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[モバイル対応]Don't move platformer when tatch laser! | @Stage\n\nforever\n\n@プレイヤー\n\nwhen flag clicked\nset [うごく v] to [0]\nforever\n if <touching color (#1c54ff)?> then\n set [うごく v] to [1]\n set [y v] to [22.5]\n end\nend\n\nwhen flag clicked\nset [プレイヤ v] to [0]\nset [向き v] to [1]\nclear graphic effects\nset size to (50) %\nwait (0.01) seconds\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\nset [クローン v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nset [ステージ v] to [1]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n set [向き v] to [2]\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n set [向き v] to [1]\n change [x v] by (1)\n point in direction (90)\n end\n if <<(ステージ) = [1]> and <touching (地面 v)?>> then\n set [x v] to ((x) * (0.92))\n else\n set [x v] to ((x) * (0.88))\n end\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> 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 (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<(y position) < [-175]> or <<touching color (#ff0000)?> or <<<touching color (#ff7979)?> and <key (any v) pressed?>> or <<touching color (#ff7979)?> and <mouse down?>>>>> then\n set [死 v] to [1]\n repeat (15)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n set [死 v] to [0]\n show\n end\n if <[239] < (x position)> then\n if <not <(ステージ) = [13]>> then\n broadcast (メッセージ1 v)\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n wait (3) seconds\n show\n end\n end\nend\n\nstart sound [jump-cute1 v]\n\nwhen flag clicked\nset [クローン v] to [0]\nforever\n if <(クローン) = [1]> then\n wait (0.01) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-1.5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <key (any v) pressed?> then\n repeat (10)\n set [うごく v] to [1]\n end\n else\n set [うごく v] to [0]\n end\nend\n\nwhen I receive [メッセージ1 v]\nhide\nset [プレイヤ v] to [1]\nwait (3) seconds\nset [プレイヤ v] to [0]\nshow\n\nwhen I receive [メッセージ1 v]\n\nshow\n\nwhen flag clicked\nforever\n if <(プレイヤ) = [1]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nrepeat until <(ステージ) = [17]>\n play sound [1234 v] until done\nend\n\n@地面\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\nwhen [z v] key pressed\n\nrepeat (1)\n broadcast (メッセージ1 v)\n change [ステージ v] by (1)\nend\n\nwhen I receive [メッセージ1 v]\nhide\nwait (3) seconds\nshow\n\n@レーザー\n\nwhen flag clicked\nset [死 v] to [0]\nforever\n if <<(死) = [1]> or <(プレイヤ) = [1]>> then\n wait (1) seconds\n else\n show\n go to x: (-42) y: (0)\n wait (0.5) seconds\n repeat until <[436] < (x position)>\n move (5) steps\n end\n hide\n end\nend\n\nwhen I receive [メッセージ1 v]\nhide\nwait (3) seconds\nshow\ngo to x: (-42) y: (0)\nwait (2) seconds\nrepeat until <[436] < (x position)>\n move (5) steps\nend\nhide\n\n@レーザー2\n\nwhen flag clicked\nset [死 v] to [0]\nforever\n if <<(死) = [1]> or <(プレイヤ) = [1]>> then\n wait (0.5) seconds\n else\n show\n go to x: (3) y: (173)\n wait (0.5) seconds\n repeat until <(y position) < [-177]>\n change y by (-5)\n end\n hide\n end\nend\n\nwhen I receive [メッセージ1 v]\nhide\nwait (3) seconds\nshow\ngo to x: (3) y: (173)\nwait (2) seconds\nrepeat until <[-177] < (x position)>\n change y by (-5)\nend\nhide\n\n@サムネ\n\nwhen flag clicked\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nshow\ngo to x: (0) y: (316)\nglide (1) secs to x: (0) y: (0)\nwait (1) seconds\nglide (1) secs to x: (0) y: (-349)\nhide\n\nforever\nend\n\nchange x by (10)\n\nrepeat (20)\n change y by (4)\nend\n\nrepeat (20)\n change y by (-4)\nend\n\nchange y by (10)\n\nreset timer\n\n | ERROR: type should be string, got " https://scratch.mit.edu/studios/28537801/projects/\\n日本語は下\\nもし追加して欲しいステージがあったら言ってください!\\nUse the arrow keys or wasd key to move.\\nThe red one is the laser.\\nYou don't die just by touching the laser, but you die when you move.\\nGood luck!\\n日本語\\n矢印キーまたはwasdキーで移動。\\n赤いのがレーザーです。\\nレーザーに触れただけでは死にませんがうごくと死にます。\\n頑張って!\\n\\n\\n音楽はtntedさんから借りました" |
3D Platformer! ~ First ~ | @Stage\n\n@pen\n\ndefine リスト要素描画\ninsert [1] at (1) of [chores v] \nrepeat ((length of [要素 v]) / (11))\n set pen color to (item ((item (1) of [chores v]) + (9)) of [要素 v])\n 計算後の要素 (item (item (1) of [chores v]) of [要素 v]) (item ((item (1) of [chores v]) + (1)) of [要素 v]) (item ((item (1) of [chores v]) + (2)) of [要素 v]) (item ((item (1) of [chores v]) + (3)) of [要素 v]) (item ((item (1) of [chores v]) + (4)) of [要素 v]) (item ((item (1) of [chores v]) + (5)) of [要素 v]) (item ((item (1) of [chores v]) + (6)) of [要素 v]) (item ((item (1) of [chores v]) + (7)) of [要素 v]) (item ((item (1) of [chores v]) + (8)) of [要素 v]) を描画\n replace item (1) of [chores v] with ((item (1) of [chores v]) + (11))\nend\ndelete (1) of [chores v]\n\ndefine 計算後の要素 (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3) を描画\nif <(z1) > [1]> then\n if <(z2) > [1]> then\n if <(z3) > [1]> then\n 三角形 ( ((x1) / ((z1) / (150))) , ((y1) / ((z1) / (150))) ) ( ((x2) / ((z2) / (150))) , ((y2) / ((z2) / (150))) ) ( ((x3) / ((z3) / (150))) , ((y3) / ((z3) / (150))) ) を塗りつぶす\n else\n 三角形 ( ((x1) / ((z1) / (150))) , ((y1) / ((z1) / (150))) ) ( ((x2) / ((z2) / (150))) , ((y2) / ((z2) / (150))) ) ( (((((x3) - (x1)) * (((z1) - (1)) / ((z1) - (z3)))) + (x1)) * (150)) , (((((y3) - (y1)) * (((z1) - (1)) / ((z1) - (z3)))) + (y1)) * (150)) ) を塗りつぶす\n 三角形 ( ((x2) / ((z2) / (150))) , ((y2) / ((z2) / (150))) ) ( (((((x3) - (x1)) * (((z1) - (1)) / ((z1) - (z3)))) + (x1)) * (150)) , (((((y3) - (y1)) * (((z1) - (1)) / ((z1) - (z3)))) + (y1)) * (150)) ) ( (((((x3) - (x2)) * (((z2) - (1)) / ((z2) - (z3)))) + (x2)) * (150)) , (((((y3) - (y2)) * (((z2) - (1)) / ((z2) - (z3)))) + (y2)) * (150)) ) を塗りつぶす\n end\n else\n if <(z3) > [1]> then\n 三角形 ( ((x1) / ((z1) / (150))) , ((y1) / ((z1) / (150))) ) ( ((x3) / ((z3) / (150))) , ((y3) / ((z3) / (150))) ) ( (((((x2) - (x1)) * (((z1) - (1)) / ((z1) - (z2)))) + (x1)) * (150)) , (((((y2) - (y1)) * (((z1) - (1)) / ((z1) - (z2)))) + (y1)) * (150)) ) を塗りつぶす\n 三角形 ( ((x3) / ((z3) / (150))) , ((y3) / ((z3) / (150))) ) ( (((((x2) - (x1)) * (((z1) - (1)) / ((z1) - (z2)))) + (x1)) * (150)) , (((((y2) - (y1)) * (((z1) - (1)) / ((z1) - (z2)))) + (y1)) * (150)) ) ( (((((x2) - (x3)) * (((z3) - (1)) / ((z3) - (z2)))) + (x3)) * (150)) , (((((y2) - (y3)) * (((z3) - (1)) / ((z3) - (z2)))) + (y3)) * (150)) ) を塗りつぶす\n else\n 三角形 ( ((x1) / ((z1) / (150))) , ((y1) / ((z1) / (150))) ) ( (((((x2) - (x1)) * (((z1) - (1)) / ((z1) - (z2)))) + (x1)) * (150)) , (((((y2) - (y1)) * (((z1) - (1)) / ((z1) - (z2)))) + (y1)) * (150)) ) ( (((((x3) - (x1)) * (((z1) - (1)) / ((z1) - (z3)))) + (x1)) * (150)) , (((((y3) - (y1)) * (((z1) - (1)) / ((z1) - (z3)))) + (y1)) * (150)) ) を塗りつぶす\n end\n end\nelse\n if <(z2) > [1]> then\n if <(z3) > [1]> then\n 三角形 ( ((x2) / ((z2) / (150))) , ((y2) / ((z2) / (150))) ) ( ((x3) / ((z3) / (150))) , ((y3) / ((z3) / (150))) ) ( (((((x1) - (x2)) * (((z2) - (1)) / ((z2) - (z1)))) + (x2)) * (150)) , (((((y1) - (y2)) * (((z2) - (1)) / ((z2) - (z1)))) + (y2)) * (150)) ) を塗りつぶす\n 三角形 ( ((x3) / ((z3) / (150))) , ((y3) / ((z3) / (150))) ) ( (((((x1) - (x2)) * (((z2) - (1)) / ((z2) - (z1)))) + (x2)) * (150)) , (((((y1) - (y2)) * (((z2) - (1)) / ((z2) - (z1)))) + (y2)) * (150)) ) ( (((((x1) - (x3)) * (((z3) - (1)) / ((z3) - (z1)))) + (x3)) * (150)) , (((((y1) - (y3)) * (((z3) - (1)) / ((z3) - (z1)))) + (y3)) * (150)) ) を塗りつぶす\n else\n 三角形 ( ((x2) / ((z2) / (150))) , ((y2) / ((z2) / (150))) ) ( (((((x1) - (x2)) * (((z2) - (1)) / ((z2) - (z1)))) + (x2)) * (150)) , (((((y1) - (y2)) * (((z2) - (1)) / ((z2) - (z1)))) + (y2)) * (150)) ) ( (((((x3) - (x2)) * (((z2) - (1)) / ((z2) - (z3)))) + (x2)) * (150)) , (((((y3) - (y2)) * (((z2) - (1)) / ((z2) - (z3)))) + (y2)) * (150)) ) を塗りつぶす\n end\n else\n if <(z3) > [1]> then\n 三角形 ( ((x3) / ((z3) / (150))) , ((y3) / ((z3) / (150))) ) ( (((((x1) - (x3)) * (((z3) - (1)) / ((z3) - (z1)))) + (x3)) * (150)) , (((((y1) - (y3)) * (((z3) - (1)) / ((z3) - (z1)))) + (y3)) * (150)) ) ( (((((x2) - (x3)) * (((z3) - (1)) / ((z3) - (z2)))) + (x3)) * (150)) , (((((y2) - (y3)) * (((z3) - (1)) / ((z3) - (z2)))) + (y3)) * (150)) ) を塗りつぶす\n end\n end\nend\n\ndefine x: (x) y: (y) z: (z) camerax: (cx) cameray: (cy) cameraz: (cz) rotx: (rx) roty: (ry) の計算後の座標\nif <<<(cx) = [0]> and <(cy) = [0]>> and <(cz) = [0]>> then\n if <(rx) = [0]> then\n if <(ry) = [0]> then\n insert (z) at (1) of [answer v] \n insert (y) at (1) of [answer v] \n insert (x) at (1) of [answer v] \n else\n x: (x) y: (((y) * ([cos v] of (ry) )) - ((z) * ([sin v] of (ry) ))) z: (((y) * ([sin v] of (ry) )) + ((z) * ([cos v] of (ry) ))) camerax: [0] cameray: [0] cameraz: [0] rotx: [0] roty: [0] の計算後の座標\n end\n else\n x: (((x) * ([cos v] of (rx) )) - ((z) * ([sin v] of (rx) ))) y: (y) z: (((x) * ([sin v] of (rx) )) + ((z) * ([cos v] of (rx) ))) camerax: [0] cameray: [0] cameraz: [0] rotx: [0] roty: (ry) の計算後の座標\n end\nelse\n x: ((x) - (cx)) y: ((y) - (cy)) z: ((z) - (cz)) camerax: [0] cameray: [0] cameraz: [0] rotx: (rx) roty: (ry) の計算後の座標\nend\n\ndefine 三角形 ( (x1) , (y1) ) ( (x2) , (y2) ) ( (x3) , (y3) ) を塗りつぶす\ninsert ([sqrt v] of ((((x3) - (x1)) * ((x3) - (x1))) + (((y3) - (y1)) * ((y3) - (y1)))) ) at (1) of [chores v] \ninsert ([sqrt v] of ((((x2) - (x3)) * ((x2) - (x3))) + (((y2) - (y3)) * ((y2) - (y3)))) ) at (1) of [chores v] \ninsert ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) ) at (1) of [chores v] \ninsert ((((y1) * (item (2) of [chores v])) + (((y2) * (item (3) of [chores v])) + ((y3) * (item (1) of [chores v])))) / ((item (1) of [chores v]) + ((item (2) of [chores v]) + (item (3) of [chores v])))) at (4) of [chores v] \ninsert ((((x1) * (item (2) of [chores v])) + (((x2) * (item (3) of [chores v])) + ((x3) * (item (1) of [chores v])))) / ((item (1) of [chores v]) + ((item (2) of [chores v]) + (item (3) of [chores v])))) at (4) of [chores v] \ninsert (([abs v] of (((((x3) - (x2)) * (y1)) + ((((x1) - (x3)) * (y2)) + (((x2) - (x1)) * (y3)))) / ((((item (1) of [chores v]) + (item (2) of [chores v])) + (item (3) of [chores v])) / (2))) ) + (1)) at (4) of [chores v] \ndelete (1) of [chores v]\ndelete (1) of [chores v]\nreplace item (1) of [chores v] with [1]\nswitch costume to ( v)\nset size to ((1) / ()) %\nswitch costume to ( v)\nrepeat until <not <((item (1) of [chores v]) * (item (2) of [chores v])) > ([e ^ v] of (() - <is compiled?>) )>>\n replace item (1) of [chores v] with ((item (1) of [chores v]) / (2))\n set pen size to ((item (1) of [chores v]) * (item (2) of [chores v]))\n go to x: ((((item (3) of [chores v]) - (x1)) * (item (1) of [chores v])) + (x1)) y: ((((item (4) of [chores v]) - (y1)) * (item (1) of [chores v])) + (y1))\n pen down\n go to x: ((((item (3) of [chores v]) - (x2)) * (item (1) of [chores v])) + (x2)) y: ((((item (4) of [chores v]) - (y2)) * (item (1) of [chores v])) + (y2))\n go to x: ((((item (3) of [chores v]) - (x3)) * (item (1) of [chores v])) + (x3)) y: ((((item (4) of [chores v]) - (y3)) * (item (1) of [chores v])) + (y3))\n go to x: ((((item (3) of [chores v]) - (x1)) * (item (1) of [chores v])) + (x1)) y: ((((item (4) of [chores v]) - (y1)) * (item (1) of [chores v])) + (y1))\n pen up\nend\nset size to (100) %\npen up\ndelete (1) of [chores v]\ndelete (1) of [chores v]\ndelete (1) of [chores v]\ndelete (1) of [chores v]\n\ndefine 3D上での三角形 ( (x1) (y1) (z1) ) ( (x2) (y2) (z2) ) ( (x3) (y3) (z3) ) (c)\nx: (x3) y: (y3) z: (z3) camerax: (camera x) cameray: (camera y) cameraz: (camera z) rotx: (rot x) roty: (rot y) の計算後の座標\nx: (x2) y: (y2) z: (z2) camerax: (camera x) cameray: (camera y) cameraz: (camera z) rotx: (rot x) roty: (rot y) の計算後の座標\nx: (x1) y: (y1) z: (z1) camerax: (camera x) cameray: (camera y) cameraz: (camera z) rotx: (rot x) roty: (rot y) の計算後の座標\ninsert [0] at (1) of [chores v] \ninsert ((((([abs v] of (item (1) of [answer v]) ) + ([abs v] of (item (2) of [answer v]) )) + (([abs v] of (item (4) of [answer v]) ) + ([abs v] of (item (5) of [answer v]) ))) + (([abs v] of (item (7) of [answer v]) ) + ([abs v] of (item (8) of [answer v]) ))) / (10)) at (1) of [chores v] \nif <(item (3) of [answer v]) > (item (6) of [answer v])> then\n if <(item (3) of [answer v]) > (item (9) of [answer v])> then\n replace item (1) of [chores v] with ((item (1) of [chores v]) + (item (3) of [answer v]))\n else\n replace item (1) of [chores v] with ((item (1) of [chores v]) + (item (9) of [answer v]))\n end\nelse\n if <(item (6) of [answer v]) > (item (9) of [answer v])> then\n replace item (1) of [chores v] with ((item (1) of [chores v]) + (item (6) of [answer v]))\n else\n replace item (1) of [chores v] with ((item (1) of [chores v]) + (item (9) of [answer v]))\n end\nend\nrepeat until <<(item (((item (2) of [chores v]) * (11)) + (11)) of [要素 v]) < (item (1) of [chores v])> or <(item (2) of [chores v]) = ((length of [要素 v]) / (11))>>\n replace item (2) of [chores v] with ((item (2) of [chores v]) + (1))\nend\nif <(item (((item (2) of [chores v]) * (11)) + (11)) of [要素 v]) < (item (1) of [chores v])> then\n insert (item (1) of [chores v]) at (((item (2) of [chores v]) * (11)) + (1)) of [要素 v] \n insert (c) at (((item (2) of [chores v]) * (11)) + (1)) of [要素 v] \n replace item (1) of [chores v] with [9]\n repeat (9)\n insert (item (item (1) of [chores v]) of [answer v]) at (((item (2) of [chores v]) * (11)) + (1)) of [要素 v] \n delete (item (1) of [chores v]) of [answer v]\n replace item (1) of [chores v] with ((item (1) of [chores v]) - (1))\n end\nelse\n repeat (9)\n add (item (1) of [answer v]) to [要素 v]\n delete (1) of [answer v]\n end\n add (c) to [要素 v]\n add (item (1) of [chores v]) to [要素 v]\nend\ndelete (1) of [chores v]\ndelete (1) of [chores v]\n\ndefine リスト内立方体 (x) (y) (z) (s) (c) (?)