through\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nClone at [960] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (5) layers\n\ndefine position (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)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nhide\n\n@12 . Cloud_Art\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nClone at [880] [0]\nset [x v] to [-9999999]\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)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\n@13 . Clouds_Other\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nif <(pick random (1) to (2)) = [2]> then\n set [d v] to [-250]\nelse\n set [d v] to [250]\nend\ngo to x: (d) y: (pick random (-130) to (170))\nset [ghost v] effect to (pick random (40) to (70))\nif <(d) = [250]> then\n repeat until <(x position) < [-267]>\n change x by (pick random (-1) to (-3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nelse\n repeat until <(x position) > [267]>\n change x by (pick random (1) to (3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nend\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\n@14 . Coin_counter\n\nwhen flag clicked\nset size to (110) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: (((clone#) * (15)) - (-55)) y: (155)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\nend\n\n@15 . Tree_Other\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 [1152] [143]\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\n@16 . Other tree_Other\n\ndefine position (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 [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [46] [-68]\nClone at [394] [-68]\nClone at [692] [-68]\nClone at [1514] [114]\nClone at [1995] [260]\nset [x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen flag clicked\ngo [backward v] (5) layers\n\nClone at [1514] [114]\n\n@17 . Thumbnail_Other\n\ndefine Bounce to final size (size)\nset [size v] to [0]\nrepeat (100)\n set [size v] to (((size) * (0.8)) + (((size) - (size)) / (2)))\n change size by (size)\nend\n\nwhen flag clicked\nif <<(current [hour v]) < [19]> and <(current [hour v]) > [7]>> then\n switch costume to (day thumb v)\nelse\n switch costume to (night thumb v)\nend\n\nwhen flag clicked\nforever\n reset timer\n go to x: (300) y: (300)\n hide\n go to [front v] layer\nend\n\nwhen [timer v] > (0.01)\nrepeat until <<(round (y position)) = [0]> and <(round (x position)) = [0]>>\n show\n change y by (((0) - (y position)) / (5))\n change x by (((0) - (x position)) / (5))\nend\nwait (0.1) seconds\nbroadcast (Ugh v)\n\nwhen I receive [ugh v]\ncreate clone of (_myself_ v)\n\n@18 . Parallax_Game\n\nwhen flag clicked\nforever\n if <<(current [hour v]) < [19]> and <(current [hour v]) > [7]>> then\n switch costume to (day hills v)\n else\n switch costume to (night hills v)\n end\nend\n\nwhen I receive [tick v]\nGo to (((((Movement ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y)\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\nset [movement id v] to [0]\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nhide\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\n\n@19 . Collectables_Game\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (2 . game_player v)?> then\n change [coins v] by (1)\n start sound [NEW COIN SOUND EFFECT IN TOWN xDDD v]\n switch costume to (collected v)\n delete this clone\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [-53] [-55]\nClone at [90] [-90]\nClone at [200] [68]\nClone at [320] [-90]\nClone at [554] [53]\nClone at [710] [154]\nClone at [940] [315]\nClone at [1108] [138]\nClone at [1330] [130]\nClone at [1500] [100]\nClone at [1700] [100]\nClone at [1854] [175]\nClone at [1994] [549]\nClone at [2312] [415]\nClone at [2392] [199]\nClone at [2742] [162]\nClone at [2800] [410]\nClone at [2962] [175]\nClone at [3137] [180]\nClone at [3232] [109]\nClone at [3338] [185]\nClone at [3416] [115]\nClone at [3484] [115]\nClone at [3560] [168]\nClone at [3838] [115]\nClone at [3971] [115]\nClone at [4121] [122]\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\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@20 . Checkpoint_Game\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 (2 . game_player v)?> then\n start sound [Ding Sound Effect v]\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)\nClone at [703] [-95]\nClone at [1925] [237]\nset [x v] to [-99999]\n\nClone at [1925] [237]\n\n@22 . Assets_Other\n\nwhen flag clicked\nforever\n Do\nend\n\ndefine Do\nhide\n\n@23 . Shop\n\nwhen I receive [green flag v]\nset [jump boost v] to [0]\nset [speed boost v] to [0]\n\nwhen I receive [tick v]\nif <(costume [name v]) = [Shop Button]> then\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [tsb \(mouse touching shop button\) v] to [1]\n else\n set [tsb \(mouse touching shop button\) v] to [0]\n end\nelse\n if <(costume [name v]) = [Shop]> then\n if <touching (mouse-pointer v)?> then\n set [ts \(mouse touching shop\) v] to [1]\n else\n set [ts \(mouse touching shop\) v] to [0]\n end\n else\n if <(costume [name v]) = [Buy jump boost]> then\n go to [front v] layer\n go [forward v] (11) layers\n if <touching (mouse-pointer v)?> then\n set [bounce v] to (((Bounce) * (.8)) + (((115) - (size)) / (5)))\n change size by (Bounce)\n if <mouse down?> then\n if <(Jump boost) = [0]> then\n if <(COINS) > [19]> then\n set [jump boost v] to [1]\n change [coins v] by (-20)\n else\n if <not <touching (mouse-pointer v)?>> then\n set [bounce v] to (((Bounce) * (.8)) + (((100) - (size)) / (5)))\n change size by (Bounce)\n end\n end\n end\n end\n end\n else\n if <(costume [name v]) = [Buy speed boost]> then\n go to [front v] layer\n go [forward v] (11) layers\n if <touching (mouse-pointer v)?> then\n set [bounce v] to (((Bounce) * (.8)) + (((115) - (size)) / (5)))\n change size by (Bounce)\n if <mouse down?> then\n if <(Speed boost) = [0]> then\n if <(COINS) > [14]> then\n set [speed boost v] to [1]\n change [coins v] by (-15)\n else\n set [bounce v] to (((Bounce) * (.8)) + (((100) - (size)) / (5)))\n change size by (Bounce)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup v]\ngo to x: (-190) y: (-150)\nswitch costume to (shop button v)\nset [shop v] to [0]\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n start sound [click v]\n if <(SHOP) = [0]> then\n Open shop\n else\n set [shop v] to [0]\n broadcast (Delete clone v)\n go to x: (-190) y: (-150)\n switch costume to (shop button v)\n end\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I receive [delete clone v]\ndelete this clone\n\nwhen [timer v] > (0.01)\nhide\n\ndefine Open shop\nset [shop v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (shop v)\ncreate clone of (_myself_ v)\nswitch costume to (buy jump boost v)\ncreate clone of (_myself_ v)\nswitch costume to (buy speed boost v)\ncreate clone of (_myself_ v)\nswitch costume to (shop button v)\ngo to x: (-190) y: (-150)\n\nset [jump boost v] to [0]\nset [speed boost v] to [0]\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set [bounce v] to (((Bounce) * (.8)) + (((115) - (size)) / (5)))\n change size by (Bounce)\n else\n set [bounce v] to (((Bounce) * (.8)) + (((100) - (size)) / (5)))\n change size by (Bounce)\n end\nend\n\n@24 . DDTSC [IMPORTANT]\n\ndefine Smooth Glide to (end x position) (end y position) with the speed (speed) from it's starting position (start x position) (start y position)\ngo to x: (start x position) y: (start y position)\nif <<(speed) = [1]> or <(speed) < [1]>> then\n repeat until <<(x position) = (end x position)> and <(y position) = (end y position)>>\n go to x: (((x position) - (end x position)) / (1.1)) y: (((y position) - (end y position)) / (1.1))\n end\nelse\n repeat until <<(x position) = (end x position)> and <(y position) = (end y position)>>\n go to x: (((x position) - (end x position)) / (speed)) y: (((y position) - (end y position)) / (speed))\n end\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen flag clicked\n\nwhen flag clicked\nset size to (50) %\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [my variable v] to (((my variable) * (.8)) + ((50) - ((size) / (4))))\n else\n set [my variable v] to (((my variable) * (.8)) + ((30) - ((size) / (4))))\n end\n change size by (my variable)\nend\n\nwhen flag clicked\ngo to x: (0) y: (-214)\nforever\n turn right ((((90) + (([cos v] of ((timer) * (110)) ) * (5))) - (direction)) * (.4)) degrees\n change y by (((([cos v] of ((timer) * (120)) ) * (19)) - (y position)) * (0.3))\nend\n\nwhen [space v] key pressed\nset [x2 v] to [0]\nrepeat (10)\n change [x2 v] by (5)\n change x by (x2)\nend\ngo to x: (-455) y: (0)\nswitch costume to ((costume [number v]) - (1))\nrepeat (18)\n change x by (((0) - (x position)) / (4))\nend\n\n@25 . The notif\n\nwhen I receive [run game v]\n\nwhen flag clicked\nshow\nforever\n switch costume to (pick random (1) to (4))\n go to x: (0) y: (185)\n set [ghost v] effect to (100)\n show\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 (3.5) seconds\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 (14) to (28)) seconds\nend\n\n@26 . Water_Game\n\nwhen I receive [green flag v]\nset [swing amount v] to [19]\nset [swing amount v] to ((round ((swing amount) / (2))) * (2))\nset [water tick v] to [-12]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nhide\nswitch costume to (1 v)\nClone at [480] [-145]\nClone at [957] [-108]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(water tick) > [0]> then\n change [sy v] by (0.7)\nelse\n change [sy v] by (-0.7)\nend\nif <(water tick) > ((swing amount) - (1))> then\n set [water tick v] to ((swing amount) * (-1))\nend\nchange [water tick v] by (1)\nchange y by (sy)\n\ndefine position (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)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [reset v]\nset [sy v] to [0]\nset [water tick v] to ((swing amount) * (-1))\n\n@27 . Info/Deco\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [play game v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nif <((1) + (1)) = [2]> then\n Clone at [0] [0]\n Clone at [320] [11]\n Clone at [800] [45]\n Clone at [1363] [160]\n Clone at [1672] [223]\n Clone at [3070] [206]\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\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\n@FPS thing\n\nwhen flag clicked\nset size to (110) %\nset [clone# v] to [1]\nclone\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: (((clone#) * (15)) - (-158)) y: (158)\n if <(length of (round (FPS))) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (round (FPS)))\n end\nend\n\nwhen flag clicked\n\nforever\n\ngo to x: (-158) y: (158)\n\ndefine clone\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\n\n
Guys, StratfordJames used different code. All we used was his tree and his player art, and the parlax, which was free to use \n\n*me comes back to scratch few months later* it was?\n\nTHIS IS NOT THE FINAL GAME. STAY TUNED FOR THAT!\n\n\nThe final project is almost done! With @AUMSUMTHEGREATHULK!\n\n\n\n@GravityV for small tree.\n@StratfordJames for the big one (tree) and parallax and player.\nUs for the rest\n\n\n\n#games #all\n\n* idk where Aumsum got the music from
Code a 100% Pen Platformer
@Stage\n\nwhen flag clicked\nbroadcast (\[INTRO\] Stop intro v)\n\n@Blank \n\n@Pen Engine\n\ndefine Touching Right Boost\nset [touching right boost v] to [0]\nset [block check v] to [1]\nrepeat ((length of [right boost v]) / (4))\n if < and <<<(Player Y) < (item ((Block Check) + (1)) of [right boost v])> and <(Player Y) > (item ((Block Check) + (3)) of [right boost v])>> or <<<((Player Y) - (25)) < (item ((Block Check) + (1)) of [right boost v])> and <((Player Y) + (-25)) > (item ((Block Check) + (3)) of [right boost v])>> or <<((Player Y) + (25)) > (item ((Block Check) + (3)) of [right boost v])> and <((Player Y) + (25)) < (item ((Block Check) + (1)) of [right boost v])>>>>> then\n set [touching right boost v] to [1]\n end\n change [block check v] by (4)\nend\n\ndefine add slippery platform x1 y1 x2 y2 (x1) (y1) (x2) (y2)\nadd (x1) to [slippery platform v]\nadd (y1) to [slippery platform v]\nadd (x2) to [slippery platform v]\nadd (y2) to [slippery platform v]\npen up\ngo to x (x1) y (y1)\npen down\ngo to x (x2) y (y1)\ngo to x (x2) y (y2)\ngo to x (x1) y (y2)\ngo to x (x1) y (y1)\n\ndefine Touching Slippery Platform\nset [touching slippery platform v] to [0]\nset [block check v] to [1]\nrepeat ((length of [slippery platform v]) / (4))\n if < and <<<(Player Y) < (item ((Block Check) + (1)) of [slippery platform v])> and <(Player Y) > (item ((Block Check) + (3)) of [slippery platform v])>> or <<<((Player Y) - (25)) < (item ((Block Check) + (1)) of [slippery platform v])> and <((Player Y) + (-25)) > (item ((Block Check) + (3)) of [slippery platform v])>> or <<((Player Y) + (25)) > (item ((Block Check) + (3)) of [slippery platform v])> and <((Player Y) + (25)) < (item ((Block Check) + (1)) of [slippery platform v])>>>>> then\n set [touching slippery platform v] to [1]\n end\n change [block check v] by (4)\nend\n\nadd trampoline x1 y1 x2 y2 [300] [50] [350] [17]\n\ndefine add left boost x1 y1 x2 y2 (x1) (y1) (x2) (y2)\nadd (x1) to [left boost v]\nadd (y1) to [left boost v]\nadd (x2) to [left boost v]\nadd (y2) to [left boost v]\npen up\ngo to x (x1) y (y1)\npen down\ngo to x (x2) y (y1)\ngo to x (x2) y (y2)\ngo to x (x1) y (y2)\ngo to x (x1) y (y1)\n\ndefine add floating trampoline x1 y1 x2 y2 (x1) (y1) (x2) (y2)\nadd (x1) to [floating trampoline v]\nadd (y1) to [floating trampoline v]\nadd (x2) to [floating trampoline v]\nadd (y2) to [floating trampoline v]\npen up\ngo to x (x1) y (y1)\npen down\ngo to x (x2) y (y1)\ngo to x (x2) y (y2)\ngo to x (x1) y (y2)\ngo to x (x1) y (y1)\n\ndefine Touching Left Boost\nset [touching left boost v] to [0]\nset [block check v] to [1]\nrepeat ((length of [left boost v]) / (4))\n if < and <<<(Player Y) < (item ((Block Check) + (1)) of [left boost v])> and <(Player Y) > (item ((Block Check) + (3)) of [left boost v])>> or <<<((Player Y) - (25)) < (item ((Block Check) + (1)) of [left boost v])> and <((Player Y) + (-25)) > (item ((Block Check) + (3)) of [left boost v])>> or <<((Player Y) + (25)) > (item ((Block Check) + (3)) of [left boost v])> and <((Player Y) + (25)) < (item ((Block Check) + (1)) of [left boost v])>>>>> then\n set [touching left boost v] to [1]\n end\n change [block check v] by (4)\nend\n\ndefine Touching Floating Trampoline\nset [touching floating trampoline v] to [0]\nset [block check v] to [1]\nrepeat ((length of [floating trampoline v]) / (4))\n if < and <<<(Player Y) < (item ((Block Check) + (1)) of [floating trampoline v])> and <(Player Y) > (item ((Block Check) + (3)) of [floating trampoline v])>> or <<<((Player Y) - (25)) < (item ((Block Check) + (1)) of [floating trampoline v])> and <((Player Y) + (-25)) > (item ((Block Check) + (3)) of [floating trampoline v])>> or <<((Player Y) + (25)) > (item ((Block Check) + (3)) of [floating trampoline v])> and <((Player Y) + (25)) < (item ((Block Check) + (1)) of [floating trampoline v])>>>>> then\n set [touching floating trampoline v] to [1]\n end\n change [block check v] by (4)\nend\n\ndefine Pen Colours (#)\nset pen color to (#ff0000)\nset pen color to (#ff9400)\nset pen color to (#fff600)\nset pen color to (#1dff00)\nset pen color to (#47cc00)\nset pen color to (#00b6ff)\nset pen color to (#0021ff)\nset pen color to (#8500f3)\nset pen color to (#cc00bb)\nPen Colours [Danger]\nPen Colours [Slippery Platform]\nPen Colours [Trampoline]\nPen Colours [Platform]\nPen Colours [Gravity Changer]\nPen Colours [Right Boost]\nPen Colours [Left Boost]\nPen Colours [Portal]\nPen Colours [Floating Trampoline]\n\nset pen color to (#ff0000)\nset pen color to (#ff9400)\nset pen color to (#fff600)\nset pen color to (#1dff00)\nset pen color to (#47cc00)\nset pen color to (#00b6ff)\nset pen color to (#0021ff)\nset pen color to (#8500f3)\nset pen color to (#cc00bb)\nPen Colours [Danger]\nPen Colours [Slippery Platform]\nPen Colours [Trampoline]\nPen Colours [Platform]\nPen Colours [Gravity Changer]\nPen Colours [Right Boost]\nPen Colours [Left Boost]\nPen Colours [Portal]\nPen Colours [Floating Trampoline]\n\nset pen color to (#ff9400)\nadd slippery platform x1 y1 x2 y2 [700] [50] [750] [17]\n\nif <(Level) = [test]> then\n set pen color to (#1dff00)\n add platform x1 y1 x2 y2 [-50] [10] [850] [-180]\n add platform x1 y1 x2 y2 [-50] [400] [900] [250]\n add platform x1 y1 x2 y2 [1100] [10] [1200] [-180]\n add platform x1 y1 x2 y2 [857] [-100] [1093] [-180]\n add platform x1 y1 x2 y2 [1650] [10] [1800] [-180]\n set pen color to (#fff600)\n add trampoline x1 y1 x2 y2 [500] [50] [550] [17]\n add trampoline x1 y1 x2 y2 [950] [50] [1000] [17]\n add trampoline x1 y1 x2 y2 [950] [200] [1000] [150]\n add trampoline x1 y1 x2 y2 [950] [350] [1000] [300]\n set pen color to (#00cbff)\n add right boost x1 y1 x2 y2 [300] [50] [350] [17]\n set pen color to (#0021ff)\n add left boost x1 y1 x2 y2 [100] [50] [150] [17]\n set pen color to (#ff9400)\n add slippery platform x1 y1 x2 y2 [700] [160] [750] [17]\n set pen color to (#cc00bb)\n add floating trampoline x1 y1 x2 y2 [1200] [80] [1250] [30]\n add floating trampoline x1 y1 x2 y2 [1400] [80] [1450] [30]\n add floating trampoline x1 y1 x2 y2 [1600] [80] [1650] [30]\nend\n\nStarting script [100] [Test]\n\ndefine draw square x (x) y (y) size (size)\npen up\ngo to x: ((x) - (size)) y: ((y) + (size))\npen down\ngo to x: ((x) + (size)) y: ((y) + (size))\ngo to x: ((x) + (size)) y: ((y) - (size))\ngo to x: ((x) - (size)) y: ((y) - (size))\ngo to x: ((x) - (size)) y: ((y) + (size))\npen up\ngo to x: (x) y: (y)\n\ndefine Move <left> <right> <up> Walk Speed (walk speed) Jump Height (jump height) Friction (friction) Maximum Fall Speed (maximum fall speed) Fall Acceleration (fall acceleration) Scrolling Smoothness (scrolling smoothness) Player X Minimum (player x minimum) Scroll X minimum (scroll x minimum) Scroll Y minimum (scroll y minimum) Boost (boost)\nif <(Level) < [8]> then\n replace item (length of [times v]) of [times v] with (timer)\nend\nset pen color to (#9a9a9a)\nif <left> then\n change [speed x v] by ((walk speed) * (-1))\nend\nif <right> then\n change [speed x v] by (walk speed)\nend\nif <up> then\n if <(In Air) < [4]> then\n set [speed y v] to (jump height)\n end\nend\nTouching Trampoline\nif <(Touching Trampoline) = [1]> then\n set [speed y v] to ((jump height) * (1.5))\nend\nTouching Right Boost\nif <(Touching Right Boost) = [1]> then\n set [speed x v] to (boost)\nend\nTouching Left Boost\nif <(Touching Left Boost) = [1]> then\n set [speed x v] to ((boost) * (-1))\nend\nTouching Floating Trampoline\nif <<(Touching Floating Trampoline) = [1]> and <up>> then\n set [speed y v] to ((jump height) * (1.5))\nend\nif <(Speed Y) > ((maximum fall speed) * (-1))> then\n change [speed y v] by ((fall acceleration) * (-1))\nend\nChange Player Y by (Speed Y)\nset [speed x v] to ((Speed X) * (friction))\nChange Player X by (Speed X) <up> ((walk speed) * (8))\nchange [scroll x v] by (((Player X) - (Scroll X)) / (scrolling smoothness))\nchange [scroll y v] by (((Player Y) - (Scroll Y)) / (scrolling smoothness))\nif <(Player X) < (player x minimum)> then\n set [player x v] to (player x minimum)\n set [speed x v] to [0]\nend\nif <(Player Y) < [-180]> then\n set [situation v] to [OOF]\nend\nTouching Danger\nif <(Touching Danger) = [1]> then\n set [situation v] to [OOF]\nend\nTouching Portal\nif <(Touching Portal) = [1]> then\n set [situation v] to [next]\nend\nif <(Scroll X) < (scroll x minimum)> then\n set [scroll x v] to (scroll x minimum)\nend\nif <(Scroll Y) < (scroll y minimum)> then\n set [scroll y v] to (scroll y minimum)\nend\nset [# v] to [0]\nrepeat (20)\n change [# v] by (1)\n draw square x ((Player X) - (Scroll X)) y ((Player Y) - (Scroll Y)) size (#)\nend\nset volume to (Volume) %\n\ndefine add platform x1 y1 x2 y2 (x1) (y1) (x2) (y2)\nadd (x1) to [platform v]\nadd (y1) to [platform v]\nadd (x2) to [platform v]\nadd (y2) to [platform v]\npen up\ngo to x (x1) y (y1)\npen down\ngo to x (x2) y (y1)\ngo to x (x2) y (y2)\ngo to x (x1) y (y2)\ngo to x (x1) y (y1)\n\ndefine go to x (x) y (y)\ngo to x: ((x) - (Scroll X)) y: ((y) - (Scroll Y))\n\ndefine Change Player Y by (y)\nchange [player y v] by (y)\nchange [in air v] by (1)\nTouching Platform\nif <(Touching Platform) = [1]> then\n repeat until <(Touching Platform) = [0]>\n if <(Speed Y) > [0]> then\n change [player y v] by (-1)\n else\n if <(Speed Y) < [0]> then\n change [player y v] by (1)\n set [in air v] to [0]\n else\n if <(Speed Y) = [0]> then\n change [player y v] by (1)\n end\n end\n end\n Touching Platform\n end\n set [speed y v] to [0]\nend\nTouching Slippery Platform\nif <(Touching Slippery Platform) = [1]> then\n repeat until <(Touching Slippery Platform) = [0]>\n if <(Speed Y) > [0]> then\n change [player y v] by (-1)\n else\n if <(Speed Y) < [0]> then\n change [player y v] by (1)\n set [in air v] to [0]\n else\n if <(Speed Y) = [0]> then\n change [player y v] by (1)\n end\n end\n end\n Touching Slippery Platform\n end\n set [speed y v] to [0]\nend\n\ndefine Touching Platform\nset [touching platform v] to [0]\nset [block check v] to [1]\nrepeat ((length of [platform v]) / (4))\n if < and <<<(Player Y) < (item ((Block Check) + (1)) of [platform v])> and <(Player Y) > (item ((Block Check) + (3)) of [platform v])>> or <<<((Player Y) - (25)) < (item ((Block Check) + (1)) of [platform v])> and <((Player Y) + (-25)) > (item ((Block Check) + (3)) of [platform v])>> or <<((Player Y) + (25)) > (item ((Block Check) + (3)) of [platform v])> and <((Player Y) + (25)) < (item ((Block Check) + (1)) of [platform v])>>>>> then\n set [touching platform v] to [1]\n end\n change [block check v] by (4)\nend\n\ndefine Change Player X by (x) <up> (push power)\nchange [player x v] by (x)\nTouching Platform\nif <(Touching Platform) = [1]> then\n repeat until <(Touching Platform) = [0]>\n if <(Speed X) > [0]> then\n change [player x v] by (-1)\n else\n if <(Speed X) < [0]> then\n change [player x v] by (1)\n end\n end\n Touching Platform\n end\n if <up> then\n if <(Speed X) > [0]> then\n set [speed x v] to ((push power) * (-1))\n else\n if <(Speed X) < [0]> then\n set [speed x v] to (push power)\n end\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\nend\nTouching Slippery Platform\nif <(Touching Slippery Platform) = [1]> then\n repeat until <(Touching Slippery Platform) = [0]>\n if <(Speed X) > [0]> then\n change [player x v] by (-1)\n else\n if <(Speed X) < [0]> then\n change [player x v] by (1)\n end\n end\n Touching Slippery Platform\n end\nend\n\ndefine Render + Move\ndelete all of [platform v]\ndelete all of [danger v]\ndelete all of [trampoline v]\ndelete all of [portal v]\ndelete all of [right boost v]\ndelete all of [left boost v]\ndelete all of [slippery platform v]\ndelete all of [floating trampoline v]\nswitch costume to (blank v)\nset size to (108000) %\nswitch costume to (dot v)\nhide\nerase all\npen up\ngo to x: (0) y: (0)\nset pen color to (#005b0b)\nset pen size to (7)\ngo to x: ((-215) - (((Scroll X) + ((timer) * (-50))) mod (50))) y: ((155) - (((Scroll Y) + ((timer) * (-50))) mod (-50)))\nrepeat (11)\n set x to ((-215) - (((Scroll X) + ((timer) * (-50))) mod (50)))\n repeat (11)\n draw square x (x position) y (y position) size [25]\n change x by (50)\n end\n change y by (-50)\nend\npen up\nDraw Level\nMove <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < ((Player X) - (Scroll X))>>> <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > ((Player X) - (Scroll X))>>> <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((Player Y) - (Scroll Y))>>> Walk Speed [2] Jump Height [16] Friction [0.87] Maximum Fall Speed [14] Fall Acceleration [2] Scrolling Smoothness [10] Player X Minimum [-10] Scroll X minimum [200] Scroll Y minimum [0] Boost [35]\n\ndefine Touching Danger\nset [touching danger v] to [0]\nset [block check v] to [1]\nrepeat ((length of [danger v]) / (4))\n if < and <<<(Player Y) < (item ((Block Check) + (1)) of [danger v])> and <(Player Y) > (item ((Block Check) + (3)) of [danger v])>> or <<<((Player Y) - (25)) < (item ((Block Check) + (1)) of [danger v])> and <((Player Y) + (-25)) > (item ((Block Check) + (3)) of [danger v])>> or <<((Player Y) + (25)) > (item ((Block Check) + (3)) of [danger v])> and <((Player Y) + (25)) < (item ((Block Check) + (1)) of [danger v])>>>>> then\n set [touching danger v] to [1]\n end\n change [block check v] by (4)\nend\n\ndefine add danger x1 y1 x2 y2 (x1) (y1) (x2) (y2)\nadd (x1) to [danger v]\nadd (y1) to [danger v]\nadd (x2) to [danger v]\nadd (y2) to [danger v]\npen up\ngo to x (x1) y (y1)\npen down\ngo to x (x2) y (y1)\ngo to x (x2) y (y2)\ngo to x (x1) y (y2)\ngo to x (x1) y (y1)\n\ndefine add portal x1 y1 x2 y2 (x1) (y1) (x2) (y2)\nadd (x1) to [portal v]\nadd (y1) to [portal v]\nadd (x2) to [portal v]\nadd (y2) to [portal v]\npen up\ngo to x (x1) y (y1)\npen down\ngo to x (x2) y (y1)\ngo to x (x2) y (y2)\ngo to x (x1) y (y2)\ngo to x (x1) y (y1)\n\ndefine add trampoline x1 y1 x2 y2 (x1) (y1) (x2) (y2)\nadd (x1) to [trampoline v]\nadd (y1) to [trampoline v]\nadd (x2) to [trampoline v]\nadd (y2) to [trampoline v]\npen up\ngo to x (x1) y (y1)\npen down\ngo to x (x2) y (y1)\ngo to x (x2) y (y2)\ngo to x (x1) y (y2)\ngo to x (x1) y (y1)\n\ndefine Touching Portal\nset [touching portal v] to [0]\nset [block check v] to [1]\nrepeat ((length of [portal v]) / (4))\n if < and <<<(Player Y) < (item ((Block Check) + (1)) of [portal v])> and <(Player Y) > (item ((Block Check) + (3)) of [portal v])>> or <<<((Player Y) - (25)) < (item ((Block Check) + (1)) of [portal v])> and <((Player Y) + (-25)) > (item ((Block Check) + (3)) of [portal v])>> or <<((Player Y) + (25)) > (item ((Block Check) + (3)) of [portal v])> and <((Player Y) + (25)) < (item ((Block Check) + (1)) of [portal v])>>>>> then\n set [touching portal v] to [1]\n end\n change [block check v] by (4)\nend\n\ndefine Touching Trampoline\nset [touching trampoline v] to [0]\nset [block check v] to [1]\nrepeat ((length of [trampoline v]) / (4))\n if < and <<<(Player Y) < (item ((Block Check) + (1)) of [trampoline v])> and <(Player Y) > (item ((Block Check) + (3)) of [trampoline v])>> or <<<((Player Y) - (25)) < (item ((Block Check) + (1)) of [trampoline v])> and <((Player Y) + (-25)) > (item ((Block Check) + (3)) of [trampoline v])>> or <<((Player Y) + (25)) > (item ((Block Check) + (3)) of [trampoline v])> and <((Player Y) + (25)) < (item ((Block Check) + (1)) of [trampoline v])>>>>> then\n set [touching trampoline v] to [1]\n end\n change [block check v] by (4)\nend\n\ndefine Draw Level\ngo to [front v] layer\nif <(Level) = [1]> then\n set pen color to (#ff0000)\n add danger x1 y1 x2 y2 [58] ((-10) + (([sin v] of ((timer) * (300)) ) * (20))) [262] [-83]\n add danger x1 y1 x2 y2 [1307] ((480) + (([sin v] of ((timer) * (300)) ) * (20))) [1493] [457]\n add danger x1 y1 x2 y2 [1700] [200] [2200] [175]\n add danger x1 y1 x2 y2 [2350] [50] [2400] [4]\n add danger x1 y1 x2 y2 [2500] [50] [2550] [4]\n set pen color to (#fff600)\n add trampoline x1 y1 x2 y2 [750] [50] [800] [0]\n add trampoline x1 y1 x2 y2 [950] [350] [1000] [300]\n add trampoline x1 y1 x2 y2 [1700] [17] [1750] [4]\n add trampoline x1 y1 x2 y2 [1875] [17] [1925] [4]\n add trampoline x1 y1 x2 y2 [2050] [17] [2100] [4]\n set pen color to (#1dff00)\n add platform x1 y1 x2 y2 [-50] [10] [50] [-180]\n add platform x1 y1 x2 y2 [50] [-90] [270] [-180]\n add platform x1 y1 x2 y2 [270] [10] [600] [-180]\n add platform x1 y1 x2 y2 [1150] [500] [1300] [450]\n add platform x1 y1 x2 y2 [1150] [450] [1500] [450]\n add platform x1 y1 x2 y2 [1500] [500] [1650] [450]\n add platform x1 y1 x2 y2 [1607] [10] [2800] [-180]\n set pen color to (#00b6ff)\n add right boost x1 y1 x2 y2 [550] [50] [600] [17]\n set pen color to (#0021ff)\n add left boost x1 y1 x2 y2 [350] [50] [400] [17]\n set pen color to (#8500f3)\n add portal x1 y1 x2 y2 [2650] [100] [2700] [4]\n set pen color to (#cc00bb)\n add floating trampoline x1 y1 x2 y2 [850] [200] [900] [150]\n add floating trampoline x1 y1 x2 y2 [1050] [500] [1100] [450]\nelse\n if <(Level) = [2]> then\n set pen color to (#ff0000)\n add danger x1 y1 x2 y2 [150] [50] [175] [4]\n add danger x1 y1 x2 y2 [450] [50] [475] [4]\n add danger x1 y1 x2 y2 [300] [50] [327] [4]\n add danger x1 y1 x2 y2 [400] [693] [450] [400]\n add danger x1 y1 x2 y2 [250] [1000] [300] [757]\n add danger x1 y1 x2 y2 [368] [850] [382] [825]\n add danger x1 y1 x2 y2 [368] [950] [382] [925]\n set pen color to (#fff600)\n add trampoline x1 y1 x2 y2 [550] [150] [700] [100]\n add trampoline x1 y1 x2 y2 [550] [250] [700] [200]\n add trampoline x1 y1 x2 y2 [550] [450] [700] [400]\n add trampoline x1 y1 x2 y2 [550] [550] [700] [500]\n add trampoline x1 y1 x2 y2 [550] [750] [700] [700]\n set pen color to (#1dff00)\n add platform x1 y1 x2 y2 [-50] [10] [700] [-180]\n add platform x1 y1 x2 y2 [-50] [750] [450] [700]\n add platform x1 y1 x2 y2 [325] [1000] [375] [757]\n set pen color to (#0021ff)\n add left boost x1 y1 x2 y2 [550] [350] [625] [300]\n set pen color to (#8500f3)\n add portal x1 y1 x2 y2 [175] [853] [225] [757]\n else\n if <(Level) = [3]> then\n set pen color to (#ff0000)\n add danger x1 y1 x2 y2 [120] [57] [130] [43]\n add danger x1 y1 x2 y2 [220] [107] [230] [93]\n add danger x1 y1 x2 y2 [320] [157] [330] [143]\n add danger x1 y1 x2 y2 [700] [600] [800] [207]\n add danger x1 y1 x2 y2 [373] [360] [437] [325]\n add danger x1 y1 x2 y2 [473] [310] [537] [275]\n add danger x1 y1 x2 y2 [593] [585] [657] [550]\n add danger x1 y1 x2 y2 [950] [420] [1200] [400]\n add danger x1 y1 x2 y2 [993] [265] [1007] [200]\n add danger x1 y1 x2 y2 [1180] [420] [1200] [257]\n set pen color to (#ff9400)\n add slippery platform x1 y1 x2 y2 [600] [250] [650] [207]\n add slippery platform x1 y1 x2 y2 [480] [325] [530] [275]\n add slippery platform x1 y1 x2 y2 [380] [375] [430] [325]\n add slippery platform x1 y1 x2 y2 [480] [325] [530] [275]\n add slippery platform x1 y1 x2 y2 [600] [600] [650] [550]\n set pen color to (#fff600)\n add trampoline x1 y1 x2 y2 [920] [170] [970] [107]\n set pen color to (#1dff00)\n add platform x1 y1 x2 y2 [-50] [10] [50] [-180]\n add platform x1 y1 x2 y2 [80] [50] [130] [0]\n add platform x1 y1 x2 y2 [180] [100] [230] [50]\n add platform x1 y1 x2 y2 [280] [150] [330] [100]\n add platform x1 y1 x2 y2 [380] [200] [800] [150]\n add platform x1 y1 x2 y2 [480] [550] [530] [500]\n add platform x1 y1 x2 y2 [800] [100] [1000] [50]\n add platform x1 y1 x2 y2 [1000] [250] [1200] [200]\n set pen color to (#8500f3)\n add portal x1 y1 x2 y2 [950] [370] [1000] [280]\n else\n if <(Level) = [4]> then\n set pen color to (#ff0000)\n add danger x1 y1 x2 y2 [150] [20] [200] [3]\n add danger x1 y1 x2 y2 [350] [20] [400] [3]\n add danger x1 y1 x2 y2 [557] [-100] [800] [-130]\n set pen color to (#ff9400)\n add slippery platform x1 y1 x2 y2 [1250] [640] [1270] [620]\n add slippery platform x1 y1 x2 y2 [1250] [720] [1270] [670]\n add slippery platform x1 y1 x2 y2 [1250] [720] [1325] [700]\n add slippery platform x1 y1 x2 y2 [1305] [795] [1325] [700]\n add slippery platform x1 y1 x2 y2 [1250] [795] [1325] [775]\n set pen color to (#fff600)\n add trampoline x1 y1 x2 y2 [650] [20] [700] [3]\n add trampoline x1 y1 x2 y2 [650] [167] [700] [150]\n add trampoline x1 y1 x2 y2 [650] [317] [700] [300]\n set pen color to (#1dff00)\n add platform x1 y1 x2 y2 [-50] [10] [550] [-180]\n add platform x1 y1 x2 y2 [410] [317] [600] [300]\n add platform x1 y1 x2 y2 [410] [700] [460] [300]\n add platform x1 y1 x2 y2 [520] [620] [570] [400]\n add platform x1 y1 x2 y2 [520] [620] [750] [600]\n add platform x1 y1 x2 y2 [880] [620] [950] [600]\n add platform x1 y1 x2 y2 [1080] [620] [1150] [600]\n add platform x1 y1 x2 y2 [950] [300] [1180] [250]\n set pen color to (#8500f3)\n add portal x1 y1 x2 y2 [1130] [397] [1180] [307]\n else\n if <(Level) = [5]> then\n set pen color to (#1dff00)\n add platform x1 y1 x2 y2 [-50] [10] [200] [-180]\n add platform x1 y1 x2 y2 ((400) + (([sin v] of ((timer) * (40)) ) * (150))) [30] ((470) + (([sin v] of ((timer) * (40)) ) * (150))) [-50]\n add platform x1 y1 x2 y2 [807] [10] [1000] [-180]\n add platform x1 y1 x2 y2 [1100] [8] [1150] [-180]\n add platform x1 y1 x2 y2 [1250] [8] [1300] [-180]\n add platform x1 y1 x2 y2 [1400] [8] [1450] [-180]\n add platform x1 y1 x2 y2 [1550] [10] [2000] [-180]\n set pen color to (#ff0000)\n add danger x1 y1 x2 y2 [207] ((-10) + (([sin v] of ((timer) * (300)) ) * (20))) [800] [-180]\n add danger x1 y1 x2 y2 [1007] ((-10) + (([sin v] of ((timer) * (300)) ) * (20))) [1543] [-180]\n add danger x1 y1 x2 y2 [1780] [130] [1830] [17]\n add danger x1 y1 x2 y2 [1780] [1000] [1830] [250]\n set pen color to (#fff600)\n add trampoline x1 y1 x2 y2 [1670] [50] [1720] [17]\n set pen color to (#8500f3)\n add portal x1 y1 x2 y2 [1950] [107] [2000] [17]\n else\n if <(Level) = [6]> then\n set pen color to (#ff0000)\n add danger x1 y1 x2 y2 [157] [17] [250] [-90]\n add danger x1 y1 x2 y2 [83] [650] [93] [200]\n add danger x1 y1 x2 y2 [100] [193] [150] [183]\n add danger x1 y1 x2 y2 [240] [500] [250] [350]\n add danger x1 y1 x2 y2 [240] [500] [250] [350]\n add danger x1 y1 x2 y2 [240] [220] [250] [200]\n add danger x1 y1 x2 y2 [157] [650] [167] [590]\n add danger x1 y1 x2 y2 [314] [593] [325] [-180]\n add danger x1 y1 x2 y2 [657] [350] [680] [330]\n add danger x1 y1 x2 y2 [730] [650] [750] [490]\n add danger x1 y1 x2 y2 [900] [277] [950] [227]\n add danger x1 y1 x2 y2 [1050] [277] [1100] [227]\n set pen color to (#fff600)\n add trampoline x1 y1 x2 y2 [100] [50] [150] [17]\n set pen color to (#1dff00)\n add platform x1 y1 x2 y2 [-50] [10] [307] [-180]\n add platform x1 y1 x2 y2 [100] [650] [150] [200]\n add platform x1 y1 x2 y2 [257] [650] [307] [17]\n add platform x1 y1 x2 y2 [314] [650] [450] [600]\n add platform x1 y1 x2 y2 [457] [520] [550] [490]\n add platform x1 y1 x2 y2 [557] [420] [650] [390]\n add platform x1 y1 x2 y2 [657] [320] [750] [290]\n add platform x1 y1 x2 y2 [757] [220] [1200] [190]\n add platform x1 y1 x2 y2 [1750] [220] [2000] [190]\n set pen color to (#00b6ff)\n add right boost x1 y1 x2 y2 [527] [550] [550] [530]\n set pen color to (#0021ff)\n add left boost x1 y1 x2 y2 [557] [450] [580] [430]\n set pen color to (#8500f3)\n add portal x1 y1 x2 y2 [1950] [327] [2000] [227]\n set pen color to (#cc00bb)\n add floating trampoline x1 y1 x2 y2 [1250] [300] [1300] [250]\n add floating trampoline x1 y1 x2 y2 [1450] [300] [1500] [250]\n add floating trampoline x1 y1 x2 y2 [1650] [300] [1700] [250]\n else\n if <(Level) = [7]> then\n set pen color to (#ff0000)\n add danger x1 y1 x2 y2 [307] ((-10) + (([sin v] of ((timer) * (300)) ) * (20))) [700] [-180]\n add danger x1 y1 x2 y2 [1273] [600] [1293] [300]\n add danger x1 y1 x2 y2 [1707] [600] [1727] [300]\n set pen color to (#ff9400)\n add slippery platform x1 y1 x2 y2 [707] [600] [1000] [-180]\n set pen color to (#fff600)\n add trampoline x1 y1 x2 y2 [950] [650] [1000] [607]\n set pen color to (#1dff00)\n add platform x1 y1 x2 y2 [-50] [10] [300] [-180]\n add platform x1 y1 x2 y2 [1300] [600] [1500] [500]\n add platform x1 y1 x2 y2 [1600] [600] [1700] [500]\n add platform x1 y1 x2 y2 [1300] [350] [1700] [300]\n set pen color to (#00b6ff)\n add right boost x1 y1 x2 y2 [920] [650] [943] [607]\n add right boost x1 y1 x2 y2 [1450] [407] [1500] [357]\n set pen color to (#0021ff)\n add left boost x1 y1 x2 y2 [707] [635] [735] [607]\n add left boost x1 y1 x2 y2 [1600] [407] [1650] [357]\n set pen color to (#8500f3)\n add portal x1 y1 x2 y2 [1350] [457] [1400] [357]\n set pen color to (#cc00bb)\n add floating trampoline x1 y1 x2 y2 [350] [100] [400] [50]\n add floating trampoline x1 y1 x2 y2 [550] [200] [600] [150]\n add floating trampoline x1 y1 x2 y2 [350] [300] [400] [250]\n add floating trampoline x1 y1 x2 y2 [550] [400] [600] [350]\n add floating trampoline x1 y1 x2 y2 [350] [500] [400] [450]\n add floating trampoline x1 y1 x2 y2 [550] [600] [600] [550]\n else\n if <(Level) = [8]> then\n set pen color to (#1dff00)\n add platform x1 y1 x2 y2 [-50] [10] [550] [-180]\n set pen color to (#0077ff)\n add platform x1 y1 x2 y2 [60] [50] [100] [140]\n add platform x1 y1 x2 y2 [60] [160] [100] [200]\n set pen color to (#ff0000)\n add platform x1 y1 x2 y2 [180] [100] [280] [130]\n add platform x1 y1 x2 y2 [180] [130] [220] [160]\n add platform x1 y1 x2 y2 [240] [130] [280] [160]\n set pen color to (#fff600)\n add platform x1 y1 x2 y2 [340] [80] [360] [180]\n add platform x1 y1 x2 y2 [300] [120] [400] [140]\n set pen color to (#a500ff)\n add platform x1 y1 x2 y2 [450] [180] [550] [180]\n add platform x1 y1 x2 y2 [450] [80] [450] [180]\n add platform x1 y1 x2 y2 [450] [80] [550] [80]\n add platform x1 y1 x2 y2 [550] [80] [550] [150]\n add platform x1 y1 x2 y2 [480] [150] [550] [150]\n add platform x1 y1 x2 y2 [480] [110] [480] [150]\n add platform x1 y1 x2 y2 [480] [110] [520] [110]\n add platform x1 y1 x2 y2 [520] [110] [520] [120]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [\[intro\] stop intro v]\nStarting script [100] [1]\n\nwhen I receive [\[intro\] stop intro v]\nforever\n play sound [zlarke - Lighter v] until done\nend\n\nwhen I receive [\[intro\] stop intro v]\nwait until <(Level) = [8]>\nSum up time\nif <(Timer) < (☁ Highscore)> then\n set [☁ highscore v] to (Timer)\nend\nshow variable [timer v]\nshow variable [☁ highscore v]\n\nwhen I receive [\[intro\] play intro v]\nerase all\n\ndefine Sum up time\nset [timer v] to [0]\nrepeat (length of [times v])\n change [timer v] by (item (1) of [times v])\n delete (1) of [times v]\nend\n\nwhen I receive [\[intro\] stop intro v]\nforever\n if <key (r v) pressed?> then\n set [situation v] to [OOF]\n wait until <not <key (r v) pressed?>>\n end\n if <<key (s v) pressed?> and <(Level) < [8]>> then\n set [situation v] to [next]\n wait until <not <key (s v) pressed?>>\n end\nend\n\nwhen I receive [\[intro\] play intro v]\nhide variable [level v]\nhide variable [timer v]\nhide variable [☁ highscore v]\n\ndefine Starting script (volume) (level)\ngo to x: (0) y: (0)\nset [volume v] to (volume)\nset [level v] to (level)\ndelete all of [times v]\nhide variable [timer v]\nhide variable [☁ highscore v]\nset [timer v] to [0]\nshow variable [level v]\nforever\n add (timer) to [times v]\n reset timer\n set [player x v] to [0]\n set [player y v] to [35]\n set [scroll x v] to [200]\n set [scroll y v] to [35]\n set [in air v] to [0]\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [situation v] to [Alive]\n set [touching danger v] to [0]\n set [touching platform v] to [0]\n set [touching portal v] to [0]\n set [touching trampoline v] to [0]\n set [touching right boost v] to [0]\n set [touching left boost v] to [0]\n set [touching slippery platform v] to [0]\n repeat until <not <(Situation) = [Alive]>>\n Render + Move\n end\n if <(Situation) = [next]> then\n change [level v] by (1)\n end\nend\n\ndefine add right boost x1 y1 x2 y2 (x1) (y1) (x2) (y2)\nadd (x1) to [right boost v]\nadd (y1) to [right boost v]\nadd (x2) to [right boost v]\nadd (y2) to [right boost v]\npen up\ngo to x (x1) y (y1)\npen down\ngo to x (x2) y (y1)\ngo to x (x2) y (y2)\ngo to x (x1) y (y2)\ngo to x (x1) y (y1)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [stop timer v] to [0]\nhide\nforever\n go to [front v] layer\n set [stop timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (Stop Timer)\nswitch costume to (blank v)\nset size to (500) %\nshow\nrepeat (50)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\n switch costume to (thumbnail 2 v)\nend\n\nwhen [timer v] > (Stop Timer)\nhide variable [level v]\nset [brightness v] effect to (200)\nrepeat (20)\n change [brightness v] effect by (-5)\nend\n\n
Yay 5th place :D\n\n------------ Code a 100% Pen Platformer ---------------\n\nList of things that are not made out of pen:\n\n- Thumbnail\n- One tiny little cute adorable dot ( I'm honest )\n\n\nTry to get to level 8 and win :D\n\nif you don't know what to do just jump down there may be a platform, or not.... well anyways have fun :)\n\n360° Platformer : https://scratch.mit.edu/projects/471986481/\n\nNormal Platformer : https://scratch.mit.edu/projects/462395033/\n\nCurrently 8 levels ( level 8 is a winning level )\n\nDec 27, 2020 Release date\nV 1.0\n\n- 3 levels\n- Thumbnail\n- Intro\n\nJanuary 1, 2021 First update \nV 1.1\n\n- Added 2 more levels\n\n\nJanuary 15, 2021 \n\nV 1.2\n\n- Added 2 new levels\n- Slippery Platform\n- Left Boost\n- Right Boost\n- Floating Trampoline\n\n\n\n
Crystal Valley - A Multiplayer Scrolling Platformer
@Stage\n\nwhen [m v] key pressed\nif <<(username) = [AngadTest]> or <<(username) = [AngadKocharRocksYT]> or <<(username) = [GunaSwaminatan]> or <(username) = [GS_test]>>>> 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))))\nend\n\nwhen flag clicked\nforever\n play sound [Super World v] until done\nend\n\n@Player\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\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 [1900]\n set [y v] to [20]\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 [3200]\n set [y v] to [-80]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [3]> then\n set [x v] to [5600]\n set [y v] to [-80]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [4]> then\n set [x v] to [6600]\n set [y v] to [-80]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [5]> then\n set [x v] to [8600]\n set [y v] to [-80]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n end\n end\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 I receive [begin v]\nset [chat2 v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\n\ndefine Test - Die\nif <touching ( crystal saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\n Reset\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\nReset\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 [level2 v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([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 start sound [Hurt v]\n set [exit v] to [die]\n Reset\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 <key (1 v) pressed?> then\n set [chat words v] to [1]\n say [Hi!]\n wait (2) seconds\n say []\n set [chat words v] to [0]\nelse\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say [Bye!]\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 [Yes]\n wait (2) seconds\n say []\n set [chat2 v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say [Help Please!]\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 [No]\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 [This Way!]\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 [Lol!]\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 [I Am Lagging :\(]\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 [Got To Go!]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (g v) pressed?> then\n set [chat words v] to [g]\n say [😀]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (h v) pressed?> then\n set [chat words v] to [h]\n say [😎]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (j v) pressed?> then\n set [chat words v] to [j]\n say [😊]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (k v) pressed?> then\n set [chat words v] to [k]\n say [😚]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (l v) pressed?> then\n set [chat words v] to [l]\n say [🤯]\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\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 [level2 v] to [1]\n\nbroadcast (Begin v)\n\nwhen I receive [begin v]\nswitch costume to (black v)\nforever\n if <key (r v) pressed?> then\n switch costume to (red v)\n end\n if <key (g v) pressed?> then\n switch costume to (green v)\n end\n if <key (b v) pressed?> then\n switch costume to (blue v)\n end\n broadcast (Tick v)\nend\n\nwhen I receive [blue v]\nswitch costume to (blue v)\n\nwhen I receive [green v]\nswitch costume to (green v)\n\nwhen I receive [red v]\nswitch costume to (red v)\n\nwhen I receive [tick v]\nset size to (90) %\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 [Hi!] for (2) seconds\nelse\n if <(chat) = [2]> then\n say [Bye!] for (2) seconds\n else\n if <(chat) = [3]> then\n say [Yes] for (2) seconds\n else\n if <(chat) = [4]> then\n say [Help Please!] for (2) seconds\n else\n if <(chat) = [5]> then\n say [No] for (2) seconds\n else\n if <(chat) = [6]> then\n say [This Way!] for (2) seconds\n else\n if <(chat) = [7]> then\n say [Lol!] for (2) seconds\n else\n if <(chat) = [8]> then\n say [I Am Lagging :\(] for (2) seconds\n else\n if <(chat) = [9]> then\n say [Got To Go!] for (2) seconds\n else\n if <(chat) = [g]> then\n say [😀] for (2) seconds\n else\n if <(chat) = [h]> then\n say [😎] for (2) seconds\n else\n if <(chat) = [j]> then\n say [😊] for (2) seconds\n else\n if <(chat) = [k]> then\n say [😚] for (2) seconds\n else\n if <(chat) = [l]> then\n say [🤯] for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Background art\n\nwhen I start as a clone\nif <<(costume [number v]) = [14]> or <(costume [number v]) = [17]>> then\n forever\n repeat (170)\n change [platforms: x v] by (2)\n end\n repeat (170)\n change [platforms: x v] by (-2)\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nswitch costume to (level 1 1 v)\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nswitch costume to (level 1 1 v)\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen I start as a clone\nif <<(costume [number v]) = [14]> or <(costume [number v]) = [17]>> then\n forever\n repeat (170)\n change [platforms: x v] by (2)\n end\n repeat (170)\n change [platforms: x v] by (-2)\n end\n end\nend\n\n@ Crystal Saws\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nClone at x: [150] y: [-50]\nClone at x: [450] y: [-110]\nClone at x: [600] y: [-110]\nClone at x: [900] y: [-50]\nClone at x: [1050] y: [-50]\nClone at x: [1350] y: [-110]\nClone at x: [1500] y: [-110]\nClone at x: [3350] y: [-110]\nClone at x: [3500] y: [-110]\nClone at x: [5350] y: [-110]\nClone at x: [5500] y: [-110]\nClone at x: [5750] y: [-110]\nClone at x: [5900] y: [-110]\nClone at x: [6780] y: [-110]\nClone at x: [7130] y: [-50]\nClone at x: [7280] y: [-50]\nClone at x: [8280] y: [-50]\nClone at x: [8980] y: [-110]\nClone at x: [9130] y: [-110]\nClone at x: [9280] y: [-110]\nClone at x: [9430] y: [-110]\nClone at x: [9580] y: [-110]\nClone at x: [9730] y: [-110]\nClone at x: [9880] y: [-110]\nClone at x: [10030] y: [-110]\nClone at x: [10230] y: [-110]\nClone at x: [10380] y: [-110]\nClone at x: [10580] y: [-110]\nClone at x: [10730] y: [-110]\nClone at x: [11000] y: [-110]\nClone at x: [11150] y: [-110]\nClone at x: [11300] y: [-110]\nClone at x: [11450] y: [-110]\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\n@The Rare Diamond\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n broadcast (Game Win 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]\nswitch costume to (crystal-a v)\nClone at x: [11700] y: [-80]\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\npoint in direction (90)\n\n@Chat\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <(Chat2) = [1]> then\n show\nelse\n hide\nend\nif <(Chat2) = [1]> then\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n broadcast (Chat Close v)\n hide\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat2 v] to [1]\n\nwhen I receive [chat close v]\nset [chat2 v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Chat Open v)\n hide\nend\n\nwhen I receive [chat close v]\nshow\n\nwhen I receive [begin v]\nshow\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\nchange [collected v] by (10)\nbroadcast (Thanks v)\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\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\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 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@parallaxCollectables\n\nwhen I receive [tick v]\nGo to (((((@ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y_SHAKE)\ngo to [back v] layer\n\nwhen I start as a clone\npoint in direction (90)\nset [@id v] to [0]\nswitch costume to (item0 v)\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nset [@id v] to [-1]\nswitch costume to (item1 v)\n\n@win animation\n\nwhen I receive [game win v]\nwait (1) seconds\nswitch costume to (win screen v)\ngo to [back v] layer\nset [win v] to [1]\nbroadcast (Score v)\nset [ghost v] effect to (100)\nswitch costume to (blank v)\ngo to [back v] layer\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nswitch costume to (win screen v)\nset size to (150) %\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\nshow variable [:timer v]\ngo to x: (0) y: (0)\nwait (4) seconds\nstop [all v]\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [continue playing v]\nhide\n\nwhen flag clicked\nhide variable [:timer v]\n\nwhen I receive [game win v]\nset [:timer v] to (timer)\nstop [this script v]\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@Sun\n\nwhen I receive [tick v]\ngo to [back v] layer\nforever\n go to x: (([sin v] of ((timer) * (100)) ) * (20)) y: (([sin v] of ((timer) * (100)) ) * (20))\nend\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]) = [off]> then\n if <touching (player v)?> then\n switch costume to (on v)\n change [checkpoint v] by (1)\n play sound [CHECKPOINT v] until done\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (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 (off v)\nClone at [1900] [20]\nClone at [3200] [-80]\nClone at [5600] [-80]\nClone at [6600] [-80]\nClone at [8600] [-80]\nset [checkpoint: x v] to [-99999]\n\n@G\n\nwhen this sprite clicked\nbroadcast (Blue v)\n\nwhen this sprite clicked\nbroadcast (Green v)\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nshow\n\n@B\n\nwhen this sprite clicked\nbroadcast (Blue v)\n\n@R\n\nwhen this sprite clicked\nbroadcast (Red v)\n\n
Crystal Valley - A Multiplayer Scrolling Platformer\nA Collab With @-Mr-A-\n\n******Spam the green flag several times*************\nRe-shared on 12th Feb for a bug update\n\nInfo -\nHi There! your Job is to find a rare crystal which is\nDeep inside the valley also avoid crystal saws and don't fall down...\n\nInstructions -\n- Use Arrow keys/WAD/Mobile Controls to Move\n- Up arrow/w/Mobile Controls - Jump\n- Left arrow/a/Mobile Controls - To go left\n- Right arrow/d/Mobile Controls - To go right\n- r - red skin\n- b - blue skin\n- g - green skin\n\nCredits -\n-Platform art - @InfinitelyUseless\n-Grass and tree art - @AUMSUMTHEGREATHULK\n-Checkpoint art - @Suhalo_351\n-Parallax code - @StratfordJames\n-Music - @-Xaf-\nText - CollText\nCheck out -Mr-A-'s version too - https://scratch.mit.edu/projects/470495145/\n\nFeatures -\n- Multiplayer , Scrolling\n- Change skins\n- Chat\n- Emoji Chat\n- Arrows\n- Background Arts\n- Moving Platfomers\n\nTags -\n#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#Platformer#Platformer#Platformer#Platformer#Platformer#Platformer#Platformer#Platformer#Platformer#Platformer#Platformer#Platformer#Collab#Collab#Collab#Collab#Collab#Collab#Collab#Collab#Collab#GunaSwmainatan#GunaSwmainatan#GunaSwmainatan#GunaSwmainatan#GunaSwmainatan#GunaSwmainatan#AngadKocharRocksYT#AngadKocharRocksYT#AngadKocharRocksYT#AngadKocharRocksYT#AngadKocharRocksYT#AngadKocharRocksYT#AngadKocharRocksYT#AngadKocharRocksYT#AngadKocharRocksYT#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Guna#Trending
Rotating platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Clarv & Arkis - Polar \[Bass Rebels Release\] v] until done\nend\n\nbroadcast (Thumbnail v)\n\nwhen [s v] key pressed\nif <not <(Stage) = [10]>> then\n broadcast (New stage v)\nend\n\nwhen flag clicked\nforever\n switch costume to (Stage)\nend\n\nwhen I receive [thumbnail v]\nstop [other scripts in sprite v]\nswitch backdrop to (thumbnail v)\nwait (.1) seconds\nstop [all v]\n\n@Stage\n\nwhen flag clicked\nshow\nforever\n switch costume to (Stage)\nend\n\nbroadcast (Thumbnail v)\n\nwhen I receive [thumbnail v]\nhide\n\n@Player\n\nwhen I receive [new stage v]\nchange [stage v] by (1)\nreset\n\nwhen flag clicked\nshow\nset [stage v] to [1]\nreset\nforever\n physics\nend\n\ndefine reset\ngo to x: (0) y: (150)\nset [x v] to [0]\nset [y v] to [150]\nset [xv v] to [0]\nset [yv v] to [0]\n\ndefine physics\nchange [xv v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * ((<(y) > [0]> * (1.5)) - (0.75)))\nset [xv v] to ((xv) * (0.9))\nchange [y v] by (2)\ngo to x: (([sin v] of (x) ) * (y)) y: (([cos v] of (x) ) * (y))\nif <touching (stage v)?> then\n change [y v] by (-4)\nend\ngo to x: (([sin v] of (x) ) * (y)) y: (([cos v] of (x) ) * (y))\nchange [x v] by ((xv) / ((distance to [stage v]) / (100)))\nif <touching (stage v)?> then\n repeat until <not <touching (stage v)?>>\n change [x v] by (<(xv) < [0]> - <(xv) > [0]>)\n go to x: (([sin v] of (x) ) * (y)) y: (([cos v] of (x) ) * (y))\n end\n set [xv v] to [0]\nend\nchange [y v] by (-5)\nchange [yv v] by (-1)\nchange [y v] by (yv)\ngo to x: (([sin v] of (x) ) * (y)) y: (([cos v] of (x) ) * (y))\nif <touching (stage v)?> then\n repeat until <not <touching (stage v)?>>\n change [y v] by (<(yv) < [0]> - <(yv) > [0]>)\n go to x: (([sin v] of (x) ) * (y)) y: (([cos v] of (x) ) * (y))\n end\n if <<key (up arrow v) pressed?> and <(yv) < [0]>> then\n set [yv v] to [12]\n else\n set [yv v] to [0]\n end\nend\nif <<<<touching (_edge_ v)?> and <(y) < [0]>> or <touching (death v)?>> or <touching (spinning parts v)?>> then\n reset\nend\nif <touching (bounce v)?> then\n set [yv v] to [16]\nend\nif <touching (win v)?> then\n broadcast (New stage v)\nend\npoint in direction (x)\n\nwhen I receive [thumbnail v]\nhide\n\n@Death\n\nwhen flag clicked\nshow\nforever\n switch costume to (Stage)\nend\n\nwhen I receive [thumbnail v]\nhide\n\n@Bounce\n\nwhen flag clicked\nshow\nforever\n switch costume to (Stage)\nend\n\nwhen I receive [thumbnail v]\nhide\n\n@Win\n\nwhen I receive [thumbnail v]\nhide\n\nwhen flag clicked\nshow\n\n@Spinning parts\n\nwhen flag clicked\nshow\nset [dir v] to [90]\nforever\n change [dir v] by (5)\n point in direction (dir)\n switch costume to (Stage)\nend\n\nwhen I receive [thumbnail v]\nhide\n\n
Left and right arrow keys to move, up arrow to jump\n\n"S" to skip stage\n\nPlease propose this to be featured at: https://scratch.mit.edu/studios/4228481/comments/\n\nI'll make more levels if we reach 100 likes and favorites!