\ninsert [] at (1) of [chores v] \ninsert [] at (1) of [chores v] \ninsert [] at (1) of [chores v] \nif <(c) = [0]> then\n replace item (1) of [chores v] with [#0d0]\n replace item (2) of [chores v] with [#0f0]\n replace item (3) of [chores v] with [#0b0]\nend\nif <(c) = [1]> then\n replace item (1) of [chores v] with [#00d000]\n replace item (2) of [chores v] with [#00f000]\n replace item (3) of [chores v] with [#00b000]\nend\nif <(c) = [2]> then\n replace item (1) of [chores v] with [#dd0]\n replace item (2) of [chores v] with [#ff0]\n replace item (3) of [chores v] with [#bb0]\nend\nif <(c) = [3]> then\n replace item (1) of [chores v] with [#00d]\n replace item (2) of [chores v] with [#00f]\n replace item (3) of [chores v] with [#00b]\nend\nif <(c) = [4]> then\n replace item (1) of [chores v] with [#d00]\n replace item (2) of [chores v] with [#f00]\n replace item (3) of [chores v] with [#b00]\nend\nif <(((((x) - (camera x)) * ((x) - (camera x))) + (((y) - (camera y)) * ((y) - (camera y)))) + (((z) - (camera z)) * ((z) - (camera z)))) < (描画距離)> then\n if <<(camera x) > ((x) + (s))> and <(letter (1) of (?)) = [1]>> then\n 3D上での三角形 ( ((x) + (s)) ((y) + (s)) ((z) + (s)) ) ( ((x) + (s)) ((y) - (s)) ((z) + (s)) ) ( ((x) + (s)) ((y) - (s)) ((z) - (s)) ) (item (1) of [chores v])\n 3D上での三角形 ( ((x) + (s)) ((y) + (s)) ((z) + (s)) ) ( ((x) + (s)) ((y) + (s)) ((z) - (s)) ) ( ((x) + (s)) ((y) - (s)) ((z) - (s)) ) (item (1) of [chores v])\n end\n if <<(camera x) < ((x) - (s))> and <(letter (2) of (?)) = [1]>> then\n 3D上での三角形 ( ((x) - (s)) ((y) + (s)) ((z) + (s)) ) ( ((x) - (s)) ((y) - (s)) ((z) + (s)) ) ( ((x) - (s)) ((y) - (s)) ((z) - (s)) ) (item (1) of [chores v])\n 3D上での三角形 ( ((x) - (s)) ((y) + (s)) ((z) + (s)) ) ( ((x) - (s)) ((y) + (s)) ((z) - (s)) ) ( ((x) - (s)) ((y) - (s)) ((z) - (s)) ) (item (1) of [chores v])\n end\n if <<(camera y) > ((y) + (s))> and <(letter (3) of (?)) = [1]>> then\n 3D上での三角形 ( ((x) + (s)) ((y) + (s)) ((z) + (s)) ) ( ((x) + (s)) ((y) + (s)) ((z) - (s)) ) ( ((x) - (s)) ((y) + (s)) ((z) - (s)) ) (item (2) of [chores v])\n 3D上での三角形 ( ((x) + (s)) ((y) + (s)) ((z) + (s)) ) ( ((x) - (s)) ((y) + (s)) ((z) + (s)) ) ( ((x) - (s)) ((y) + (s)) ((z) - (s)) ) (item (2) of [chores v])\n end\n if <<(camera y) < ((y) - (s))> and <(letter (4) of (?)) = [1]>> then\n 3D上での三角形 ( ((x) + (s)) ((y) - (s)) ((z) + (s)) ) ( ((x) + (s)) ((y) - (s)) ((z) - (s)) ) ( ((x) - (s)) ((y) - (s)) ((z) - (s)) ) (item (2) of [chores v])\n 3D上での三角形 ( ((x) + (s)) ((y) - (s)) ((z) + (s)) ) ( ((x) - (s)) ((y) - (s)) ((z) + (s)) ) ( ((x) - (s)) ((y) - (s)) ((z) - (s)) ) (item (2) of [chores v])\n end\n if <<(camera z) > ((z) + (s))> and <(letter (5) of (?)) = [1]>> then\n 3D上での三角形 ( ((x) + (s)) ((y) + (s)) ((z) + (s)) ) ( ((x) + (s)) ((y) - (s)) ((z) + (s)) ) ( ((x) - (s)) ((y) - (s)) ((z) + (s)) ) (item (3) of [chores v])\n 3D上での三角形 ( ((x) + (s)) ((y) + (s)) ((z) + (s)) ) ( ((x) - (s)) ((y) + (s)) ((z) + (s)) ) ( ((x) - (s)) ((y) - (s)) ((z) + (s)) ) (item (3) of [chores v])\n end\n if <<(camera z) < ((z) - (s))> and <(letter (6) of (?)) = [1]>> then\n 3D上での三角形 ( ((x) + (s)) ((y) + (s)) ((z) - (s)) ) ( ((x) + (s)) ((y) - (s)) ((z) - (s)) ) ( ((x) - (s)) ((y) - (s)) ((z) - (s)) ) (item (3) of [chores v])\n 3D上での三角形 ( ((x) + (s)) ((y) + (s)) ((z) - (s)) ) ( ((x) - (s)) ((y) + (s)) ((z) - (s)) ) ( ((x) - (s)) ((y) - (s)) ((z) - (s)) ) (item (3) of [chores v])\n end\nend\ndelete (1) of [chores v]\ndelete (1) of [chores v]\ndelete (1) of [chores v]\n\ndefine リスト移行\nrepeat ((length of [予備入り v]) / (6))\n リスト内立方体 (item (1) of [予備入り v]) (item (2) of [予備入り v]) (item (3) of [予備入り v]) (item (4) of [予備入り v]) (item (5) of [予備入り v]) (item (6) of [予備入り v])\n repeat (6)\n delete (1) of [予備入り v]\n end\nend\n\ndefine 立方体 (x) (y) (z) (s) (c) (?)\nif <<(c) = [0]> or <(c) = [1]>> then\n if <not <<([abs v] of ((x) - (camera x)) ) > (s)> or <([abs v] of ((z) - (camera z)) ) > (s)>>> then\n if <not <<(camera y) > (((y) + (s)) + (100))> or <(camera y) < ((y) - (s))>>> then\n if <not <(camera y) < ((((y) + (s)) + (100)) + ((camera y) - (前y)))>> then\n set [y speed v] to [0]\n if <<key (space v) pressed?> or <(Jump) = [true]>> then\n set [y speed v] to [30]\n end\n set [camera y v] to (((y) + (s)) + (100))\n else\n if <not <(camera y) > (((y) - (s)) + ((camera y) - (前y)))>> then\n set [y speed v] to (() - (y speed))\n else\n if <not <(camera z) < (((z) + (s)) + ((camera z) - (前z)))>> then\n set [camera z v] to (((z) + (s)) + (10))\n end\n if <not <(camera z) > (((z) - (s)) + ((camera z) - (前z)))>> then\n set [camera z v] to (((z) - (s)) - (10))\n end\n if <not <(camera x) < (((x) + (s)) + ((camera x) - (前x)))>> then\n set [camera x v] to (((x) + (s)) + (10))\n end\n if <not <(camera x) > (((x) - (s)) + ((camera x) - (前x)))>> then\n set [camera x v] to (((x) - (s)) - (10))\n end\n end\n end\n end\n end\nend\nif <(c) = [2]> then\n if <not <<([abs v] of ((x) - (camera x)) ) > (s)> or <([abs v] of ((z) - (camera z)) ) > (s)>>> then\n if <not <<(camera y) > (((y) + (s)) + (100))> or <(camera y) < ((y) - (s))>>> then\n set [nextstage? v] to [1]\n end\n end\nend\nif <(c) = [3]> then\n if <not <<([abs v] of ((x) - (camera x)) ) > (s)> or <([abs v] of ((z) - (camera z)) ) > (s)>>> then\n if <not <<(camera y) > (((y) + (s)) + (100))> or <(camera y) < ((y) - (s))>>> then\n set [y speed v] to [60]\n set [camera y v] to (((y) + (s)) + (100))\n end\n end\nend\nif <(c) = [4]> then\n if <not <<([abs v] of ((x) - (camera x)) ) > (s)> or <([abs v] of ((z) - (camera z)) ) > (s)>>> then\n if <not <<(camera y) > (((y) + (s)) + (100))> or <(camera y) < ((y) - (s))>>> then\n set [わああ v] to [1]\n end\n end\nend\nadd (x) to [予備入り v]\nadd (y) to [予備入り v]\nadd (z) to [予備入り v]\nadd (s) to [予備入り v]\nadd (c) to [予備入り v]\nadd (?) to [予備入り v]\n\nwhen I receive [完了 v]\nset [描画距離 v] to [2000000]\nreset timer\nforever\n erase all\n set [rot x v] to ((timer) * (72))\n set [rot y v] to (([cos v] of ((timer) * (60)) ) * (-45))\n set [camera y v] to (([sin v] of (rot y) ) * (-300))\n set [camera x v] to ((() - ([sin v] of (rot x) )) * ([sqrt v] of ((90000) - ((rot y) * (rot y))) ))\n set [camera z v] to ((() - ([cos v] of (rot x) )) * ([sqrt v] of ((90000) - ((rot y) * (rot y))) ))\n delete all of [要素 v]\n 立方体 [0] [0] [0] [100] [0] [111111]\n リスト移行\n リスト要素描画\nend\n\nwhen I receive [スタート v]\nset [世界記録保存用 v] to (days since 2000)\nstop [other scripts in sprite v]\nset [わああ v] to [0]\nset [stage v] to [1]\nset [nextstage? v] to [0]\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [camera z v] to [0]\nset [y speed v] to [0]\nset [rot x v] to [0]\nset [rot y v] to [0]\nset [描画距離 v] to [2000000]\nforever\n set [前x v] to (camera x)\n set [前y v] to (camera y)\n set [前z v] to (camera z)\n if <key (up arrow v) pressed?> then\n change [rot y v] by (5)\n end\n if <key (down arrow v) pressed?> then\n change [rot y v] by (-5)\n end\n if <key (right arrow v) pressed?> then\n change [rot x v] by (5)\n end\n if <key (left arrow v) pressed?> then\n change [rot x v] by (-5)\n end\n if <<<key (w v) pressed?> or <(歩く) = [315]>> or <<(歩く) = [0]> or <(歩く) = [45]>>> then\n change [camera x v] by (([sin v] of (rot x) ) * (10))\n change [camera z v] by (([cos v] of (rot x) ) * (10))\n end\n if <<<key (s v) pressed?> or <(歩く) = [135]>> or <<(歩く) = [180]> or <(歩く) = [225]>>> then\n change [camera x v] by (([sin v] of ((rot x) + (180)) ) * (10))\n change [camera z v] by (([cos v] of ((rot x) + (180)) ) * (10))\n end\n if <<<key (d v) pressed?> or <(歩く) = [45]>> or <<(歩く) = [90]> or <(歩く) = [135]>>> then\n change [camera x v] by (([sin v] of ((rot x) + (90)) ) * (10))\n change [camera z v] by (([cos v] of ((rot x) + (90)) ) * (10))\n end\n if <<<key (a v) pressed?> or <(歩く) = [225]>> or <<(歩く) = [270]> or <(歩く) = [315]>>> then\n change [camera x v] by (([sin v] of ((rot x) + (270)) ) * (10))\n change [camera z v] by (([cos v] of ((rot x) + (270)) ) * (10))\n end\n if <(rot y) > [90]> then\n set [rot y v] to [90]\n end\n if <(rot y) < [-90]> then\n set [rot y v] to [-90]\n end\n change [camera y v] by (y speed)\n change [y speed v] by (-2)\n 描画\n if <<(camera y) < [-800]> or <(わああ) = [1]>> then\n start sound [cancel5 v]\n set [camera x v] to [0]\n set [camera y v] to [0]\n set [camera z v] to [0]\n set [y speed v] to [0]\n set [rot x v] to [0]\n set [rot y v] to [0]\n set [わああ v] to [0]\n end\n if <(nextStage?) = [1]> then\n if <<(Stage) = [8]> and <not <((round (((days since 2000) - (世界記録保存用)) * (86400000))) / (1000)) > (☁ World Record)>>> then\n set [☁ world record v] to ((round (((days since 2000) - (世界記録保存用)) * (86400000))) / (1000))\n end\n broadcast (Next v) and wait\n end\nend\n\ndefine 描画\nerase all\ndelete all of [要素 v]\nif <(Stage) = [1]> then\n 立方体 [0] [-200] [0] [100] [0] [111101]\n 立方体 [0] [-200] [200] [100] [1] [111100]\n 立方体 [0] [-200] [400] [100] [0] [111100]\n 立方体 [0] [-200] [600] [100] [1] [111100]\n 立方体 [0] [-200] [800] [100] [0] [101110]\n 立方体 [-200] [-200] [800] [100] [1] [001111]\n 立方体 [-400] [-200] [800] [100] [2] [011111]\nend\nif <(Stage) = [2]> then\n 立方体 [0] [-200] [0] [100] [0] [111101]\n 立方体 [0] [-200] [200] [100] [1] [111100]\n 立方体 [0] [-200] [400] [100] [0] [111110]\n 立方体 [0] [-200] [800] [100] [0] [111101]\n 立方体 [0] [-200] [1000] [100] [1] [011110]\n 立方体 [200] [-200] [1000] [100] [0] [101111]\n 立方体 [600] [-200] [1000] [100] [2] [111111]\nend\nif <(Stage) = [3]> then\n 立方体 [0] [-200] [0] [100] [0] [111101]\n 立方体 [0] [-200] [200] [100] [1] [111100]\n 立方体 [0] [-200] [400] [100] [0] [110110]\n 立方体 [0] [0] [400] [100] [1] [111011]\n 立方体 [0] [0] [800] [100] [0] [111101]\n 立方体 [0] [0] [1000] [100] [1] [110110]\n 立方体 [0] [200] [1000] [100] [0] [111011]\n 立方体 [0] [-200] [1600] [100] [0] [111101]\n 立方体 [0] [-200] [1800] [100] [2] [111110]\nend\nif <(Stage) = [4]> then\n 立方体 [0] [-200] [0] [100] [0] [111101]\n 立方体 [0] [-200] [200] [100] [3] [111110]\n 立方体 [0] [600] [400] [100] [0] [111101]\n 立方体 [0] [600] [600] [100] [3] [111110]\n 立方体 [600] [1200] [600] [100] [0] [011111]\n 立方体 [800] [1200] [600] [100] [2] [101111]\nend\nif <(Stage) = [5]> then\n 立方体 [0] [-200] [0] [100] [0] [111101]\n 立方体 [40] [-60] [200] [40] [4] [101011]\n 立方体 [-40] [-60] [200] [40] [4] [011011]\n 立方体 [0] [-200] [200] [100] [1] [111100]\n 立方体 [0] [-200] [400] [100] [0] [111100]\n 立方体 [0] [-200] [600] [100] [1] [111100]\n 立方体 [40] [-60] [600] [40] [4] [101011]\n 立方体 [-40] [-60] [600] [40] [4] [011011]\n 立方体 [0] [-200] [800] [100] [2] [111110]\nend\nif <(Stage) = [6]> then\n 立方体 [0] [-200] [0] [100] [0] [111111]\n 立方体 [0] [-200] [400] [100] [1] [111111]\n 立方体 [-400] [-200] [400] [100] [0] [111111]\n 立方体 [-800] [-200] [400] [100] [1] [111110]\n 立方体 [-800] [-200] [200] [100] [0] [110101]\n 立方体 [-800] [0] [200] [100] [1] [111010]\n 立方体 [-800] [0] [0] [100] [3] [111101]\n 立方体 [-300] [800] [0] [100] [1] [111111]\n 立方体 [-300] [1060] [0] [10] [3] [111011]\n 立方体 [-300] [1040] [0] [30] [3] []\n 立方体 [-300] [1000] [0] [50] [4] [111011]\n 立方体 [-300] [1800] [200] [100] [0] [111101]\n 立方体 [-300] [1800] [400] [100] [2] [111110]\nend\nif <(Stage) = [7]> then\n 立方体 [0] [-130] [0] [30] [0] [111111]\n 立方体 [0] [-70] [150] [30] [4] [111111]\n 立方体 [0] [-130] [300] [30] [3] [111111]\n 立方体 [0] [800] [450] [30] [1] [111111]\n 立方体 [300] [800] [450] [30] [0] [111111]\n 立方体 [600] [800] [450] [30] [1] [111111]\n 立方体 [900] [800] [450] [30] [0] [111111]\n 立方体 [1300] [-130] [450] [30] [2] [111111]\nend\nif <(Stage) = [8]> then\n 立方体 [0] [1000] [200] [200] [4] [110101]\n 立方体 [0] [1000] [600] [200] [4] [110100]\n 立方体 [0] [1000] [1000] [200] [4] [110110]\n 立方体 [0] [-200] [0] [100] [0] [111101]\n 立方体 [0] [-200] [200] [100] [3] [111100]\n 立方体 [0] [-200] [400] [100] [0] [111100]\n 立方体 [-70] [-70] [530] [30] [3] [111011]\n 立方体 [70] [-70] [600] [30] [3] [111011]\n 立方体 [0] [-70] [670] [30] [3] [111011]\n 立方体 [0] [-200] [600] [100] [1] [111100]\n 立方体 [0] [-200] [800] [100] [3] [111100]\n 立方体 [0] [-200] [1000] [100] [1] [111100]\n 立方体 [0] [-200] [1200] [100] [2] [111110]\nend\nif <(Stage) = [9]> then\n 立方体 [0] [-200] [0] [100] [0] [111111]\n 3D上での三角形 ( [-850] [500] [1000] ) ( [-850] [0] [1000] ) ( [-750] [0] [1000] ) [0x44ff4444]\n 3D上での三角形 ( [-850] [500] [1000] ) ( [-750] [500] [1000] ) ( [-750] [0] [1000] ) [0x44ff4444]\n 3D上での三角形 ( [-750] [500] [1000] ) ( [-350] [500] [1000] ) ( [-350] [400] [1000] ) [0x44ff4444]\n 3D上での三角形 ( [-750] [500] [1000] ) ( [-750] [400] [1000] ) ( [-350] [400] [1000] ) [0x44ff4444]\n 3D上での三角形 ( [-750] [300] [1000] ) ( [-350] [300] [1000] ) ( [-350] [200] [1000] ) [0x44ff4444]\n 3D上での三角形 ( [-750] [300] [1000] ) ( [-750] [200] [1000] ) ( [-350] [200] [1000] ) [0x44ff4444]\n 3D上での三角形 ( [-750] [100] [1000] ) ( [-350] [100] [1000] ) ( [-350] [0] [1000] ) [0x44ff4444]\n 3D上での三角形 ( [-750] [100] [1000] ) ( [-750] [0] [1000] ) ( [-350] [0] [1000] ) [0x44ff4444]\n 3D上での三角形 ( [-250] [500] [1000] ) ( [-250] [0] [1000] ) ( [-150] [0] [1000] ) [0x4444ff44]\n 3D上での三角形 ( [-250] [500] [1000] ) ( [-150] [500] [1000] ) ( [-150] [0] [1000] ) [0x4444ff44]\n 3D上での三角形 ( [250] [500] [1000] ) ( [250] [0] [1000] ) ( [150] [0] [1000] ) [0x4444ff44]\n 3D上での三角形 ( [250] [500] [1000] ) ( [150] [500] [1000] ) ( [150] [0] [1000] ) [0x4444ff44]\n 3D上での三角形 ( [-250] [450] [1000] ) ( [-150] [500] [1000] ) ( [250] [0] [1000] ) [0x4444ff44]\n 3D上での三角形 ( [-250] [500] [1000] ) ( [150] [0] [1000] ) ( [250] [50] [1000] ) [0x4444ff44]\n 3D上での三角形 ( [350] [500] [1000] ) ( [350] [0] [1000] ) ( [450] [0] [1000] ) [0x448888ff]\n 3D上での三角形 ( [350] [500] [1000] ) ( [450] [500] [1000] ) ( [450] [0] [1000] ) [0x448888ff]\n 3D上での三角形 ( [450] [500] [1000] ) ( [450] [400] [1000] ) ( [750] [400] [1000] ) [0x448888ff]\n 3D上での三角形 ( [450] [500] [1000] ) ( [750] [500] [1000] ) ( [750] [400] [1000] ) [0x448888ff]\n 3D上での三角形 ( [450] [100] [1000] ) ( [450] [0] [1000] ) ( [750] [0] [1000] ) [0x448888ff]\n 3D上での三角形 ( [450] [100] [1000] ) ( [750] [100] [1000] ) ( [750] [0] [1000] ) [0x448888ff]\n 3D上での三角形 ( [750] [400] [1000] ) ( [850] [400] [1000] ) ( [850] [100] [1000] ) [0x448888ff]\n 3D上での三角形 ( [750] [400] [1000] ) ( [750] [100] [1000] ) ( [850] [100] [1000] ) [0x448888ff]\n 3D上での三角形 ( [-1200] [700] [1200] ) ( [1200] [700] [1200] ) ( [1200] [-200] [1200] ) [0x88ffffff]\n 3D上での三角形 ( [-1200] [700] [1200] ) ( [-1200] [-200] [1200] ) ( [1200] [-200] [1200] ) [0x88ffffff]\nend\nリスト移行\nリスト要素描画\n\nwhen I receive [a v]\n描画\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen I receive [完了 v]\nshow\nforever\n switch costume to (([costume # v] of [モード v]) + (1))\nend\n\nwhen I receive [スタート v]\nhide\n\n@op\n\nwhen I receive [op_kieru v]\nset [op_moji v] to (y position)\nrepeat until <(timer) > [0.5]>\n set [ghost v] effect to ((timer) * (200))\n set y to ((op_moji) + ((timer) * (100)))\nend\nhide\nclear graphic effects\nif <[] = []> then\n delete this clone\nend\nwait (1) seconds\nset [op v] to [1]\nbroadcast (完了 v)\n\nwhen flag clicked\nif <(OP) = [1]> then\n broadcast (完了 v)\n stop [this script v]\nend\npoint in direction (0)\nset rotation style [all around v]\ngo to x: () y: ()\nerase all\nset pen color to (#ffffff)\nset pen size to (999)\npen down\npen up\nshow\nset size to () %\nswitch costume to (k v)\nreset timer\nrepeat until <(timer) > [1]>\n set size to (((timer) * (800)) - (((timer) * (timer)) * (600))) %\nend\nset size to (200) %\nset [op_moji v] to []\nrepeat (8)\n change [op_moji v] by (1)\n set [op_ok v] to [0]\n create clone of (_myself_ v)\n wait until <(op_ok) = [1]>\nend\nset [op_moji v] to [-]\nwait (0.5) seconds\nreset timer\nbroadcast (op_idou v)\n\nwhen I receive [op_idou v]\nrepeat until <(timer) > [0.5]>\n go to x: (((((220) - ((600) * (timer))) * (timer)) + (100)) * (([sqrt v] of (letter (op_moji) of [12121212]) ) * ([sin v] of (((op_moji) - (1)) * (45)) ))) y: (((((220) - ((600) * (timer))) * (timer)) + (100)) * (([sqrt v] of (letter (op_moji) of [12121212]) ) * ([cos v] of (((op_moji) - (1)) * (45)) )))\nend\nswitch costume to (完成形 v)\nif <[] = []> then\n delete this clone\nend\nwait (0.5) seconds\nreset timer\ncreate clone of (_myself_ v)\npoint in direction (90)\nset rotation style [all around v]\nrepeat until <(timer) > [1]>\n set y to (((100) - ((50) * (timer))) * (timer))\n point in direction (((180) - ((90) * (timer))) * (timer))\nend\npoint in direction (90)\nset y to (50)\nwait (1) seconds\nreset timer\nbroadcast (op_kieru v)\n\nwhen I start as a clone\nif <(op_moji) = [-]> then\n point in direction (90)\n set [ghost v] effect to (100)\n switch costume to (yukku'sproject v)\n set size to (600) %\n repeat until <(timer) > [1]>\n set [ghost v] effect to (((1) - (timer)) * (100))\n set y to ((((100) - ((50) * (timer))) * (timer)) - (150))\n end\n set y to (-100)\n clear graphic effects\nelse\n go to [back v] layer\n set size to (0) %\n switch costume to (letter (op_moji) of [ UK YU ])\n reset timer\n repeat until <(timer) > [0.25]>\n set size to (((3200) - ((9600) * (timer))) * (timer)) %\n go to x: ((((800) - ((1600) * (timer))) * (timer)) * (([sqrt v] of (letter (op_moji) of [12121212]) ) * ([sin v] of (((op_moji) - (1)) * (45)) ))) y: ((((800) - ((1600) * (timer))) * (timer)) * (([sqrt v] of (letter (op_moji) of [12121212]) ) * ([cos v] of (((op_moji) - (1)) * (45)) )))\n end\n set size to (200) %\n go to x: (((100) * ([sqrt v] of (letter (op_moji) of [12121212]) )) * ([sin v] of (((op_moji) - (1)) * (45)) )) y: (((100) * ([sqrt v] of (letter (op_moji) of [12121212]) )) * ([cos v] of (((op_moji) - (1)) * (45)) ))\n set [op_ok v] to [1]\nend\n\n@クロ\n\nwhen flag clicked\nswitch costume to ( v)\nhide\n\nwhen I receive [完了 v]\nset volume to (100) %\ngo to x: () y: ()\n\nwhen I receive [next v]\nstart sound [decision25 v]\nshow\nreset timer\ngo to [front v] layer\nrepeat until <(timer) > [0.5]>\n set size to (150) %\n go to x: (((((timer) - (0.5)) * ((timer) - (0.5))) * ((timer) - (0.5))) * (3840)) y: ()\n set size to (100) %\nend\nchange [stage v] by (1)\nset [nextstage? v] to [0]\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [camera z v] to [0]\nset [前x v] to [0]\nset [前y v] to [0]\nset [前z v] to [0]\nset [y speed v] to [0]\nset [rot x v] to [0]\nset [rot y v] to [0]\nbroadcast (A v)\nrepeat until <(timer) > [1]>\n set size to (150) %\n go to x: (((((timer) - (0.5)) * ((timer) - (0.5))) * ((timer) - (0.5))) * (3840)) y: ()\n set size to (100) %\nend\nhide\n\nwhen I receive [完了 v]\nforever\n play sound [chess v] until done\nend\n\nwhen I receive [消えろ v]\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\n change volume by (-4)\nend\nstop [other scripts in sprite v]\nstop all sounds\nset volume to (100) %\nbroadcast (スタート v)\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nclear graphic effects\nswitch costume to (2 v)\nforever\n play sound [mist v] until done\nend\n\n@矢印ボタン\n\nwhen flag clicked\nset [ボタンok v] to <[] < []>\nset [歩く v] to [-]\nhide\n\nwhen I receive [スタート v]\nif <(タブレット?) = [true]> then\n show\n set [ghost v] effect to (75)\n set rotation style [don't rotate v]\nend\nforever\n set [歩く v] to [-]\n wait until <mouse down?>\n if <<touching (mouse-pointer v)?> and <(タブレット?) = [true]>> then\n set [ボタンok v] to <[] = []>\n repeat until <not <mouse down?>>\n if <(distance to [mouse-pointer v]) < [20]> then\n set [歩く v] to [-]\n else\n point towards (mouse-pointer v)\n set [歩く v] to (((round ((direction) / (45))) * (45)) mod (360))\n end\n end\n set [ボタンok v] to <[] < []>\n else\n set [x向き変え v] to ((rot x) + ((mouse x) / (2)))\n set [y向き変え v] to ((rot y) + ((mouse y) / (2)))\n repeat until <not <mouse down?>>\n set [rot x v] to ((x向き変え) - ((mouse x) / (2)))\n set [rot y v] to ((y向き変え) - ((mouse y) / (2)))\n end\n end\nend\n\n@ジャンプボタン\n\nwhen I receive [スタート v]\nif <(タブレット?) = [true]> then\n show\n set [ghost v] effect to (50)\n forever\n set [jump v] to <<<mouse down?> and <touching (mouse-pointer v)?>> and <(ボタンOK) = [true]>>\n end\nend\n\nwhen flag clicked\nset [jump v] to [false]\nhide\n\n@モード\n\nwhen flag clicked\ngo to x: (180) y: (-75)\nswitch costume to (パソコン v)\nhide\n\nwhen I receive [完了 v]\nshow\nforever\n repeat until <mouse down?>\n if <key (space v) pressed?> then\n set [タブレット? v] to <(costume [number v]) = [2]>\n broadcast (消えろ v)\n stop [this script v]\n end\n end\n if <touching (mouse-pointer v)?> then\n next costume\n else\n if <(costume [number v]) = [2]> then\n set [タブレット? v] to <(costume [number v]) = [2]>\n broadcast (消えろ v)\n stop [this script v]\n end\n end\n wait until <not <mouse down?>>\nend\n\nwhen I receive [スタート v]\nhide\n\n | 日本語の説明は下\n_________ PC Mode _________\nWASD ...... Walk\nArrowKey ...... Turn\nSpace ...... Jump\nSwipe ...... Turn\n________ Tablet Mode ________\nSwipe ...... Turn\nJumpButton ...... Jump\nArrowButton ...... Walk\nJumpButtonEdge ...... Jump while Walk\n\n_________ PCモード _________\nWASD ...... 歩く\n矢印キー ...... 回る\nスペース ...... ジャンプ\nスワイプ ...... 回る\n_______ タブレットモード _______\nスワイプ ...... 回る\nジャンプボタン ...... ジャンプ\n矢印ボタン ...... 歩く\nジャンプボタンの端 ...... 歩きながらジャンプ |
Four colors || A platformer | @Stage\n\nwhen flag clicked\nset [gole v] to [0]\nset volume to (100) %\nplay sound [Sub Urban - Cradles \[NCS Release\] v] until done\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [スタート v]\nstop all sounds\nswitch backdrop to (背景2 v)\nset volume to (100) %\nrepeat until <(Gole) = [1]>\n play sound [Zaza - Be Together \[NCS Release\] v] until done\nend\n\nwhen I receive [w v]\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I receive [ゴール v]\nwait (2) seconds\nset [gole v] to [1]\nstop all sounds\nbroadcast (ゴール用 v)\nset volume to (100) %\n\nwhen I receive [ゴール用 v]\nwait (1) seconds\nforever\n play sound [Y&V - Back In Time \[NCS Release\] v] until done\nend\n\n@スプライト1\n\nwhen I receive [next v]\nshow\nnext costume\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\nwhen flag clicked\n\nwhen I receive [結果 v]\nrepeat (15)\n change y by (20)\n change [ghost v] effect by (7)\nend\nhide\n\nwhen I receive [スタート v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\n\n@主人公\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [メッセージ1 v]\nchange x by (1)\nif <(move) = [1]> then\n if <touching color (#a0feb1)?> then\n set size to (100) %\n set [color v] effect to (70)\n set [gv v] to [-0.3]\n set [yv v] to [0.9]\n set [xv v] to [0.5]\n end\n if <touching color (#ffd5d5)?> then\n set size to (75) %\n set [color v] effect to (0)\n set [gv v] to [-1]\n set [yv v] to [1]\n set [xv v] to [1]\n end\n if <touching color (#fefea2)?> then\n set size to (100) %\n set [color v] effect to (32)\n set [gv v] to [-1]\n set [yv v] to [1.25]\n set [xv v] to [0.6]\n end\n if <touching color (#c6ddff)?> then\n set size to (100) %\n set [color v] effect to (120)\n set [gv v] to [-1]\n set [xv v] to [1.5]\n set [yv v] to [0.85]\n end\n change x by (-1)\nend\n\nwhen I receive [next v]\ngo to [front v] layer\nshow\nset [y v] to [0]\nif <(stage) = [3]> then\n go to x: (-165) y: (-91)\nelse\n if <(stage) = [5]> then\n go to x: (-176) y: (-45)\n else\n go to x: (-170) y: (20)\n end\nend\nset rotation style [left-right v]\nset [ghost v] effect to (0)\npoint in direction (90)\n\nwhen I receive [タヒ v]\nset [y v] to [0]\nif <(stage) = [3]> then\n go to x: (-165) y: (-91)\nelse\n if <(stage) = [5]> then\n go to x: (-176) y: (-45)\n else\n go to x: (-170) y: (20)\n end\nend\nset rotation style [left-right v]\nset [ghost v] effect to (0)\npoint in direction (90)\n\nwhen I receive [くるりん v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [o v] to [0]\nset [move v] to [0]\nset [θ v] to [0]\ngo to x: ([x position v] of [gole v]) y: ([y position v] of [gole v])\nrepeat (50)\n change [o v] by (0.2)\n change [θ v] by (1)\n turn right ((θ) + (15)) degrees\n move ((o) * (0.6)) steps\n change size by (-1)\nend\nset size to (100) %\nset [move v] to [1]\n\nwhen I receive [結果 v]\ngo to [front v] layer\nhide\n\nwhen flag clicked\n\nwhen I receive [スタート v]\nforever\n if <(move) = [1]> then\n if <touching color (#a0ffb1)?> then\n set size to (100) %\n set [color v] effect to (70)\n set [gv v] to [-0.3]\n set [xv v] to [0.5]\n set [yv v] to [0.9]\n end\n if <touching color (#fed4d4)?> then\n set size to (75) %\n set [color v] effect to (0)\n set [gv v] to [-1]\n set [yv v] to [1]\n set [xv v] to [1]\n end\n if <touching color (#fffea2)?> then\n set [color v] effect to (32)\n set size to (100) %\n set [gv v] to [-1]\n set [yv v] to [1.25]\n set [xv v] to [0.6]\n end\n if <touching color (#c6ddff)?> then\n set [gv v] to [-1]\n set [xv v] to [1.5]\n set [yv v] to [0.85]\n set size to (100) %\n set [color v] effect to (120)\n end\n end\nend\n\nwhen I receive [スタート v]\ngo to [front v] layer\nshow\nset [move v] to [1]\nset [y v] to [0]\ngo to x: (-170) y: (20)\nset rotation style [left-right v]\nset [ghost v] effect to (0)\npoint in direction (90)\nforever\n if <(move) = [1]> then\n create clone of (_myself_ v)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [x v] by (xv)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n point in direction (-90)\n change [x v] by ((xv) * (-1))\n end\n if <touching (トゲ v)?> then\n go to x: (-170) y: (20)\n set [y v] to [0]\n end\n set [x v] to ((x) * (0.89))\n change x by (x)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change y by (1)\n if <touching (スプライト1 v)?> then\n change x by ((x) * (-1))\n change y by (-7)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <[0] < (x)> then\n set [x v] to ((xv) * (-8))\n else\n set [x v] to ((xv) * (8))\n end\n set [y v] to ((yv) * (10))\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (スプライト1 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [y v] to ((yv) * (14))\n end\n end\n change y by (1)\n change [y v] by (gv)\n change y by (y)\n if <touching (スプライト1 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(y position) < [-179]> then\n broadcast (タヒ v)\n end\n if <<touching (トゲ v)?> or <touching (マグマ v)?>> then\n broadcast (タヒ v)\n end\n end\nend\n\nwhen I receive [スタート v]\nshow\n\nwhen flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\n@color\n\nwhen I receive [スタート v]\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\ngo to [back v] layer\nset [ghost v] effect to (30)\nset size to (300) %\nforever\n wait (4) seconds\n turn right (90) degrees\n broadcast (メッセージ1 v)\nend\n\nwhen flag clicked\nhide\n\n@coin\n\nwhen I receive [next v]\nif <(stage) = [2]> then\n show\n go to x: (0) y: (63)\n create clone of (_myself_ v)\n go to x: (-105) y: (-64)\n create clone of (_myself_ v)\n go to x: (4) y: (-85)\n create clone of (_myself_ v)\n go to x: (196) y: (-19)\n create clone of (_myself_ v)\n go to x: (-134) y: (81)\n create clone of (_myself_ v)\n hide\nend\nif <(stage) = [3]> then\n show\n go to x: (-30) y: (-113)\n create clone of (_myself_ v)\n go to x: (48) y: (-134)\n create clone of (_myself_ v)\n go to x: (151) y: (-138)\n create clone of (_myself_ v)\n go to x: (140) y: (76)\n create clone of (_myself_ v)\n go to x: (-128) y: (89)\n create clone of (_myself_ v)\n hide\nend\nif <(stage) = [4]> then\n show\n go to x: (-119) y: (-18)\n create clone of (_myself_ v)\n go to x: (-40) y: (32)\n create clone of (_myself_ v)\n go to x: (-160) y: (135)\n create clone of (_myself_ v)\n go to x: (78) y: (87)\n create clone of (_myself_ v)\n go to x: (160) y: (85)\n create clone of (_myself_ v)\n hide\nend\nif <(stage) = [5]> then\n show\n go to x: (-61) y: (-158)\n create clone of (_myself_ v)\n go to x: (29) y: (-61)\n create clone of (_myself_ v)\n go to x: (219) y: (3)\n create clone of (_myself_ v)\n go to x: (219) y: (3)\n create clone of (_myself_ v)\n go to x: (118) y: (102)\n create clone of (_myself_ v)\n go to x: (-83) y: (170)\n create clone of (_myself_ v)\n go to x: (-190) y: (92)\n create clone of (_myself_ v)\n hide\nend\nif <(stage) = [6]> then\n show\n go to x: (-166) y: (-67)\n create clone of (_myself_ v)\n go to x: (-166) y: (0)\n create clone of (_myself_ v)\n go to x: (-166) y: (67)\n create clone of (_myself_ v)\n go to x: (-108) y: (140)\n create clone of (_myself_ v)\n go to x: (-29) y: (103)\n create clone of (_myself_ v)\n go to x: (75) y: (0)\n create clone of (_myself_ v)\n go to x: (190) y: (-77)\n create clone of (_myself_ v)\n hide\nend\nif <(stage) = [7]> then\n show\n go to x: (-165) y: (-73)\n create clone of (_myself_ v)\n go to x: (-70) y: (-22)\n create clone of (_myself_ v)\n go to x: (24) y: (16)\n create clone of (_myself_ v)\n go to x: (172) y: (-31)\n create clone of (_myself_ v)\n go to x: (-144) y: (150)\n create clone of (_myself_ v)\n go to x: (40) y: (166)\n create clone of (_myself_ v)\n go to x: (61) y: (-163)\n create clone of (_myself_ v)\n hide\nend\nif <(stage) = [8]> then\n show\n go to x: (160) y: (-45)\n create clone of (_myself_ v)\n go to x: (160) y: (-128)\n create clone of (_myself_ v)\n go to x: (25) y: (36)\n create clone of (_myself_ v)\n go to x: (6) y: (164)\n create clone of (_myself_ v)\n go to x: (181) y: (111)\n create clone of (_myself_ v)\n go to x: (-117) y: (37)\n create clone of (_myself_ v)\n go to x: (-37) y: (-139)\n create clone of (_myself_ v)\n hide\nend\nif <(stage) = [9]> then\n 大量\n hide\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (主人公 v)?> then\n change [coin v] by (1)\n start sound [Coin v]\n delete this clone\n end\nend\n\ndefine 大量\nshow\ngo to x: (-175) y: (100)\nrepeat (5)\n repeat (13)\n create clone of (_myself_ v)\n change x by (30)\n end\n set x to (-175)\n change y by (-30)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nset [stage v] to [1]\npoint in direction (90)\ngo to x: (-75) y: (-81)\nrepeat (4)\n create clone of (_myself_ v)\n change x by (50)\nend\nrepeat (1)\n change y by (15)\n create clone of (_myself_ v)\nend\nhide\n\n@Gole\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\nset [coin v] to [0]\nset [x v] to [0]\n\nwhen I receive [結果 v]\nhide\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (4) layers\nhide\nset [stage v] to [1]\nset [coin v] to [0]\nforever\n if <(stage) = [1]> then\n if <(coin) = [5]> then\n show\n go to x: (-131) y: (89)\n if <touching (主人公 v)?> then\n broadcast (くるりん v) and wait\n broadcast (結果 v) and wait\n change [stage v] by (1)\n broadcast (next v)\n wait until <not <touching (主人公 v)?>>\n end\n end\n end\n if <(stage) = [2]> then\n if <(coin) = [5]> then\n show\n go to x: (0) y: (63)\n if <touching (主人公 v)?> then\n broadcast (くるりん v) and wait\n broadcast (結果 v) and wait\n change [stage v] by (1)\n broadcast (next v)\n wait until <not <touching (主人公 v)?>>\n end\n end\n end\n if <(stage) = [3]> then\n if <(coin) = [5]> then\n show\n go to x: (205) y: (136)\n if <touching (主人公 v)?> then\n broadcast (くるりん v) and wait\n broadcast (結果 v) and wait\n change [stage v] by (1)\n broadcast (next v)\n wait until <not <touching (主人公 v)?>>\n end\n end\n end\n if <(stage) = [4]> then\n if <(coin) = [5]> then\n show\n go to x: (107) y: (-149)\n if <touching (主人公 v)?> then\n broadcast (くるりん v) and wait\n broadcast (結果 v) and wait\n change [stage v] by (1)\n broadcast (next v)\n wait until <not <touching (主人公 v)?>>\n end\n end\n end\n if <(stage) = [5]> then\n if <(coin) = [7]> then\n show\n go to x: (22) y: (-126)\n if <touching (主人公 v)?> then\n broadcast (くるりん v) and wait\n broadcast (結果 v) and wait\n change [stage v] by (1)\n broadcast (next v)\n wait until <not <touching (主人公 v)?>>\n end\n end\n end\n if <(stage) = [6]> then\n if <(coin) = [7]> then\n show\n go to x: (193) y: (155)\n if <touching (主人公 v)?> then\n broadcast (くるりん v) and wait\n broadcast (結果 v) and wait\n change [stage v] by (1)\n broadcast (next v)\n wait until <not <touching (主人公 v)?>>\n end\n end\n end\n if <(stage) = [7]> then\n if <(coin) = [7]> then\n show\n go to x: (-143) y: (161)\n if <touching (主人公 v)?