A Short but Hard Platformer! #games
@Stage\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 <touching (speed v)?> then\n if <([costume # v] of [speed v]) = [1]> then\n start sound [Siren Whistle v]\n change [x velocity v] by (-6)\n end\n if <([costume # v] of [speed v]) = [2]> then\n start sound [Siren Whistle v]\n change [x velocity v] by (-12)\n end\nend\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 (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by ((1) - (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)?> or <<touching (ice ghost stuff v)?> or <touching (moving ground v)?>>> then\n repeat until <<not <<touching (level v)?> or <<touching (ice ghost stuff v)?> or <touching (moving ground v)?>>>> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\n end\n if <<touching (level v)?> or <<touching (ice ghost stuff v)?> or <touching (moving ground v)?>>> then\n change y by (Slope)\n repeat until <not <<touching (level v)?> or <<touching (ice ghost stuff v)?> or <touching (moving ground 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)?> or <<touching (ice ghost stuff v)?> or <touching (moving ground v)?>>> then\n repeat until <not <<touching (level v)?> or <<touching (ice ghost stuff v)?> or <touching (moving ground 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)?> or <<touching (ice ghost stuff v)?> or <touching (moving ground v)?>>>> then\n if <not <touching (water v)?>> then\n set [y velocity v] to [9]\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 (orbs v)?> then\n set [y velocity v] to [10]\n end\nend\n\ndefine Detection\nif <touching (flag v)?> then\n set [level v] to ((Level) + (1))\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)\n wait (0.1) seconds\n if <(Level) = [3]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\nif <<<touching (moving danger2 v)?> or <touching (danger v)?>> or <touching (moving danger v)?>> then\n start sound [Crunch v]\n broadcast (Dead 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)\nelse\n if <touching (trampolines v)?> then\n start sound [Big Boing v]\n set [y velocity v] to [13]\n end\nend\n\nif <touching (bounce pad v)?> then\n set [y velocity v] to [17]\nend\n\nbroadcast (Next level v)\nbroadcast (Create Clone v)\nbroadcast (Next v)\n\nwhen I receive [start v]\npoint in direction (90)\nset size to (40) %\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 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\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 [start v]\ngo to x: (-218) y: (-95)\nset [transition> v] to [0]\n\nwhen I start as a clone\nswitch costume to (player2 v)\nrepeat (10)\n set [ghost v] effect to (0)\nend\ndelete this clone\n\nchange [y velocity v] by (1)\n\nwhen I receive [move v]\n\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\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 [start 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\nwait until <(Level) = [10]>\ngo to x: (-215) y: (31)\n\nwait until <(Level) = [13]>\ngo to x: (-192) y: (-60)\n\nwhen flag clicked\nswitch costume to (player v)\nbroadcast (Start v)\n\nwhen flag clicked\nshow variable [timer v]\n\n@Level\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Orbs\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Ice Ghost Stuff\n\nwhen [m v] key pressed\nshow variable [mousex v]\nshow variable [mousey v]\nset [mousex v] to (mouse x)\nset [mousey v] to (mouse y)\n\nwhen flag clicked\nset [level v] to [1]\nhide variable [mousex v]\nhide variable [mousey v]\nif <(Level) = [1]> then\n Clone At X: [189] [-20]\n hide\nelse\n hide\n delete this clone\nend\n\ndefine Clone At X: (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo [backward v] (11) layers\nwait until <touching (player v)?>\nif <(Level) = [6]> then\n if <(([y position v] of [player v]) + (10)) > (y position)> then\n wait (0.1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nelse\n wait (0.1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [dead v]\nif <(Level) = [1]> then\n wait (0.4) seconds\n Clone At X: [189] [-20]\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\n@Flag\n\nwhen flag clicked\nhide\nswitch costume to (flag v)\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Moving danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n repeat until <(costume [number v]) = [3]>\n repeat (68)\n change x by (-2)\n end\n repeat (68)\n change x by (2)\n end\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [start v]\nshow\nif <(costume [number v]) = [1]> then\n switch costume to (costume1 v)\n go to x: (-36) y: (132)\n repeat until <(costume [number v]) = [2]>\n repeat (13)\n change x by (-4)\n end\n wait (1) seconds\n repeat (13)\n change x by (4)\n end\n wait (1) seconds\n end\nend\n\n@Moving danger2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [2]> then\n show\n switch costume to (costume2 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [3]>\n repeat (68)\n change x by (2)\n end\n repeat (68)\n change x by (-2)\n end\n end\nend\n\nwhen I receive [start v]\nhide\n\n@Moving ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nif <(costume [number v]) = [1]> then\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [3]>\n repeat (100)\n change x by (-3)\n end\n wait (1) seconds\n repeat (100)\n change x by (3)\n end\n wait (1) seconds\n end\nend\n\n@Not real platforms! lol\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (10)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Speed\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Trampolines\n\nwhen flag clicked\nhide\nswitch costume to (t v)\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Sound\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n set volume to (0) %\nelse\n switch costume to (costume1 v)\n set volume to (50) %\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset volume to (50) %\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nforever\n wait (1) seconds\n play sound [Vexento - Magenta v] until done\nend\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n point in direction (90)\n else\n change size by (((40) - (size)) / (3))\n end\nend\n\n@Skip\n\nwhen flag clicked\nset volume to (100) %\n\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nbroadcast (NEXT LEVEL v)\nbroadcast (Skipped v)\n\nwhen I receive [start v]\nforever\n if <([costume # v] of [level v]) = [3]> then\n change volume by (-10)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(volume) = [90]> then\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n point in direction (90)\n else\n change size by (((40) - (size)) / (3))\n end\nend\n\n@Win!\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset [color v] effect to (0)\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(Level) = [3]> then\n go to [front v] layer\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n clear graphic effects\n forever\n change [color v] effect by (1)\n end\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (95) y: (-27)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.03)\ngo to x: (95) y: (-1000)\nrepeat until <(round (y position)) = [-27]>\n go to [front v] layer\n change [ghost v] effect by (-10)\n change y by (((1) - (y position)) / (5))\nend\nset y to (-27)\n\n@time\n\nwhen flag clicked\nset [timer v] to [0]\ngo to [front v] layer\nshow\nrepeat until <<(Level) = [3]> or <(Timer) = [Skipped]>>\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen I receive [skipped v]\nforever\n set [timer v] to [Skipped]\nend\n\n
A Short but Hard Platformer!\n\nThe Thumbnail makes it look easy but I can guarantee you that it's NOT! There are 2 levels and they are really hard so good luck! \nComment below if you beat it!\n\n----------------------INSTRUCTIONS------------------------\n\nUse arrow keys or WAD to move! \nAll levels are possible!\nThere are orbs, speed boosts, moving enemies and platforms so u can't say it is generic!\n\n--------------------------CREDITS----------------------------\n\nThanks to @250119code2 for most of the player code!\nThe rest is by me!\n\nSong: Vexento - Magenta\n\nShoutout: @samgamer1928, @-EpicMcEpic- , \n@-MysteriousCoder-\n\n#games #art #hard #short #fun\n
Platformer test
@Stage\n\n@player\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [player_x v] to [150]\nset [power_x v] to [0]\nset [power_y v] to [0]\nset size to (100) %\nset [mode v] to [1]\nforever\n if <(Mode) = [1]> then\n if <key (right arrow v) pressed?> then\n point in direction (90)\n if <key (down arrow v) pressed?> then\n change [power_x v] by (0.25)\n else\n change [power_x v] by (1)\n end\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n if <key (down arrow v) pressed?> then\n change [power_x v] by (-0.25)\n else\n change [power_x v] by (-1)\n end\n end\n set [power_x v] to ((Power_X) * (0.9))\n change x by (Power_X)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change x by ((Power_X) * (-1))\n set [power_x v] to ((Power_X) * (1))\n set [power_x v] to [0]\n change x by (-1)\n change y by (-10)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Power_Y)\n if <touching color (#000000)?> then\n change y by ((Power_Y) * (-1))\n set [power_y v] to [0]\n end\n change y by (-2)\n if <key (up arrow v) pressed?> then\n if <touching color (#000000)?> then\n set [power_y v] to [15]\n end\n end\n if <touching color (#ff0101)?> then\n set [player_x v] to [150]\n set [power_x v] to [0]\n set [power_y v] to [0]\n go to x: (0) y: (0)\n end\n if <key (down arrow v) pressed?> then\n if <touching color (#000000)?> then\n switch costume to (gorem2 v)\n else\n change [power_y v] by (-5)\n end\n else\n switch costume to (gorem v)\n change [power_y v] by (-1.2)\n end\n change y by (2)\n change [player_x v] by (x position)\n set x to (0)\n else\n if <key (d v) pressed?> then\n change [player_x v] by (10)\n end\n if <key (a v) pressed?> then\n change [player_x v] by (-10)\n end\n end\nend\n\nwhen [c v] key pressed\nset [mode v] to [0]\n\nwhen [p v] key pressed\nset [mode v] to [1]\n\nwhen I receive [jump v]\n\nif <[0.05] < (timer)> then\n broadcast (jump v)\nend\n\nreset timer\nrepeat until <[0.05] < (timer)>\n if <not <key (up arrow v) pressed?>> then\n set [power_y v] to [12.5]\n stop [this script v]\n end\nend\n\n@stage\n\ndefine Costume\nswitch costume to (letter (Block_X) of (item (Block_Y) of [mapdate v]))\nif <(letter (Block_X) of (item (Block_Y) of [mapdate v])) = (costume [number v])> then\n show\nelse\n switch costume to (3 v)\n show\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nforever\n if <<<(x position) > [240]> or <(x position) < [-240]>> or <<(y position) > [180]> or <(y position) < [-180]>>> then\n switch costume to (blank v)\n end\n go to x: (((-210) + ((Block_X) * (50))) - (Player_X)) y: (((205) - ((Block_Y) * (50))) + (0))\n if <(x position) > [270]> then\n change [block_x v] by (-11)\n hide\n end\n if <[-270] > (x position)> then\n change [block_x v] by (11)\n hide\n end\n if <(y position) > [240]> then\n change [block_y v] by (9)\n hide\n end\n if <[-240] > (y position)> then\n change [block_y v] by (-9)\n hide\n end\n Costume\n if <(Mode) = [1]> then\nend\n\nwhen flag clicked\nset size to (100) %\nset [count v] to [0]\nset [block_y v] to [0]\nMapCreate\nhide\n\ndefine MapCreate\nrepeat (9)\n change [block_y v] by (1)\n set [block_x v] to [0]\n repeat (11)\n change [block_x v] by (1)\n create clone of (_myself_ v)\n end\nend\n\ndefine Block?\nif <key (1 v) pressed?> then\n set [block? v] to [1]\nend\nif <key (2 v) pressed?> then\n set [block? v] to [2]\nend\nif <key (3 v) pressed?> then\n set [block? v] to [3]\nend\nif <key (4 v) pressed?> then\n set [block? v] to [4]\nend\n\ndefine DateUpdate\nset [count v] to [0]\ndelete all of [dateupdater v]\nrepeat (length of (item (Block_Y) of [mapdate v]))\n change [count v] by (1)\n add (letter (count) of (item (Block_Y) of [mapdate v])) to [dateupdater v]\nend\nreplace item (Block_X) of [dateupdater v] with (Block?)\nset [n v] to []\nset [count v] to [0]\nrepeat (length of [dateupdater v])\n change [count v] by (1)\n set [n v] to (join (N) (item (count) of [dateupdater v]))\nend\nreplace item (Block_Y) of [mapdate v] with (N)\n\n
islands// A platformer
@Stage\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nhide\nbroadcast (play v)\n\nwhen I receive [play v]\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (0)\nswitch costume to (player v)\nset size to (100) %\npoint in direction (90)\ngo to x: (item (LEVEL) of [x v]) y: (item (LEVEL) of [y v])\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <touching (sea v)?> then\n set [y v] to ((y) * (0.7))\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 if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (platformer level v)?> then\n change y by (1)\n end\n if <touching (platformer level v)?> then\n change y by (1)\n end\n if <touching (platformer level v)?> then\n change y by (1)\n end\n if <touching (platformer level v)?> then\n change y by (1)\n end\n if <touching (platformer 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?>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (platformer 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?>> and <touching (platformer level v)?>> then\n set [y v] to [20]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (sea v)?>> then\n change [y v] by (3)\n end\n change y by (1)\n if <touching (platformer level v)?> then\n set [y v] to [1]\n end\n if <<not <touching (sea v)?>> and <<(x position) > [231]> and <not <(y position) < [10]>>>> then\n if <not <(LEVEL) = [10]>> then\n change [level v] by (1)\n broadcast (play v)\n end\n end\n if <touching (trampoline v)?> then\n set [y v] to [17]\n end\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (play v)\n end\n if <(y position) < [-178]> then\n broadcast (play v)\n end\nend\n\nwhen flag clicked\ndelete all of [x v]\ndelete all of [y v]\nadd [-210] to [x v]\nadd [50] to [y v]\nadd [-210] to [x v]\nadd [120] to [y v]\nadd [-210] to [x v]\nadd [120] to [y v]\nadd [-210] to [x v]\nadd [50] to [y v]\nadd [-210] to [x v]\nadd [120] to [y v]\nadd [-210] to [x v]\nadd [120] to [y v]\nadd [-210] to [x v]\nadd [120] to [y v]\nadd [-210] to [x v]\nadd [50] to [y v]\nadd [-210] to [x v]\nadd [120] to [y v]\nadd [-210] to [x v]\nadd [120] to [y v]\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (2)) until done\nend\n\n@Platformer level\n\nwhen flag clicked\nshow\nreset timer\nforever\n go to [front v] layer\n go to x: (0) y: ((0) + (([cos v] of (((timer) - (3)) * (123)) ) * (3)))\n switch costume to (LEVEL)\nend\n\n@decoration\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to [back v] layer\nforever\n if <(username) = [blinsing]> then\n go to x: (0) y: ((0) + (([cos v] of (((timer) - (3)) * (123)) ) * (3)))\n switch costume to (LEVEL)\n else\n go to x: (0) y: ((0) + (([cos v] of (((timer) - (3)) * (123)) ) * (3)))\n switch costume to (LEVEL)\n end\nend\n\nhide\n\nset [color v] effect to (100)\n\n@spikes\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n go to x: (0) y: ((0) + (([cos v] of (((timer) - (3)) * (123)) ) * (3)))\n switch costume to (LEVEL)\nend\n\n@teller\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [1]> then\n set [tell v] to (join [hello ] (join (username) [!!!]))\n else\n if <(LEVEL) = [2]> then\n set [tell v] to (join [welcome ] (join [to ] [islands.]))\n else\n if <(LEVEL) = [3]> then\n set [tell v] to [avoid spikes]\n else\n if <(LEVEL) = [4]> then\n set [tell v] to [jump, jump!!!]\n else\n if <(LEVEL) = [5]> then\n set [tell v] to [new island!!!]\n else\n if <(LEVEL) = [6]> then\n set [tell v] to [use trampoline to:-jump high!!!]\n else\n if <(LEVEL) = [7]> then\n set [tell v] to [be careful!]\n else\n if <(LEVEL) = [8]> then\n set [tell v] to [use water]\n else\n if <(LEVEL) = [9]> then\n set [tell v] to [use tramboline-another time!!!]\n else\n if <(LEVEL) = [10]> then\n set [tell v] to [more levels soon!!!-love / fave / follow]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ngo to [front v] layer\n\n@text engine\n\nwhen I start as a clone\nforever\n if <(borra) = [1]> then\n delete this clone\n else\n if <touching (player v)?> then\n set [brightness v] effect to (100)\n go to [front v] layer\n show\n else\n set [brightness v] effect to (0)\n go to [front v] layer\n show\n end\n end\nend\n\ndefine copy at X/Y: (x) (y) Text: (t) spacing: (spacing) Size to: (size)\nset [idl v] to [1]\ngo to x: (x) y: (y)\nrepeat (length of (t))\n switch costume to (letter (idl) of (t))\n set size to (size) %\n create clone of (_myself_ v)\n change [idl v] by (1)\n change x by (spacing)\n switch costume to (cs v)\n if <(letter (idl) of (t)) = [-]> then\n go to x: ((x) - (spacing)) y: ((y) - ((spacing) + (10)))\n end\nend\n\nwhen I receive [play v]\nset [borra v] to [1]\nhide\nset size to (size) %\nswitch costume to (cs v)\nwait (0.6) seconds\nset [borra v] to [0]\ncopy at X/Y: [-230] [150] Text: (tell) spacing: [18] Size to: [100]\ncopy at X/Y: [-230] [-170] Text: (join [level:] (LEVEL)) spacing: [18] Size to: [100]\n\n@Sea\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (20)\nset [i v] to [0]\nforever\n change [i v] by (10)\n change y by (([sin v] of (i) ) / (3))\n go [forward v] (4) layers\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (40)\nforever\n switch costume to (LEVEL)\nend\n\n@trampoline\n\nwhen flag clicked\nhide\nswitch costume to (trampolí v)\nforever\n go [forward v] (1) layers\n if <(LEVEL) = [6]> then\n go to x: (-55) y: ((0) + (([cos v] of (((timer) - (3)) * (123)) ) * (3)))\n show\n if <touching (player v)?> then\n switch costume to (trampolí2 v)\n wait (0.1) seconds\n else\n switch costume to (trampolí v)\n end\n else\n hide\n if <(LEVEL) = [9]> then\n go to x: (-140) y: ((-5) + (([cos v] of (((timer) - (3)) * (123)) ) * (3)))\n show\n if <touching (player v)?> then\n switch costume to (trampolí2 v)\n wait (0.1) seconds\n else\n switch costume to (trampolí v)\n end\n else\n hide\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (0)\nrepeat (100)\n change [ghost v] effect by (10)\nend\nforever\n go to [front v] layer\nend\n\n
Look my newest platformer!\nhttps://scratch.mit.edu/projects/520519757/\nUpdate: in may!\n\n___________________Islands___________________\nIn this game, there are 10 levels (for the moment).\nThere are: good graphics, gravity, water engine (gravity)...\n\nMove: WASD keys or arrow keys.\nAvoid: Spikes.y
platformer _素材
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\n@1\n\nwhen flag clicked\npoint in direction (90)\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + (35))\nend\n\n@2\n\n@4\n\n@5\n\n@8\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n point in direction (90)\n repeat (3)\n switch costume to (コスチューム1 v)\n repeat (6)\n next costume\n wait (0.035) seconds\n end\n end\n switch costume to (コスチューム8 v)\n wait (0.1) seconds\n point in direction (-90)\n repeat (3)\n switch costume to (コスチューム1 v)\n repeat (6)\n next costume\n wait (0.035) seconds\n end\n end\n switch costume to (コスチューム8 v)\n wait (0.1) seconds\nend\n\n@9\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n point in direction (90)\n repeat (3)\n switch costume to (コスチューム1 v)\n repeat (6)\n next costume\n wait (0.05) seconds\n end\n end\n switch costume to (コスチューム8 v)\n wait (0.1) seconds\n point in direction (-90)\n repeat (3)\n switch costume to (コスチューム1 v)\n repeat (6)\n next costume\n wait (0.05) seconds\n end\n end\n switch costume to (コスチューム8 v)\n wait (0.1) seconds\nend\n\n@11\n\nwhen flag clicked\nforever\n repeat (5)\n switch costume to (コスチューム1 v)\n wait (0.2) seconds\n switch costume to (コスチューム10 v)\n wait (0.2) seconds\n end\n repeat (8)\n next costume\n wait (0.1) seconds\n end\nend\n\n@10\n\nwhen flag clicked\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nset [変数 v] to [0]\nforever\n change [変数 v] by (1)\nend\n\n@❤︎\n\n@15\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nset rotation style [don't rotate v]\nforever\n turn right (-15) degrees\n move (1) steps\nend\n\n@12\n\n@スプライト1\n\n@スプライト4\n\nwhen flag clicked\nforever\n point towards (mouse-pointer v)\n turn left (([sin v] of ((変数) * (50)) ) * (5)) degrees\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (pick random (1) to (100))\nset size to (pick random (10) to (100)) %\nrepeat (10)\n move (pick random (-1) to (-10)) steps\n point towards (mouse-pointer v)\nend\ndelete this clone\n\n@13\n\n@14\n\nwhen flag clicked\nset size to (100) %\nforever\n set rotation style [left-right v]\n point in direction (90)\n repeat until <(distance to [mouse-pointer v]) < [50]>\n repeat (5)\n change size by (1)\n end\n repeat (5)\n change size by (-1)\n end\n end\nend\n\n@スプライト2\n\nforever\n switch costume to (コスチューム26 v)\n change y by (2)\n wait (0.1) seconds\n switch costume to (コスチューム27 v)\n change y by (-2)\n wait (0.25) seconds\n switch costume to (コスチューム26 v)\n change y by (2)\n wait (0.1) seconds\n switch costume to (コスチューム28 v)\n change y by (-2)\n wait (0.25) seconds\nend\n\nswitch costume to (コスチューム26 v)\nrepeat (10)\n change y by (10)\nend\nswitch costume to (コスチューム31 v)\nwait (0.1) seconds\nswitch costume to (コスチューム29 v)\nwait (0.25) seconds\nswitch costume to (コスチューム28 v)\nrepeat (10)\n change y by (-10)\nend\nwait (0.1) seconds\nswitch costume to (コスチューム26 v)\n\n@16\n\nwhen flag clicked\nforever\n repeat (5)\n switch costume to (コスチューム1 v)\n wait (0.2) seconds\n switch costume to (コスチューム10 v)\n wait (0.2) seconds\n end\n repeat (8)\n next costume\n wait (0.1) seconds\n end\nend\n\n@Player\n\nwhen flag clicked\nset [ghost v] effect to (99)\ngo to x: (0) y: (-20)\nset [進むスピード v] to [0]\nset [ジャンプスピード v] to [0]\nset [x3 v] to [-200]\nset [y3 v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\ndefine 動作\nchange [ジャンプスピード v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [進むスピード 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 [進むスピード v] by (-1)\nend\nset [進むスピード v] to ((進むスピード) * (0.88))\nchange x by (進むスピード)\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 (() - ((進むスピード) / ([abs v] of (進むスピード) ))) ([ceiling v] of ([abs v] of (進むスピード) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [ジャンプスピード v] to [12]\n set [進むスピード v] to ((7) - (<(進むスピード) > [0]> * (14)))\n else\n set [進むスピード v] to [0]\n end\nend\nchange y by (ジャンプスピード)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((ジャンプスピード) / ([abs v] of (ジャンプスピード) ))) ([ceiling v] of ([abs v] of (ジャンプスピード) ) )\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 [ジャンプスピード v] to [15]\nend\nchange y by (1.1)\nif 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) - (x3)))\nchange [y v] by ((y position) - (((Y) - (y3)) - (20)))\nchange [x3 v] by ([floor v] of (((X) - (x3)) * (0.1)) )\nchange [y3 v] by ([floor v] of (((Y) - (y3)) * (0.2)) )\nset x to ((X) - (x3))\nset y to (((Y) - (y3)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(進むスピード) = [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 <(ジャンプスピード) = [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 [ジャンプスピード v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [進むスピード v] to [0]\nset [ジャンプスピード v] to [0]\nset [x3 v] to [0]\nset [y3 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]\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) - (x3)) ((My_y) - (y3))\nend\n\nwhen I start as a clone\nshow\n\n@ステージ2\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]\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) - (x3)) ((My_y) - (y3))\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@スプライト3\n\n@スプライト5\n\nwhen flag clicked\n\n
https://scratch.mit.edu/projects/730900912/\n\n*platformer素材\n*クレジット表記はお願いします。\n*背景はもう1つ入っています。
Scrolling Platformer Engine
@Stage\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen [h v] key pressed\nhide variable [mouse v]\n\n@PLAYER\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Begin Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [begin game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game Win\n else\n Game Die\n end\nend\n\ndefine Game On\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [50]\nset [sy v] to [0]\nset [in air v] to [0]\nset [scroll x v] to [0]\nset [exit v] to []\nset [collected max v] to [0]\nset [ghost v] effect to (0)\nset size to (60) %\nshow\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n change [sx v] by (-2)\n point in direction (-90)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (2)\n point in direction (90)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X by (round (sx))\nend\nif <key (up arrow v) pressed?> then\n if <(In Air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player Y by (sy)\nPosition\nTest Die\nchange [scroll x v] by (round (((X) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Y) < [-180]> then\n set [exit v] to [Die]\nend\n\ndefine Change Player Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platform v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (SCROLL X)) y: ((Y) - (SCROLL Y))\n\ndefine Change Player X by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\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 change [y v] by (-12)\n repeat until <not <touching (platform v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test Die\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\n\ndefine Game Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nchange [level v] by (1)\nwait (1) seconds\nhide\n\n@PLATFORM\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at X: [420] Y: [0]\nelse\n if <(LEVEL) = [2]> then\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@COLLECTABLES\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected maximum v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin v)\n Clone at X: [142] Y: [-13]\nend\nset [x v] to [-9999999999999999999999999999999999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected maximum v] by (1)\ncreate clone of (_myself_ v)\n\n@Blank\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at X: [420] Y: [0]\n Clone at X: [420] Y: [0]\nelse\n if <(LEVEL) = [2]> then\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@EXIT\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\nif <(COLLECTED) = (COLLECTED MAXIMUM)> then\n broadcast (OPEN PORTAL v)\nend\nif <touching (player v)?> then\n if <(costume [number v]) = [2]> then\n set [exit v] to [Win]\n end\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at X: [9999999999999] Y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n@Sprite1\n\n
Platformer, Nightmare in the sewer a mobile and computer platformer