> then\n broadcast (くるりん v) and wait\n broadcast (結果 v) and wait\n change [stage v] by (1)\n broadcast (next v)\n wait until <not <touching (主人公 v)?>>\n end\n end\n end\n if <(stage) = [8]> then\n if <(coin) = [7]> then\n show\n go to x: (82) y: (-102)\n if <touching (主人公 v)?> then\n broadcast (くるりん v) and wait\n broadcast (結果 v) and wait\n change [stage v] by (1)\n broadcast (next v)\n wait until <not <touching (主人公 v)?>>\n end\n end\n end\n if <(stage) = [9]> then\n if <(coin) = [70]> then\n show\n go to x: (143) y: (-50)\n if <touching (主人公 v)?> then\n broadcast (くるりん v) and wait\n broadcast (結果 v) and wait\n change [stage v] by (1)\n broadcast (ゴール v)\n hide\n wait until <not <touching (主人公 v)?>>\n end\n end\n end\nend\n\nchange [stage v] by (1)\n\n@トゲ\n\nwhen I receive [next v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nnext costume\nshow\n\nwhen I receive [結果 v]\nrepeat (15)\n change y by (20)\n change [ghost v] effect by (7)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\n\nwhen I receive [スタート v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (0)\n\n@light\n\nwhen flag clicked\nhide\n\nwhen I receive [結果 v]\nrepeat (5)\n change y by (50)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [next v]\nset [ghost v] effect to (0)\ngo to x: (220) y: (170)\nshow\n\nwhen I receive [スタート v]\nset [temp2 v] to [0]\ngo to x: (220) y: (170)\nforever\n change [temp2 v] by (10)\n if <touching color (#c6dcff)?> then\n set [color v] effect to (110)\n end\n if <touching color (#ffd4d4)?> then\n set [color v] effect to (0)\n end\n if <touching color (#ffffa3)?> then\n set [color v] effect to (30)\n end\n if <touching color (#a0ffb1)?> then\n set [color v] effect to (60)\n end\n set x to ((230) + (([sin v] of (temp2) ) * (5)))\n set y to ((170) + (([sin v] of (temp2) ) * (5)))\nend\n\n@結果\n\nwhen I receive [結果 v]\nif <<[40] < (item (stage) of [time v])> or <(item (stage) of [time v]) = [40]>> then\n switch costume to (コスチューム1 v)\nend\nif <<(item (stage) of [time v]) < [40]> and <[25] < (item (stage) of [time v])>> then\n switch costume to (コスチューム2 v)\nend\nif <<(item (stage) of [time v]) < [25]> and <[15] < (item (stage) of [time v])>> then\n switch costume to (コスチューム3 v)\nend\nif <(item (stage) of [time v]) < [15]> then\n switch costume to (コスチューム4 v)\nend\nshow\ngo to x: (0) y: (-150)\nrepeat until <([costume # v] of [スプライト2 v]) = [2]>\n change y by (((0) - (y position)) / (10))\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change size by (((90) - (size)) / (10))\n else\n change size by (((100) - (size)) / (10))\n end\nend\nwait until <not <mouse down?>>\nrepeat (15)\n change y by (30)\n change [ghost v] effect by (7)\nend\nhide\nset [ghost v] effect to (75)\n\nwhen I receive [結果 v]\nrepeat (25)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\nhide\n\nwhen I receive [next v]\nreset timer\n\nwhen I receive [くるりん v]\nadd (timer) to [time v]\n\nwhen I receive [スタート v]\ndelete all of [time v]\nreset timer\nhide\n\nplay sound [Teleport2 v] until done\n\nset volume to (100) %\n\nwhen I receive [結果 v]\nset drag mode [not draggable v]\nstart sound [Teleport2 v]\n\nwhen I receive [ゴール v]\nwait (3) seconds\nshow\nswitch costume to (コスチューム5 v)\ngo to x: (0) y: (-150)\nrepeat (30)\n change y by (((0) - (y position)) / (8))\n change [ghost v] effect by (-4)\nend\nbroadcast (タイム v)\nforever\n set y to (([sin v] of ((timer) * (120)) ) * (12))\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change size by (((90) - (size)) / (10))\n else\n change size by (((100) - (size)) / (10))\n end\nend\n\n@スプライト2\n\nwhen I receive [結果 v]\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nshow\ngo to x: (0) y: (-120)\nset [ghost v] effect to (75)\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n change y by (((0) - (y position)) / (10))\nend\nstart sound [Rip v]\nswitch costume to (コスチューム2 v)\nwait until <not <mouse down?>>\nrepeat (15)\n change y by (30)\n change [ghost v] effect by (7)\nend\nhide\n\nwhen I receive [結果 v]\nrepeat (25)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nhide\n\n@スプライト3\n\nwhen flag clicked\ngo to [front v] layer\nwait (1) seconds\nshow\nswitch costume to (コスチューム2 v)\npoint in direction (0)\ngo to x: (-240) y: (-180)\nset [brightness v] effect to (0)\nset size to (90) %\nrepeat (9)\n change size by (1)\n create clone of (_myself_ v)\n change x by (60)\n change [brightness v] effect by (-7)\nend\nhide\nwait (2) seconds\nbroadcast (c v)\nwait (2.7) seconds\nbroadcast (k v)\n\nwhen I start as a clone\nrepeat (70)\n turn left (((direction) - (90)) / (8)) degrees\n change y by (((0) - (y position)) / (6))\nend\nrepeat (70)\n turn left ((direction) / (8)) degrees\n set x to ((x position) * (0.94))\nend\nif <(size) = [100]> then\n delete this clone\nend\nrepeat (20)\n set y to (((y position) + ((size) - (100))) * (1.1))\nend\nrepeat (20)\n set y to (((y position) + ((size) - (100))) * (1.1))\nend\ndelete this clone\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\nhide\nrepeat (10)\n change y by (-5)\nend\n\nturn left (15) degrees\nset x to ((x position) * (0.94))\n\nwhen I start as a clone\nforever\n if <(y position) < [-179]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nreset timer\n\n@スプライト4\n\nwhen I receive [k v]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nset [color v] effect to (0)\nshow\ngo to x: (0) y: (-100)\nrepeat (30)\n change y by (((0) - (y position)) / (10))\nend\nbroadcast (a v)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\ngo [backward v] (2) layers\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\ngo [backward v] (1) layers\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nrepeat (45)\n repeat (5)\n change x by (22)\n end\n go to x: (0) y: (0)\n set size to (100) %\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen I receive [a v]\npoint in direction (90)\nset [kv v] to [0]\nrepeat (200)\n if <(costume [number v]) = [1]> then\n change [kv v] by (10)\n point in direction ((([tan v] of ((timer) * (60)) ) * (4)) + (90))\n set y to (([cos v] of (kv) ) * (10))\n end\n if <[20] < (([tan v] of ((timer) * (60)) ) * (4))> then\n broadcast (ぶちまけ v)\n end\nend\npoint in direction (90)\nbroadcast (w v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nwait (0.5) seconds\nbroadcast (スタート v)\n\nwhen I receive [a v]\nset [kv2 v] to [0]\nrepeat (100)\n change [kv2 v] by (50)\nend\n\nwhen I receive [c v]\ncreate clone of (_myself_ v)\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nwhen I receive [a v]\npoint in direction (90)\nshow\nset [ghost v] effect to (100)\ngo to x: (240) y: (0)\nrepeat (10)\n change x by (((0) - (x position)) / (10))\n change [ghost v] effect by (-10)\nend\nrepeat (170)\n point in direction ((([sin v] of ((kv) / (2)) ) * (6)) + (90))\nend\npoint in direction (90)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@スプライト6\n\nwhen I receive [ぶちまけ v]\nset [cv v] to [0]\nshow\ngo to (スプライト4 v)\nrepeat (10)\n create clone of (_myself_ v)\nend\nhide\nrepeat (50)\n change [cv v] by (0.7)\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (6) layers\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (pick random (1) to (2))\nset [cv v] to [10]\npoint in direction (pick random (-179) to (180))\nrepeat until <touching (_edge_ v)?>\n move (cv) steps\nend\ndelete this clone\n\npoint in direction (90)\n\nmove (cv) steps\nturn right (((180) - (direction)) / (5)) degrees\n\nmove (10) steps\n\nchange y by (() * (pick random (0.5) to (2)))\nchange x by (() * (pick random (-2) to (2)))\n\ngo to x: () y: (-10)\n\nwait (0) seconds\n\n@スプライト7\n\nwhen flag clicked\nhide\n\ndefine 数字\nshow\nset [t v] to [0]\nset [time v] to [0]\nrepeat (length of [time v])\n change [t v] by (1)\n change [time v] by (item (t) of [time v])\nend\nset [t v] to [0]\nset [time v] to ((round ((time) * (1000))) / (1000))\nrepeat (length of (time))\n change [t v] by (1)\n if <(letter (t) of (time)) = [.]> then\n switch costume to (コスチューム11 v)\n else\n switch costume to ((letter (t) of (time)) + (1))\n end\n create clone of (_myself_ v)\n change x by (15)\nend\nhide\n\nwhen I start as a clone\nshow\nset size to (150) %\nrepeat (30)\n change y by (((([sin v] of ((timer) * (120)) ) * (12)) - (y position)) / (6))\nend\nforever\n set y to (([sin v] of ((timer) * (120)) ) * (12))\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change size by (((135) - (size)) / (10))\n else\n change size by (((150) - (size)) / (10))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change y by ((mouse y) / (10))\n end\nend\n\nwhen I receive [タイム v]\nset x to (10)\nset y to (-150)\ngo to [front v] layer\n数字\n\n@マグマ\n\nwhen I receive [next v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nnext costume\nshow\n\nwhen I receive [結果 v]\nhide\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [スタート v]\nshow\n\nwhen I receive [スタート v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (0)\nforever\n switch costume to (コスチューム1 v)\n set y to (([sin v] of ((timer) * (200)) ) * (6))\n switch costume to (stage)\nend\n\n@スプライト8\n\nwhen I receive [ゴール用 v]\nshow\ngo to [back v] layer\ngo [forward v] (3) layers\nswitch costume to (コスチューム2 v)\nset size to (160) %\ngo to x: (180) y: (240)\nswitch costume to (コスチューム1 v)\nrepeat (30)\n change x by (((-600) - (x position)) / (5))\n change y by (((-400) - (y position)) / (5))\nend\n\nbroadcast (ゴール v)\n\nwhen flag clicked\nhide\n\n | =========== Four colors || A platformer=========== 日本語説明は下です\nI can speak Japanese\nSorry, I can’t speak English\nEnglish sentences use Google Translate\n==========================================\nOperate with arrow keys or tap\nIn this game, if you take all the coins on the map, you will get a goal, and if you go to that goal, you will clear the stage!\nTouching magma or thorns is out\nFour rotating color features\nRed ... smaller\nBlue ... The legs get faster, but the jumping power decreases.\nGreen ... Gravity is reduced and legs are slowed down\nYellow ... Jumping power is higher, but legs are slower\nLet's make full use of these and go to the goal!\n==========================================\n矢印キー又はタップで操作\nこのゲームではマップ内の全てのコインをとると、ゴールが出てきて、そのゴールに行けばステージクリアです!\nマグマやトゲに触れるとアウトです\n回転する4色の色の特徴\n赤…小さくなる\n青…足は速くなるが、ジャンプ力は低下する\n緑…重力が小さくなるほか、足が遅くなる\n黄…ジャンプ力が高くなるが、足は遅くなる\nこれらを駆使してゴールへ行こう!\n========================================== |
2020- A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen [timer v] > ()\ngo to [back v] layer\n\nwhen I receive [start v]\nchange [☁ players v] by (1)\nshow\ngo to [front v] layer\nswitch backdrop to (1 v)\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <(Resume?) = [1]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n change [xv v] by (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 <<<(mouse x) > [0]> and <[0] > (mouse y)>> and <mouse down?>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n if <<<[0] > (mouse x)> and <[0] > (mouse y)>> and <mouse down?>> then\n point in direction (90)\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 <<<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 (levels v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [220]> then\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (New v)\n go to x: (-200) y: (0)\n end\n if <[-160] > (y position)> then\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Crunch v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (.2)\n change [pixelate v] effect by (20)\n end\n set size to (15) %\n clear graphic effects\n go to x: (-200) y: (0)\n go to x: (-200) y: (0)\n end\n if <touching (virus v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Crunch v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (.2)\n change [pixelate v] effect by (20)\n end\n set size to (15) %\n clear graphic effects\n go to x: (-200) y: (0)\n end\n if <touching (bounce v)?> then\n set [yv v] to [22]\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\nif <(Time) < (☁ Record)> then\n set [☁ record v] to (Time)\nend\n\nwhen I receive [mute v]\nset volume to (0) %\n\nwhen I receive [unmute v]\nset volume to (100) %\n\nwhen I receive [start v]\nset [time v] to [0]\nforever\n change [time v] by (0.04)\nend\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ record v]\n\nwhen flag clicked\nwait (10) seconds\nbroadcast (Unmute v)\nforever\n play sound [Sound v] until done\nend\n\n@Poot\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nshow\nrepeat (20)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\n@Mute\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nshow\nforever\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\n@Bounce\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\n\n@Play Button\n\nwhen flag clicked\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 flag clicked\nhide\nwait (10) seconds\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (Start v)\nset [resume? v] to [1]\n\nwhen I receive [ouit. v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <key ((join [enter] []) v) pressed?> then\n hide\n broadcast (Start v)\n end\nend\n\n@2020\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nforever\n wait (2) seconds\n repeat (50)\n turn right (15) degrees\n end\n point in direction (90)\n wait (5) seconds\n repeat (50)\n turn left (15) degrees\n end\n point in direction (90)\nend\n\nwhen I receive [ouit. v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <(title) = [1]>> then\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\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Detector\n\nwhen flag clicked\ngo to [front v] layer\nforever\n reset timer\nend\n\nwhen [timer v] > ()\ngo to [back v] layer\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)\ngo to x: (0) y: (0)\nshow\nclear graphic effects\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\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Pause Menu\n\nwhen I receive [start v]\nhide\nset [pause menu open? v] to [0]\nblock name [2] Start [0]\n\ndefine block name (num) Start (start)\nset [clone number v] to [0]\nrepeat (num)\n change [clone number v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(clone number) = [1]> then\n forever\n if <(pause menu open?) = [1]> then\n show\n switch costume to (layout2 v)\n else\n hide\n end\n end\nend\nif <(clone number) = [2]> then\n switch costume to (resume v)\n forever\n forever\n if <(pause menu open?) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (resume v)\n end\n else\n clear graphic effects\n end\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [pause v]\nset [resume? v] to [0]\nset [pause menu open? v] to [1]\n\nwhen I receive [resume v]\nset [resume? v] to [1]\nset [pause menu open? v] to [0]\n\nwhen flag clicked\nset [resume? v] to [1]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@button\n\nwhen [timer v] > ()\ngo to [back v] layer\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nforever\n if <(pause menu open?) = [0]> then\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (pause v)\n end\n else\n set [brightness v] effect to (0)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\n@1234\n\nwhen flag clicked\nset [gift open v] to [No]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(gift open) = [Yes]> then\n show\n else\n hide\n end\nend\n\n@Confetti\n\nwhen flag clicked\nhide\n\nwhen I receive [blast v]\nshow\nrepeat (168)\n next costume\nend\nhide\n\n@Bg\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen this sprite clicked\nif <(pause) = [No]> then\n set [pause v] to [Yes]\nend\n\nwhen this sprite clicked\nnext costume\n\n@Levels\n\nwhen [timer v] > ()\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (1 v)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [new v]\nif <(costume [name v]) = [11]> then\n broadcast (end v)\nelse\n next costume\nend\n\nwhen I receive [end v]\nhide\n\n@Virus\n\nwhen [timer v] > ()\ngo to [back v] layer\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\n\n@TM\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Intro\n\nwhen I start as a clone\nif <[1] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (blue v)\n go to [front v] layer\n wait (0.7) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\nreset timer\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [1]\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [3]\ncreate clone of (_myself_ v)\nwait (6) seconds\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [4]\ngo to x: (-240) y: (0)\npoint in direction (0)\ncreate clone of (_myself_ v)\nrepeat (9)\n change x by (55)\n turn right (1) degrees\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <[2] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n set [ghost v] effect to (40)\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (-394)\n switch costume to (x% v)\n show\n glide (2) secs to x: (0) y: (394)\n delete this clone\nend\n\nwhen flag clicked\nset [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [0]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nrepeat (200)\n set [ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ v] to [2]\n create clone of (_myself_ v)\n wait (0.8) seconds\nend\n\nwhen I start as a clone\nif <[0] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n switch costume to (black v)\n go to x: (0) y: (0)\n show\n forever\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\n\nwhen I start as a clone\nif <[3] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n point in direction (90)\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (186)\n switch costume to (your name v)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n change y by ((() - (y position)) / (7))\n end\n repeat (2)\n wait () seconds\n end\n set rotation style [all around v]\n repeat (5)\n point in direction (-90)\n set [π v] to [0]\n set size to (0) %\n repeat (30)\n set [π v] to (((π) * (0.75)) + (((90) - (direction)) / (5)))\n turn right (π) degrees\n change size by ((((π) + (10)) * (0.5)) + (((100) - (size)) / (3)))\n end\n end\nend\n\nwhen I start as a clone\nif <[1] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n forever\n go to [back v] layer\n end\nend\n\nglide (2) secs to x: (0) y: (394)\n\ngo to x: (0) y: (0)\nswitch costume to (your name v)\nshow\n\nhide\n\nwhen I start as a clone\nif <[4] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <[4] = (ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ)> then\n switch costume to (white v)\n set [π v] to (direction)\n set [color v] effect to (((π) mod (2)) * (25))\n set size to (0) %\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (-361)\n repeat (20)\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to ((100) - (size))\n change x by ((((-240) + ((55) * (π))) - (x position)) / (3))\n change y by ((() - (y position)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n end\n wait (0.2) seconds\n broadcast (THE END v)\nend\n\nwhen I receive [the end v]\nif <(ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʕ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ•̫͡•ʕ•̫͡•ʔ•̫͡•ʔ) = [4]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\nelse\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen flag clicked\nstart sound [Blooom - Be Around \[NCS Release\] v]\n\nrepeat (1)\n\n@outro\n\nwhen I start as a clone\nif <(my variable) = [1]> then\n show\n switch costume to (effect v)\n go to x: (0) y: (180)\n set [yv v] to [13.5]\n repeat (27)\n change [yv v] by (-0.5)\n change y by (join [-] (YV))\n end\n wait (2) seconds\n set [1effectdone v] to [1]\n forever\n change size by (50)\n change [ghost v] effect by (10)\n end\nelse\n if <(my variable) = [2]> then\n switch costume to (bg v)\n show\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n repeat (30)\n change [ghost v] effect by (-4)\n end\n forever\n glide (0) secs to x: ((mouse x) / (10)) y: ((mouse y) / (10))\n end\n else\n if <(my variable) = [3]> then\n show\n go to x: (0) y: (120)\n forever\n go to [front v] layer\n switch costume to (text v)\n change [sine v] by (7)\n point in direction ((90) + (([sin v] of (sine) ) * (8)))\n end\n else\n if <(my variable) = [4]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (-20)\n show\n switch costume to (projects v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n else\n if <(my variable) = [5]> then\n go [backward v] (1) layers\n go to x: (240) y: (pick random (-180) to (180))\n show\n switch costume to (pick random (5) to (6))\n glide (pick random (1) to (4)) secs to x: (-240) y: (y position)\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I receive [end v]\nset [1effectdone v] to [0]\nhide\nplay sound [Once Again v] until done\nforever\n play sound [Once Again v] until done\nend\n\nwhen I receive [end v]\nset [my variable v] to [1]\ncreate clone of (_myself_ v)\nwait until <(1effectDONE) = [1]>\nset [my variable v] to [2]\ncreate clone of (_myself_ v)\nwait (0.03) seconds\nset [my variable v] to [3]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [my variable v] to [4]\ncreate clone of (_myself_ v)\nwait (0) seconds\nforever\n set [my variable v] to [5]\n create clone of (_myself_ v)\nend\n\n@Projects for Outro\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nrepeat (10)\n wait (.0) seconds\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n wait (.0) seconds\n change [ghost v] effect by (10)\nend\nswitch costume to (costume1 v)\nrepeat (10)\n wait (.0) seconds\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [end v]\nwait (3) seconds\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\n\n | Hi! This is Scratcher_BRO9.\nInstructions-:\n\nHappy New Year Everyone!!!\n\nI have made a Platformer for this special event.\nIn the platformer you in the year 2020 and without getting infected of corona virus you have to finish the year 2020 and have to reach the year 2021... Press the green flag and then after my intro click the play button to start. ALL LEVELS ARE POSSIBLE.. To move use arrow keys or use W, A, D.\nIt is 100% mobile friendly.. To mute the sound click the mute button on the top... Press ENTER to restart and to pause there is also a pause button on the top, after that there is a resume button when you will click that the game will be resumed..\n\nFor a surprise press 1 2 3 4 in order...\n\nIf you find bugs or typos, please tell me in the comments.\n\nHAPPY NEW YEAR ONCE AGAIN...\n\nShotout To @Alex_Amelia3009\n\nPlease leave a comment, like my project and share it.\nOk thanks. That's it for now. |
FOX Platformer | @Stage\n\nwhen flag clicked\nforever\n next backdrop\n wait (0.0.1) seconds\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Sentimento.mp3 v] until done\nend\n\n@Lisek\n\nwhen flag clicked\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nshow\ngo to x: (-177) y: (12)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#49c826)?> then\n change y by (1)\n end\n if <touching color (#49c826)?> then\n change y by (1)\n end\n if <touching color (#49c826)?> then\n change y by (1)\n end\n if <touching color (#e79aff)?> then\n change [y v] by (10)\n end\n if <touching color (#49c826)?> then\n change y by (1)\n end\n if <touching color (#49c826)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#49c826)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#49c826)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n change [deaths v] by (1)\n go to x: (-177) y: (12)\n end\n if <(x position) > [222]> then\n broadcast (wiadomość1 v)\n go to x: (-217) y: (-20)\n end\nend\n\n@Duszek1\n\nwhen flag clicked\nswitch costume to (kostium1 v)\n\nwhen I receive [wiadomość1 v]\nnext costume\n\n@Duszek2\n\nwhen flag clicked\nhide\n\n | Move with the arrows.\nEnjoy!<333 |
Black and white : A platformer #Games #All #Music #Art | @Stage\n\n@Player\n\nwhen flag clicked\nset size to (50) %\nforever\n if <<<color (#ffffff) is touching (#000000)?> or <color (#000000) is touching (#ffffff)?>> or <[-170] > (y position)>> then\n go to x: (-180) y: (-50)\n broadcast (dead v)\n end\nend\n\nwhen I receive [dead v]\nswitch costume to (1 v)\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\n\nwhen I receive [respawn v]\nswitch costume to (1 v)\n\nwhen I receive [levelup v]\nswitch costume to (1 v)\ngo to x: (-180) y: (-50)\n\nwhen [space v] key pressed\nif <(costume [number v]) = [1]> then\n set [costume v] to [2]\nelse\n set [costume v] to [1]\nend\nswitch costume to (Costume)\nwait (0.1) seconds\n\nwhen I receive [play v]\nset [costume v] to [1]\ngo to [front v] layer\nswitch costume to (1 v)\ngo [backward v] (4) layers\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [xvel v] to [0]\nset [yvel v] to [0]\npoint in direction (90)\nforever\n change [yvel v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvel v] by (-0.8)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvel v] by (0.8)\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <<color (#ffffff) is touching (#ffffff)?> or <color (#000000) is touching (#000000)?>> then\n change y by (1)\n end\n if <<color (#ffffff) is touching (#ffffff)?> or <color (#000000) is touching (#000000)?>> then\n change y by (1)\n end\n if <<color (#ffffff) is touching (#ffffff)?> or <color (#000000) is touching (#000000)?>> then\n change y by (1)\n end\n if <<color (#ffffff) is touching (#ffffff)?> or <color (#000000) is touching (#000000)?>> then\n change y by (1)\n end\n if <<color (#ffffff) is touching (#ffffff)?> or <color (#000000) is touching (#000000)?>> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yvel v] to [10]\n if <([abs v] of (Xvel) ) = (Xvel)> then\n set [xvel v] to [-5.9]\n else\n set [xvel v] to [5.9]\n end\n else\n set [xvel v] to [0]\n end\n end\n change y by (Yvel)\n if <<color (#ffffff) is touching (#ffffff)?> or <color (#000000) is touching (#000000)?>> then\n change y by ((0) - (Yvel))\n set [yvel v] to [1]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<color (#ffffff) is touching (#ffffff)?> or <color (#000000) is touching (#000000)?>>> then\n set [yvel v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [yvel v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nbroadcast (play v)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(x position) > [220]> then\n go to x: (-180) y: (-50)\n broadcast (levelup v)\n change [level v] by (1)\n end\n if <(Level) = [15]> then\n broadcast (End v)\n stop [other scripts in sprite v]\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen I receive [levelup v]\nnext costume\nif <(costume [number v]) = [11]> then\n broadcast (End v) and wait\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (0) y: (0)\nend\n\n@skip\n\nwhen flag clicked\ngo to x: (150) y: (-150)\nset [canweskipornotscratchperson v] to [yes]\n\nwhen this sprite clicked\nif <[yes] = (Canweskipornotscratchperson)> then\n broadcast (levelup v) and wait\nend\n\nwhen flag clicked\nset [canweskipornotscratchperson v] to [yes]\nswitch costume to (1 v)\npoint in direction (90)\nset size to (50) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n set [brightness v] effect to (10)\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [canweskipornotscratchperson v] to [yes]\nforever\n go to [front v] layer\n go [backward v] (5) layers\nend\n\nwhen I receive [end v]\nset [canweskipornotscratchperson v] to [no]\n\nwhen I receive [green flag v]\nset [canweskipornotscratchperson v] to [yes]\n\n@restart\n\nwhen this sprite clicked\nbroadcast (respawn v)\n\nwhen flag clicked\nswitch costume to (1 v)\npoint in direction (90)\nset size to (50) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n set [brightness v] effect to (10)\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (5) layers\n show\nend\n\n@Sound\n\nwhen this sprite clicked\nif <(Munsic on) = [0]> then\n broadcast (Munsic v)\n switch costume to (1 v)\nelse\n set [munsic on v] to [0]\n repeat (5)\n change size by (1)\n end\n switch costume to (2 v)\nend\n\nwhen I receive [munsic v]\nset [munsic on v] to [1]\n\nwhen flag clicked\nswitch costume to (1 v)\npoint in direction (90)\nset size to (50) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n set [brightness v] effect to (10)\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Munsic on) = [0]> then\n set volume to (0) %\n else\n set volume to (70) %\n end\nend\n\nwhen flag clicked\nforever\n play sound [Xaf - Unlimited v] until done\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (5) layers\nend\n\n@Thumb\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Words\n\nwhen flag clicked\nswitch costume to (untitled drawing - 2020-12-27t164936 v)\nforever\n go to [front v] layer\n go [backward v] (7) layers\n set [brightness v] effect to (20)\nend\n\nwhen I receive [levelup v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nforever\n create clone of (_myself_ v)\n wait (0.0001) seconds\nend\n\nwhen I start as a clone\nshow\nset size to (40) %\nswitch costume to (pick random (1) to (4))\ngo to x: (pick random (-200) to (200)) y: (150)\nforever\n change y by (-10)\n turn right (10) degrees\n if <touching (_edge_ v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\n | Space to change color\nBlack can only go on black and white only on white\nCheck this project out - https://scratch.mit.edu/projects/460100109/ |