@Stage\n\n@Thumbnail3\n\nwhen flag clicked\nshow\nbroadcast (TM v)\nforever\n go to x: (46) y: (37)\n go to [front v] layer\n change [ghost v] effect by (100)\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo [forward v] (1000000000000000) layers\n\nwhen I receive [story v]\nhide\n\n@acid\n\nwhen flag clicked\nhide\nforever\n wait (pick random (1) to (10)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (random position v)\nset y to (150)\nshow\nnext costume\nwait (0.3) seconds\nnext costume\nwait (0.3) seconds\nnext costume\nwait (0.3) seconds\nnext costume\ngo [backward v] (10000) layers\nset [ghost v] effect to (52)\nrepeat until <touching (_edge_ v)?>\n change y by (-8)\nend\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (Splash v) and wait\n end\nend\n\nwhen I receive [story v]\nhide\n\n@Player\n\nwhen flag clicked\nforever\n play sound [Chasing Colors v] until done\nend\n\nwhen flag clicked\nhide\nswitch costume to (1324522345625 v)\nshow\ngo to x: (-207) y: (-39)\nforever\n go to [front v] layer\n set [x v] to [0]\n set [y v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>>> then\n switch costume to (2 v)\n change [x v] by (1)\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 (a v) pressed?> or <<key (d v) pressed?> or >>>>>>> then\n switch costume to (1324522345625 v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > ((mouse x) + (20))>>>> then\n switch costume to (3 v)\n change [x v] by (-1)\n end\n change x by (x)\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (moving platform v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (4 v)\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 (platform v)?> or <touching (moving platform v)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> and <<touching (platform v)?> or <touching (moving platform v)?>>> then\n switch costume to (4 v)\n change [y v] by (14)\n end\n if <<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<key (w v) pressed?> and <key (d v) pressed?>>> then\n switch costume to (6 v)\n end\n if <<<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> or <<key (w v) pressed?> and <key (a v) pressed?>>> then\n switch costume to (7 v)\n end\n if <(PlayerY) < [-162]> then\n switch costume to (9 v)\n end\n if <touching (sprite1 v)?> then\n broadcast (splash v)\n end\n change y by (1)\n Special Detections\n end\nend\n\nwhen flag clicked\nchange [☁ data v] by (1)\nswitch costume to (5 v)\nforever\n create clone of (_myself_ v)\nend\n\ndefine Special Detections\nif <<touching (spikes v)?> or <<touching (saws v)?> or <touching (the water v)?>>> then\n broadcast (Death v) and wait\n 💀\n switch costume to (8 v)\n go to x: (-210) y: (-79)\nend\nif <touching color (#ff0000)?> then\n broadcast (WHY DID I TOUCH LASERS v)\nend\nif <<touching color (#b2ff00)?> or <touching color (#d4ff00)?>> then\n change [y v] by (30)\nend\nif <<touching color (#ffffff)?> or <touching color (#766990)?>> then\n broadcast (story time v)\nend\n\nwhen I start as a clone\nswitch costume to (5 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [new level v]\ngo to x: (-207) y: (-39)\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n hide\n end\nend\n\nwhen I receive [story v]\nhide\n\ndefine 💀\nswitch costume to (8 v)\nset [my variable v] to [0]\nset [yv v] to [0]\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (2)\n change size by (.2)\n change [brightness v] effect by (8)\nend\nset size to (15) %\nclear graphic effects\ngo to x: (-200) y: (0)\nset size to (75) %\n\nwhen I receive [talk or else... v]\nsay [Wow, it's dark in here] for (3) seconds\nwait (1) seconds\nsay [I wonder what that is, .... IS THAT A PORTAL!!!!] for (6) seconds\n\nwhen I receive [talk or else... v]\nset voice to (giant v)::tts\nspeak [Wow, it's dark in here]::tts\nwait (1) seconds\nspeak [I wonder what that is, .... IS THAT A PORTAL!!!!]::tts\n\nwhen I receive [story v]\nhide\n\n@Platform\n\nwhen flag clicked\nhide\nshow\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) > [11]> then\n set [ghost v] effect to (100)\n broadcast (Talk OR ELSE... v) and wait\n end\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [story v]\nhide\n\n@text\n\nwhen I receive [new level v]\nshow\nnext costume\n\nwhen flag clicked\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 [tm v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [story v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (new level v)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [story v]\nhide\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (q v)\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nshow\n\nwhen I receive [story v]\nhide\n\n@portal\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (story v) and wait\n hide\n end\nend\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [story time v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [story v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [story v]\nstop [other scripts in sprite v]\nrepeat (22)\n next costume\nend\nstop [all v]\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [story v]\nhide\n\nwhen flag clicked\nforever\n glide (1) secs to x: (81) y: (-343)\n wait (1) seconds\n glide (1) secs to x: (81) y: (-355)\nend\n\nwait (1) seconds\n\nwhen flag clicked\ngo to x: (83) y: (-366)\n\n@Sprite4\n\nwhen I receive [new level v]\nchange [ghost v] effect by (7)\n\nwhen flag clicked\nshow\nclear graphic effects\n\nwhen I receive [story v]\nhide\n\nwhen flag clicked\nforever\n go [backward v] (10000000000000000000000000000000000000000000000000000000000) layers\nend\n\n@Love fave\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\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@Sprite5\n\nwhen this sprite clicked\nbroadcast (new level v)\n\nwhen flag clicked\nshow\n\nwhen I receive [talk or else... v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n change [brightness v] effect by (-5)\n wait (0.1) seconds\n change [brightness v] effect by (-5)\n wait (0.1) seconds\n change [brightness v] effect by (-5)\n wait (0.1) seconds\n change [brightness v] effect by (-5)\n wait (0.1) seconds\n change [brightness v] effect by (-5)\n wait (0.1) seconds\n change [brightness v] effect by (-5)\n wait (0.1) seconds\n change [brightness v] effect by (5)\n wait (0.1) seconds\n change [brightness v] effect by (5)\n wait (0.1) seconds\n change [brightness v] effect by (5)\n wait (0.1) seconds\n change [brightness v] effect by (5)\n wait (0.1) seconds\n change [brightness v] effect by (5)\n wait (0.1) seconds\n change [brightness v] effect by (5)\n wait (0.1) seconds\n else\n switch costume to (costume1 v)\n end\n if <touching (player v)?> then\n change [pixelate v] effect by (25)\n wait (0.15) seconds\n change [ghost v] effect by (5)\n wait (0.1) seconds\n change [ghost v] effect by (5)\n wait (0.1) seconds\n change [ghost v] effect by (5)\n wait (0.1) seconds\n change [ghost v] effect by (5)\n wait (0.1) seconds\n change [ghost v] effect by (5)\n wait (0.1) seconds\n change [ghost v] effect by (5)\n wait (0.1) seconds\n change [ghost v] effect by (5)\n else\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite6\n\nwhen this sprite clicked\nbroadcast (NO EFFECT v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Mouse Effects//The Bubble Effect\n\nwhen I receive [the sun effect v]\nhide\n\nwhen I receive [the clicker effect v]\nhide\n\nwhen I receive [the moon and star effect v]\nhide\n\nwhen I receive [the paper plane effect v]\nrepeat (10)\n set [ghost v] effect to (100)\n hide\nend\n\nwhen flag clicked\nhide\n\nswitch costume to (costume2 v)\n\nwhen I start as a clone\npoint in direction (pick random (-180) to (180))\nset size to (pick random (20) to (60)) %\nset [ghost v] effect to (pick random (20) to (60))\nswitch costume to (pick random (1) to (3))\nrepeat (10)\n move (2) steps\n change [ghost v] effect by (pick random (2) to (5))\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (pick random (1) to (3))\nforever\n set [ghost v] effect to (100)\n point in direction (90)\n go to (mouse-pointer v)\n create clone of (_myself_ v)\n set size to (60) %\nend\n\nwhen I receive [the bubble effect v]\nshow\n\nwhen I receive [the cloud effect v]\nhide\n\nwhen I receive [no effect v]\nhide\n\n@Buttons//Button5\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (((100) - (size)) / (5))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (The bubble effect v)\n end\nend\n\n@Mouse Effects//The Cloud Effect\n\nwhen I receive [no effect v]\nhide\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n go to (mouse-pointer v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change y by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [the moon and star effect v]\nhide\n\nwhen I receive [the clicker effect v]\nhide\n\nwhen I receive [the sun effect v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [the cloud effect v]\nshow\n\nwhen I receive [the bubble effect v]\nhide\n\nwhen I receive [the paper plane effect v]\nhide\n\n@Buttons//Button6\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (((100) - (size)) / (5))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (The Cloud Effect v)\n end\nend\n\n@Buttons//Button1\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (((100) - (size)) / (5))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (The Sun Effect v)\n end\nend\n\n@Mouse Effects//The Sun Effect\n\nwhen I receive [no effect v]\nhide\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [the sun effect v]\nshow\n\nwhen I receive [the clicker effect v]\nhide\n\nwhen I receive [the moon and star effect v]\nhide\n\nwhen I receive [the paper plane effect v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [the bubble effect v]\nhide\n\nwhen I receive [the cloud effect v]\nhide\n\n@Buttons//Button3\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (((100) - (size)) / (5))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (The Moon and Star Effect v)\n end\nend\n\n@Mouse Effects//The Moon and Star Effect\n\nwhen I receive [no effect v]\nhide\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (pick random (2) to (5))\nset size to (100) %\npoint in direction (pick random (70) to (100))\nrepeat (10)\n turn right (10) degrees\n move (10) steps\n change size by (-10)\n change [ghost v] effect by (-10)\nend\ndelete this clone\n\nwhen I receive [the sun effect v]\nhide\n\nwhen I receive [the clicker effect v]\nhide\n\nwhen I receive [the moon and star effect v]\nshow\n\nwhen I receive [the paper plane effect v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [the bubble effect v]\nhide\n\nwhen I receive [the cloud effect v]\nhide\n\nwhen I receive [the cloud effect v]\nhide\n\n
IMPORTANT SCROLL DOWN\nPlay game at FULL VOLUME for best experience\nI suggest mobile do full screen\nThis is my first platformer\nI Am Back, I think\nTHIS IS POSSIBLE\nClick the skip button to skip level\n_____----------------------The Story---------------------_____\n\nYou are on a secret spy mission you have to decode the nuke that will destroy the universe, you need to find a portal fast!\n\n_____---------------------Instructions-----------------______\n\nThe sewer is extremely slippery/ looks laggy but not really...\n\nand also WASD \n\nright arrow in order to move right\n\nleft arrow in order to move left\n\nup arrow to jump\n\nup arrow and right arrow in order to jump right or wall climb to the right\n\nup arrow and left arrow in order to jump left or wall climb to the left\n\nFriday, January 15, 2021\nI added a secret\n\nFriday, January 22, 2021\nI added darkness\n\nSaturday, January 23, 2021\nplz love and fave\n\nTWOsday, 2/22/22\n\n\nEXTRA\nNOT ADVERTISE FRIENDLY, But you can GIVE SUGGESTIONS and ADVERTISE to show what you want in it, but I will delete the message after viewing it and checking the inside\n\nGive credit if you want to remix\n\n100% made by me\n\n100% music made by scratch\n\nThis is possible\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nsee, I'm keeping my distance. (Like anybody cares that, u keep ur distance)
Factory ~platformer~
@Stage\n\nwhen I receive [start! v]\nswitch backdrop to (背景1 v)\nforever\n wait (1) seconds\n play sound [Raven & Kreyn - Bubble \[NCS Release\].mp3 v] until done\nend\n\nwhen [space v] key pressed\nplay sound [Elektronomia - Limitless \[NCS Release\] v] until done\n\nwhen I receive [start! v]\nset [sin v] to [0]\nforever\n change [sin v] by (5)\nend\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\n@intro!\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n set [ghost v] effect to (100)\n go to x: (-500) y: (0)\n set size to (0) %\n point in direction (0)\n repeat (40)\n change x by (((intro engine) - (x position)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n change size by (((100) - (size)) / (4))\n change [ghost v] effect by (-5)\n end\n wait until <[11.5] < (timer)>\n repeat (20)\n change [brightness v] effect by (5)\n end\n delete this clone\nelse\n if <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n set size to (0) %\n point in direction (180)\n repeat (20)\n turn right (((90) - (direction)) / (3)) degrees\n change size by (((120) - (size)) / (3))\n end\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n set size to (0) %\n point in direction (180)\n repeat (30)\n turn right (((90) - (direction)) / (4)) degrees\n change size by (((120) - (size)) / (4))\n end\n wait until <[8] < (timer)>\n delete this clone\n else\n if <(costume [number v]) = [6]> then\n set [ghost v] effect to (100)\n set size to (0) %\n repeat (20)\n change size by (((100) - (size)) / (4))\n change [ghost v] effect by (-7)\n end\n repeat (10)\n next costume\n end\n wait until <[12.5] < (timer)>\n delete this clone\n else\n if <(costume [number v]) = [17]> then\n set [intro engine v] to [0]\n set [ghost v] effect to (100)\n set [intro crazy v] to [0]\n forever\n go to [front v] layer\n change [intro engine v] by (5)\n point in direction ((([sin v] of ((intro engine) * (1)) ) * (10)) + (90))\n go to x: (0) y: ((([sin v] of ((intro engine) * (2)) ) * (20)) + (intro crazy))\n change [ghost v] effect by (-2)\n end\n else\n if <(costume [number v]) = [5]> then\n set [intro engine v] to [0]\n set [ghost v] effect to (100)\n set [intro crazy v] to [25]\n forever\n go to [front v] layer\n change [intro engine v] by (5)\n point in direction ((([sin v] of ((intro engine) * (1)) ) * (10)) + (82.5))\n go to x: (0) y: ((([sin v] of ((intro engine) * (2)) ) * (20)) + (intro crazy))\n change [ghost v] effect by (-2)\n end\n else\n if <(costume [number v]) = [4]> then\n set size to (0) %\n set [intro engine v] to [0]\n set [なんか v] to [0]\n set [intro crazy v] to [0]\n repeat (60)\n go to [front v] layer\n change [intro engine v] by (5)\n set [なんか v] to (((なんか) * (0.75)) + (((150) - (size)) / (2)))\n point in direction ((([sin v] of ((intro engine) * (1)) ) * (10)) + (90))\n go to x: (0) y: (([sin v] of ((intro engine) * (2)) ) * (20))\n change size by (なんか)\n end\n set [なんか v] to [0]\n repeat (30)\n go to [front v] layer\n change [intro engine v] by (5)\n point in direction ((([sin v] of ((intro engine) * (1)) ) * (10)) + ((([tan v] of (なんか) ) / (0.3)) + (90)))\n set y to (([sin v] of ((intro engine) * (2)) ) * (20))\n change x by (((x position) + (1)) / (4))\n change size by (((0) - (x position)) / (6))\n change [なんか v] by (4.6)\n end\n set [なんか v] to [0]\n delete this clone\n else\n set size to (0) %\n go to x: (0) y: (-180)\n repeat (60)\n switch costume to (circle2 v)\n change size by (((1200) - (size)) / (8))\n switch costume to (circle v)\n go to [front v] layer\n end\n repeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [17]> then\n wait until <[4] < (timer)>\n repeat (30)\n change [intro crazy v] by (((-100) - (intro crazy)) / (4))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) < [18]> then\n wait until <[16.5] < (timer)>\n delete this clone\nend\n\nwhen flag clicked\nif <key (s v) pressed?> then\n broadcast (start! v)\nelse\n reset timer\n reset timer\n reset timer\n reset timer\n start sound [Syn Cole - Feel Good \[NCS Release\] v]\n repeat (2)\n switch costume to (cube v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n set [brightness v] effect to (100)\n create clone of (_myself_ v)\n clear graphic effects\n wait (0.1) seconds\n end\n wait (0.4) seconds\n switch costume to (blue v)\n create clone of (_myself_ v)\n wait until <[2.2] < (timer)>\n switch costume to (name v)\n create clone of (_myself_ v)\n switch costume to (costume blake1 v)\n create clone of (_myself_ v)\n wait until <[4] < (timer)>\n switch costume to (icon v)\n create clone of (_myself_ v)\n wait until <[7] < (timer)>\n switch costume to (card v)\n set [intro engine v] to [-185]\n repeat (5)\n create clone of (_myself_ v)\n change [intro engine v] by (100)\n end\n wait until <[7.8] < (timer)>\n switch costume to (cat v)\n create clone of (_myself_ v)\n wait until <[15.5] < (timer)>\n switch costume to (circle v)\n create clone of (_myself_ v)\n wait (2) seconds\n broadcast (start! v)\nend\n\n@chara\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\ngo to x: (-200) y: (0)\n\nwhen I receive [ステージかえる v]\nstop [other scripts in sprite v]\nrepeat until <(round (x position)) = [-200]>\n change x by (((-200) - (x position)) / (speed))\n change y by (((-70) - (y position)) / (speed))\nend\n移動\n\ndefine 移動\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nforever\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n switch costume to (コスチューム1 v)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n switch costume to (コスチューム1 v)\n end\n change y by (-1)\n if <touching (stage v)?> then\n set [x v] to ((x) * (0.93))\n else\n set [x v] to ((x) * (0.9))\n end\n change y by (1)\n change x by (x)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(x) > [0]> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n set [y v] to [10]\n start sound [Basketball Bounce v]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> or <touching (jump v)?>> then\n if <touching (stage v)?> then\n start sound [Jump v]\n set [y v] to [15]\n end\n end\n change y by (Y)\n change [y v] by (-1)\n if <<touching (stage v)?> or <touching (stage v)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n if <[235] < (x position)> then\n broadcast (ステージかえる v)\n end\n if <touching (jump v)?> then\n start sound [Big Boing v]\n set [y v] to [20]\n broadcast (jump v)\n end\n if <<(y position) < [-180]> or <touching color (#ff0000)?>> then\n go to x: (-200) y: (0)\n start sound [Rip v]\n end\nend\n\nwhen I receive [start! v]\nshow\nwait (1) seconds\n移動\n\n@stage\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nset [ステージ v] to [1]\ncreate clone of (_myself_ v)\nswitch costume to (0 v)\n\nwhen I start as a clone\nshow\nswitch costume to ((ステージ) + (1))\nif <(ステージ) = [1]> then\n go to x: (0) y: (0)\nelse\n go to x: (500) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (speed))\n end\nend\n\nwhen I receive [ステージかえる v]\nif <(costume [number v]) = [1]> then\n change [ステージ v] by (1)\n create clone of (_myself_ v)\n switch costume to (0 v)\nelse\n 限度を測る\n repeat until <(round (x position)) = (限度)>\n go to [back v] layer\n change x by (((限度) - (x position)) / (speed))\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine 限度を測る\ngo to x: (-500) y: (0)\nset [限度 v] to (x position)\ngo to x: (0) y: (0)\n\n@red\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nwait () seconds\ncreate clone of (_myself_ v)\nswitch costume to (0 v)\n\nwhen I start as a clone\nshow\nswitch costume to ((ステージ) + (1))\nif <(ステージ) = [1]> then\n go to x: (0) y: (0)\nelse\n go to x: (500) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (speed))\n end\nend\n\nwhen I receive [ステージかえる v]\nif <(costume [number v]) = [1]> then\n wait () seconds\n create clone of (_myself_ v)\n switch costume to (0 v)\nelse\n 限度を測る\n repeat until <(round (x position)) = (限度)>\n go to [back v] layer\n change x by (((限度) - (x position)) / (speed))\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine 限度を測る\ngo to x: (-500) y: (0)\nset [限度 v] to (x position)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@tumbnail\n\nwhen flag clicked\nset [制御 v] to [0]\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [start! v]\nset [制御 v] to [1]\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nif <(制御) = [1]> then\n show\n set [pixelate v] effect to (100)\n set [ghost v] effect to (100)\n repeat (20)\n change [pixelate v] effect by (-5)\n change [ghost v] effect by (-5)\n go to [front v] layer\n end\n forever\n go to [front v] layer\n end\nend\n\n@☆&♡&Follow\n\nwhen I receive [start! v]\nforever\n wait (10) seconds\n set y to (500)\n show\n clear graphic effects\n set [!?&%$#=¥+-<>/\ v] to [0]\n repeat (10)\n repeat until <(y position) < [130]>\n change [!?&%$#=¥+-<>/\ v] by (-1)\n change y by (!?&%$#=¥+-<>/\)\n change [ghost v] effect by (-5)\n end\n set [!?&%$#=¥+-<>/\ v] to (([abs v] of (!?&%$#=¥+-<>/\) ) * (0.9))\n change [!?&%$#=¥+-<>/\ v] by (-1)\n change y by (!?&%$#=¥+-<>/\)\n end\n wait (5) seconds\n set [!?&%$#=¥+-<>/\ v] to [0]\n repeat (8)\n change [!?&%$#=¥+-<>/\ v] by (2)\n change y by (!?&%$#=¥+-<>/\)\n change [ghost v] effect by (12.5)\n end\n hide\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\n
---------------------------My New Game--------------------------\n◇◆                    ◆◇ ◆◇                    ◇◆\nOperate with the arrow keys! If you touch red, it is out!\n矢印キーで操作します!赤色に触れてしまうとアウトです!\nIntros can be skipped with the s key.\nイントロはsキーでスキップできます。\n___________________________________________
Scratch block platformer
@Stage\n\nwhen flag clicked\n\nwhen I receive [タイトルが〜めん v]\nforever\n change [color v] effect by (1)\nend\n\nwhen I receive [タイトルが〜めん v]\nset [color v] effect to (0)\nforever\n play sound [lightblue012の十八番曲 v] until done\nend\n\n@Hero\n\nwhen I receive [タイトルが〜めん v]\ngo to [front v] layer\nshow\nset size to (75) %\nswitch costume to ( v)\nset drag mode [not draggable v]\ngo [backward v] (1) layers\ngo to x: (-190) y: (50)\npoint in direction (90)\nset [ステージ v] to [1]\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 point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (地形 v)?> and <not <<touching color (#b249f2)?> or <touching color (#8d3ac1)?>>>> then\n change y by (1)\n if <<touching (地形 v)?> and <not <<touching color (#b249f2)?> or <touching color (#8d3ac1)?>>>> then\n change y by (1)\n if <<touching (地形 v)?> and <not <<touching color (#b249f2)?> or <touching color (#8d3ac1)?>>>> then\n change y by (1)\n if <<touching (地形 v)?> and <not <<touching color (#b249f2)?> or <touching color (#8d3ac1)?>>>> then\n change y by (1)\n if <<touching (地形 v)?> and <not <<touching color (#b249f2)?> or <touching color (#8d3ac1)?>>>> then\n change y by (1)\n if <<touching (地形 v)?> and <not <<touching color (#b249f2)?> or <touching color (#8d3ac1)?>>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (地形 v)?> and <not <<touching color (#b249f2)?> or <touching color (#8d3ac1)?>>>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n start sound [Jump v]\n point in direction ((Yv) * (0.5))\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (地形 v)?> and <not <<touching color (#b249f2)?> or <touching color (#8d3ac1)?>>>> 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 change [ステージ v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-190) y: (50)\n end\n if <(y position) < [-170]> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (50)\n end\n if <<touching color (#9e41d7)?> or <touching color (#b249f2)?>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (50)\n end\nend\n\nwhen flag clicked\nhide\nerase all\n\nadd [黄土] to [ステージ:色 v]\nadd [青] to [ステージ:色 v]\nadd [紫] to [ステージ:色 v]\n\nadd [なにか] to [ステージ:色 v]\n\nwhen I receive [タイトルが〜めん v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (12)\n change [ghost v] effect by (8)\n change size by (-2)\nend\nhide\ndelete this clone\n\nset size to (80) %\n\nset rotation style [all around v]\n\nturn right (-15) degrees\n\n@地形\n\ndefine 地面作成\nerase all\nset [動いていい? v] to [0]\nshow\ngo to x: (0) y: (0)\nset [brightness v] effect to (-50)\nif <(ステージ) = [1]> then\n switch costume to (1 v)\nelse\n next costume\nend\nset size to (50) %\nrepeat (50)\n stamp\n change size by (1)\n change [brightness v] effect by (1)\nend\nset [動いていい? v] to [1]\n\ngo to x: (0) y: (0)\nset [brightness v] effect to (-50)\nswitch costume to (7 v)\n\nwhen I receive [タイトルが〜めん v]\nshow\n地面作成\n\nwhen I receive [next level v]\n地面作成\n\nerase all\n\nnext costume\n\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset volume to (100) %\nshow\nset size to (0) %\ngo to x: (0) y: (-180)\nstart sound [Boing v]\nset [縦 v] to [20]\nrepeat (39)\n change [縦 v] by (-1)\n change y by (縦)\n change size by (0.5)\nend\ngo to x: (0) y: (-165)\nstart sound [Boing v]\nset [縦 v] to [20]\nrepeat (35)\n change [縦 v] by (-1)\n change y by (縦)\n change size by (1)\nend\ngo to x: (0) y: (-140)\nstart sound [Boing v]\nset [縦 v] to [20]\nrepeat (32)\n change [縦 v] by (-0.948)\n change y by (縦)\n change size by (1.35)\nend\nstart sound [Collect v]\nwait (.25) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (タイトルが〜めん v)\n\n
※重くてすみません!\n<How to play>\nArrow keys or tap to screen. All the blocks in the work are hand-drawn by me ^^ I worked pretty hard on them! This is the hardest drawing I've ever done!\n\nDo not touch any music-related blocks.\n\n<遊び方>\n矢印キーか画面をタップすることで動きます。この作品に出てくるブロックは全て手描きです!自分史上、一番頑張って描きました^^(下手ですみません...!)\n\n音楽関連のブロックに触ってはいけません!\n
Neon 2 - Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Happy Robot v] until done\nend\n\n@player\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [restart v]\nstart sound [Crunch v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (x spawn) y: (y spawn)\n\nwhen flag clicked\nbroadcast (BEGIN NOW v)\n\nhide\n\ndefine run engine\nchange [y v] by (-0.5)\nif < or <key (a v) pressed?>> then\n switch costume to (rightt2 v)\n change [x v] by (-.6)\nend\nif < or <key (d v) pressed?>> then\n switch costume to (left2 v)\n change [x v] by (.6)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (space 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 <<<touching (ground v)?> and <key (space v) pressed?>> or <<touching (ground v)?> and <key (w v) pressed?>>>> then\n switch costume to (up2earth v)\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <<touching (danger v)?> or <<touching (saw v)?> or <touching (lava v)?>>> then\n broadcast (Restart v)\nend\nif <(level) = [14]> then\ncreate clone of (_myself_ v)\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [y]\n\nset [moving_? v] to [n]\n\npoint in direction (90)\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [next v]\ngo to x: (x spawn) y: (y spawn)\n\nwhen I receive [begin now v]\nset [level v] to [1]\nshow\nset [x spawn v] to [-199]\nset [y spawn v] to [-76]\ngo to x: (x spawn) y: (y spawn)\nswitch costume to (1 v)\nswitch backdrop to (backdrop3 v)\nset size to (40) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n run engine\nend\n\nset rotation style [left-right v]\n\nset [brightness v] effect to (-7)\n\nset [moving_? v] to [y]\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <<<key (right arrow v) pressed?> or > or <key (d v) pressed?>>> or <key (a v) pressed?>> then\n set [moving_? v] to [y]\n else\n set [moving_? v] to [n]\n end\nend\n\nif <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<key (space v) pressed?> and <<key (w v) pressed?> or <touching (ground v)?>>>>> then\n set [moving_? v] to [up]\nend\n\n\n\nif <(MOVING_?) = [u]> then\n switch costume to (up v)\nend\n\nif <(y position) > [-60]> then\n set [moving_? v] to [u]\nelse\n set [moving_? v] to [n]\nend\n\nrepeat until <(costume [number v]) = [6]>\n\nset [moving_? v] to [n]\n\nif <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\nelse\n switch costume to (1 v)\nend\n\ncreate clone of (_myself_ v)\n\nforever\n if <(MOVING_?) = [y]> then\n wait (.01) seconds\n next costume\n else\n switch costume to (1 v)\n end\nend\n\nswitch costume to (up v)\n\nwhen flag clicked\nforever\n if <not <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or >>>>>> then\n switch costume to (center v)\n end\nend\n\nset [brightness v] effect to (-9)\n\nset rotation style [left-right v]\n\nclear graphic effects\nset [brightness v] effect to (-7)\nrepeat (10)\n change y by (6)\n change [ghost v] effect by (10)\nend\nset [brightness v] effect to (-7)\nrepeat (10)\n change y by (-1)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n\nchange [color v] by (0)\nwait (.3) seconds\n\n@transition\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (347)\n\nwhen I receive [trans v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (20)\nrepeat (20)\n change [ghost v] effect by (-6)\nend\nwait (.1) seconds\nrepeat (20)\n change [ghost v] effect by (6)\nend\nhide\n\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\nrepeat until <(round (y position)) = [347]>\n go to [front v] layer\n change y by (15)\nend\nhide\n\nwhen I receive [next v]\nwait (0) seconds\nbroadcast (trans v)\n\nswitch costume to (pick random (1) to (6))\nshow\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\nend\nrepeat until <(round (y position)) = [347]>\n go to [front v] layer\n change y by (((347) - (y position)) / (5))\nend\nhide\n\n@ground\n\nwhen flag clicked\ngo to x: (1) y: (-8)\nforever\n switch costume to (level)\nend\n\ngo to [front v] layer\n\nwhen I receive [next v]\n\n@lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\n@tn\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\n\nshow\n\n
Use WAD or arrow keys! If you haven't played Neon 1 then go play it here!: https://scratch.mit.edu/projects/456101691/\nThanks for all the support!
Platformer V 1.3 #games #all
@Stage\n\n@PLAYER\n\nwhen flag clicked\nhide variable [mouse v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide variable [☁ high score v]\nhide variable [☁ high score that shows v]\nshow variable [the player's score that shows v]\nhide variable [your score v]\nhide variable [☁ high score v]\nhide variable [player's score v]\nhide variable [the high score that shows v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nreset timer\nforever\n broadcast (Reset game 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 Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Change Player x by: [-9]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Change Player x by: [9]\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(In air) < [6]> then\n set [sy v] to [17]\n end\nend\nif <key (space v) pressed?> then\n if <<not <(Level) = [5]>> and <(In air) < [6]>> then\n set [sy v] to [9]\n end\nend\nchange [sy v] by (-2.1)\nChange Player Y by: (sy)\nTest if dead\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)) / (8)))\nif <(Scroll Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [DIE]\nend\n\ndefine Change Player Y by: (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nchange [in air v] by (1)\nrepeat until <not <touching (platformz 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 (platformz v)?> then\n repeat (11)\n change [y v] by (1)\n Position\n if <not <touching (platformz v)?>> then\n end\n change [y v] by (-11)\n repeat until <not <touching (platformz v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (3)\n hide\n wait (0.2) seconds\n change [ghost v] effect by (15)\n show\nend\nset [ghost v] effect to (0)\nhide\nwait (1) seconds\n\ndefine Test if dead\nif <touching (dangerous stuff v)?> then\n set [exit v] to [DIE]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nchange size by (220)\n\nwhen I receive [play game v]\nrepeat until <(Level) = [6]>\n set [your score v] to (join (username) (join [: ] (timer)))\n set [the player's score that shows v] to (join [Your Time: ] (timer))\n set [player's score v] to (timer)\nend\nif <(☁ High Score) > (player's score)> then\n set [☁ high score v] to (player's score)\n set [☁ high score that shows v] to (join [High Score: ] (join (username) (join [ - ] (☁ High Score))))\n show variable [☁ high score that shows v]\nelse\n show variable [☁ high score that shows v]\n set [☁ high score that shows v] to (join [High Score: ] (☁ High Score))\nend\n\n@PLATFORMZ\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\nif <(Level) = [1]> then\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (lv 1.1 v)\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [400] y: [0]\nelse\n if <(Level) = [2]> then\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (lv 2.1 v)\n Clone at x: [450] y: [330]\n Clone at x: [1000] y: [30]\n Clone at x: [900] y: [40]\n else\n if <(Level) = [3]> then\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (lv 3.1 v)\n Clone at x: [1350] y: [0]\n Clone at x: [-650] y: [0]\n Clone at x: [600] y: [100]\n Clone at x: [700] y: [200]\n else\n if <(Level) = [4]> then\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (lv 4.1 v)\n Clone at x: [200] y: [550]\n Clone at x: [360] y: [400]\n Clone at x: [280] y: [330]\n Clone at x: [400] y: [0]\n else\n if <(Level) = [5]> then\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (lv 5.1 v)\n Clone at x: [555] y: [110]\n Clone at x: [-350] y: [200]\n Clone at x: [600] y: [190]\n Clone at x: [-450] y: [200]\n Clone at x: [800] y: [0]\n Clone at x: [-800] y: [400]\n Clone at x: [150] y: [400]\n else\n if <(Level) = [level]> then\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (win v)\n else\n if <(Level) = [6]> then\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (win v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset game v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@DANGEROUS STUFF\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\nif <(Level) = [1]> then\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (lv 1.1 v)\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [400] y: [0]\nelse\n if <(Level) = [2]> then\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (lv 2.1 v)\n Clone at x: [450] y: [330]\n Clone at x: [1000] y: [30]\n Clone at x: [900] y: [40]\n else\n if <(Level) = [3]> then\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (lv 3.1 v)\n Clone at x: [1350] y: [0]\n Clone at x: [-650] y: [0]\n Clone at x: [600] y: [100]\n Clone at x: [700] y: [200]\n else\n if <(Level) = [4]> then\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (lv 4.1 v)\n Clone at x: [200] y: [550]\n Clone at x: [360] y: [400]\n Clone at x: [280] y: [330]\n Clone at x: [400] y: [0]\n else\n if <(Level) = [5]> then\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (lv 5.1 v)\n Clone at x: [555] y: [110]\n Clone at x: [-350] y: [200]\n Clone at x: [600] y: [190]\n Clone at x: [-450] y: [200]\n Clone at x: [800] y: [0]\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset game v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset [collectables collected v] to (join (Collectablees collected) (join [/] (Collected Max)))\nPosition ((x) - (Scroll X)) ((y) - (Scroll Y))\nif <touching (player v)?> then\n change [collectablees collected v] by (1)\n if <(Collectablees collected) = (Collected Max)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collectables collected v] to [0]\nset [collectablees collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (collectable v)\n Clone at x: [138] y: [56]\n Clone at x: [-20] y: [108]\n Clone at x: [-191] y: [125]\n Clone at x: [382] y: [-68]\n Clone at x: [679] y: [4]\n Clone at x: [952] y: [85]\n Clone at x: [1125] y: [85]\n Clone at x: [1560] y: [-58]\n Clone at x: [1516] y: [-29]\n Clone at x: [1473] y: [-58]\nelse\n if <(Level) = [2]> then\n switch costume to (collectable v)\n Clone at x: [79] y: [-39]\n Clone at x: [-174] y: [14]\n Clone at x: [-94] y: [169]\n Clone at x: [400] y: [176]\n Clone at x: [92] y: [234]\n Clone at x: [660] y: [260]\n Clone at x: [1343] y: [351]\n Clone at x: [1130] y: [466]\n Clone at x: [2086] y: [425]\n Clone at x: [2030] y: [481]\n else\n if <(Level) = [3]> then\n switch costume to (collectable v)\n Clone at x: [-188] y: [-20]\n Clone at x: [-86] y: [-20]\n Clone at x: [258] y: [-59]\n Clone at x: [310] y: [-23]\n Clone at x: [378] y: [-57]\n Clone at x: [675] y: [131]\n Clone at x: [2276] y: [303]\n Clone at x: [896] y: [134]\n Clone at x: [1380] y: [304]\n else\n if <(Level) = [4]> then\n switch costume to (collectable v)\n Clone at x: [923] y: [1819]\n Clone at x: [1186] y: [1719]\n Clone at x: [1228] y: [1491]\n Clone at x: [1143] y: [1308]\n Clone at x: [-91] y: [561]\n Clone at x: [551] y: [499]\n Clone at x: [243] y: [200]\n Clone at x: [-210] y: [232]\n Clone at x: [-210] y: [173]\n Clone at x: [433] y: [551]\n Clone at x: [111] y: [659]\n Clone at x: [838] y: [1486]\n Clone at x: [1086] y: [1130]\n else\n if <(Level) = [5]> then\n switch costume to (collectable v)\n Clone at x: [-168] y: [22]\n Clone at x: [-101] y: [22]\n Clone at x: [-33] y: [22]\n end\n end\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 game v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (Scroll X)) (join [, ] ((mouse y) + (Scroll Y))))\nshow variable [mouse v]\n\n@Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll X)) ((y) - (Scroll Y))\nif <<(costume [number v]) = [1]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collectables collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (closed v)\n Clone at x: [1819] y: [97]\nelse\n if <(Level) = [2]> then\n switch costume to (closed v)\n Clone at x: [2747] y: [406]\n else\n if <(Level) = [3]> then\n switch costume to (closed v)\n Clone at x: [2578] y: [220]\n else\n if <(Level) = [4]> then\n switch costume to (closed v)\n Clone at x: [1692] y: [1526]\n else\n if <(Level) = [5]> then\n switch costume to (closed v)\n Clone at x: [592] y: [1959]\n else\n if <(Level) = [6]> then\n switch costume to (closed v)\n Clone at x: [99999] y: [99999]\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset game v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (Scroll X)) (join [, ] ((mouse y) + (Scroll Y))))\nshow variable [mouse v]\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nshow\n\n@Cloudz\n\nwhen flag clicked\ngo to [back v] layer\n\n
Easy Mode: https://scratch.mit.edu/projects/470985635/\nMy High Score: 167.014 seconds (0 deaths(somehow))\nImportant Note: When remixing please give credit and change some things inside or else it will be reported.\nIf you enjoyed playing this, please leave a love and a fav, I really appreciate it!\nFollow me for more great platformers!\n#games\n#platformers\n#all
Earth - A 360 Platformer
@Stage\n\nwhen flag clicked\nbroadcast (Green flag 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 I receive [green flag v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (15) to (30)) seconds\nend\n\n@Platform\n\ndefine SET HACK SIZE TO (number or text)\nswitch costume to (2 v)\nset size to (number or text) %\nswitch costume to (1 v)\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nstop all sounds\nplay sound [Vexento - Masked Heroes \[NCS Fanmade\] v] until done\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\nbroadcast (Respawn v)\nSET HACK SIZE TO [200]\nforever\n change [y vel v] by (1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [d vel v] by (-0.2)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [d vel v] by (0.2)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nplay sound [Vexento - Masked Heroes \[NCS Fanmade\] v] until done\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nstop all sounds\nplay sound [Vexento - Masked Heroes \[NCS Fanmade\] v] until done\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n switch costume to (1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\nset [d vel v] to [0]\nset [y vel v] to [0]\nbroadcast (Respawn v)\n\n@Player\n\nwhen I receive [green flag v]\nforever\n if <not <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n switch costume to (1 v)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-1)\nhide\n\nwhen I receive [green flag v]\nshow\n\nwhen flag clicked\nforever\n change y by (-5)\n if <touching color (#218ad0)?> then\n set [y vel v] to [-20]\n end\n if <touching color (#348340)?> then\n broadcast (Respawn v)\n end\n if <touching color (#66ff7d)?> then\n broadcast (Respawn v)\n end\n if <touching color (#50ff00)?> then\n broadcast (Win v)\n end\n change y by (5)\nend\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [green flag v]\nforever\n if <<key (w v) pressed?> or <<key (space v) pressed?> or <key (up arrow v) pressed?>>> then\n switch costume to (6 v)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (4 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (5 v)\n end\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (2 v)\n end\n if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (3 v)\n end\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\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Love/Fave Detector\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (2 v)\nset [ghost v] effect to (100)\ngo [forward v] (2000) layers\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n@Win Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\n@Sun\n\nwhen flag clicked\nforever\n go to [back v] layer\n show\n go to x: (218) y: (160)\n set size to (140) %\n repeat (40)\n change size by (0.6)\n end\n repeat (40)\n change size by (-0.6)\n end\nend\n\nwhen I receive [win v]\nhide\n\n
Hello there, welcome to my second 360-degree platformer. This is the sequel to my first 360 platformer Lava World. Link - https://scratch.mit.edu/projects/468009493\n\n- Use arrow keys to move the player jump.\n- You can wall jump.\n- Leave a ❤️ and ⭐ and maybe a follow.\n- Dodge the spikes.\n- Get to the green to win.\n- Have fun!
I survived 2020|| A scrolling platformer
@Stage\n\nwhen [space v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\n\nwhen I receive [name v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [name done v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro done v]\nswitch backdrop to (mountain v)\n\nwhen I receive [last intro v]\n\nwhen I receive [intro v]\nswitch backdrop to (backdrop1 v)\n\n@blank\n\n@exit\n\nwhen I receive [tick v]\ngo to ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nswitch costume to (close v)\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n clone [3529] [35]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\ndefine go to (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\ndefine clone (x) (y)\nchange [y v] by (y)\nchange [x v] by (x)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nforever\n hide\nend\n\n@Player\n\nwhen flag clicked\nhide variable [collectable fraction v]\nhide\nbroadcast (intro v) and wait\n\nif <(username) = [jaseeeeeey]> then\n\nwhen I receive [green flag v]\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n reset timer\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game win\n else\n Game Die\n end\nend\n\ndefine Game on\nshow variable [collectable fraction v]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nshow\n\ndefine Tick\nset [collectable fraction v] to (join (COLLECTED) (join [/] (COLLECTED MAX)))\nif <<<(mouse x) > (x position)> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (90)\n change [sx v] by (1)\nend\nif <<<(x position) > (mouse x)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-90)\n change [sx v] by (-1)\nend\nset [sx v] to ((sx) * (0.9))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X by (round (sx))\nend\nif <<<(mouse y) > (y position)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(in air) < [14]> then\n set [sy v] to [13]\n end\nend\nchange [sy v] by (-2)\nif <touching (ladder v)?> then\n set [in air v] to [0]\n set [sy v] to [0]\n if <<<(y position) > (mouse y)> and <mouse down?>> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>> then\n Change Player Y by [-8]\n end\n if <<<(mouse y) > (y position)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n Change Player Y by [8]\n end\nend\nChange Player Y by (sy)\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nset [scroll y v] to (y)\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player Y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest die\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player X by (sx)\nchange [x v] by (sx)\nPosition\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 <<<(mouse y) > (y position)> 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 [-7]\n else\n set [sx v] to [7]\n set [in air v] to [0]\n end\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game win\nrepeat (50)\n point towards (exit v)\n turn left (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (Win v) and wait\n\nchange [level v] by (1)\nwait (1) seconds\n\nwait (5) seconds\n\nwhen I receive [intro done v]\npoint in direction (90)\nset rotation style [left-right v]\nhide\ngo to [front v] layer\nbroadcast (play game v) and wait\n\nbroadcast (green flag v) and wait\n\nwait (1) seconds\n\nwhen I receive [win v]\nforever\n hide\n hide variable [collectable fraction v]\nend\n\nwait (1) seconds\n\nsay [Hello!] for (2) seconds\n\n@danger\n\ndefine clone (x) (y)\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 [tick v]\ngo to ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (locust v)\nclone [906] [-47]\nswitch costume to (virus v)\nclone [1206] [8]\nclone [1461] [8]\nclone [1907] [304]\nswitch costume to (locust v)\nclone [1461] [258]\nswitch costume to (fire v)\nclone [2282] [721]\nswitch costume to (3 fire v)\nclone [2530] [765]\nswitch costume to (lava v)\nclone [2957] [-112]\n\ndefine go to (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 [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nforever\n hide\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nrepeat (4)\n create clone of (_myself_ v)\n change [x v] by (480)\n next costume\nend\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nchange [y v] by (480)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nchange [y v] by (-480)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nswitch costume to (level 1 8 v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nswitch costume to (virus v)\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\nnext costume\n\n@coins\n\ndefine go to (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 [tick v]\ngo to ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (open portal v)\n end\n delete this clone\nend\n\ndefine clone (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n clone [770 ] [-43]\n clone [1025] [-43]\n clone [1375] [267]\n clone [1835] [310]\n clone [2340] [718]\n clone [2633] [768]\n clone [2857] [209]\n clone [3227] [-3]\nend\nset [x v] to [-9999999999999999999999999999999999999999999999]\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nforever\n hide\nend\n\n@win\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nswitch costume to ( v)\nshow\ngo to [front v] layer\nstop [all v]\n\nforever\nend\n\n@ladder\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine CLONE AT X (x) Y (y)\ngo to [back v] layer\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n CLONE AT X [1625] Y [90]\n CLONE AT X [375] Y [330]\nend\nset [x v] to [-99999999999999999999999999999999999999999999999999999999999]\n\nwhen I receive [win v]\nforever\n hide\nend\n\n@Intro\n\nwhen I receive [intro v]\nclear graphic effects\nshow\nset size to (0) %\ngo to x: (0) y: (300)\npoint in direction (0)\nswitch costume to (square v)\nrepeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\nend\npoint in direction (90)\nrepeat (12)\n next costume\nend\nrepeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\nend\nhide\nbroadcast (name v)\nwait (2) seconds\nbroadcast (name done v)\nrepeat (20)\n show\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\nend\nrepeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\nend\nset [i v] to [-1]\nrepeat (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))\nend\nhide\nbroadcast (last intro v)\npoint in direction (90)\nswitch costume to (rectangle v)\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nset size to (100) %\nshow\n\nwhen I receive [intro done v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndelete this clone\n\nwhen flag clicked\nhide\nclear sound effects\nset volume to (100) %\nforever\n play sound [music v] until done\nend\n\nwhen I receive [win v]\nforever\n hide\nend\n\nbroadcast (last intro v) and wait\n\n@letter\n\ndefine write (size) (width between) (what they are writing) (x) (y)\nhide\nset size to (size) %\ngo to x: (x) y: (y)\nset [letter v] to [1]\nrepeat (length of (what they are writing))\n go to [front v] layer\n switch costume to (letter (Letter) of (what they are writing))\n stamp\n change x by (width between)\n change [letter v] by (1)\nend\n\nwhen [space v] key pressed\nset [mouse v] to (join (mouse x) (join [,] (mouse y)))\n\nwhen I receive [name v]\nwrite [100] [15] [Hi] [-160] [0]\nif <not <(username) = []>> then\n write [100] [15] (username) [-110] [0]\nelse\n write [100] [15] [not signed in scratcher] [-110] [0]\nend\n\nwhen flag clicked\nerase all\n\nwhen I receive [name done v]\nerase all\n\nwhen I receive [win v]\nforever\n hide\nend\n\n@intro 1\n\nwhen I receive [last intro v]\ngo to [front v] layer\nclear graphic effects\npoint in direction (90)\nset size to (0) %\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n turn right (18) degrees\n change size by (5)\nend\nwait (2) seconds\nbroadcast (Intro done v)\n\nwhen I receive [intro done v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [last intro v]\ngo to x: (-240) y: (-130)\ngo to [front v] layer\nclear graphic effects\npoint in direction (90)\nset size to (100) %\nshow\nglide (1) secs to x: (-7) y: (-130)\n\nwhen I receive [intro done v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\n@tramp\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine CLONE AT X (x) Y (y)\ngo to [back v] layer\nset [y v] to (x)\nset [x v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n CLONE AT X [2768] Y [32]\nend\nset [x v] to [-99999999999999999999999999999999999999999999999999999999999]\n\nCLONE AT X [375] Y [330]\n\nchange [x v] by (360)\nchange [y v] by (360)\n\ncreate clone of (_myself_ v)\nnext costume\n\n@thumb\n\nturn left (15) degrees\n\nturn right (25) degrees\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (0)\n\ngo to [front v] layer\n\nshow\n\n
Instructions \n1) WASD or arrow keys to move\n2) You have to collect all the coins to get through the hole\n3) Have fun\n4) Leave a ❤️ and ⭐or maybe a follow\n Do you like this project? Propose to be featured here: https://scratch.mit.edu/studios/4228481/\n
Among Us Platformer remix
@Stage\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n set [place_spritex v] to (mouse x)\n set [place_spritey v] to (mouse y)\n end\nend\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Space Noise v] until done\nend\n\n@main charectar\n\nwhen flag clicked\nset size to (50) %\nset [level v] to [1]\nReset\nbroadcast (Start Game v)\nbroadcast (StartNewLevel v)\n\ndefine Reset\ngo to x: (-200) y: (0)\nset [g_isplayerdead v] to [false]\nset [g_velocity v] to [0]\nset [g_onground v] to [0]\nset [g_gravity v] to [-1]\nset [jumping v] to [0]\n\nwhen I receive [start game v]\nchange [ghost v] effect by (100)\nshow\nrepeat until <(G_isPlayerDead) = [true]>\n broadcast (StartAllControl v)\n broadcast (CheckPlatformDetection v)\n broadcast (CheckPlayerPosition v)\nend\n\ndefine MovementControl\nif <key (right arrow v) pressed?> then\n set [g_speedx v] to [5]\nelse\n if <key (left arrow v) pressed?> then\n set [g_speedx v] to [-5]\n else\n set [g_speedx v] to [0]\n end\nend\n\nwhen I receive [startallcontrol v]\nMovementControl\nJumpControl\nif <key (up arrow v) pressed?> then\n change [g_velocity v] by (G_gravity)\nelse\n change [g_velocity v] by ((G_gravity) * (2))\nend\nchange y by (G_velocity)\n\ndefine MoveHitBox (speedx)\nchange x by (speedx)\nset [deviation v] to [0]\nrepeat until <<(deviation) = [5]> or <not <touching (ground v)?>>>\n change y by (1)\n change [deviation v] by (1)\nend\nif <(deviation) = [5]> then\n change x by ((0) - (speedx))\n change y by ((0) - (deviation))\nend\n\nwhen I receive [checkplatformdetection v]\nCheckHitGround <(G_velocity) > [0]>\nMoveHitBox (G_speedX)\n\ndefine JumpControl\nif <key (up arrow v) pressed?> then\n if <<(G_onGround) > [0]> and <(jumping) = [0]>> then\n set [g_onground v] to [0]\n set [jumping v] to [1]\n set [g_velocity v] to [15]\n end\nend\n\ndefine CheckHitGround <isjumping>\nrepeat until <not <touching (ground v)?>>\n if <isjumping> then\n change y by (-1)\n set [g_velocity v] to [0]\n else\n change y by (1)\n set [g_velocity v] to [0]\n set [g_onground v] to [1]\n if <(jumping) = [1]> then\n set [jumping v] to [0]\n end\n end\nend\n\nwhen I receive [startnewlevel v]\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\n\nwhen I receive [bounce v]\nset [jumping v] to [1]\nset [g_velocity v] to [25]\n\nwhen I receive [checkplayerposition v]\nforever\n if <<touching color (#e46634)?> or <(y position) < [-150]>> then\n broadcast (Die v)\n end\n if <(x position) > [225]> then\n change [level v] by (1)\n broadcast (StartNewLevel v)\n end\n if <(G_isPlayerDead) = [true]> then\n wait (0.1) seconds\n Reset\n broadcast (Start Game v)\n end\nend\n\nwhen I receive [startnewlevel v]\nReset\nbroadcast (Start Game v)\n\nwhen I receive [die v]\nset [g_isplayerdead v] to [true]\n\n@AnimatedCharectar\n\nwhen flag clicked\nset size to (50) %\nset rotation style [left-right v]\ngo to [front v] layer\nshow\nforever\n go to (main charectar v)\n if <<not <key (any v) pressed?>> and <(G_onGround) = [1]>> then\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n if <(costume [name v]) = [idle]> then\n switch costume to (walkcolor0001 v)\n else\n next costume\n wait (0.02) seconds\n end\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n if <(costume [name v]) = [idle]> then\n switch costume to (walkcolor0001 v)\n else\n next costume\n wait (0.02) seconds\n end\n end\n if <key (up arrow v) pressed?> then\n switch costume to (walkcolor0001 v)\n end\nend\n\nwhen flag clicked\nset [death v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <(costume [number v]) = [6]> then\n play sound [The among us walking sound effect2 v] until done\n end\n end\n if <key (up arrow v) pressed?> then\n play sound [jump v] until done\n end\nend\n\nwhen I receive [die v]\nplay sound [Alien Creak1 v] until done\nchange [death v] by (1)\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (join [costume] (Level))\nend\n\nif <(Level) < [11]> then\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Place Clone At [20] [-90]\nend\nif <(Level) = [2]> then\n Place Clone At [-117] [-90]\nend\nif <(Level) = [8]> then\n Place Clone At [-65] [-10]\nend\nif <(Level) = [9]> then\n Place Clone At [139] [-90]\nend\nif <(Level) = [16]> then\n Place Clone At [139] [-90]\n Place Clone At [60] [-90]\n Place Clone At [-10] [-90]\n Place Clone At [-70] [-90]\n Place Clone At [-140] [-90]\nend\nhide\nset [x v] to [-9999]\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 start as a clone\ngo to x: (x) y: (y)\nforever\n if <touching (main charectar v)?> then\n broadcast (bounce v)\n repeat (8)\n next costume\n end\n switch costume to (trampoline1 v)\n end\nend\n\n@spikes\n\nwhen flag clicked\nhide\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [2]> then\n Place Clone At [-2] [35]\nend\nif <(Level) = [4]> then\n Place Clone At [-30] [-33]\n Place Clone At [141] [104]\nend\nif <(Level) = [11]> then\n Place Clone At [0] [-66]\nend\nhide\nset [x v] to [-99999]\n\nPlace Clone At [62] [30]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nforever\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\nend\n\n@Sprite1\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nStart Laser Again\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (x) y: (y)\nset [timer v] to [0]\nforever\n set pen color to (#e46634)\n set pen size to (1)\n erase all\n pen down\n repeat (10)\n change y by (250)\n change y by (-250)\n change pen size by (4)\n wait (0.1) seconds\n change [timer v] by (1)\n end\n if <(timer) > [15]> then\n broadcast (Stop Laser v)\n delete this clone\n end\nend\n\nwhen I receive [reset v]\nerase all\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Start Laser Again\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [3]> then\n Place Clone At [0] [103]\nend\nif <(Level) = [5]> then\n Place Clone At [2] [103]\nend\nif <(Level) = [12]> then\n Place Clone At [0] [103]\n Place Clone At [-115] [103]\n Place Clone At [115] [103]\nend\nif <(Level) = [14]> then\n Place Clone At [0] [103]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [stop laser v]\nstop [other scripts in sprite v]\nerase all\nwait (1.5) seconds\nbroadcast (Start Laser Again v)\n\nwhen I receive [start laser again v]\nStart Laser Again\n\nwhen I start as a clone\nset volume to (50) %\nforever\n wait (0.5) seconds\n play sound [zap sound v] until done\n wait (0.5) seconds\nend\n\nhide\nset [x v] to [-99999]\n\nwhen I start as a clone\n\nsay [Hello!] for (2) seconds\n\nPlace Clone At [-115] [103]\nPlace Clone At [115] [103]\n\n@AnimatedCharectar2\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [3]> then\n Place Clone At [101] [-90]\nend\nif <(Level) = [6]> then\n Place Clone At [100] [-93]\nend\nif <(Level) = [8]> then\n Place Clone At [-74] [-10]\nend\nif <(Level) = [10]> then\n Place Clone At [-20] [-90]\n Place Clone At [100] [-90]\nend\nif <(Level) = [15]> then\n Place Clone At [-122] [-93]\n Place Clone At [0] [-93]\n Place Clone At [122] [-93]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nchange [color v] effect by (pick random (25) to (75))\nPatrolling Around\nforever\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\nend\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 flag clicked\nset rotation style [left-right v]\nhide\n\ndefine Patrolling Around\nforever\n repeat (25)\n point in direction (90)\n change x by (5)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\n repeat (25)\n point in direction (-90)\n change x by (-5)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n play sound [The among us walking sound effect2 v] until done\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\nend\n\n@Smasher\n\nwhen flag clicked\nhide\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [5]> then\n Place Clone At [206] [50]\nend\nif <(Level) = [6]> then\n Place Clone At [0] [50]\nend\nif <(Level) = [9]> then\n Place Clone At [0] [50]\nend\nif <(Level) = [13]> then\n Place Clone At [0] [50]\n Place Clone At [-115] [50]\n Place Clone At [115] [50]\nend\nif <(Level) = [14]> then\n Place Clone At [-115] [50]\n Place Clone At [115] [50]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nSmash Down (y)\n\ndefine Smash Down (y)\nforever\n repeat until <touching (ground v)?>\n change y by (-2)\n end\n broadcast (PlaySmashSound v)\n wait (1) seconds\n repeat until <(y position) > (y)>\n change y by (5)\n end\nend\n\nwhen I receive [playsmashsound v]\nset volume to (50) %\nplay sound [crash metal v] until done\n\nwhen I start as a clone\nforever\n if <touching (maincharacter v)?> then\n broadcast (Die v)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\nend\n\nset [level v] to [13]\n\nwait (1) seconds\nPlace Clone At [-200] [100]\nwait (0.1) seconds\nPlace Clone At [-115] [100]\nwait (0.1) seconds\nPlace Clone At [0] [100]\nwait (0.1) seconds\nPlace Clone At [115] [100]\nwait (0.1) seconds\nPlace Clone At [200] [100]\n\n@AnimatedCharectar3\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [7]> then\n Place Clone At [-97] [-93]\nend\nif <(Level) = [11]> then\n Place Clone At [100] [-93]\nend\nhide\nset [x v] to [-99999]\n\nPlace Clone At [-143] [-93]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nchange [color v] effect by (0)\nPatrolling Around\nforever\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\nend\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 flag clicked\nset rotation style [left-right v]\nhide\n\ndefine Patrolling Around\nforever\n repeat (12)\n point in direction (90)\n change x by (10)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\n repeat (12)\n point in direction (-90)\n change x by (-10)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n play sound [The among us walking sound effect2 v] until done\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go [forward v] (100) layers\nend\n\n@Sprite3\n\ngo to x: (-185) y: (160)\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (138) y: (160)\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-118) y: (157)\nhide\nset [digits v] to [0]\nrepeat (2)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: ((-126) + ((digits) * (12))) y: (159)\nforever\n if <(digits) > (length of (Level))> then\n hide\n else\n show\n switch costume to (letter (digits) of (Level))\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\nset [digits v] to [0]\nrepeat (2)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: ((205) + ((digits) * (12))) y: (158)\nforever\n if <(digits) > (length of (Death))> then\n hide\n else\n show\n switch costume to (letter (digits) of (Death))\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nshow\ngo to x: (-170) y: (122)\nforever\n if <(Level) < [16]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (StartNewLevel v)\n change [level v] by (1)\n wait (1) seconds\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [brightness v] effect to (-30)\n end\nend\n\n
Welcome to Among Us Platformer\nEVERY level is possible.\nCan you make it???\nDo ✩ and ♥ and comment if you liked it\nLast update: skip button
[Platformer]Vertical!/縦!
@Stage\n\nwhen flag clicked\nforever\n play sound [firefly - jim yosef v] until done\nend\n\nwhen flag clicked\nforever\n if <[12] > (current [hour v])> then\n switch backdrop to (背景1 v)\n else\n if <[16] > (current [hour v])> then\n switch backdrop to (背景2 v)\n else\n switch backdrop to (背景3 v)\n end\n end\nend\n\n@ばね\n\nwhen I receive [次へ v]\nhide\nwait (2) seconds\nif <(ステージ) = [4]> then\n go to x: (-77) y: (-119)\n show\nend\nif <(ステージ) = [8]> then\n go to x: (-77) y: (-146)\n show\nend\nif <(ステージ) = [9]> then\n go to x: (71) y: (-64)\n show\nend\n\nwhen flag clicked\nhide\n\n@とげ\n\nwhen flag clicked\nshow\nforever\n set size to (60) %\n go to x: (0) y: (-10)\n switch costume to (ステージ)\nend\n\nwhen I receive [次へ v]\nhide\nwait (1.5) seconds\nshow\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: (-60) y: (161)\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 <[-179] > (y position)> then\n go to x: (-60) y: (161)\n set [y v] to [0]\n set [x v] to [0]\n broadcast (次へ v) and wait\n end\n if <<touching (とげ v)?> or <touching (赤い棒 v)?>> then\n go to x: (-60) y: (161)\n broadcast (ダメージ v)\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\nset [ステージ v] to [1]\nclear graphic effects\ngo to [front v] layer\ngo [backward v] (0) layers\nshow\n\nwhen I receive [次へ v]\nhide\nset [次へ? v] to [1]\nwait (1.5) seconds\nset [次へ? v] to [0]\nchange [ステージ v] by (1)\nshow\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 flag clicked\nwait until <(ステージ) = [10]>\nshow variable [タイマー 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\nshow\nforever\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (ステージ)\nend\n\n@next level\n\nwhen I receive [次へ v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (403)\nglide (0.1) secs to x: (0) y: (20)\nglide (1) secs to x: (0) y: (13)\nglide (0.1) secs to x: (0) y: (-400)\nhide\n\nwhen flag clicked\nhide\n\n@地面2\n\nwhen flag clicked\nhide\nwait until <(ステージ) = [6]>\nshow\n\nwhen I receive [次へ v]\nhide\n\nwhen I receive [ダメージ v]\nhide\n\n@赤い棒\n\nwhen flag clicked\nhide\nset [向き v] to [0]\nwait until <(ステージ) = [8]>\ngo to x: (150) y: (0)\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [9]>\ngo to x: (150) y: (0)\ncreate clone of (_myself_ v)\nset [向き v] to [1]\ngo to x: (-150) y: (0)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nrepeat until <(次へ?) = [1]>\n if <(向き) = [0]> then\n repeat (300)\n move (-1) steps\n if <(次へ?) = [1]> then\n delete this clone\n end\n end\n repeat (300)\n move (1) steps\n if <(次へ?) = [1]> then\n delete this clone\n end\n end\n else\n repeat (300)\n move (1) steps\n if <(次へ?) = [1]> then\n delete this clone\n end\n end\n repeat (300)\n move (-1) steps\n if <(次へ?) = [1]> then\n delete this clone\n end\n end\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n
日本語の説明は下へ\n\nI've never seen such a platformer!\nNormally, it goes horizontally, but it goes vertically…\n\nUp / down / left / right keys, tap operation\nDon't hit thorns and magma\nA big jump when it hits the spring!\nThe last one's first look\n\nこんなプラットフォーマー、見たことない!\nふつうは横に進むのに、縦に進むなんて…\n\n上下左右キー、タップ操作\nトゲとマグマには当たってはいけない\nばねに当たると大ジャンプ!\n最後の方初見殺し\n朝、昼、夜 時間帯によって背景が変わる?