An Ordinary Platformer || A Mobile Friendly Platformer #normal #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 [TheFatRat - Time Lapse v] until done\nend\n\n@Platformer Engine\n\nwhen I receive [up v]\ngo to x: (-201) y: (-59)\n\nwhen I receive [end of intro v]\nset size to (130) %\nset [ghost v] effect to (0)\nshow\nswitch costume to (black v)\nswitch backdrop to (1 v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-207) y: (-19)\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 (costume2 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 (costume3 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#31ff00)?> or <<touching color (#448e00)?> or <touching color (#5f4300)?>>> then\n change y by (1)\n if <<touching color (#31ff00)?> or <<touching color (#448e00)?> or <touching color (#5f4300)?>>> then\n change y by (1)\n if <<touching color (#31ff00)?> or <<touching color (#448e00)?> or <touching color (#5f4300)?>>> then\n change y by (1)\n if <<touching color (#31ff00)?> or <<touching color (#448e00)?> or <touching color (#5f4300)?>>> then\n change y by (1)\n if <<touching color (#31ff00)?> or <<touching color (#448e00)?> or <touching color (#5f4300)?>>> then\n change y by (1)\n if <<touching color (#31ff00)?> or <<touching color (#448e00)?> or <touching color (#5f4300)?>>> 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 [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 (#31ff00)?> or <<touching color (#448e00)?> or <touching color (#5f4300)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#31ff00)?> or <<touching color (#448e00)?> or <touching color (#5f4300)?>>> 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 (chainsaw v)?> or <<touching (spikes v)?> or <touching (chainsaw2 v)?>>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-207) y: (-19)\n end\n if <touching (trampoline v)?> then\n start sound [Big Boing v]\n set [yv v] to [20]\n end\n if <<(x position) > [-228]> and <(y position) < [-169]>> then\n start sound [Oops v]\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-207) y: (-19)\n end\n if <(x position) = [244]> then\n go to x: (-207) y: (-19)\n next backdrop\n end\nend\n\nwhen flag clicked\nhide\n\n@Skip\n\nwhen this sprite clicked\nnext backdrop\nbroadcast (up v)\n\nwhen I receive [end of intro v]\nshow\ngo to x: (195) y: (-145)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (80) %\n end\n point in direction ((([sin v] of ((Direction) * (300)) ) * (10)) + (90))\n change [direction v] by (0.04)\nend\n\nwhen flag clicked\nhide\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@Spikes\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen backdrop switches to [3 v]\nswitch costume to (1 v)\ngo to x: (21) y: (44)\nshow\n\nwhen backdrop switches to [4 v]\nswitch costume to (2 v)\ngo to x: (200) y: (31)\nshow\n\nwhen backdrop switches to [5 v]\nswitch costume to (3 v)\ngo to x: (165) y: (31)\nshow\n\nwhen backdrop switches to [6 v]\nswitch costume to (4 v)\ngo to x: (188) y: (31)\nshow\n\nwhen backdrop switches to [7 v]\nhide\n\nwhen backdrop switches to [10 v]\nswitch costume to (5 v)\ngo to x: (69) y: (30)\nshow\n\nwhen backdrop switches to [11 v]\nhide\n\n@Trampoline\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen backdrop switches to [4 v]\ngo to x: (-43) y: (-60)\nshow\n\nwhen backdrop switches to [5 v]\nhide\n\nwhen backdrop switches to [10 v]\ngo to x: (87) y: (-60)\nshow\n\nwhen backdrop switches to [11 v]\nhide\n\n@Chainsaw\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n turn right (8) degrees\nend\n\nwhen backdrop switches to [7 v]\nshow\ngo to x: (23) y: (-15)\n\nwhen backdrop switches to [8 v]\nshow\ngo to x: (122) y: (77)\n\nwhen backdrop switches to [9 v]\nshow\ngo to x: (150) y: (73)\n\nwhen backdrop switches to [10 v]\nshow\ngo to x: (233) y: (123)\n\nwhen backdrop switches to [11 v]\nshow\ngo to x: (-64) y: (-89)\n\nwhen backdrop switches to [11 v]\nshow\ngo to x: (-64) y: (-89)\n\nwhen backdrop switches to [12 v]\nhide\n\n@Chainsaw2\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n turn right (8) degrees\nend\n\nwhen backdrop switches to [8 v]\nshow\ngo to x: (5) y: (0)\n\nwhen backdrop switches to [9 v]\nshow\ngo to x: (21) y: (-121)\n\nwhen backdrop switches to [10 v]\nshow\ngo to x: (233) y: (-56)\n\nwhen backdrop switches to [11 v]\nshow\ngo to x: (117) y: (-89)\n\nwhen backdrop switches to [12 v]\nhide\n\n | -ˏˋ An Ordinary Platformer ˊˎ-\n -ˏˋ A Mobile Friendly Platformer ˊˎ-\n\nPlz check out my new platformer! Trust me, you will like it! https://scratch.mit.edu/projects/470778438\n\nPlease propose this to be featured here: https://scratch.mit.edu/studios/4228481/comments/\n\n#9th ON TRENDING!!!!! :D\n\nIT IS 100% POSSIBLE\n\nPlz like and fav so I can make more platformers! :D \n\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• 12/30/20 An Ordinary Platformer is now finished!!! :D Took me 3 days to make it.\n• Thx to @-PickleAnimator- for the intro\n\n\n ˗ˏˋ Tags ˊˎ-\n\n#games #TrentonTNT #ez #fun #ordinary #all #quality |
☁️ Scratch Blocks || Multiplayer Platformer #games #all | @Stage\n\nwhen flag clicked\ndelete all of [tracks order v]\nadd (pick random (1) to (2)) to [tracks order v]\nadd [empty] to [tracks order v]\nif <(item (1) of [tracks order v]) = [1]> then\n replace item (2) of [tracks order v] with [2]\nelse\n replace item (2) of [tracks order v] with [1]\nend\nforever\n play sound (item (1) of [tracks order v]) until done\n play sound (item (2) of [tracks order v]) until done\nend\n\nwhen [m v] key pressed\nset volume to ((100) - (volume)) %\n\n@u\n\nwhen flag clicked\ngo to [front v] layer\nbroadcast (Setup opponents v) and wait\nset [max players v] to [4]\nset [my player # v] to [0]\ndelete all of [buffer v]\nset [y vel v] to [0]\nset [x vel v] to [0]\nhide\nbroadcast (Setup opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (Join game v) and wait\ngo to x: (-155) y: (6)\nif <(MY PLAYER #) > [0]> then\n switch backdrop to (joined v)\nelse\n switch backdrop to (full v)\n wait (2.5) seconds\n stop [all v]\nend\nwait (1.5) seconds\nswitch backdrop to (nothing v)\nbroadcast (Begin v)\nshow\n\ndefine write (string) to encoded\nset [letter # v] to [1]\nrepeat (length of (string))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (string)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\n\nforever\n if <(MY PLAYER #) > [0]> then\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 end\n end\n end\nend\n\ndefine Send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x position) to encoded\nwrite (y position) to encoded\nwrite (LEVEL) to encoded\nSet cloud # (MY PLAYER #) to (encoded)\n\nif <(MY PLAYER #) < [1]> then\n stop [this script v]\nend\n\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 ((timer) * (10)) to encoded\n\nSet cloud # (MY PLAYER #) to (encoded)\n\ndefine Player tick\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x vel v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x vel v] by (-1)\nend\nchange x by (X vel)\nif <touching (idk v)?> then\n change x by ((-1) * (X vel))\n set [x vel v] to [0]\nelse\n set [x vel v] to ((X vel) * (0.8))\nend\nchange y by (Y vel)\nif <touching (idk v)?> then\n change y by ((-1) * (Y vel))\n set [y vel v] to [0]\n if <(lock) = [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [y vel v] to [11]\n set [lock v] to [1]\n end\n end\nelse\n change [y vel v] by (-0.9)\n set [lock v] to [0]\nend\n\nPlatformer physics\n\ndefine Platformer physics\n\nwhen I receive [death v]\ngo to x: (-170) y: (-40)\n\nwhen I receive [new level v]\ngo to x: (-170) y: (-40)\n\nwhen I receive [begin v]\nset size to (45) %\nforever\n Send cloud data\n Player tick\nend\n\nPlatformer physics\n\nchange y by (Y vel)\nif <touching (idk v)?> then\n repeat ([abs v] of (Y vel) )\n if <touching (idk v)?> then\n change y by ((-1) * ((Y vel) / ([abs v] of (Y vel) )))\n end\n end\n if <touching (idk v)?> then\n change y by (1)\n end\n set [y vel v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [y vel v] to [11]\n end\nelse\n change [y vel v] by (-1)\nend\nchange x by (X vel)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x vel v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x vel v] by (-1)\nend\nif <touching (idk v)?> then\n repeat ([abs v] of (X vel) )\n if <touching (idk v)?> then\n change x by ((-1) * ((X vel) / ([abs v] of (X vel) )))\n end\n end\n if <touching (idk v)?> then\n change x by (X vel)\n end\n set [x vel v] to [0]\nend\nset [x vel v] to ((X vel) * (0.8))\n\n@not u\n\ndefine begin decode of (encoded string)\nset [encoded v] to (encoded string)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idX) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idX) of [code v]))\nend\n\ndefine Setup players\nset [color v] effect to (0)\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (Player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\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 end\n end\n end\nend\n\nwhen I receive [setup opponents v]\nSetup players\n\ndefine Tick\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nsay (value)\nvalue = read from encoded\nvalue = read from encoded\nset x to (value)\nvalue = read from encoded\nset y to (value)\nvalue = read from encoded\nif <(value) = (LEVEL)> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\n say []\nend\nvalue = cloud # (Player #)\n\nif <touching (flag v)?> then\n change [oppo level v] by (1)\nend\n\nwhen I receive [join game v]\nvalue = cloud # (Player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (Player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (Player #)\nend\n\nwhen flag clicked\nset [oppo global level v] to [1]\nset [oppo level v] to [1]\n\nwhen I receive [begin v]\nforever\n\nwhen I receive [begin v]\n\nwhen flag clicked\nset size to (45) %\nset [opponent level v] to [1]\n\nvalue = cloud # (Player #)\nwait until <not <touching (flag v)?>>\n\n@idk\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [begin v]\nshow\n\n@numbthail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume2 v)\n\n@flag\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [begin v]\nshow\n\nwhen flag clicked\nhide\nset [level v] to [1]\ngo to x: (0) y: (0)\nforever\n if <touching (u v)?> then\n broadcast (new level v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [begin v]\nshow\n\nchange [opponent level v] by (1)\n\n@text\n\nwhen I receive [begin v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to (LEVEL)\nend\n\n@bad\n\nwhen flag clicked\nhide\nset [level v] to [1]\ngo to x: (0) y: (0)\nforever\n if <touching (u v)?> then\n broadcast (death v)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [begin v]\nshow\n\n | ☁️ Scratch Blocks - Multiplayer Platformer ☁️\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nMove with arrow keys or WASD (on mobile: tap the right half to move and jump, tap the left half to move and jump backwards.) There are 10 levels. Avoid lava. Press M to mute or unmute. Touch the green flag to get to the next level. Play, enjoy, and have more fun by playing with other Scratchers online!\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nNOTE: You must be a Scratcher (Not a New Scratcher) to play with other people, as New Scratchers don't have access to cloud data.\n\nIf this is full or there is much lag, go to server 2: https://scratch.mit.edu/projects/468833245/\n\nFull screen mode highly recommended!\n\nIf you don't see anyone else it means that nobody is online at this moment!\n\n\n⭐ Notes and Credits ⭐\n\n60% of my credit goes to @griffpatch for the cloud game engine.\n5% of my credit goes to Tobu and Itro for the music.\n20% of my credit goes to you for playing this game and ❤️ + ⭐ it.\n15% of my credit goes to @UnicornMable (me) for the other code and level design.\n\nAnd special thanks to the Scratch Team for the Scratch blocks!\n\nReport any ads please!\n\nWarning: This may be laggy on mobile. Play on pc.\n\nDon't forget to follow @UnicornMable for more ebik games... and maybe propose it to be featured here? https://scratch.mit.edu/studios/4228481/comments/\n\nTags: #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #multiplayer #online #online #online #online #online #online #online #online #online #online #online #online #online #online #online #online #online #online #online #online #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #UnicornMable #UnicornMable #UnicornMable #UnicornMable #UnicornMable #UnicornMable #UnicornMable #UnicornMable #UnicornMable #UnicornMable #UnicornMable #UnicornMable #UnicornMable #UnicornMable #UnicornMable #UnicornMable #UnicornMable #UnicornMable #UnicornMable #UnicornMable\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 "Blockformer" |
[Scroll]-Jungle II platformer- [Platformer Game] | @Stage\n\nwhen flag clicked\nforever\n play sound [ᴍᴜsɪᴄs v] until done\nend\n\n@ᴘʟᴀʏᴇʀ\n\ndefine Program\nif <<<mouse down?> and <(mouse x) > [0]>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [xv v] by (0.9)\n point in direction ([abs v] of (direction) )\nend\nif <<<mouse down?> and <[0] > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [xv v] by (-0.9)\n point in direction ((0) - ([abs v] of (direction) ))\nend\nset [xv v] to ((XV) * (0.888))\nset [move v] to [1]\nset [temp v] to (XV)\nchange x by (XV)\nrepeat (8)\n if <touching (sᴛᴀɢᴇ v)?> then\n change y by (1)\n end\nend\nif <touching (sᴛᴀɢᴇ v)?> then\n set [move v] to [0]\n change x by ((0) - (XV))\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 [move v] to [2]\n set [yv v] to [12]\n if <(XV) = ([abs v] of (XV) )> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n else\n set [xv v] to [0]\n end\nend\nif <(move) = [1]> then\n change [x coordinate v] by (temp)\n change x by ((temp) * (-1))\nelse\n if <(move) = [2]> then\n change [x coordinate v] by (XV)\n end\nend\nchange y by (-1)\nif <touching (sᴛᴀɢᴇ v)?> then\n if <<<(mouse y) > [0]> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [13]\n end\nend\nchange y by (1)\nchange [yv v] by (-1)\nchange y by (YV)\nif <touching (sᴛᴀɢᴇ v)?> then\n change y by ((0) - (YV))\n set [yv v] to [0]\nend\n\nstart sound [junp v]\n\nwhen flag clicked\nshow\nset y to (0)\nset [動ける? v] to [0]\nset [stage v] to [1]\nset size to (100) %\npoint in direction (90)\nset rotation style [left-right v]\nset x to (-100)\nset [xv v] to [0]\nset [yv v] to [0]\nset [x coordinate v] to [0]\n\nwhen flag clicked\nforever\n if <[235] < (x position)> then\n change [stage v] by (1)\n broadcast (next level v)\n set size to (100) %\n point in direction (90)\n set rotation style [left-right v]\n set x to (-200)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(動ける?) = [0]> then\n Program\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ʟᴀᴠᴀ ᴛʜᴏʀɴs v)?> then\n start sound [ᴄʀᴀsʜᴇᴅ ᴏᴏғ v]\n set [動ける? v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set y to (50)\n clear graphic effects\n set [動ける? v] to [0]\n set size to (100) %\n point in direction (90)\n set rotation style [left-right v]\n set x to (-100)\n set [xv v] to [0]\n set [yv v] to [0]\n set [x coordinate v] to [0]\n end\nend\n\nhide\n\n@ʙᴀᴄᴋ ɢʀᴏᴜɴᴅ\n\nwhen I start as a clone\nforever\n go to x: (((-480) + ((costume [number v]) * (480))) - (X coordinate)) y: (0)\n if <([abs v] of (((-480) + ((costume [number v]) * (480))) - (X coordinate)) ) > [500]> then\n hide\n else\n show\n end\nend\n\ndefine 生成\nswitch costume to (ʙᴀᴄᴋ ɢʀᴏᴜɴᴅ1 v)\nrepeat (9)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nhide\nwait (0) seconds\ngo to [back v] layer\n生成\n\nforever\n switch costume to (stage)\nend\n\n@sᴛᴀɢᴇ\n\nwhen flag clicked\nhide\n生成\n\ndefine 生成\nswitch costume to (sᴛᴀɢᴇ1 v)\nrepeat (9)\n create clone of (_myself_ v)\n next costume\nend\n\nswitch costume to (stage)\n\nwhen I start as a clone\nforever\n go to x: (((-480) + ((costume [number v]) * (480))) - (X coordinate)) y: (0)\n if <([abs v] of (x position) ) > [470]> then\n hide\n else\n show\n end\nend\n\n@ʟᴀᴠᴀ ᴛʜᴏʀɴs\n\ndefine 生成\nswitch costume to (ʟᴀᴠᴀ ᴛʜᴏʀɴs1 v)\nrepeat (9)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nforever\n go to x: (((-480) + ((costume [number v]) * (480))) - (X coordinate)) y: (0)\n if <([abs v] of (((-480) + ((costume [number v]) * (480))) - (X coordinate)) ) > [480]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n生成\n\nwhen I start as a clone\nforever\n repeat (20)\n change y by (0.3)\n end\n wait (0.1) seconds\n repeat (20)\n change y by (-0.3)\n end\n wait (0.1) seconds\nend\n\n@ᴄʟᴏᴜᴅ\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nshow\ngo to [back v] layer\nglide (pick random (4) to (8)) secs to x: (-300) y: (y position)\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n go to x: (287) y: (pick random (90) to (150))\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\nend\n\n@ᴛᴇxᴛ\n\ndefine 生成\nswitch costume to (ᴛᴇxᴛ1 v)\nrepeat (9)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nforever\n go to x: (((-480) + ((costume [number v]) * (480))) - (X coordinate)) y: (0)\n if <([abs v] of (x position) ) > [400]> then\n hide\n else\n show\n end\n if <touching (ᴘʟᴀʏᴇʀ v)?> then\n set [ghost v] effect to (20)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (0) y: (0)\nreset timer\npoint in direction (90)\n生成\n\nwhen flag clicked\n\nforever\n switch costume to (stage)\nend\n\nwhen I start as a clone\nforever\n repeat (20)\n change y by (0.5)\n end\n wait (0.2) seconds\n repeat (20)\n change y by (-0.5)\n end\n wait (0.2) seconds\nend\n\n@ᴛʜᴜᴍʙɴᴀɪʟs\n\nwhen flag clicked\nhide\n\nshow\n\ngo to [front v] layer\n\n@ \n\nwhen flag clicked\ngo to x: (0) y: (50)\nswitch costume to (2 v)\nhide\nwait (1) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (10) to (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@ \n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (stage)\n set y to ([y position v] of [ʟᴀᴠᴀ ᴛʜᴏʀɴs v])\nend\n\n | ≫ Jungle II platformer || A Scrolling Platformer ≪\nーーーーーーーーーーーーーーーーーーーーーーーー\n◆English◆\nMove with left / right key, d, a key\nJump with the up key and w key\n\n\n◇日本語◇\n左右キー、D、Aキーで移動\n上、Wキーでジャンプ\n |