Out in the Blue - A Cloud Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Demons - Imagine Dragons \(128 kbps\) v] until done\n play sound [Imagine Dragons - Believer \(Lyrics\) \(128 kbps\) v] until done\n play sound [Imagine Dragons - Natural \(Lyrics\) \(128 kbps\) v] until done\nend\n\n@reduce lag :P\n\n@Thumbnail\n\nwhen flag clicked\nbroadcast (GAME ON v)\nset [ghost v] effect to (100)\n\ndefine THUMB STUFF WITH LESS LAG?\ngo to [front v] layer\n\nwhen I receive [scroll v]\nTHUMB STUFF WITH LESS LAG?\n\n@P - Cloud\n\ndefine WRITE (value) TO ENCODED\nset [letter # v] to [1]\nrepeat (length of (value))\n set [encoded v] to (join (ENCODED) (item # of (letter (LETTER #) of (value)) in [stuff v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (ENCODED) [00])\n\nwhen I receive [begin v]\nRESET\nforever\n TICK\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 set [☁ |p9| v] to (value)\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 <(CLOUD TIMER) < [3]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nif <(|CHAT|) = []> then\n WRITE (username) TO ENCODED\nelse\n WRITE (|CHAT|) TO ENCODED\nend\nWRITE (round (timer)) TO ENCODED\nWRITE ([direction v] of [p - scrolling v]) TO ENCODED\nWRITE (END) TO ENCODED\nWRITE ([costume # v] of [p - scrolling v]) 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 TICK\nSEND CLOUD DATA\n\nwhen I receive [game on v]\nsay []\nset [max players v] to [10]\nset [my player # v] to [0]\nshow list [|chat| v]\ndelete all of [buffer v]\nbroadcast (SETUP - OPPONENTS v) and wait\nswitch backdrop to (joining v)\nbroadcast (JOIN GAME v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (BEGIN v)\n hide\nelse\n stop [all v]\nend\n\ndefine RESET\npoint in direction (90)\ngo to x: (0) y: (0)\nset [|chat| v] to []\nset [|chat on| v] to [OFF]\nset [#offline# v] to [0]\n\nwhen I receive [begin v]\nforever\n if <(|CHAT ON|) = [ON]> then\n set [controls v] to [OFF]\n else\n set [controls v] to [ON]\n end\nend\n\nwhen I receive [end screen v]\nset [#offline# v] to [0]\n\n@P - Scrolling\n\ndefine RESET\nset [yv v] to [0]\nset [xv v] to [0]\nset [x v] to (P - SPAWNX)\nset [y v] to (P - SPAWNY)\nset [scroll x v] to (P - SPAWNX)\nset [scroll y v] to (P - SPAWNY)\nset [can jump? v] to [0]\nset [end v] to []\nset size to (110) %\nset [ghost v] effect to (0)\nCOSTUME (username)\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (0)\nbroadcast (reset v)\nbroadcast (set up v)\nset [end v] to []\nshow\nbroadcast (Scroll v)\n\ndefine TICK\ngo to [back v] layer\nif <(CONTROLS) = [ON]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (2)\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 [xv v] by (-2)\n point in direction (-90)\n end\nend\nset [xv v] to ((Xv) * (0.8))\nCHANGE X BY (round (Xv))\nif <(Yv) > [-15]> then\n change [yv v] by (-1)\nend\nLADDER\nif <(CAN FLY?) = [1]> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) + (-10))>>>> then\n set [yv v] to [7]\n end\nend\nCHANGE Y BY (Yv)\nchange [scroll x v] by (((X) - (SCROLL X)) / (4))\nchange [scroll y v] by (((Y) - (SCROLL Y)) / (4))\nTEST - WIN\nTEST - DIE\nMAX CAMS\n\ndefine CHANGE Y BY (sy)\nchange [y v] by (sy)\nPOSITION\nrepeat until <not <touching (level v)?>>\n if <[0] < (sy)> then\n set [can jump? v] to [0]\n change [y v] by (-1)\n else\n set [can jump? v] to [1]\n change [y v] by (1)\n end\n POSITION\n set [yv v] to [0]\n if <<(CAN JUMP?) = [1]> and <(CONTROLS) = [ON]>> then\n if <(CAN FLY?) = [0]> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) + (-10))>>>> then\n set [yv v] to [14]\n end\n end\n end\nend\nchange [scroll y v] by (((Y) - (SCROLL Y)) / (5))\n\ndefine CHANGE X BY (sx)\nchange [x v] by (sx)\nPOSITION\nif <touching (level v)?> then\n repeat (8)\n if <touching (level v)?> then\n change [y v] by (1)\n POSITION\n end\n end\n if <touching (level v)?> then\n change [y v] by (-8)\n repeat until <not <touching (level v)?>>\n if <[0] < (sx)> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n POSITION\n set [xv v] to [0]\n end\n end\nend\n\ndefine POSITION\ngo to x: ((X) - (SCROLL X)) y: ((Y) - (SCROLL Y))\n\nwhen I receive [portal v]\nset [keep playing? v] to [0]\nrepeat until <(KEEP PLAYING?) = [1]>\n broadcast (END SCREEN v)\nend\nwait (0.1) seconds\nset [keep playing? v] to [4]\n\nwhen I receive [death v]\nshow\nset [yv v] to [20]\nrepeat (50)\n go to [front v] layer\n change size by (2)\n turn right (20) degrees\n change [ghost v] effect by (2)\n change [yv v] by (-1)\n change [y v] by (Yv)\n POSITION\nend\n\nwhen I receive [begin v]\nhide\nCOSTUME (username)\nset [level v] to [1]\nset rotation style [left-right v]\nforever\n RESET\n repeat until <[] < (END)>\n TICK\n broadcast (Scroll v)\n say (item (|CHAT|) of [|chat| v])\n end\n set rotation style [all around v]\n if <(END) = [WIN]> then\n broadcast (PORTAL v) and wait\n else\n broadcast (DEATH v) and wait\n end\nend\n\nwhen flag clicked\nhide\nset [p - spawnx v] to [0]\nset [p - spawny v] to [0]\n\ndefine TEST - DIE\nif <(Y) < [-250]> then\n set [end v] to [DIE]\nend\nif <touching (lava v)?> then\n set [end v] to [DIE]\nend\nif <touching (spikes v)?> then\n set [end v] to [DIE]\nend\nif <touching (saw's v)?> then\n set [end v] to [DIE]\nend\n\ndefine TEST - WIN\nif <<touching (finish v)?> and <(KEEP PLAYING?) = [5]>> then\n set [end v] to [WIN]\nend\n\nwhen flag clicked\nset [keep playing? v] to [5]\n\ndefine COSTUME (username)\nif <(username) = [codingcindy_0712]> then\n switch costume to (special 1 v)\nelse\n if <(username) = [WG_GWC42]> then\n switch costume to (special 2 v)\n else\n if <(username) = [C369J]> then\n switch costume to (special 3 v)\n else\n switch costume to (normal v)\n end\n end\nend\n\ndefine MAX CAMS\nif <(SCROLL X) < [150]> then\n set [scroll x v] to [150]\nend\nif <[3600] < (SCROLL X)> then\n set [scroll x v] to [3600]\nend\nif <[-40] > (SCROLL Y)> then\n set [scroll y v] to [-40]\nend\nif <[-70] > (X)> then\n set [x v] to [-70]\nend\nif <(X) > [3820]> then\n set [x v] to [3820]\nend\n\ndefine LADDER\nif <touching (ladder v)?> then\n set [yv v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) + (-10))>>>> then\n set [yv v] to [7]\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <((mouse y) + (10)) < (y position)>>>> then\n set [yv v] to [-7]\n end\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 [stuff v]))\nend\n\ndefine SETUP PLAYERS\nset [offline v] to [0]\ndelete all of [buffer v]\nset [color v] effect to (120)\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 set [value v] to (☁ |P9|)\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)) = (VALUE PRE.)> then\n change [offline v] by (1)\n if <[200] < (OFFLINE)> then\n hide\n set [offline v] to [100]\n end\nelse\n set [value pre. v] to (join [A] (VALUE))\n show\n set [offline v] to [0]\n BEGIN DECODE OF (VALUE)\n VALUE = READ FROM ENCODED\n if <(length of (VALUE)) < [3]> then\n say (item (VALUE) of [|chat| v])\n else\n say (VALUE)\n end\n VALUE = READ FROM ENCODED\n VALUE = READ FROM ENCODED\n point in direction (VALUE)\n VALUE = READ FROM ENCODED\n if <(VALUE) = [DIE]> then\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\n VALUE = READ FROM ENCODED\n switch costume to (VALUE)\n VALUE = READ FROM ENCODED\n repeat until <(VALUE) = []>\n add (VALUE) to [buffer v]\n VALUE = READ FROM ENCODED\n end\nend\nif <(length of [buffer v]) > [0]> then\n set [xpos v] to (item (1) of [buffer v])\n delete (1) of [buffer v]\n set [ypos v] to (item (1) of [buffer v])\n delete (1) of [buffer v]\nend\n\nwhen I receive [join game v]\nVALUE = CLOUD # (PLAYER #)\nset [value pre. v] to (join [A] (VALUE))\n\ndefine POSITION (x) (y)\nset size to (110) %\nset [color v] effect to (0)\ngo to x: (round (x)) y: (round (y))\nif <(OFFLINE) < [100]> then\n if <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [try to join v]\nVALUE = CLOUD # (PLAYER #)\nif <(join [A] (VALUE)) = (VALUE PRE.)> then\n set [my player # v] to (PLAYER #)\nend\n\nwhen I receive [scroll v]\nPOSITION ((XPOS) - (SCROLL X)) ((YPOS) - (SCROLL Y))\n\ndefine TICK\nPOSITION ((XPOS) - (SCROLL X)) ((YPOS) - (SCROLL Y))\n\nwhen I receive [begin v]\nforever\n if <not <(MY PLAYER #) = (PLAYER #)>> then\n TICK\n end\nend\n\n@Level\n\nwhen I receive [scroll v]\nPOSITION: ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\nhide\ndelete this clone\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 (1 v)\n CLONE AT X: [0] Y: [0]\n CLONE AT X: [430] Y: [0]\n CLONE AT X: [850] Y: [-20]\n CLONE AT X: [1200] Y: [50]\n CLONE AT X: [1800] Y: [90]\n CLONE AT X: [2400] Y: [220]\n CLONE AT X: [2400] Y: [220]\n CLONE AT X: [2830] Y: [220]\n CLONE AT X: [3100] Y: [220]\n CLONE AT X: [3450] Y: [220]\n CLONE AT X: [3600] Y: [700]\n CLONE AT X: [3100] Y: [700]\n CLONE AT X: [3000] Y: [1050]\n CLONE AT X: [2800] Y: [1050]\n CLONE AT X: [3050] Y: [1050]\n CLONE AT X: [3600] Y: [1300]\n CLONE AT X: [3400] Y: [1700]\n CLONE AT X: [3000] Y: [1700]\n CLONE AT X: [2000] Y: [2000]\nend\nswitch costume to ( v)\n\ndefine CLONE AT X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nnext costume\n\ndefine POSITION: (x) (y)\nclear graphic effects\ngo to x: (round (x)) y: (round (y))\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\nif <(costume [number v]) = [16]> then\n go to [back v] layer\nend\nif <(costume [number v]) = [19]> then\n go to [back v] layer\nend\n\nwhen flag clicked\nswitch costume to ( v)\n\nCLONE AT X: [2485] Y: [220]\n\nwhen I start as a clone\ngo to [front v] layer\n\nCLONE AT X: [3600] Y: [700]\nCLONE AT X: [3100] Y: [700]\nCLONE AT X: [3000] Y: [1050]\nCLONE AT X: [2800] Y: [1050]\n\n@Ladder\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nhide\ndelete this clone\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 (1 v)\n CLONE AT X: [3600] Y: [300]\n CLONE AT X: [3900] Y: [500]\n CLONE AT X: [3000] Y: [800]\n CLONE AT X: [3750] Y: [1408]\n CLONE AT X: [2400] Y: [2054]\nend\nswitch costume to ( v)\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: (round (x)) y: (round (y))\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [scroll v]\nPOSITION: ((x) - (SCROLL X)) ((y) - (SCROLL Y))\ngo to [back v] layer\n\n@Front Scenery\n\nwhen I receive [scroll v]\nPOSITION: ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\nhide\ndelete this clone\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 (1 v)\n CLONE AT X: [0] Y: [0]\n CLONE AT X: [430] Y: [0]\n CLONE AT X: [850] Y: [-20]\n CLONE AT X: [1200] Y: [50]\n CLONE AT X: [1800] Y: [90]\n CLONE AT X: [2400] Y: [220]\n CLONE AT X: [2400] Y: [220]\n CLONE AT X: [2830] Y: [220]\n CLONE AT X: [3100] Y: [220]\n CLONE AT X: [3600] Y: [700]\n CLONE AT X: [3100] Y: [700]\n CLONE AT X: [3000] Y: [1050]\n CLONE AT X: [2800] Y: [1050]\n CLONE AT X: [3600] Y: [1300]\nend\nswitch costume to ( v)\n\ndefine CLONE AT X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nnext costume\n\ndefine POSITION: (x) (y)\nif <<(|CHAT ON|) = [OFF]> and <<(KEEP PLAYING?) = [4]> or <(KEEP PLAYING?) = [5]>>> then\n go to [front v] layer\n go [backward v] (4) layers\nelse\n go to [back v] layer\n go [forward v] (5) layers\nend\ngo to x: (round (x)) y: (round (y))\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nswitch costume to ( v)\n\nwhen I receive [portal v]\nhide\nwait until <(KEEP PLAYING?) = [1]>\nshow\n\n@Back Scenery\n\nwhen I receive [scroll v]\ngo to [back v] layer\nPOSITION: ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\nhide\ndelete this clone\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 (1 v)\n CLONE AT X: [0] Y: [0]\n CLONE AT X: [430] Y: [0]\n CLONE AT X: [850] Y: [-20]\n CLONE AT X: [1200] Y: [50]\n CLONE AT X: [1800] Y: [90]\n CLONE AT X: [2400] Y: [220]\n CLONE AT X: [2700] Y: [770]\n CLONE AT X: [3200] Y: [200]\n CLONE AT X: [3400] Y: [777]\nend\nswitch costume to ( v)\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: (round (x)) y: (round (y))\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to ( v)\n\n@Spikes\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 (1 v)\n CLONE AT X: [3603] Y: [777]\n CLONE AT X: [2800] Y: [1050]\n CLONE AT X: [3320] Y: [1914]\nend\nswitch costume to ( v)\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\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [scroll v]\nPOSITION: ((x) - (SCROLL X)) ((y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine POSITION: (x) (y)\ngo to x: (round (x)) y: (round (y))\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nswitch costume to ( v)\n\n@Lava\n\nwhen I receive [scroll v]\ngo to [back v] layer\nPOSITION: ((x) - (SCROLL X)) (((([sin v] of ((MOVE) * (100)) ) * (15)) + (y)) - (SCROLL Y))\n\nwhen I receive [reset v]\nhide\ndelete this clone\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 (1 v)\nend\nswitch costume to ( v)\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: (round (x)) y: (round (y))\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\n\n@Saw's\n\ndefine POSITION: (x) (y)\ngo to x: (round (x)) y: (round (y))\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (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 (1 v)\n CLONE AT X: [2525] Y: [220] TYPE: [UD] RANGE: [90] SPEED: [90]\n CLONE AT X: [2805] Y: [1052] TYPE: [LR] RANGE: [110] SPEED: [100]\n CLONE AT X: [2190] Y: [2110] TYPE: [LR] RANGE: [200] SPEED: [70]\nend\nswitch costume to ( v)\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [scroll v]\ngo to [back v] layer\nif <(TYPE) = [LR]> then\n POSITION: (((([sin v] of ((MOVE) * (SPEED)) ) * (RANGE)) + (x)) - (SCROLL X)) ((y) - (SCROLL Y))\nelse\n POSITION: ((x) - (SCROLL X)) (((([sin v] of ((MOVE) * (SPEED)) ) * (RANGE)) + (y)) - (SCROLL Y))\nend\nturn right (([sin v] of ((MOVE) * (100)) ) * (13)) degrees\n\ndefine CLONE AT X: (x) Y: (y) TYPE: (type) RANGE: (range) SPEED: (speed)\nset [type v] to (type)\nset [x v] to (x)\nset [y v] to (y)\nset [range v] to (range)\nset [speed v] to (speed)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [move v] to [0]\nforever\n change [move v] by (0.06)\nend\n\nwhen flag clicked\nhide\n\n@Coins\n\nwhen I receive [set up v]\nset [x v] to [0]\nset [y v] to [0]\nset [*coins collected* v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n set [# v] to [1]\n if <(item (1) of [saved coins collected v]) = [0]> then\n CLONE AT X: [2520] Y: [530]\n end\n change [# v] by (1)\n if <(item (2) of [saved coins collected v]) = [0]> then\n CLONE AT X: [2520] Y: [250]\n end\n change [# v] by (1)\n if <(item (3) of [saved coins collected v]) = [0]> then\n CLONE AT X: [2800] Y: [1860]\n end\nend\nset [# v] to [0]\nset [x v] to [-300]\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\ndefine POSITION: (x) (y)\ngo to x: (round (x)) y: (round (y))\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\nnext costume\nclear graphic effects\nif <touching (p - scrolling v)?> then\n change [*coins collected* v] by (1)\n replace item (#) of [coins collected v] with [1]\n delete this clone\nend\n\nwhen I receive [scroll v]\ngo to [front v] layer\nPOSITION: ((x) - (SCROLL X)) ((y) - (SCROLL Y))\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\nwhen flag clicked\nhide\ndelete all of [saved coins collected v]\nrepeat (3)\n add [0] to [saved coins collected v]\nend\n\nwhen I receive [set up v]\ndelete all of [coins collected v]\nadd (item (1) of [saved coins collected v]) to [coins collected v]\nadd (item (2) of [saved coins collected v]) to [coins collected v]\nadd (item (3) of [saved coins collected v]) to [coins collected v]\n\n@Finish\n\nwhen I receive [scroll v]\nPOSITION: ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine POSITION: (x) (y)\ngo to [back v] layer\ngo to x: (round (x)) y: (round (y))\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\nif <touching (p - scrolling v)?> then\n if <(*COINS COLLECTED*) = [3]> then\n set [can fly? v] to [1]\n end\nend\n\nwhen I receive [set up v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n GO TO X: [1646] Y: [2140]\nend\nswitch costume to (blank v)\n\ndefine GO TO X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [portal v]\nset [p - spawnx v] to (x)\nset [p - spawny v] to (y)\nreplace item (1) of [saved coins collected v] with (item (1) of [coins collected v])\nreplace item (2) of [saved coins collected v] with (item (2) of [coins collected v])\nreplace item (3) of [saved coins collected v] with (item (3) of [coins collected v])\n\nwhen flag clicked\nhide\n\n@Chat\n\nwhen flag clicked\nswitch costume to ( v)\nhide\n\nwhen I receive [chat change v]\ndelete this clone\n\nwhen I receive [chat change v]\nif <(|CHAT ON|) = [ON]> then\n clear graphic effects\n show\n CREATE CHAT OPTIONS\n switch costume to (back v)\nelse\n hide\n if <[] < (|CHAT|)> then\n broadcast (WAIT THEN END CHAT v)\n else\n switch costume to (chat button v)\n show\n end\n delete this clone\nend\n\ndefine CREATE CHAT OPTIONS\nswitch costume to (1 v)\nrepeat (12)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\ngo to x: (0) y: (25)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n set [brightness v] effect to (15)\n wait (0.2) seconds\n set [|chat| v] to (costume [name v])\n set [|chat on| v] to [OFF]\n broadcast (CHAT CHANGE v)\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [wait then end chat v]\nwait (5) seconds\nset [|chat| v] to []\nswitch costume to (chat button v)\nshow\n\nwhen I receive [begin v]\nswitch costume to (chat button v)\nshow\n\nwhen I receive [begin v]\nforever\n go to [front v] layer\n if <(costume [number v]) = [2]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n set [brightness v] effect to (20)\n wait (0.2) seconds\n set [|chat on| v] to [ON]\n broadcast (CHAT CHANGE v)\n end\n else\n set [brightness v] effect to (0)\n end\n end\n if <(|CHAT ON|) = [ON]> then\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n set [|chat on| v] to [OFF]\n broadcast (CHAT CHANGE v)\n end\n end\nend\n\n@Joining\n\nwhen I receive [join game v]\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\npen up\nerase all\nLOADING LINE\ngo to x: (-100) y: (-100)\nset pen size to (25)\nset pen color to (#1e54ca)\nwait (1) seconds\nrepeat until <[98] < (x position)>\n pen down\n change x by (pick random (1) to (6))\n wait (pick random (0.0) to (0.1)) seconds\nend\nbroadcast (TRY TO JOIN v)\nerase all\n\nwhen flag clicked\nerase all\nset [ghost v] effect to (100)\nshow\n\ndefine LOADING LINE\nset pen size to (30)\npen up\ngo to x: (-100) y: (-100)\nset pen color to (#0f3292)\npen down\ngo to x: (100) y: (-100)\npen up\n\nwhen I start as a clone\npen up\nset size to (250) %\ngo to x: (0) y: (20)\nshow\nclear graphic effects\nforever\n next costume\n if <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n end\n wait (0.5) seconds\nend\n\nwhen I receive [try to join v]\ndelete this clone\n\n@Checkpoints :O\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)\n CLONE AT X: [3155] Y: [220]\n CLONE AT X: [3350] Y: [1910]\nend\nset [x v] to [-800]\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\ndefine POSITION: (x) (y)\ngo to x: (round (x)) y: (round (y))\nif <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n show\nelse\n hide\nend\nif <<(P - SPAWNX) = (x)> and <(P - SPAWNY) = (y)>> then\n if <touching (p - scrolling v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (10)\n end\nelse\n set [brightness v] effect to (-15)\nend\nif <touching (p - scrolling v)?> then\n set [p - spawnx v] to (x)\n set [p - spawny v] to (y)\n replace item (1) of [saved coins collected v] with (item (1) of [coins collected v])\n replace item (2) of [saved coins collected v] with (item (2) of [coins collected v])\n replace item (3) of [saved coins collected v] with (item (3) of [coins collected v])\nend\n\nwhen I receive [scroll v]\nPOSITION: ((x) - (SCROLL X)) ((y) - (SCROLL Y))\ngo to [back v] layer\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\nwhen flag clicked\nhide\n\n@Coin Teller\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\nforever\n SET COINS TO ((item (1) of [coins collected v]) + ((item (2) of [coins collected v]) + (item (3) of [coins collected v])))\n SWITCH COSTUME TO ((*COINS COLLECTED*) + (1))\nend\n\ndefine SET COINS TO (collected)\nset [*coins collected* v] to (collected)\n\ndefine SWITCH COSTUME TO (collected)\nswitch costume to (collected)\n\n@End by @StratfordJames\n\nwhen flag clicked\nhide\n\nwhen I receive [portal v]\nif <(KEEP PLAYING?) = [5]> then\n forever\n go to [front v] layer\n show\n if <(*COINS COLLECTED*) = [3]> then\n switch costume to (win screen + v)\n set [can fly? v] to [1]\n else\n switch costume to (win screen v)\n end\n if <mouse down?> then\n set [keep playing? v] to [1]\n broadcast (KEEP PLAYING v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [keep playing v]\nhide\n\nwhen flag clicked\nset [can fly? v] to [0]\n\n
Biome: A Mobile Friendly Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (land v)\nset [ghost v] effect to (1000)\n\nwhen I receive [play v]\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(level) > [8]> then\n switch backdrop to (desert v)\n end\n if <(level) > [16]> then\n switch backdrop to (ice v)\n end\n if <(level) > [24]> then\n switch backdrop to (cave v)\n end\n if <(level) > [32]> then\n switch backdrop to (clouds v)\n end\nend\n\n@Intro\n\nwhen I start as a clone\nif <(clonenumber) = [2]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n set [brightness v] effect to (value)\n go to x: (240) y: (-180)\n point in direction (-135)\n switch costume to (screen v)\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\n end\n point in direction (90)\n wait until <(waiting) = [1]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [4]> then\n Reset\n clear graphic effects\n show\n go to [front v] layer\n go [forward v] (999) layers\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [3]> then\n Reset\n show\n go to [front v] layer\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n switch costume to (square13 v)\n set [brightness v] effect to (value)\n go to x: (0) y: (0)\n set [i v] to (i)\n if <(sides) = [1]> then\n repeat until <(round (y position)) = [180]>\n change y by (((180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n else\n repeat until <(round (y position)) = [-180]>\n change y by (((-180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [5]> then\n show\n clear graphic effects\n set size to (10) %\n point in direction (90)\n switch costume to (sidesquareline v)\n set [velocity v] to [0]\n set [value v] to [0]\n go to [front v] layer\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [0]> then\n Reset\n show\n set size to (0) %\n point in direction (-15)\n switch costume to (square v)\n set [velocity v] to [0]\n set [value v] to [0]\n repeat (15)\n change [value v] by (1)\n turn right (value) degrees\n change [velocity v] by (1)\n change size by (velocity)\n end\n set [value v] to [8]\n repeat (30)\n set [value v] to (((value) * (0.69)) + ((90) - (direction)))\n turn right (value) degrees\n end\n repeat (12)\n next costume\n end\n repeat until <(round (size)) = [2000]>\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\nend\n\nwhen flag clicked\nhide\nReset\nset [waiting v] to [0]\nset [clonenumber v] to [0]\nset [sides v] to [0]\nset [value v] to [0]\nset [velocity v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (name v)\nwait (1.82) seconds\nset [clonenumber v] to [1]\nset [i v] to [5]\nrepeat (10)\n create clone of (_myself_ v)\n if <(sides) = [1]> then\n set [sides v] to [0]\n change [value v] by (10)\n change [i v] by (-.4)\n else\n set [sides v] to [1]\n end\nend\nset [clonenumber v] to [2]\nwait (.3) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change [value v] by (10)\n wait (0.1) seconds\nend\nclear graphic effects\nswitch costume to (name v)\ngo [forward v] (99) layers\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat until <(round (size)) = [50]>\n change size by (((50) - (size)) / (3))\nend\ncreate clone of (_myself_ v)\nwait until <touching color (#ffffff)?>\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\nend\nset [velocity v] to [17]\nset [waiting v] to [1]\nset [clonenumber v] to [3]\ncreate clone of (_myself_ v)\nset [clonenumber v] to [4]\ncreate clone of (_myself_ v)\nset [waiting v] to [2]\nrepeat (25)\n go [forward v] (99) layers\n set [velocity v] to ((velocity) * (.95))\n set size to ((100) + (velocity)) %\nend\nreset timer\nrepeat until <(timer) > [3]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((150) - (size)) / (3))\nend\npoint in direction (90)\nset [value v] to [5]\nrepeat (16)\n turn right (value) degrees\n change [value v] by (1)\nend\nrepeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\nend\nrepeat until <(timer) > [6]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((175) - (size)) / (3))\nend\nset [velocity v] to [12]\nrepeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nbroadcast (Intro End Animation v)\nhide\n\ndefine Reset\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I receive [intro end animation v]\nif <not <(costume [number v]) = [14]>> then\n repeat (20)\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (5)\n end\nelse\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n switch costume to (blank v)\n switch costume to (square v)\n end\n set [velocity v] to [12]\n repeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n turn right (([abs v] of (velocity) ) / (2)) degrees\n end\n delete this clone\nend\nbroadcast (play v)\n\ndefine Move and Clones\nset [clonenumber v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nwait until <(waiting) = [2]>\nreset timer\nrepeat until <(timer) > [6]>\n Move and Clones\n wait (1) seconds\nend\n\nwhen flag clicked\nset volume to (50) %\n\nwhen flag clicked\nplay sound [Electro-Light - Symbolism v] until done\nset volume to (30) %\nforever\n play sound [Hello v] until done\nend\n\nwhen flag clicked\nforever\n if <(WIN) = [5]> then\n repeat (30)\n change volume by (-1)\n end\n end\nend\n\nset volume to (0) %\n\n@Player\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (up and right v)\n wait until <not <key (right arrow v) pressed?>>\n switch costume to (straight v)\n end\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (up and left v)\n wait until <not <key (left arrow v) pressed?>>\n switch costume to (straight v)\n end\nend\n\nwhen I receive [play v]\nwait (1) seconds\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 (straight v)\n end\nend\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n if <<key (right arrow v) pressed?> and <not <key (up arrow v) pressed?>>> then\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> and <not <key (up arrow v) pressed?>>> then\n switch costume to (left v)\n end\nend\n\nwhen I receive [play v]\nwait (1) seconds\nrepeat until <(status) = [1]>\n if <(status) = [1]> then\n stop [this script v]\n end\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(level) > [8]> then\n set [color v] effect to (125)\n set [brightness v] effect to (10)\n end\n if <(level) > [16]> then\n set [color v] effect to (0)\n set [brightness v] effect to (30)\n end\n if <(level) > [24]> then\n set [brightness v] effect to (-10)\n set [color v] effect to (210)\n end\n if <(level) > [32]> then\n set [color v] effect to (50)\n set [brightness v] effect to (60)\n end\nend\n\nwhen I receive [play v]\nset [brightness v] effect to (0)\nset [color v] effect to (0)\npoint in direction (90)\nswitch costume to (straight v)\nwait (1) seconds\nshow\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nforever\n change [y v] by (-1)\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 end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (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)>>> and <touching (level v)?