Dark Platformer [HARDER LEVELS] #games #all | @Stage\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch backdrop to (backdrop1 v)\n end\n if <(Level) = [2]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [3]> then\n switch backdrop to (backdrop1 v)\n end\n if <(Level) = [4]> then\n switch backdrop to (backdrop3 v)\n end\n if <(Level) = [5]> then\n switch backdrop to (backdrop4 v)\n end\n if <(Level) = [6]> then\n switch backdrop to (backdrop4 v)\n end\n if <(Level) = [8]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n\n\n\n@sad boi\n\nwhen flag clicked\nshow\nbroadcast (Reset v)\nset [level v] to [1]\npoint in direction (90)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n change [speedx v] by (2)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (left v)\n change [speedx v] by (-2)\n end\n change x by (speedX)\n if <touching (gnrwjklv v)?> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\n else\n set [speedx v] to ((speedX) * (0.8))\n end\n change y by (speedY)\n if <touching (gnrwjklv v)?> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(lock) = [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [speedy v] to [15]\n set [lock v] to [1]\n end\n end\n else\n change [speedy v] by (-1)\n set [lock v] to [0]\n end\n create clone of (_myself_ v)\n if <touching (mark cuz i cant code v)?> then\n change [level v] by (1)\n go to x: (-189) y: (21)\n end\n if <touching (muahhahahah v)?> then\n broadcast (Reset v)\n end\n if <(y position) = [-184]> then\n broadcast (Reset v)\n end\n if <touching (nvulnvjdknjkiv v)?> then\n broadcast (yeet v)\n end\nend\n\nwhen I receive [reset v]\nswitch costume to (right v)\ngo to x: (-189) y: (21)\nset [speedx v] to [0]\nset [speedy v] to [0]\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nhide\n\nwhen flag clicked\nif (username) (username) <mouse down?> text\nforever\n if <<say useranme> = (has liked or favorited)> then\n say (join (username) [ thx for your support]) for (3) seconds\n end\n stop [this script v]\nend\n\ndefine if (username) (has liked or favorited) <say useranme> text\nset [read v] to <((username) + (read)) = <<say useranme> or <mouse down?>>>\n\n@MUAHHAHAHAH\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@mark cuz i cant code\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <(Level) = [13]> then\n hide\n else\n show\n end\nend\n\n@exit\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen this sprite clicked\nhide\nbroadcast (NOPE v)\n\nwhen I receive [hhahhaha v]\nshow\n\n@nvulnvjdknjkiv\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(Level) = [13]> then\n show\n go to x: (36) y: (28)\n if <touching (sad boi v)?> then\n switch costume to (costume2 v)\n end\n else\n hide\n end\nend\n\n@ftyjfyftj\n\nwhen flag clicked\nhide\n\nwhen I receive [yeet v]\nshow\nstop [all v]\n\n@gnrwjklv\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@CLICK BAIT HAHAHHHAHHAHHAHAHHAHAHAHAHHAHAHHAHAHHA\n\nwhen flag clicked\nswitch costume to (click bait hahahhhahhahhahahhahahahahhahahhahahha v)\nhide\nset size to (100) %\ngo to [front v] layer\n\n@Square3\n\nwhen flag clicked\nhide\n\nwhen I receive [hhahhaha v]\nshow\n\nwhen this sprite clicked\nstop all sounds\nstart sound [Lil Baby - Yes Indeed \(Clean\) ft v]\n\nwhen I receive [nope v]\nhide\n\n@Square5\n\nwhen flag clicked\nhide\n\nwhen I receive [hhahhaha v]\nshow\n\nwhen this sprite clicked\nstop all sounds\nstart sound [Galantis - Runaway \(U & I\) \[ Lyrics \] \(128 kbps\) v]\n\nwhen I receive [nope v]\nhide\n\n@Square6\n\nwhen flag clicked\nhide\n\nwhen I receive [hhahhaha v]\nshow\n\nwhen this sprite clicked\nstop all sounds\nstart sound [Lizzo - Truth Hurts \(Clean\) \(128 kbps\) v]\n\nwhen I receive [nope v]\nhide\n\n@Square4\n\nwhen flag clicked\nhide\n\nwhen I receive [hhahhaha v]\nshow\n\nwhen this sprite clicked\nstop all sounds\nstart sound [LIL DARKIE - GENOCIDE \(PT 4 - Clean Edit\) \(Prod v]\n\nwhen I receive [nope v]\nhide\n\n@Square7\n\nwhen flag clicked\nhide\n\nwhen I receive [hhahhaha v]\nshow\n\nwhen this sprite clicked\nstop all sounds\nstart sound [Drake - God’s Plan \(Clean\) \(128 kbps\) v]\n\nwhen I receive [nope v]\nhide\n\n@Square8\n\nwhen flag clicked\nhide\n\nwhen I receive [hhahhaha v]\nshow\n\nwhen this sprite clicked\nstop all sounds\nstart sound [🔥🔥🔥Jakqlifezlie🔥🔥 v]\n\nwhen I receive [nope v]\nhide\n\n | (liked by @trentontnt)\n---------------------\n\n-------------------------------------------------\nCONTROLS\nJUMP W or UP ARROW\nRIGHT RIGHT ARROW or D\nLEFT LEFT ARROW or A\n-------------------------------------------------- |
カービィプラットフォーマー/Kirby Platformer | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (ステージ)\nend\n\nwhen flag clicked\nforever\n play sound [Foxsky - Kirby Smash v] until done\nend\n\n@カービィ\n\nwhen flag clicked\nhide\nshow variable [☁ 世界最高 v]\nshow variable [タイム v]\nset [タイム v] to [0]\nset [ステージ v] to [1]\nswitch costume to (コスチューム5 v)\nclear graphic effects\nset size to (100) %\nwait (0.01) seconds\npoint in direction (90)\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\ngo to x: (-225) y: (-80)\nshow\nforever\n set rotation style [left-right v]\n if <<<key (a v) pressed?> or <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 end\n if <<<key (d v) pressed?> or <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 end\n if <<(ステージ) = [11]> and <<touching color (#00ff15)?> or <touching color (#e68700)?>>> then\n set [x v] to ((x) * (0.92))\n else\n set [x v] to ((x) * (0.88))\n end\n change x by (x)\n if <<touching color (#00ff15)?> or <touching color (#e68700)?>> then\n change y by (1)\n if <<touching color (#00ff15)?> or <touching color (#e68700)?>> then\n change y by (1)\n if <<touching color (#00ff15)?> or <touching color (#e68700)?>> then\n change y by (1)\n if <<touching color (#00ff15)?> or <touching color (#e68700)?>> then\n change y by (1)\n if <<touching color (#00ff15)?> or <touching color (#e68700)?>> then\n change y by (1)\n if <<touching color (#00ff15)?> or <touching color (#e68700)?>> then\n change y by (1)\n if <<touching color (#00ff15)?> or <touching color (#e68700)?>> then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n broadcast (メッセージ1 v)\n if <[0] < (x)> then\n set [x v] to [-3]\n else\n set [x v] to [3]\n end\n set [y v] to [8]\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 if <<(costume [number v]) = [8]> or <(costume [number v]) = [9]>> then\n change [y v] by (-0.2)\n else\n change [y v] by (-1)\n end\n change y by (y)\n if <<touching color (#00ff15)?> or <touching color (#e68700)?>> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <<touching color (#00ff15)?> or <touching color (#e68700)?>>> and <not <key (down arrow v) pressed?>>> then\n if <<(costume [number v]) = [9]> or <(costume [number v]) = [10]>> then\n change [y v] by (2)\n else\n start sound [Jump v]\n set [y v] to [13]\n end\n end\n change y by (1)\n if <<<<(y position) < [-175]> or <(y position) > [177]>> or <<touching color (#ff0000)?> or <touching color (#b30000)?>>> or <key (space v) pressed?>> then\n start sound [ニュッ3 v]\n repeat (20)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n set rotation style [all around v]\n turn right (15) degrees\n end\n hide\n clear graphic effects\n go to x: (-225) y: (-80)\n set [x v] to [0]\n set [y v] to [0]\n point in direction (90)\n show\n end\n if <<[230] < (x position)> and <not <(ステージ) = [9]>>> then\n hide\n clear graphic effects\n go to x: (-225) y: (-80)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n show\n end\n if <(ステージ) = [6]> then\n if <(タイム) < (☁ 世界最高)> then\n set [☁ 世界最高 v] to (タイム)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>>>> then\n wait (0.1) seconds\n switch costume to (コスチューム5 v)\n wait (0.1) seconds\n switch costume to (コスチューム6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <not <key (down arrow v) pressed?>>> then\n broadcast (2 v)\n wait (0.1) seconds\n switch costume to (コスチューム19 v)\n wait (0.1) seconds\n switch costume to (コスチューム7 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (コスチューム3 v)\n end\nend\n\nwhen flag clicked\nrepeat until <(ステージ) = [9]>\n wait (1) seconds\n change [タイム v] by (1)\nend\n\nwhen flag clicked\nforever\n if <<<<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <<touching color (#00ff15)?> or <touching color (#e68700)?>>> and <not <key (down arrow v) pressed?>>> and <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n wait (0.1) seconds\n switch costume to (コスチューム19 v)\n wait (0.1) seconds\n switch costume to (コスチューム7 v)\n end\nend\n\nwhen I receive [メッセージ1 v]\nwait (0.1) seconds\nswitch costume to (コスチューム5 v)\nwait (0.1) seconds\nswitch costume to (コスチューム6 v)\n\nwhen I receive [2 v]\nif <<(costume [number v]) = [8]> or <(costume [number v]) = [9]>> then\n start sound [Jump2 v]\nend\n\n | ※カービィは自分の書いたものではないです。((こんなにうまく書けません()\n日本語は下\n~~~~~~~~~~~~~~~~~~~~~~~~\nThis time I tried to make Kirby a character! Picture, please operate with the XD arrow keys that are too good. You can hover by pressing and holding the upper key. Sometimes when you hit the ground with hovering, it blows up XD (it is a specification)\nTry your best! Then click on the flag!\n~~~~~~~~~~~~~~~~~~~~~~~~\n今回はカービィをキャラにしてみました!絵、上手すぎるww矢印キーで操作してください。上キー長押しするとホバリングできます。たまにホバリングで地面に当たると上に吹っ飛んでいきますw(それでタヒんだ方ごめんなさい)壁にめり込むのもw((仕様です\n頑張ってみてください!それでは旗をクリック! |
100% Pen Platformer | @Stage\n\nwhen flag clicked\nset [☁ test v] to [1]\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Undertale - Spider Dance v] until done\nend\n\n@Blank\n\n@Render\n\ndefine Render\ndelete all of [platform-type v]\ndelete all of [platform-height v]\ndelete all of [platform-length v]\ndelete all of [platform-x v]\ndelete all of [platform-y v]\nRender Grid\nPlatforms\nLava\nGravitiy\nBouncy\nWin\nDraw Player // Width: (Player width) X: (Player X) Y: (Player Y) Size: [10]\nbroadcast (tick v)\n\nwhen flag clicked\nbroadcast (Scripts v)\nbroadcast (reset v) and wait\nforever\n Loop\n if <(Dead) = [1]> then\n stop [other scripts in sprite v]\n broadcast (Scripts v)\n broadcast (reset v) and wait\n end\n if <[1] = (win)> then\n repeat until <<(round (item (item # of [w] in [platform-type v]) of [platform-x v])) = (round (Player X))> and <(round (item (item # of [w] in [platform-type v]) of [platform-y v])) = (round (Player Y))>>\n change [player x v] by (((item (item # of [w] in [platform-type v]) of [platform-x v]) - (Player X)) / (5))\n change [player y v] by (((item (item # of [w] in [platform-type v]) of [platform-y v]) - (Player Y)) / (5))\n set [cam x v] to (Player X)\n set [cam y v] to (Player Y)\n change [player width v] by (-0.3)\n erase all\n Render\n end\n set [win text v] to [You Win!]\n broadcast (win v) and wait\n stop [this script v]\n end\nend\n\ndefine Draw Player // Width: (width) X: (x) Y: (y) Size: (size)\nset pen color to (#00f2ff)\nLine // X: ((x) - (width)) Y: ((y) + (width)) X2: ((x) + (width)) Y2: ((y) + (width)) Size: (size)\nLine // X: ((x) + (width)) Y: ((y) + (width)) X2: ((x) + (width)) Y2: ((y) - (width)) Size: (size)\nLine // X: ((x) + (width)) Y: ((y) - (width)) X2: ((x) - (width)) Y2: ((y) - (width)) Size: (size)\nLine // X: ((x) - (width)) Y: ((y) - (width)) X2: ((x) - (width)) Y2: ((y) + (width)) Size: (size)\n\ndefine Line // X: (x) Y: (y) X2: (x2) Y2: (y2) Size: (size)\nset pen size to (size)\npen up\ngo to x: ((x) - (Cam X)) y: ((y) - (Cam Y))\npen down\ngo to x: ((x2) - (Cam X)) y: ((y2) - (Cam Y))\npen up\n\ndefine Physics // Move Speed: (speed) Jump Height: (jump)\ngo to x: ((Player X) - (Cam X)) y: ((Player Y) - (Cam Y))\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > ((x position) + (10))> and <mouse down?>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) - (10))> and <mouse down?>>> then\n change [xvel v] by ((0) - (speed))\nend\nset [xvel v] to ((xvel) * (0.9))\nif <([abs v] of (xvel) ) > [0.9]> then\n Change X // Change: (round (xvel))\nend\nchange [yvel v] by (-2)\nif <(in air) < [6]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (x position)> and <mouse down?>>> then\n set [yvel v] to (jump)\n end\nend\nif <[collisions v] contains [b]?> then\n set [yvel v] to [30]\nend\nChange Y // Change: (yvel)\nif <<<[collisions v] contains [l]?> or <(Player Y) < [-300]>> or <(Player Y) > [800]>> then\n set [dead v] to [1]\nend\nchange [cam x v] by (((Player X) - (Cam X)) / (5))\nchange [cam y v] by (((Player Y) - (Cam Y)) / (5))\nCollisions // Width: (Collision Width)\nif <[collisions v] contains [w]?> then\n set [win v] to [1]\nend\n\ndefine Change X // Change: (change)\nchange [player x v] by (change)\nCollisions // Width: (Collision Width)\nif <[collisions v] contains [p]?> then\n repeat (8)\n change [player y v] by (1)\n Collisions // Width: (Collision Width)\n if <not <[collisions v] contains [p]?>> then\n stop [this script v]\n end\n end\n change [player y v] by (-8)\n repeat until <not <[collisions v] contains [p]?