>> then\n if <(jump boost?) = [no]> then\n set [y v] to [15]\n end\n if <(jump boost?) = [yes]> then\n set [y v] to [18]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\n\nwhen flag clicked\nset [jump boost? v] to [no]\nset [level v] to [1]\nset [win v] to [0]\nset [deaths v] to [0]\nset [skips v] to [0]\nset [time v] to [0]\nset [status v] to [0]\nhide variable [level v]\nhide variable [skips v]\nhide variable [deaths v]\nhide variable [time v]\nhide variable [status v]\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <<touching (enemies v)?> or <touching (void v)?>>> then\n go to x: (-210) y: (-67)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-210) y: (-67)\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (straight v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampolines v)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n if <touching (next level v)?> then\n change [level v] by (1)\n go to x: (-210) y: (-67)\n broadcast (next level v)\n end\n if <key (q v) pressed?> then\n wait (0.8) seconds\n change [level v] by (1)\n go to x: (-210) y: (-67)\n broadcast (next level v)\n change [skips v] by (1)\n end\n if <key (r v) pressed?> then\n go to x: (-210) y: (-67)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (dripping lava v)?> then\n wait (0.001) seconds\n go to x: (-210) y: (-67)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sky chute v)?> then\n glide (0.7) secs to x: (x position) y: (200)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (space v)?> then\n go to x: (-210) y: (-67)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nhide variable [switch v]\nset [switch v] to [0]\nforever\n if <touching (star v)?> then\n hide\n set [win v] to [1]\n wait (0.01) seconds\n set [win v] to [5]\n show variable [skips v]\n show variable [deaths v]\n show variable [time v]\n set [status v] to [1]\n end\nend\n\nswitch costume to (left v)\n\nswitch costume to (right v)\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch backdrop to (land v)\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [play v]\nwait (1) seconds\nshow\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nwait (1) seconds\nshow\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@next level\n\nwhen flag clicked\nset [ghost v] effect to (1000)\ngo to x: (240) y: (-8)\n\n@void\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-180)\nset [ghost v] effect to (1000)\n\n@clone\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (20)\n change [ghost v] effect by (15)\n change size by (-6)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen I start as a clone\nset [brightness v] effect to (0)\nset [color v] effect to (0)\nforever\n if <(level) > [8]> then\n set [color v] effect to (125)\n set [brightness v] effect to (10)\n end\n if <(level) > [16]> then\n set [color v] effect to (0)\n set [brightness v] effect to (30)\n end\n if <(level) > [24]> then\n hide\n end\n if <(level) > [32]> then\n hide\n end\nend\n\n@enemies\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\ngo to [back v] layer\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nforever\n if <not <<(level) = [6]> or <<(level) = [7]> or <<(level) = [10]> or <<(level) = [12]> or <<(level) = [13]> or <<(level) = [15]> or <<(level) = [18]> or <(level) = [24]>>>>>>>>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n switch costume to (costume2 v)\n go to x: (-21) y: (-116)\n show\n end\n if <(level) = [7]> then\n switch costume to (costume2 v)\n go to x: (-91) y: (-120)\n show\n end\n if <(level) = [10]> then\n switch costume to (costume4 v)\n go to x: (-30) y: (-120)\n set size to (180) %\n show\n end\n if <(level) = [12]> then\n set size to (150) %\n switch costume to (costume5 v)\n go to x: (0) y: (-120)\n show\n end\n if <(level) = [13]> then\n set size to (95) %\n switch costume to (costume6 v)\n go to x: (0) y: (-120)\n show\n end\n if <(level) = [15]> then\n set size to (70) %\n switch costume to (costume4 v)\n show\n go to x: (-40) y: (-94)\n repeat until <(level) = [16]>\n repeat (15)\n change y by (10)\n end\n repeat (15)\n change y by (-10)\n end\n end\n end\n if <(level) = [18]> then\n set size to (285) %\n switch costume to (costume7 v)\n show\n go to x: (55) y: (-120)\n end\n if <(level) = [24]> then\n set size to (225) %\n switch costume to (costume7 v)\n show\n go to x: (0) y: (-120)\n end\nend\n\n@moving clouds\n\nwhen flag clicked\nforever\n if <(level) > [8]> then\n switch costume to (costume1 v)\n end\n if <(level) > [16]> then\n switch costume to (costume2 v)\n end\n if <(level) > [24]> then\n switch costume to (costume3 v)\n end\n if <(level) > [32]> then\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (effect v)\nhide\n\ndefine generate\nhide\nforever\n set [speed v] to [-20]\n create clone of (_myself_ v)\n wait (pick random (0.15) to (0.3)) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (200) %\nset [ghost v] effect to (pick random (50) to (80))\ngo to x: (300) y: (pick random (-180) to (180))\nshow\nrepeat until <(x position) < [-240]>\n change x by (Speed)\nend\ndelete this clone\n\nwhen I receive [play v]\nwait (1) seconds\ngenerate\n\n@sun\n\nwhen flag clicked\nforever\n if <(level) > [8]> then\n show\n end\n if <(level) > [16]> then\n hide\n end\n if <(level) > [24]> then\n hide\n end\n if <(level) > [32]> then\n show\n end\nend\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (0)\ngo to x: (-231) y: (170)\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nwait (1) seconds\nshow\nswitch costume to (sun v)\nforever\n repeat (50)\n change size by (-0.5)\n end\n repeat (50)\n change size by (0.5)\n end\nend\n\n@trampolines\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@glow\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nhide\nforever\n repeat (50)\n change size by (-0.5)\n end\n repeat (50)\n change size by (0.5)\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) > [24]> and <(level) < [33]>> then\n show\n set size to (100) %\n clear graphic effects\n forever\n go to (player v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) > [32]> then\n hide\n end\nend\n\n@dripping lava\n\nwhen flag clicked\nset size to (100) %\nhide\ngo to [back v] layer\nforever\n set size to (pick random (70) to (100)) %\n go to x: (pick random (-200) to (200)) y: (180)\n repeat until <<touching (player v)?> or <touching (void v)?>>\n change y by (-5)\n end\n go to x: (pick random (-200) to (200)) y: (180)\nend\n\nwhen flag clicked\nforever\n if <<(level) > [24]> and <(level) < [33]>> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(level) > [24]> and <(level) < [33]>>> then\n hide\n end\nend\n\n@sky chute\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (1000)\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (level)\nend\n\n@space\n\nwhen flag clicked\nset [ghost v] effect to (10000)\ngo to x: (0) y: (180)\nhide\nforever\n if <(level) > [32]> then\n show\n end\nend\n\nset [level v] to [40]\n\n@star\n\nwhen flag clicked\nset size to (100) %\ngo to x: (7) y: (-50)\nhide\nforever\n if <(level) = [40]> then\n show\n end\nend\n\n@star glow\n\nwhen flag clicked\nset size to (100) %\ngo to x: (7) y: (-50)\nhide\nforever\n if <(level) = [40]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n repeat (20)\n change size by (3)\n end\n repeat (20)\n change size by (-3)\n end\nend\n\nset size to (100) %\n\n@Sprite1\n\ndefine Outro\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (checkerboard pattern v)\ncreate clone of (_myself_ v)\nset [i1 v] to [-200]\nswitch costume to (light v)\ncreate clone of (_myself_ v)\nset [i1 v] to [200]\nswitch costume to (light v)\ncreate clone of (_myself_ v)\nset [i1 v] to [0]\nswitch costume to (blank v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (oc v)\ncreate clone of (_myself_ v)\nswitch costume to (heart v)\ncreate clone of (_myself_ v)\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n if <(WIN) = [1]> then\n Outro\n set volume to (100) %\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n forever\n play sound [Unity \(full\) v] until done\n end\nelse\n if <(costume [number v]) = [2]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n if <(costume [number v]) = [3]> then\n forever\n point in direction ((90) + (i1))\n switch costume to (blank v)\n set size to ((130) + (([sin v] of ((i1) * (5)) ) * (10))) %\n switch costume to (checkerboard pattern v)\n change [i1 v] by (0.5)\n change [color v] effect by (1)\n end\n else\n if <(costume [number v]) = [4]> then\n forever\n set [i1 v] to (((i1) * (0.8)) + ((((100) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n change size by (i1)\n go to x: (0) y: ((120) + (([sin v] of (i2) ) * (10)))\n point in direction ((90) + (([cos v] of (i2) ) * (3)))\n change [i2 v] by (5)\n end\n else\n if <(costume [number v]) = [5]> then\n forever\n set [i1 v] to (((i1) * (0.8)) + (((((100) + (([sin v] of ((i2) * (1.5)) ) * (10))) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n change size by (i1)\n go to x: (80) y: ((([sin v] of (i2) ) * (10)) - (30))\n point in direction ((90) + ((([sin v] of (i2) ) * (3)) + (([tan v] of ((i2) * (0.2)) ) * (5))))\n change [i2 v] by (5)\n end\n else\n if <(costume [number v]) = [6]> then\n forever\n set [i1 v] to (((i1) * (0.8)) + (((((200) + (([sin v] of ((i2) * (1.5)) ) * (10))) + ((20) * <touching (mouse-pointer v)?>)) - (size)) / (4)))\n change size by (i1)\n go to x: ((([sin v] of (i2) ) * (10)) - (100)) y: ((([tan v] of (i2) ) * (5)) - (30))\n point in direction ((90) + (([sin v] of (i2) ) * (3)))\n set [ghost v] effect to (([abs v] of ((y position) - (-30)) ) / (1.5))\n change [i2 v] by (5)\n if <(y position) > [20]> then\n switch costume to (pick random (6) to (8))\n end\n end\n else\n if <(costume [number v]) = [9]> then\n go to x: (i1) y: (-130)\n forever\n if <(x position) < [0]> then\n point in direction ((135) + (([sin v] of (i1) ) * (10)))\n change [i1 v] by (10)\n else\n point in direction ((45) + (([sin v] of (i1) ) * (10)))\n change [i1 v] by (10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nchange [color v] effect by (5)\n\n@Sprite2\n\nwhen flag clicked\nset [pixelate v] effect to (100)\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n if <(WIN) = [1]> then\n show\n repeat (10)\n change [pixelate v] effect by (-10)\n end\n wait (7) seconds\n repeat (10)\n change [pixelate v] effect by (10)\n end\n hide\n set [win v] to [2]\n wait (0.01) seconds\n set [win v] to [0]\n hide variable [time v]\n hide variable [deaths v]\n hide variable [skips v]\n end\nend\n\n@Sprite3\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n if <key (space v) pressed?> then\n set [ghost v] effect to (0)\n next costume\n show\n repeat (25)\n change [ghost v] effect by (4)\n end\n end\nend\n\nwait (0.5) seconds\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n if <(costume [number v]) = [1]> then\n set [jump boost? v] to [no]\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (160)\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nhide\n\nset [jump boost? v] to [no]\n\nwhen I receive [play v]\nwait (1) seconds\nforever\n if <(costume [number v]) = [2]> then\n set [jump boost? v] to [yes]\n end\nend\n\n
English:\n*READ ALL INSTRUCTIONS*\n*NEW EASTER EGG*\n(Try scrolling down all the way)\nPLEASE PROPOSE THIS TO BE FEATURED! :)\n------------------------------------------------------------------------\nThis is my best platformer yet!!\n40 LEVELS\nSequel to Zone: A Platformer\nhttps://scratch.mit.edu/projects/458639180/\n-------------------------------------------------------------------------\nWASD\nArrow keys\nOr Mobile Controls\nQ to skip and R to restart\n-------------------------------------------------------------------------\nDifficulty:\nGrassland = Easy\nDesert = Medium\nIce Realm = More Difficult\nCave = Hard\nClouds = Very Hard\n-------------------------------------------------------------------------\nLevel Descriptions:\nGrassland: Spikes, Saws, Voids, and Lava\nDesert: Moving Sand Saws, Sand Spikes, Acid, Voids, and Cacti\nIce Realm: Ice Water, Icicles, Voids, Trampolines, and Ice Saws\nCave: Lava Droplets, Spikes, Lava, Trampolines, and Voids\nClouds: Sky Chutes, Space, Voids, Trampolines, and Cloud Spikes\n-----------------------------------------------------------------------\nTips:\n\nIn the cave you can stick to the ceiling on the metal bars.\n\nIn the clouds you cannot touch the sky (the top of the screen).\n\nIn the clouds there are invisible chutes that will put you into space.\n\nYou lose your platformer trail once you get to the caves.\n\nYour skips, time, and deaths are counted.\n\n-------------------------------------------------------------------------\nGood luck!\n\n\nFrançais:\n*LISEZ TOUTES LES INSTRUCTIONS*\n* NOUVEL OEUF DE PÂQUES *\n(Essayez de faire défiler vers le bas)\nVEUILLEZ PROPOSER CECI POUR ÊTRE EN VEDETTE! :)\n------------------------------------------------------------------------\nC'est mon meilleur jeu de plateforme à ce jour !!\n40 NIVEAUX\nSuite de Zone: A Platformer\nhttps://scratch.mit.edu/projects/458639180/\n-----------------------------------------------------------------------\nWASD\nTouches directionnelles\nOu commandes mobiles\nQ pour sauter et R pour redémarrer\n-------------------------------------------------- -----------------------\nDifficulté:\nPrairie = facile\nDésert = Moyen\nRoyaume de glace = plus difficile\nCave = dur\nNuages ​​= très durs\n-------------------------------------------------- -----------------------\nDescriptions de niveau:\nPrairies: pointes, scies, vides et lave\nDésert: scies à sable mobiles, pointes de sable, acide, vides et cactus\nRoyaume de glace: eau glacée, glaçons, vides, trampolines et scies à glace\nGrotte: gouttelettes de lave, pointes, lave, trampolines et vides\nNuages: Chutes du ciel, espace, vides, trampolines et pics de nuages\n-------------------------------------------------- ---------------------\nDes astuces:\n\nDans la grotte, vous pouvez coller au plafond sur les barres métalliques.\n\nDans les nuages, vous ne pouvez pas toucher le ciel (le haut de l'écran).\n\nDans les nuages, il y a des chutes invisibles qui vous mettront dans l'espace.\n\nVous perdez votre sentier de plateforme une fois que vous arrivez aux grottes.\n\nVos sauts, votre temps et vos morts sont comptés.\n\n------------------------------------------------------------------------\nBonne chance!\n\n\n中国人:\n*阅读所有说明*\n*新复活节彩蛋*\n(尝试一直向下滚动)\n请提出此功能! :)\n------------------------------------------------------------------------\n这是我最好的平台游戏!!\n40级\n续集:平台游戏\nhttps://scratch.mit.edu/projects/458639180/\n------------------------------------------------------------------------\n水务署\n方向键\n或移动控件\nQ跳过,R重启\n------------------------------------------------------------------------\n困难:\n草原=容易\n沙漠=中\n冰域=更难\n洞穴=坚硬\n云=非常难\n------------------------------------------------------------------------\n级别说明:\n草原:尖刺,锯,空洞和熔岩\n沙漠:移动的沙锯,沙钉,酸,空隙和仙人掌\n冰域:冰水,冰柱,空隙,蹦床和冰锯\n洞穴:熔岩滴,尖刺,熔岩,蹦床和空隙\n云:滑道,空间,空隙,蹦床和云刺\n-----------------------------------------------------------------------\n尖端:\n\n在山洞中,您可以贴在金属棒的天花板上。\n\n在云端,您无法触摸天空(屏幕顶部)。\n\n在云层中有看不见的溜槽,这些溜槽会将您带入太空。\n\n一旦到达山洞,您将失去平台游戏的踪迹。\n\n您的跳过次数,时间和死亡都将计算在内。\n\n-------------------------------------------------------------------------\n祝你好运!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nFollow @Bennyfred for more awesome games!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHint: Press space to toggle jump boost
Among Us Platformer remix
@Stage\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n set [place_spritex v] to (mouse x)\n set [place_spritey v] to (mouse y)\n end\nend\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Space Noise v] until done\nend\n\n@main charectar\n\nwhen flag clicked\nset size to (50) %\nset [level v] to [1]\nReset\nbroadcast (Start Game v)\nbroadcast (StartNewLevel v)\n\ndefine Reset\ngo to x: (-200) y: (0)\nset [g_isplayerdead v] to [false]\nset [g_velocity v] to [0]\nset [g_onground v] to [0]\nset [g_gravity v] to [-1]\nset [jumping v] to [0]\n\nwhen I receive [start game v]\nchange [ghost v] effect by (100)\nshow\nrepeat until <(G_isPlayerDead) = [true]>\n broadcast (StartAllControl v)\n broadcast (CheckPlatformDetection v)\n broadcast (CheckPlayerPosition v)\nend\n\ndefine MovementControl\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [g_speedx v] to [5]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [g_speedx v] to [-5]\n else\n set [g_speedx v] to [0]\n end\nend\n\nwhen I receive [startallcontrol v]\nMovementControl\nJumpControl\nif <key (up arrow v) pressed?> then\n change [g_velocity v] by (G_gravity)\nelse\n change [g_velocity v] by ((G_gravity) * (2))\nend\nchange y by (G_velocity)\n\ndefine MoveHitBox (speedx)\nchange x by (speedx)\nset [deviation v] to [0]\nrepeat until <<(deviation) = [5]> or <not <touching (ground v)?>>>\n change y by (1)\n change [deviation v] by (1)\nend\nif <(deviation) = [5]> then\n change x by ((0) - (speedx))\n change y by ((0) - (deviation))\nend\n\nwhen I receive [checkplatformdetection v]\nCheckHitGround <(G_velocity) > [0]>\nMoveHitBox (G_speedX)\n\ndefine JumpControl\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(G_onGround) > [0]> and <(jumping) = [0]>> then\n set [g_onground v] to [0]\n set [jumping v] to [1]\n set [g_velocity v] to [15]\n end\nend\n\ndefine CheckHitGround <isjumping>\nrepeat until <not <touching (ground v)?>>\n if <isjumping> then\n change y by (-1)\n set [g_velocity v] to [0]\n else\n change y by (1)\n set [g_velocity v] to [0]\n set [g_onground v] to [1]\n if <(jumping) = [1]> then\n set [jumping v] to [0]\n end\n end\nend\n\nwhen I receive [startnewlevel v]\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\n\nwhen I receive [bounce v]\nset [jumping v] to [1]\nset [g_velocity v] to [25]\n\nwhen I receive [checkplayerposition v]\nforever\n if <<touching color (#e46634)?> or <(y position) < [-150]>> then\n broadcast (Die v)\n end\n if <(x position) > [225]> then\n change [level v] by (1)\n broadcast (StartNewLevel v)\n end\n if <(G_isPlayerDead) = [true]> then\n wait (0.1) seconds\n Reset\n broadcast (Start Game v)\n end\nend\n\nwhen I receive [startnewlevel v]\nReset\nbroadcast (Start Game v)\n\nwhen I receive [die v]\nset [g_isplayerdead v] to [true]\n\n@AnimatedCharectar\n\nwhen flag clicked\nset size to (50) %\nset rotation style [left-right v]\ngo to [front v] layer\nshow\nforever\n go to (main charectar v)\n if <<not <key (any v) pressed?>> and <(G_onGround) = [1]>> then\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n if <(costume [name v]) = [idle]> then\n switch costume to (walkcolor0001 v)\n else\n next costume\n wait (0.02) seconds\n end\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n if <(costume [name v]) = [idle]> then\n switch costume to (walkcolor0001 v)\n else\n next costume\n wait (0.02) seconds\n end\n end\n if <key (up arrow v) pressed?> then\n switch costume to (walkcolor0001 v)\n end\nend\n\nwhen flag clicked\nset [death v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n if <(costume [number v]) = [6]> then\n play sound [The among us walking sound effect2 v] until done\n end\n end\n if <key (up arrow v) pressed?> then\n play sound [jump v] until done\n end\nend\n\nwhen I receive [die v]\nplay sound [Alien Creak1 v] until done\nchange [death v] by (1)\n\nwhen flag clicked\nforever\n if <key (d v) pressed?> then\n point in direction (90)\n if <(costume [name v]) = [idle]> then\n switch costume to (walkcolor0001 v)\n else\n next costume\n wait (0.02) seconds\n end\n end\n if <key (a v) pressed?> then\n point in direction (-90)\n if <(costume [name v]) = [idle]> then\n switch costume to (walkcolor0001 v)\n else\n next costume\n wait (0.02) seconds\n end\n end\n if <key (w v) pressed?> then\n switch costume to (walkcolor0001 v)\n end\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\nend\n\n@Ground\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (join [costume] (Level))\nend\n\nif <(Level) < [11]> then\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n Place Clone At [20] [-90]\nend\nif <(Level) = [2]> then\n Place Clone At [-117] [-90]\nend\nif <(Level) = [8]> then\n Place Clone At [-65] [-10]\nend\nif <(Level) = [9]> then\n Place Clone At [139] [-90]\nend\nif <(Level) = [16]> then\n Place Clone At [139] [-90]\n Place Clone At [60] [-90]\n Place Clone At [-10] [-90]\n Place Clone At [-70] [-90]\n Place Clone At [-140] [-90]\nend\nhide\nset [x v] to [-9999]\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 start as a clone\ngo to x: (x) y: (y)\nforever\n if <touching (main charectar v)?> then\n broadcast (bounce v)\n repeat (8)\n next costume\n end\n switch costume to (trampoline1 v)\n end\nend\n\n@spikes\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\nend\n\nwhen flag clicked\nhide\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [2]> then\n Place Clone At [-2] [35]\nend\nif <(Level) = [4]> then\n Place Clone At [-30] [-33]\n Place Clone At [141] [104]\nend\nif <(Level) = [11]> then\n Place Clone At [0] [-66]\nend\nhide\nset [x v] to [-99999]\n\nPlace Clone At [62] [30]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nforever\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\nend\n\n@Sprite1\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nStart Laser Again\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (x) y: (y)\nset [timer v] to [0]\nforever\n set pen color to (#e46634)\n set pen size to (1)\n erase all\n pen down\n repeat (10)\n change y by (250)\n change y by (-250)\n change pen size by (4)\n wait (0.1) seconds\n change [timer v] by (1)\n end\n if <(timer) > [15]> then\n broadcast (Stop Laser v)\n delete this clone\n end\nend\n\nwhen I receive [reset v]\nerase all\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Start Laser Again\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [3]> then\n Place Clone At [0] [103]\nend\nif <(Level) = [5]> then\n Place Clone At [2] [103]\nend\nif <(Level) = [12]> then\n Place Clone At [0] [103]\n Place Clone At [-115] [103]\n Place Clone At [115] [103]\nend\nif <(Level) = [14]> then\n Place Clone At [0] [103]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [stop laser v]\nstop [other scripts in sprite v]\nerase all\nwait (1.5) seconds\nbroadcast (Start Laser Again v)\n\nwhen I receive [start laser again v]\nStart Laser Again\n\nwhen I start as a clone\nset volume to (50) %\nforever\n wait (0.5) seconds\n play sound [zap sound v] until done\n wait (0.5) seconds\nend\n\nhide\nset [x v] to [-99999]\n\nwhen I start as a clone\n\nsay [Hello!] for (2) seconds\n\nPlace Clone At [-115] [103]\nPlace Clone At [115] [103]\n\n@AnimatedCharectar2\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [3]> then\n Place Clone At [101] [-90]\nend\nif <(Level) = [6]> then\n Place Clone At [100] [-93]\nend\nif <(Level) = [8]> then\n Place Clone At [-74] [-10]\nend\nif <(Level) = [10]> then\n Place Clone At [-20] [-90]\n Place Clone At [100] [-90]\nend\nif <(Level) = [15]> then\n Place Clone At [-122] [-93]\n Place Clone At [0] [-93]\n Place Clone At [122] [-93]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nchange [color v] effect by (pick random (25) to (75))\nPatrolling Around\nforever\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\nend\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 flag clicked\nset rotation style [left-right v]\nhide\n\ndefine Patrolling Around\nforever\n repeat (25)\n point in direction (90)\n change x by (5)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\n repeat (25)\n point in direction (-90)\n change x by (-5)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n play sound [The among us walking sound effect2 v] until done\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\nend\n\n@Smasher\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\nend\n\nwhen flag clicked\nhide\n\ndefine Place Clone At (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nshow\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [5]> then\n Place Clone At [206] [50]\nend\nif <(Level) = [6]> then\n Place Clone At [0] [50]\nend\nif <(Level) = [9]> then\n Place Clone At [0] [50]\nend\nif <(Level) = [13]> then\n Place Clone At [0] [50]\n Place Clone At [-115] [50]\n Place Clone At [115] [50]\nend\nif <(Level) = [14]> then\n Place Clone At [-115] [50]\n Place Clone At [115] [50]\nend\nhide\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nSmash Down (y)\n\ndefine Smash Down (y)\nforever\n repeat until <touching (ground v)?>\n change y by (-2)\n end\n broadcast (PlaySmashSound v)\n wait (1) seconds\n repeat until <(y position) > (y)>\n change y by (5)\n end\nend\n\nwhen I receive [playsmashsound v]\nset volume to (50) %\nplay sound [crash metal v] until done\n\nwhen I start as a clone\nforever\n if <touching (maincharacter v)?> then\n broadcast (Die v)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\nend\n\nset [level v] to [13]\n\nwait (1) seconds\nPlace Clone At [-200] [100]\nwait (0.1) seconds\nPlace Clone At [-115] [100]\nwait (0.1) seconds\nPlace Clone At [0] [100]\nwait (0.1) seconds\nPlace Clone At [115] [100]\nwait (0.1) seconds\nPlace Clone At [200] [100]\n\n@AnimatedCharectar3\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [7]> then\n Place Clone At [-97] [-93]\nend\nif <(Level) = [11]> then\n Place Clone At [100] [-93]\nend\nhide\nset [x v] to [-99999]\n\nPlace Clone At [-143] [-93]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\ngo to x: (x) y: (y)\nchange [color v] effect by (0)\nPatrolling Around\nforever\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\nend\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 flag clicked\nset rotation style [left-right v]\nhide\n\ndefine Patrolling Around\nforever\n repeat (12)\n point in direction (90)\n change x by (10)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\n repeat (12)\n point in direction (-90)\n change x by (-10)\n next costume\n end\n switch costume to (idle v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n play sound [The among us walking sound effect2 v] until done\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (main charectar v)?> then\n broadcast (Die v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go [forward v] (100) layers\nend\n\n@Sprite3\n\ngo to x: (-185) y: (160)\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (138) y: (160)\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-118) y: (157)\nhide\nset [digits v] to [0]\nrepeat (2)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: ((-126) + ((digits) * (12))) y: (159)\nforever\n if <(digits) > (length of (Level))> then\n hide\n else\n show\n switch costume to (letter (digits) of (Level))\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\nset [digits v] to [0]\nrepeat (2)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: ((205) + ((digits) * (12))) y: (158)\nforever\n if <(digits) > (length of (Death))> then\n hide\n else\n show\n switch costume to (letter (digits) of (Death))\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nshow\ngo to x: (-170) y: (122)\nforever\n if <(Level) < [16]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (StartNewLevel v)\n change [level v] by (1)\n wait (1) seconds\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [brightness v] effect to (-30)\n end\nend\n\n
Welcome to Among Us Platformer\nEVERY level is possible.\nCan you make it???\nDo ✩ and ♥ and comment if you liked it\nLast update: skip button\nMy record is 0 death and no skip. What is your record?
Volcanic Island - Tiled platformer #art #games #poliakoff #trending
@Stage\n\nwhen flag clicked\nswitch backdrop to (page v)\n\nwhen flag clicked\nswitch backdrop to (4-1 v)\n\nwhen I receive [play v]\nswitch backdrop to (4-2 v)\n\nwhen flag clicked\nplay sound [music start v] until done\nforever\n play sound [music loop v] until done\nend\n\n@tiles\n\nwhen I start as a clone\nforever\n clone-tick\nend\n\ndefine clone-tick\ngo to [back v] layer\nclear graphic effects\nset size to (95) %\ngo to x: (round ((block: X) - (scroll))) y: (y position)\nhide\nif <(round ((block: X) - (scroll))) = (x position)> then\n show\nend\nif <(clonetype) = [0002]> then\n switch costume to (0002 v)\nelse\n if <(clonetype) = [0003]> then\n switch costume to (0003 v)\n else\n if <(clonetype) = [0004]> then\n switch costume to (0004 v)\n else\n if <(clonetype) = [0005]> then\n switch costume to (0005 v)\n else\n if <(clonetype) = [0006]> then\n switch costume to (0006 v)\n else\n if <(clonetype) = [0007]> then\n switch costume to (0007 v)\n else\n if <(clonetype) = [0008]> then\n switch costume to (0008 v)\n else\n if <(clonetype) = [0009]> then\n switch costume to (0009 v)\n else\n if <(clonetype) = [0010]> then\n switch costume to (0010 v)\n else\n if <(clonetype) = [0011]> then\n switch costume to (0011 v)\n else\n if <(clonetype) = [0013]> then\n switch costume to (0013 v)\n else\n if <(clonetype) = [0014]> then\n switch costume to (0014 v)\n else\n if <(clonetype) = [0015]> then\n switch costume to (0015 v)\n go to [back v] layer\n else\n if <(clonetype) = [0016]> then\n switch costume to (0016 v)\n else\n if <(clonetype) = [0017]> then\n switch costume to (0017 v)\n else\n if <(clonetype) = [0019]> then\n switch costume to (0019 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\npoint in direction (90)\nif <(costume [number v]) = [13]> then\n go to [back v] layer\n if <(monstersyspeed) < [0]> then\n point in direction (-90)\n end\n change [monstersyspeed v] by (-1)\n change y by (monstersyspeed)\n if <(y position) < [-170]> then\n set [monstersyspeed v] to ((() - (monstersyspeed)) + (1))\n end\nend\nset size to (104) %\nif <(costume [number v]) > [14]> then\n go to [back v] layer\nend\n\nif <(editing) = [1]> then\n\nwhen flag clicked\nset [clone? v] to [0]\n\nwhen I start as a clone\nset [clone? v] to [1]\n\nwhen I receive [generate level v]\nif then\n delete this clone\nend\nwait (0) seconds\ngenerate\nbroadcast (editor v) and wait\nset [scroll v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\nwhen I receive [generate level v]\nhide\n\nwhen I receive [undoclone v]\nif <(clone?) = [1]> then\n if <not <[usedspaces v] contains (join (block: X) (y position))?>> then\n delete this clone\n end\nend\n\ndefine generate\nset [monstersyspeed v] to [0]\nset [scroll v] to [1000]\nset [editing v] to [-1]\ndelete all of [usedspaces v]\nset [i v] to [1]\nrepeat (length of [types v])\n set [block: x v] to (item (i) of [x positions v])\n go to x: ((block: X) - (scroll)) y: (item (i) of [y positions v])\n add (join (block: X) (y position)) to [usedspaces v]\n switch costume to (item (i) of [types v])\n set [clonetype v] to (item (i) of [types v])\n create clone of (_myself_ v)\n change [i v] by (1)\nend\ngo to x: (-20000) y: (0)\nhide\n\nwhen I receive [play v]\nhide variable [blocksused v]\n\n@player\n\nwhen flag clicked\nhide\ngo to x: (-200) y: (40)\n\nwhen I receive [play v]\nif <(clone?) = [0]> then\n set size to (50) %\n switch costume to (hitbox v)\n show\n go to [front v] layer\n change [y speed v] by (-2)\n set [x speed v] to ((x speed) * (0.8))\n change x by (round (x speed)) <(x speed) > [0]>\n change y by (y speed) <(y speed) > [0]>\n set rotation style [don't rotate v]\n if <<(y position) < [-170]> or <touching color (#e53330)?>> then\n start sound [Crunch v]\n spawn\n end\n switch costume to (cube v)\n if <<<touching color (#ffe900)?> and <(y speed) < [0]>> and <touching (tiles v)?>> then\n set [y speed v] to [28]\n start sound [Jump v]\n end\n if <touching color (#005306)?> then\n start sound [win v]\n change [level v] by (1)\n broadcast (load v) and wait\n spawn\n set [scroll v] to [0]\n end\n if <(x position) > [50]> then\n change [scroll v] by ((x position) - (50))\n else\n if <[-50] > (x position)> then\n change [scroll v] by ((x position) + (50))\n end\n end\n if <<(scroll) < [0]> or <(LEVEL) > [6]>> then\n set [scroll v] to [0]\n end\n if <[4300] < (scroll)> then\n set [scroll v] to [4300]\n end\n \n if <<<touching color (#ce0000)?> and <<touching color (#ff4a00)?> or <touching color (#ff3e00)?>>> or <touching color (#343434)?>> then\n start sound [Crunch v]\n spawn\n set [scroll v] to [0]\n end\n \nend\n\ndefine change x by (sx) <forward>\nchange [player x v] by (sx)\n\nif <touching color (#ff0000)?> then\n repeat (10)\n change [player y v] by (1)\n \n if <not <touching color (#ff0000)?>> then\n stop [this script v]\n end\n end\n change [player y v] by (-10)\n \n if <key (up arrow v) pressed?> then\n set [y speed v] to [10]\n if <forward> then\n set [x speed v] to [-6]\n else\n set [x speed v] to [6]\n end\n else\n set [x speed v] to [0]\n end\n repeat until <not <touching color (#ff0000)?>>\n \n if <(sx) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n \n if <([abs v] of (x position) ) > [235]> then\n broadcast (player glitch v)\n stop [this script v]\n end\n end\nend\n\ndefine change y by (sy) <up >\nchange [player y v] by (sy)\n\nrepeat until <not <touching color (#ff0000)?>>\n set [y speed v] to [0]\n if <up > then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n if <key (up arrow v) pressed?> then\n set [y speed v] to [20]\n end\n end\n \nend\n\nwhen I receive [play v]\nif <(clone?) = [0]> then\n if <key (left arrow v) pressed?> then\n change [x speed v] by (-2)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n change [x speed v] by (2)\n point in direction (90)\n end\n set rotation style [left-right v]\nend\n\ndefine spawn\nset [player x v] to [0]\nreset timer\ngo to x: (0) y: (0)\nset [player y v] to [0]\nset [y speed v] to [0]\nset [x speed v] to [0]\nset [scroll v] to [0]\nif <(LEVEL) > [6]> then\n set [player x v] to [-100]\nend\nif <(LEVEL) = [7]> then\n broadcast (Level 7 v)\nend\n\nwhen I receive [editor v]\nspawn\n\nwhen I receive [editor v]\nhide\n\ndefine \ngo to x: ((player x) - (scroll)) y: (player y)\n\nwhen I receive [generate level v]\nspawn\n\nwhen I receive [player glitch v]\nspawn\nsay [Player glitched :\( You got trapped between moving platforms and non moving and stuck checking respawned you] for (5) seconds\n\n@unused\n\ndefine save\nto 4s\nmerge lists\nencode (save code)\ndelete all of [triple click this code and add it to the forum v]\nadd (save code) to [triple click this code and add it to the forum v]\nadd [Comment your codes] to [triple click this code and add it to the forum v]\nadd (join [code length: ] (length of (save code))) to [triple click this code and add it to the forum v]\nadd [Remember to love, fav and follow for more games] to [triple click this code and add it to the forum v]\nhide list [triple click this code and add it to the forum v]\nstop [all v]\n\ndefine to 4s\nset [i v] to [1]\nrepeat (length of [x positions v])\n if <(length of (item (i) of [x positions v])) = [1]> then\n replace item (i) of [x positions v] with [0000]\n else\n if <(length of (item (i) of [x positions v])) = [2]> then\n if <(letter (1) of (item (i) of [x positions v])) = [-]> then\n replace item (i) of [x positions v] with (join [-] (join [00] (letter (2) of (item (i) of [x positions v]))))\n else\n replace item (i) of [x positions v] with (join [00] (item (i) of [x positions v]))\n end\n else\n if <(length of (item (i) of [x positions v])) = [3]> then\n if <(letter (1) of (item (i) of [x positions v])) = [-]> then\n replace item (i) of [x positions v] with (join [-] (join [0] (join (letter (2) of (item (i) of [x positions v])) (letter (3) of (item (i) of [x positions v])))))\n else\n replace item (i) of [x positions v] with (join [0] (item (i) of [x positions v]))\n end\n end\n end\n end\n change [i v] by (1)\nend\nset [i v] to [1]\nrepeat (length of [y positions v])\n if <(length of (item (i) of [y positions v])) = [1]> then\n replace item (i) of [y positions v] with [0000]\n else\n if <(length of (item (i) of [y positions v])) = [2]> then\n if <(letter (1) of (item (i) of [y positions v])) = [-]> then\n replace item (i) of [y positions v] with (join [-] (join [00] (letter (2) of (item (i) of [y positions v]))))\n else\n replace item (i) of [y positions v] with (join [00] (item (i) of [y positions v]))\n end\n else\n if <(length of (item (i) of [y positions v])) = [3]> then\n if <(letter (1) of (item (i) of [y positions v])) = [-]> then\n replace item (i) of [y positions v] with (join [-] (join [0] (join (letter (2) of (item (i) of [y positions v])) (letter (3) of (item (i) of [y positions v])))))\n else\n replace item (i) of [y positions v] with (join [0] (item (i) of [y positions v]))\n end\n end\n end\n end\n change [i v] by (1)\nend\n\ndefine merge lists\nset [save code v] to []\nset [i v] to [1]\nrepeat (length of (types))\n set [save code v] to (join (save code) (join (item (i) of [types v]) (join (item (i) of [x positions v]) (item (i) of [y positions v]))))\n change [i v] by (1)\nend\n\nwhen flag clicked\ndelete all of [triple click this code and add it to the forum v]\n\nwhen flag clicked\nshow list [triple click this code and add it to the forum v]\n\nwhen I receive [save v]\nsave\n\ndefine encode (code)\nset [i v] to [1]\ndelete all of [encoding/decoding list v]\nrepeat (length of (code))\n add (letter (i) of (code)) to [encoding/decoding list v]\n change [i v] by (1)\nend\nset [i v] to [1]\nrepeat (length of [encoding/decoding list v])\n if <(item (i) of [encoding/decoding list v]) = [0]> then\n replace item (i) of [encoding/decoding list v] with [\)]\n end\n if <(item (i) of [encoding/decoding list v]) = [1]> then\n replace item (i) of [encoding/decoding list v] with [!]\n end\n if <(item (i) of [encoding/decoding list v]) = [2]> then\n replace item (i) of [encoding/decoding list v] with ["]\n end\n if <(item (i) of [encoding/decoding list v]) = [3]> then\n replace item (i) of [encoding/decoding list v] with [£]\n end\n if <(item (i) of [encoding/decoding list v]) = [4]> then\n replace item (i) of [encoding/decoding list v] with [$]\n end\n if <(item (i) of [encoding/decoding list v]) = [5]> then\n replace item (i) of [encoding/decoding list v] with [%]\n end\n if <(item (i) of [encoding/decoding list v]) = [6]> then\n replace item (i) of [encoding/decoding list v] with [^]\n end\n if <(item (i) of [encoding/decoding list v]) = [7]> then\n replace item (i) of [encoding/decoding list v] with [&]\n end\n if <(item (i) of [encoding/decoding list v]) = [8]> then\n replace item (i) of [encoding/decoding list v] with [*]\n end\n if <(item (i) of [encoding/decoding list v]) = [9]> then\n replace item (i) of [encoding/decoding list v] with [\(]\n end\n if <(item (i) of [encoding/decoding list v]) = [-]> then\n replace item (i) of [encoding/decoding list v] with [?]\n end\n change [i v] by (1)\nend\nset [i v] to [1]\nset [save code v] to []\nrepeat (length of [encoding/decoding list v])\n set [save code v] to (join (save code) (item (i) of [encoding/decoding list v]))\n change [i v] by (1)\nend\n\n@load\n\ndefine load\nset [load code v] to (item (LEVEL) of [levels v])\ndecode (load code)\nadd to lists\nbroadcast (generate level v) and wait\nforever\n broadcast (play v)\nend\n\ndefine add to lists\ndelete all of [types v]\ndelete all of [x positions v]\ndelete all of [y positions v]\ndelete all of [usedspaces v]\nset [i v] to [1]\nrepeat ((length of (load code)) / (12))\n add (join (letter (i) of (load code)) (join (letter ((i) + (1)) of (load code)) (join (letter ((i) + (2)) of (load code)) (letter ((i) + (3)) of (load code))))) to [types v]\n change [i v] by (4)\n add (join (letter (i) of (load code)) (join (letter ((i) + (1)) of (load code)) (join (letter ((i) + (2)) of (load code)) (letter ((i) + (3)) of (load code))))) to [x positions v]\n change [i v] by (4)\n add (join (letter (i) of (load code)) (join (letter ((i) + (1)) of (load code)) (join (letter ((i) + (2)) of (load code)) (letter ((i) + (3)) of (load code))))) to [y positions v]\n change [i v] by (4)\nend\n\nwhen I receive [load v]\nload\n\ndefine decode (code)\nset [i v] to [1]\ndelete all of [encoding/decoding list v]\nrepeat (length of (code))\n add (letter (i) of (code)) to [encoding/decoding list v]\n change [i v] by (1)\nend\nset [i v] to [1]\nrepeat (length of [encoding/decoding list v])\n if <(item (i) of [encoding/decoding list v]) = [\)]> then\n replace item (i) of [encoding/decoding list v] with [0]\n end\n if <(item (i) of [encoding/decoding list v]) = [!]> then\n replace item (i) of [encoding/decoding list v] with [1]\n end\n if <(item (i) of [encoding/decoding list v]) = ["]> then\n replace item (i) of [encoding/decoding list v] with [2]\n end\n if <(item (i) of [encoding/decoding list v]) = [£]> then\n replace item (i) of [encoding/decoding list v] with [3]\n end\n if <(item (i) of [encoding/decoding list v]) = [$]> then\n replace item (i) of [encoding/decoding list v] with [4]\n end\n if <(item (i) of [encoding/decoding list v]) = [%]> then\n replace item (i) of [encoding/decoding list v] with [5]\n end\n if <(item (i) of [encoding/decoding list v]) = [^]> then\n replace item (i) of [encoding/decoding list v] with [6]\n end\n if <(item (i) of [encoding/decoding list v]) = [&]> then\n replace item (i) of [encoding/decoding list v] with [7]\n end\n if <(item (i) of [encoding/decoding list v]) = [*]> then\n replace item (i) of [encoding/decoding list v] with [8]\n end\n if <(item (i) of [encoding/decoding list v]) = [\(]> then\n replace item (i) of [encoding/decoding list v] with [9]\n end\n if <(item (i) of [encoding/decoding list v]) = [?]> then\n replace item (i) of [encoding/decoding list v] with [-]\n end\n change [i v] by (1)\nend\nset [i v] to [1]\nset [load code v] to []\nrepeat (length of [encoding/decoding list v])\n set [load code v] to (join (load code) (item (i) of [encoding/decoding list v]))\n change [i v] by (1)\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [winner!!! v]\nset [level v] to [8]\nbroadcast (load v)\n\n@buttons\n\nwhen flag clicked\nshow\nswitch costume to (play v)\ngo to x: (50) y: (25)\nforever\n say []\n clear graphic effects\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n say [Play game]\n change size by (20)\n change [brightness v] effect by (-25)\n if <mouse down?> then\n start sound [click v]\n broadcast (load v)\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nforever\n say []\n clear graphic effects\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n say [Make your own level and then share it with the community. MAKE SURE YOU READ THE INSTRUCTIONS]\n change size by (20)\n change [brightness v] effect by (-25)\n if <mouse down?> then\n start sound [click v]\n stop [other scripts in sprite v]\n broadcast (make v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [make v]\nstop [other scripts in sprite v]\ngo to x: (-1000) y: (0)\nhide\ndelete this clone\n\nwhen I receive [load v]\ngo to x: (-1000) y: (0)\nhide\ndelete this clone\n\nwhen I receive [editor v]\ngo to x: (185) y: (-150)\nshow\nswitch costume to (save v)\nclear graphic effects\nif <<key (s v) pressed?> and <key (p v) pressed?>> then\n broadcast (save v)\nend\n\nwait (0) seconds\n\nwhen I receive [play v]\nhide\n\nwhen I receive [generate level v]\nwait (0) seconds\nhide\n\n@start\n\nwhen I receive [play v]\nhide\n\nwhen I receive [editor v]\nshow\ngo to x: ((0) - (scroll)) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [generate level v]\nwait (0) seconds\nhide\n\n@Sprite1\n\nwhen I receive [play v]\nshow\nforever\n set [ghost v] effect to (20)\n go to x: (0) y: (((35) * ([sin v] of (((timer) + (timer)) * (50)) )) - (16))\nend\n\nwhen flag clicked\nhide\n\n@boss1\n\nwhen I start as a clone\nset rotation style [all around v]\npoint in direction (90)\nif <(x position) > [0]> then\n switch costume to (right v)\nelse\n switch costume to (left v)\nend\nshow\nrepeat (2)\n wait (0.2) seconds\n hide\n wait (0.2) seconds\n show\nend\nshow\nswitch costume to (costume1 v)\nset [ballyspeed v] to [0]\nrepeat until <(y position) < [-180]>\n change x by (Ballxspeed)\n turn right (Ballxspeed) degrees\n change y by (ballyspeed)\n change [ballyspeed v] by (-1)\n if <touching color (#ff0000)?> then\n set [ballyspeed v] to ((ballyspeed) * (-0.9))\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [level 7 v]\nif then\n delete this clone\nend\n\ndefine Create (x) (y) (speed)\nif <(x) > [0]> then\n switch costume to (right v)\nelse\n switch costume to (left v)\nend\ngo to x: (x) y: (y)\nset [ballxspeed v] to (speed)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [level 7 v]\nwait (2) seconds\nCreate [300] [100] [-3]\nwait (3) seconds\nCreate [-300] [100] [3]\nwait (3) seconds\nCreate [-300] [100] [3]\nCreate [300] [100] [-3]\nwait (12) seconds\nCreate [-300] [100] [3]\nCreate [300] [100] [-3]\n\nwhen I receive [level 7 v]\ndelete this clone\n\n@boss2\n\nwhen I receive [level 7 v]\nwait (12) seconds\nSpurt [-130] [180]\nwait (6) seconds\nSpurt [130] [180]\n\ndefine Spurt (x) (y)\nhide\ngo to x: (x) y: (y)\nrepeat (30)\n set [particlesx v] to (pick random (-5) to (5))\n set [particlesy v] to [0]\n create clone of (_myself_ v)\n wait (0) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nrepeat (150)\n change [particlesy v] by (-0.5)\n set [particlesx v] to ((particlesx) * (0.95))\n change x by (particlesx)\n change y by (particlesy)\n if <touching color (#ff0000)?> then\n change y by ((particlesy) * (-1))\n set [particlesy v] to ((particlesy) * (-0.4))\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [level 7 v]\ndelete this clone\n\n@Sprite2\n\nwhen I receive [level 7 v]\nstop [other scripts in sprite v]\nhide\nwait (30) seconds\nbroadcast (WINNER!!! v)\n\nwhen flag clicked\nhide\n\ndefine outofground\nrepeat until <not <touching color (#ff0000)?>>\n change y by (1)\n set [sy v] to [8]\nend\n\nwhen I receive [level 7 v]\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nset [sy v] to [0]\ngo to x: (0) y: (148)\nforever\n show\n change [ghost v] effect by (-5)\n change [sy v] by (-0.5)\n change [ghost v] effect by (-5)\n change y by (sy)\n outofground\nend\n\nwhen I receive [winner!!! v]\nswitch costume to (costume2 v)\nrepeat (6)\n create clone of (_myself_ v)\n next costume\nend\nhide\n\n@fireworks\n\nwhen I start as a clone\nset pen color to (#ffdd00)\nset [alive v] to [0]\nif <(clones: ID) = [1]> then\n go to x: (pick random (-150) to (150)) y: (-200)\n set [clones velocity v] to (pick random (-8) to (8))\nelse\n set [clones velocity v] to (pick random (8) to (18))\n if <(explosion type) = [3]> then\n change [clones velocity v] by (8)\n end\n set pen (color v) to (explosion color)\nend\n\nset [clones: id v] to [0]\nwait (pick random (0.1) to (1)) seconds\n\nwhen I receive [render pen v]\nif <(clones: ID) = [0]> then\nif <(clones: ID) = [1]> then\n if <(alive) < ((25) + (pick random (0) to (5)))> then\n set pen color to (#000263)\n pen up\n change y by (10)\n change x by (clones velocity)\n set pen size to (10)\n pen down\n move (0) steps\n pen up\n else\n set [explosion type v] to (pick random (1) to (4))\n clone explosion\n end\nelse\n change y by (-3)\n pen up\n set pen size to (10)\n change pen (transparency v) by (5)\n pen down\n move (clones velocity) steps\n if <(explosion type) = [3]> then\n move (() - ((clones velocity) * (2))) steps\n move ((clones velocity) * (2)) steps\n set [clones velocity v] to ((clones velocity) * (0.9))\n else\n set [clones velocity v] to ((clones velocity) * (0.85))\n end\n pen up\n if <(alive) > [25]> then\n delete this clone\n end\nend\n\ndefine clone explosion\nstart sound (pick random (1) to (10))\nset [clones: id v] to [2]\nset [explosion color v] to (pick random (1) to (100))\nif <<(explosion type) = [1]> or <(explosion type) = [4]>> then\n repeat (50)\n point in direction (pick random (1) to (360))\n create clone of (_myself_ v)\n end\n delete this clone\nelse\n if <(explosion type) = [2]> then\n repeat (8)\n point in direction (pick random (-135) to (-45))\n create clone of (_myself_ v)\n end\n repeat (8)\n point in direction (pick random (45) to (135))\n create clone of (_myself_ v)\n end\n delete this clone\n else\n repeat (50)\n set [explosion color v] to (pick random (1) to (100))\n point in direction (pick random (1) to (360))\n create clone of (_myself_ v)\n end\n delete this clone\n end\nend\n\ndefine big\nrepeat (pick random (20) to (100))\n set [explosion type v] to []\n set [clones: id v] to [1]\n create clone of (_myself_ v)\n set [clones: id v] to [0]\nend\n\nwhen I receive [winner!!! v]\nset [alive v] to []\nerase all\nforever\n repeat (pick random (3) to (8))\n set [explosion type v] to []\n set [clones: id v] to [1]\n create clone of (_myself_ v)\n set [clones: id v] to [0]\n repeat (pick random (5) to (15))\n wait (0) seconds\n end\n end\nend\n\nwhen I receive [winner!!! v]\nforever\n erase all\n broadcast (render pen v)\nend\n\nwhen flag clicked\nerase all\n\n@thumbnail2\n\nwhen flag clicked\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n go to x: (0) y: (0)\n show\n go to [front v] layer\nend\n\n
SEQUEL: https://scratch.mit.edu/projects/470686157\n\n\nAdvertiser friendly:\nTHIS IS A SEQUEL. CHECK OUT THE ORIGINAL: https://scratch.mit.edu/projects/397484781/\n<<<<<<<<<<<<<<<<<<<Intro>>>>>>>>>>>>>>>>>>>>>\nWell here it is. After a week of hard work, I bring you Volcanic island, a scrolling platformer\nIt features 7 levels and many non generic assets so I hope you enjoy\n<<<<<<<<<<<<<<<<Instructions>>>>>>>>>>>>>>>>>>\nUse the arrow keys to move. Don't fall in the void or hit the jumpy monsters or spikes. Chains and the other grey things are decoration, you go straight through them. The yellow things are obviously trampolines. However, with these you need to be falling already to get them to boost you up.\n<<<<<<<<<<<<<<<<<<<Boss>>>>>>>>>>>>>>>>>>>>\nTo beat the boss, you have to avoid the bouncy balls and lava. You don't have to do anything to kill it, just outlast the attacks\n<<<<<<<<<<<<<<<<<Credits>>>>>>>>>>>>>>>>>>>>>\nThank you to @toadfanschool for the art of the background (the volcano). All other art is by me\nThank you to @griffpatch for a little bit of the player scripts.\nThe music is Sing-bit-brawl by waterflame\n<<<<<<<<<<<<<<<<<<<Tags>>>>>>>>>>>>>>>>>>>>>\n#games #platformers #poliakoff #art #music #fun #lava #volcano #games #platformers #poliakoff #art #music #fun #lava #volcano #games #platformers #poliakoff #art #music #fun #lava #volcano #games #platformers #poliakoff #art #music #fun #lava #volcano #games #platformers #poliakoff #art #music #fun #lava #volcano #games #platformers #poliakoff #art #music #fun #lava #volcano #games #platformers #poliakoff #art #music #fun #lava #volcano #games #platformers #poliakoff #art #music #fun #lava #volcano #games #platformers #poliakoff #art #music #fun #lava #volcano #games #platformers #poliakoff #art #music #fun #lava #volcano #games #platformers #poliakoff #art #music #fun #lava #volcano #games #platformers #poliakoff #art #music #fun #lava #volcano
Ice Wizard - Mini Platformer :)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [brightness v] effect to (-100)\nrepeat (50)\n change [brightness v] effect by (2)\nend\n\nwhen I receive [next level v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (0.5) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) > [8]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [11]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Goodbye v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [can't move v] to [True]\npoint in direction (90)\ngo to x: (-208) y: (-101)\nset [brightness v] effect to (-100)\nrepeat (50)\n change [brightness v] effect by (2)\nend\nbroadcast (Game Start v)\nbroadcast (Spawn Enemy v)\n\nwhen I receive [game start v]\nset [can't move v] to [False]\nforever\n change [yv v] by (-1)\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 <not <(Can't Move) = [True]>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [13]\n end\n end\n end\n if <touching color (#ff0000)?> then\n Death\n go to x: (-208) y: (-101)\n end\n change y by (1)\n if <(x position) > [235]> then\n start sound [Coin v]\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [game start v]\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-208) y: (-101)\nshow\nforever\n if <not <(Can't Move) = [True]>> then\n if <<key (right arrow v) pressed?> 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 <key (a v) pressed?>> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [game start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (2 v)\nrepeat (12)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen I receive [next level v]\npoint in direction (90)\ngo to x: (-208) y: (-101)\nset [can't move v] to [True]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (0.5) seconds\ngo to x: (-208) y: (-101)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nbroadcast (Game Start v)\nbroadcast (Spawn Enemy v)\n\ndefine Death\nstart sound [Bubbles v]\nset [can't move v] to [True]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nset [brightness v] effect to (0)\nset [can't move v] to [False]\nbroadcast (Spawn Enemy v)\n\nwhen I receive [death v]\nDeath\ngo to x: (-208) y: (-101)\n\nwhen flag clicked\nforever\n if <(LEVEL) = [11]> then\n hide\n end\nend\n\n@Platform\n\nwhen flag clicked\nshow\nset [level v] to [1]\nswitch costume to (1 v)\nset [brightness v] effect to (-100)\nrepeat (50)\n change [brightness v] effect by (2)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (0.5) seconds\nswitch costume to (LEVEL)\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [11]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\n@Narrator\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\nwhen I receive [game start v]\nswitch costume to (LEVEL)\n\n@Enemy 1\n\nwhen I receive [spawn enemies v]\nset [1 or 2 v] to (pick random (1) to (2))\nif <(LEVEL) = [11]> then\n repeat until <(Defeated) = [True]>\n if <(1 or 2) = [1]> then\n Clone at x: [134] y: [-100]\n wait (1) seconds\n else\n Clone at x: [-241] y: [-100]\n wait (1) seconds\n end\n end\nelse\n delete this clone\nend\n\ndefine Clone (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset rotation style [left-right v]\nset [speed v] to [5]\nclear graphic effects\nset size to (100) %\nshow\nset [enemyx v] to [0]\nset [enemyy v] to [0]\ngo to [front v] layer\nforever\n if <touching (projectile v)?> then\n delete this clone\n end\n if <touching (player v)?> then\n broadcast (Death v)\n delete this clone\n end\n change [enemyy v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [enemyx v] by ((0) - ((Speed) / (10)))\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [player v])> then\n change [enemyx v] by ((Speed) / (10))\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((Enemyx) * (-1))\n if <(y position) < ([y position v] of [player v])> then\n set [enemyy v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [enemyx v] to [-10]\n else\n set [enemyx v] to [10]\n end\n else\n set [enemyx v] to [0]\n end\n end\n change y by (Enemyy)\n if <touching (platform v)?> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<((y position) - (-50)) < ([y position v] of [player v])> and <touching (platform v)?>> then\n set [enemyy v] to [14]\n end\n change y by (1)\nend\n\nwhen I receive [spawn enemy v]\nif <(LEVEL) = [3]> then\n Clone [189] [-104]\nend\nif <(LEVEL) = [4]> then\n Clone [189] [-104]\nend\nif <(LEVEL) = [5]> then\n Clone [13] [-60]\n Clone [189] [-104]\nend\nif <(LEVEL) = [7]> then\n Clone [88] [-104]\nend\nif <(LEVEL) = [8]> then\n Clone [-45] [-52]\n Clone [190] [44]\nend\nif <(LEVEL) = [9]> then\n Clone [-49] [-103]\n Clone [148] [-104]\nend\nif <(LEVEL) = [10]> then\n Clone [-36] [-52]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\ndelete this clone\n\n@Projectile\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Can't Move) = [False]> then\n if <key (space v) pressed?> then\n start sound [Ice v]\n point in direction ([direction v] of [player v])\n go to (player v)\n show\n repeat until <<touching (_edge_ v)?> or <touching (platform v)?>>\n move (10) steps\n end\n hide\n end\n end\nend\n\n@Enemy 2\n\nwhen flag clicked\nset [enemy there v] to [False]\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [spawn enemy v]\nif <(LEVEL) = [6]> then\n show\n go to x: (153) y: (93)\n set [enemy there v] to [True]\nend\nif <(LEVEL) = [7]> then\n show\n go to x: (214) y: (45)\n set [enemy there v] to [True]\nend\nif <(LEVEL) = [8]> then\n show\n go to x: (136) y: (-13)\n set [enemy there v] to [True]\nend\nif <(LEVEL) = [9]> then\n show\n go to x: (41) y: (-40)\n set [enemy there v] to [True]\nend\nif <(LEVEL) = [10]> then\n show\n go to x: (107) y: (-17)\n set [enemy there v] to [True]\nend\nforever\n if <touching (projectile v)?> then\n hide\n set [enemy there v] to [False]\n end\n if <([x position v] of [player v]) < ((x position) - (10))> then\n point in direction (-90)\n end\n if <((x position) - (10)) < ([x position v] of [player v])> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [11]> then\n hide\n end\nend\n\n@Bad\n\nwhen flag clicked\nhide\n\nwhen I receive [spawn enemy v]\nforever\n if <(Enemy There) = [True]> then\n point in direction ([direction v] of [enemy 2 v])\n go to (enemy 2 v)\n show\n repeat until <<touching (_edge_ v)?> or <touching (platform v)?>>\n move (5) steps\n end\n hide\n wait (0.26) seconds\n end\nend\n\nwhen I receive [spawn enemy v]\nforever\n if <(Enemy There) = [True]> then\n if <touching (player v)?> then\n broadcast (Death v)\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [11]> then\n hide\n end\nend\n\n@tn\n\nwhen flag clicked\nhide\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (3) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (50)\nset size to (pick random (100) to (150)) %\ngo to x: (-234) y: (pick random (107) to (139))\nforever\n if <<(x position) > [240]> or <(backdrop [number v]) = [2]>> then\n stop [other scripts in sprite v]\n delete this clone\n end\n change x by (3)\nend\n\n
Hi, Working on something big, So here is a project for right now. :)\nArrow Keys or WAD to Move\nSpace to shoot\nDon't Touch Red\nHave Fun!\nLove, Fav, and Follow! :)
Levitate - rage platformer #all #games
@Stage\n\n@hitbox\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (-50)\n if <touching (death v)?> then\n broadcast (dead v)\n end\n if <touching (next level v)?> then\n start sound [Collect v]\n broadcast (next level v)\n wait until <not <touching (next level v)?>>\n end\nend\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\nhide\n\n@player\n\nwhen flag clicked\nset size to (100) %\nshow\nswitch costume to (costume1 v)\nset rotation style [left-right v]\nforever\n if <(in air?) = [no]> then\n if <<<key (w v) pressed?> or <<key (d v) pressed?> or <key (a v) pressed?>>> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n next costume\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [6]>> then\n switch costume to (costume2 v)\n end\n wait (0.05) seconds\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume6 v)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n end\nend\n\nwhen I receive [tick v]\ngo to (hitbox v)\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\nhide\n\nrepeat (13)\n change [level v] by (1)\nend\n\n@in air?\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (-50)\nforever\n if <touching (groud v)?> then\n set [in air? v] to [no]\n else\n set [in air? v] to [yes]\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(in air?) = [no]> then\n if <<<key (w v) pressed?> or <<key (d v) pressed?> or <key (a v) pressed?>>> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n start sound [Footsteps v]\n wait (0.3) seconds\n end\n end\nend\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\nhide\n\n@groud\n\nwhen flag clicked\nshow\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (hack v)\nset size to (500) %\nswitch costume to ((level) + (1))\ngo to x: (1050) y: (660)\nforever\n platfromer [0.8] [-10] [-0.9] [0.8]\nend\n\ndefine platfromer (gravity) (jump) (speed) (friction)\nchange [y v] by (gravity)\nchange y by (y)\nif <touching (hitbox v)?> then\n repeat until <not <touching (hitbox v)?>>\n change y by ((([abs v] of (y) ) / (y)) * (-1))\n end\n set [y v] to (<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(([abs v] of (y) ) / (y)) = [1]>> * (jump))\nend\nset [x v] to ((friction) * ((x) + ((<<key (d v) pressed?> or <key (right arrow v) pressed?>> * (speed)) + (<<key (a v) pressed?> or <key (left arrow v) pressed?>> * ((speed) * (-1))))))\nchange x by (x)\nif <touching (hitbox v)?> then\n repeat until <not <touching (hitbox v)?>>\n change x by ((([abs v] of (x) ) / (x)) * (-1))\n end\nend\n\nwhen I receive [dead v]\nif <not <((level) + (1)) = [14]>> then\n wait (0.5) seconds\n go to x: (1050) y: (660)\nend\n\nwhen I receive [next level v]\nif <not <((level) + (1)) = [14]>> then\n wait (0.5) seconds\n go to x: (1050) y: (660)\n change [level v] by (1)\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <((level) + (1)) = [14]> then\n stop [other scripts in sprite v]\n broadcast (the end v)\n hide\n stop [this script v]\n else\n switch costume to ((level) + (1))\n end\nend\n\nchange [level v] by (1)\n\nchange [level v] by (-1)\n\n@death\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (100)\nswitch costume to (costume2 v)\nset size to (500) %\nswitch costume to (costume1 v)\nforever\n broadcast (tick v)\nend\n\nwhen I receive [tick v]\ngo to (groud v)\n\nset size to (100) %\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\nhide\n\n@black screen\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [dead v]\nif <not <((level) + (1)) = [14]>> then\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [next level v]\nif <not <((level) + (1)) = [14]>> then\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [the end v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@light effect\n\nwhen flag clicked\nshow\nset [ghost v] effect to (40)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\nhide\n\n@next level\n\nwhen flag clicked\nshow\nswitch costume to (hack v)\nset size to (500) %\nswitch costume to (costume1 v)\nforever\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\nend\n\nwhen I receive [tick v]\ngo to (groud v)\n\nwhen flag clicked\nforever\n switch costume to ((level) + (1))\nend\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\nhide\n\n@animations\n\nwhen I receive [the end v]\nswitch costume to (costume1 v)\nwait (0.5) seconds\nshow\ngo to x: (0) y: (0)\nrepeat (50)\n next costume\n wait (0.1) seconds\nend\nwait (1.5) seconds\nnext costume\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n play sound [Hollow Knight OST - Dirtmouth v] until done\nend\n\nrepeat (13)\n change [level v] by (1)\nend\n\nwhen I receive [the end v]\nswitch costume to (costume1 v)\nwait (0.5) seconds\nshow\ngo to x: (0) y: (0)\nrepeat (9)\n start sound [step v]\n wait (0.3) seconds\nend\nplay sound [collect v] until done\nwait (0.05) seconds\nstart sound [step v]\n\n@thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nshow\nforever\n go to [front v] layer\nend\n\n
WAD or arrows keys to move and jump, touch the white dot to proceed to the next level. \n\nalone, pain, panic, frustration...\n\n