>>\n Collisions // Width: (Collision Width)\n if <(change) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n end\nend\n\nwhen I receive [reset v]\nReset\n\ndefine Render Grid\nset pen color to (#191919)\nset pen size to (10)\ngo to x: (((-240) - (((Cam X) * (0.5)) mod (Grid Length))) + (() mod (Grid Length))) y: (-180)\nrepeat (13)\n pen down\n set y to (180)\n pen up\n change x by (40)\n set y to (-180)\nend\ngo to x: (-240) y: (((-180) - (((Cam Y) * (0.5)) mod (Grid Length))) + (() mod (Grid Length)))\nrepeat (10)\n pen down\n set x to (240)\n pen up\n change y by (40)\n set x to (-240)\nend\n\ndefine Draw Platform // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [p] to [platform-type v]\nset pen color to (#0050ff)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#0050ff)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Platforms\nDraw Platform // X: [2] Y: [-40] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [394] Y: [-40] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [606] Y: [60] Length: (((1) * (Grid Length)) / (2)) Height: ((3.5) * (Grid Length))\nDraw Platform // X: [706] Y: [430] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1130] Y: [430] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1400] Y: [100] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1792] Y: [100] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [2070] Y: [200] Length: ((2) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2185] Y: [400] Length: ((5) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2800] Y: [400] Length: ((5) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2680] Y: [200] Length: ((2) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [3000] Y: [200] Length: ((2) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [3200] Y: [500] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [3550] Y: [580] Length: ((1) * (Grid Length)) Height: ((3) * (Grid Length))\nDraw Platform // X: [3700] Y: [380] Length: ((2.5) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [4100] Y: [560] Length: ((7) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [4000] Y: [700] Length: ((7) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [4500] Y: [400] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [4500] Y: [700] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [4700] Y: [300] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [5105] Y: [300] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [5305] Y: [300] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [5510] Y: [500] Length: ((6) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [6000] Y: [500] Length: ((2) * (Grid Length)) Height: ((0.5) * (Grid Length))\n\ndefine Change Y // Change: (change)\nif <(Reverse?) = [0]> then\n change [player y v] by (change)\nelse\n change [player y v] by ((0) - (change))\nend\nchange [in air v] by (1)\nCollisions // Width: (Collision Width)\nrepeat until <not <[collisions v] contains [p]?>>\n Collisions // Width: (Collision Width)\n set [yvel v] to [0]\n if <(Reverse?) = [1]> then\n if <((0) - (change)) > [0]> then\n change [player y v] by (-1)\n set [in air v] to [0]\n else\n change [player y v] by (1)\n end\n else\n if <(change) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [in air v] to [0]\n end\n end\nend\n\ndefine Collisions // Width: (width)\ndelete all of [collisions v]\nset [i v] to [0]\nrepeat (length of [platform-x v])\n change [i v] by (1)\n if <not <(Player X) > (((item (i) of [platform-x v]) + (item (i) of [platform-length v])) + (width))>> then\n if <not <(Player Y) > (((item (i) of [platform-y v]) + (item (i) of [platform-height v])) + (width))>> then\n if <not <(Player X) < (((item (i) of [platform-x v]) - (item (i) of [platform-length v])) - (width))>> then\n if <not <(Player Y) < (((item (i) of [platform-y v]) - (item (i) of [platform-height v])) - (width))>> then\n add (item (i) of [platform-type v]) to [collisions v]\n end\n end\n end\n end\nend\n\ndefine Loop\nerase all\nRender\nPhysics // Move Speed: [1.5] Jump Height: [16]\n\ndefine Draw Bounce // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [b] to [platform-type v]\nset pen color to (#ffdd00)\nset pen (brightness v) to (80)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#ffdc00)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Draw Lava // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd (([abs v] of (height) ) + ((0) - (pen tick))) to [platform-height v]\nadd [l] to [platform-type v]\nset pen color to (#ff0000)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 2)\nset pen color to (#ff0000)\nLine // X: ((x) - (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 1)\n\nwhen I receive [scripts v]\nforever\n change [pen tick v] by (1)\n if <(pen tick) > [20]> then\n repeat until <(pen tick) < [1]>\n change [pen tick v] by (-1)\n end\n end\nend\n\nwhen I receive [scripts v]\nforever\n set [reverse? v] to [0]\n wait until <not <[collisions v] contains [r]?>>\n wait until <[collisions v] contains [r]?>\n set [reverse? v] to [1]\n wait until <not <[collisions v] contains [r]?>>\n wait until <[collisions v] contains [r]?>\n set [reverse? v] to [0]\nend\n\ndefine Draw Gravity Switch // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd (length) to [platform-length v]\nadd (height) to [platform-height v]\nadd [r] to [platform-type v]\nset pen color to (#2aff00)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#2aff00)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Lava\nDraw Lava // X: [218] Y: [-40] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [1616] Y: [100] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [1930] Y: [100] Length: ((1) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [2900] Y: [475] Length: ((1.2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [2900] Y: [475] Length: ((1.2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [3345] Y: [500] Length: ((1.2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [4000] Y: [605] Length: ((0.1) * (Grid Length)) Height: ((0.3) * (Grid Length))\nDraw Lava // X: [4150] Y: [605] Length: ((0.1) * (Grid Length)) Height: ((0.3) * (Grid Length))\nDraw Lava // X: [4575] Y: [400] Length: ((0.5) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Lava // X: [4990] Y: [307] Length: ((1.5) * (Grid Length)) Height: ((0.7) * (Grid Length))\n\ndefine Gravitiy\nDraw Gravity Switch // X: [682] Y: [160] Length: ((01) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Gravity Switch // X: [1306] Y: [430] Length: ((01) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Gravity Switch // X: [2110] Y: [250] Length: ((01) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Gravity Switch // X: [2700] Y: [350] Length: ((01) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Gravity Switch // X: [3750] Y: [450] Length: ((01) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Gravity Switch // X: [4100] Y: [505] Length: ((6) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Gravity Switch // X: [3820] Y: [650] Length: ((1.5) * (Grid Length)) Height: ((0.4) * (Grid Length))\nDraw Gravity Switch // X: [5600] Y: [200] Length: ((1.5) * (Grid Length)) Height: ((0.4) * (Grid Length))\n\ndefine Reset\ndelete all of [platform-type v]\ndelete all of [platform-height v]\ndelete all of [platform-length v]\ndelete all of [platform-x v]\ndelete all of [platform-y v]\ndelete all of [collisions v]\nset [reverse? v] to [0]\nset [dead v] to [0]\nset [collision width v] to [23]\nset [grid length v] to [40]\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [player x v] to [0]\nset [player y v] to [50]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [player width v] to [15]\nset [win v] to [0]\n\ndefine Bouncy\nDraw Bounce // X: [530] Y: [-20] Length: ((1) * (Grid Length)) Height: (((1) * (Grid Length)) / (2))\nDraw Bounce // X: [2320] Y: [345] Length: ((1) * (Grid Length)) Height: (((1) * (Grid Length)) / (2))\nDraw Bounce // X: [3135] Y: [200] Length: ((1) * (Grid Length)) Height: (((1) * (Grid Length)) / (2))\nDraw Bounce // X: [3450] Y: [480] Length: ((1) * (Grid Length)) Height: (((1) * (Grid Length)) / (2))\nDraw Bounce // X: [4835] Y: [300] Length: ((2) * (Grid Length)) Height: (((1) * (Grid Length)) / (2))\n\ndefine Win\nDraw Win // X: [6000] Y: [400] Length: ((0.5) * (Grid Length)) Height: ((0.5) * (Grid Length))\n\ndefine Draw Win // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [w] to [platform-type v]\nset pen color to (#ff00e9)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#ff00e7)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\nwhen [timer v] > (0.01)\nerase all\nset [player x v] to [0]\nset [player y v] to [25]\nset [cam x v] to [0]\nset [cam y v] to [40]\nset [player width v] to [15]\nRender Grid\nPlatforms\nLava\nGravitiy\nBouncy\nWin\nDraw Player // Width: (Player width) X: (Player X) Y: (Player Y) Size: [10]\nbroadcast (tn v)\n\nwhen I receive [scripts v]\nforever\n reset timer\nend\n\n@TextEngine\n\ndefine _calcWW (text) (width) (firstwidth) (cspace) (spacewidth)\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\nset [_i3 v] to [1]\nset [_i4 v] to [0]\nset [_i5 v] to [0]\nset [_i6 v] to [0]\nset [_i7 v] to (firstwidth)\nrepeat (length of (text))\n if <(letter (_i3) of (text)) = [ ]> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to [0]\n else\n switch costume to (blank v)\n switch costume to (join (letter (_i3) of (text)) [_])\n set [_i9 v] to ((costume [number v]) - (1))\n if <(_i9) > [0]> then\n set [_i8 v] to (item (_i9) of [_chwidth v])\n if <((_i5) + (_i8)) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n add ((_i5) - (cspace)) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i4)) to [_ww2 v]\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to ((_i8) + (cspace))\n set [_i6 v] to (_i4)\n set [_i7 v] to ((-1) * ((cspace) + (spacewidth)))\n else\n change [_i5 v] by ((_i8) + (cspace))\n end\n add (_i9) to [_ww0 v]\n end\n end\n change [_i3 v] by (1)\nend\nif <(length of [_ww0 v]) > (_i6)> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add (_i7) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i6)) to [_ww2 v]\nend\n\nwhen flag clicked\npen up\nhide\nswitch costume to (blank v)\nset size to (100000) %\nswitch costume to ( _ v)\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [don't rotate v]\n\ndefine Clear | Character Data\nswitch costume to (blank v)\nswitch costume to ((costume [number v]) - (1))\nif <((costume [number v]) - (1)) > (length of [_chindex v])> then\n set [_i0 v] to ((costume [number v]) - (1))\nelse\n set [_i0 v] to (length of [_chindex v])\nend\ndelete all of [_chindex v]\ndelete all of [_chwidth v]\ndelete all of [_chdata0 v]\ndelete all of [_chdata1 v]\ndelete all of [_chdata2 v]\ndelete all of [_chdata3 v]\nrepeat (_i0)\n add [__] to [_chdata0 v]\n add [none] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n add ((length of [_chdata0 v]) + (1)) to [_chindex v]\n add ((1) * (0)) to [_chwidth v]\n repeat (25)\n add [] to [_chdata0 v]\n add [] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n end\nend\nadd [__] to [_chdata0 v]\nadd [none] to [_chdata1 v]\nadd [] to [_chdata2 v]\nadd [] to [_chdata3 v]\n\ndefine Load | Font (fontname)\nset [_i0 v] to (item # of (fontname) in [_fontname v])\nif <(_i0) < [1]> then\n stop [this script v]\nend\nset [_i0 v] to (item (_i0) of [_fontindex v])\nset [_i1 v] to (item (_i0) of [_fontdata v])\nchange [_i0 v] by (2)\nrepeat (item ((_i0) - (1)) of [_fontdata v])\n set [_i2 v] to (item (_i0) of [_fontdata v])\n replace item (_i2) of [_chwidth v] with (item ((_i0) + (1)) of [_fontdata v])\n set [_i3 v] to (item (_i2) of [_chindex v])\n if <not <(item ((_i3) - (1)) of [_chdata1 v]) = (_i1)>> then\n replace item ((_i3) - (1)) of [_chdata1 v] with (_i1)\n replace item ((_i3) - (1)) of [_chdata2 v] with []\n replace item ((_i3) - (1)) of [_chdata3 v] with []\n _unpackDef (_i2) (_i3) (item ((_i0) + (2)) of [_fontdata v])\n end\n change [_i0 v] by (3)\nend\n\ndefine Set Pen Color | RGBA (r) (g) (b) (a)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (round (a))))))))\n\ndefine _unpackDef (id) (idx) (d)\nset [_i5 v] to (length of (d))\nset [_i6 v] to (idx)\nset [_i7 v] to [1]\nset [_i8 v] to [0]\nrepeat until <(_i7) > (_i5)>\n if <(item (_i6) of [_chdata0 v]) = [__]> then\n insert [] at (_i6) of [_chdata0 v] \n insert [] at (_i6) of [_chdata1 v] \n insert [] at (_i6) of [_chdata2 v] \n insert [] at (_i6) of [_chdata3 v] \n change [_i8 v] by (1)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata0 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata0 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata1 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata1 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata2 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata2 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata3 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata3 v] with (_i9)\n end\n change [_i6 v] by (1)\nend\nif <(_i8) > [0]> then\n set [_i5 v] to (id)\n repeat ((length of [_chindex v]) - (_i5))\n change [_i5 v] by (1)\n replace item (_i5) of [_chindex v] with ((item (_i5) of [_chindex v]) + (_i8))\n end\nend\n\ndefine _getWidth (text) (size) (cspace)\nset [_width v] to [0]\nset [_i0 v] to [1]\nset [_i1 v] to [0]\nrepeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n set [_i2 v] to ((costume [number v]) - (1))\n if <(_i2) > [0]> then\n change [_width v] by (((size) * (item (_i2) of [_chwidth v])) + (cspace))\n change [_i1 v] by (1)\n end\n change [_i0 v] by (1)\nend\nif <(_i1) > [0]> then\n change [_width v] by ((-1) * (cspace))\nend\n\ndefine New Lines | Number (lines) Size (size) Space (lspace)\nchange [_y v] by (((lines) + <(lines) = []>) * (((size) + ((12) * <(size) = []>)) * ((-1) - ((0.7) * ((lspace) + <(lspace) = []>)))))\n\ndefine Print | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) Space (cspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i8) > [0]>> then\n set [_x v] to ((1) * (x))\n set [_y v] to ((1) * (y))\n switch costume to ( _ v)\n stop [this script v]\nend\nset [_i7 v] to (((width) + <(width) = []>) * (_i8))\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\nset [_i2 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i3 v] to ((al.y) + (((0.5) * <(al.y) = [c]>) + <(al.y) = [t]>))\nset [_i4 v] to (((cspace) + <(cspace) = []>) * ((0.27) * (_i8)))\nset pen size to ((0.125) * (((weight) + <(weight) = []>) * (_i8)))\n_printText (text) ((1) * (x)) ((y) - ((_i3) * (_i8))) ((xmin) + (<(xmin) = []> * ((-1) / (0)))) ((xmax) + (<(xmax) = []> * ((1) / (0)))) (_i4) (ul.height) (((weight) + <(weight) = []>) * ((ul.weight) + <(ul.weight) = []>)) ((-1) * (_i2))\n\ndefine Get Width | Size (size) (width) Space (cspace) Text (text)\n_getWidth (text) (((size) + ((12) * <(size) = []>)) * ((width) + <(width) = []>)) (((cspace) + <(cspace) = []>) * ((0.27) * ((size) + ((12) * <(size) = []>))))\n\ndefine Print WW | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) (ymax) (ymin) Space (cspace) (lspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i0) > [0]>> then\n set [_x v] to ((1) * (x))\n set [_y v] to ((1) * (y))\n switch costume to ( _ v)\n stop [this script v]\nend\nset [_i0 v] to (((width) + <(width) = []>) * (_i0))\nset [_i1 v] to ((xmin) + ((-230) * <(xmin) = []>))\nset [_i2 v] to ((xmax) + ((230) * <(xmax) = []>))\nset [_i3 v] to (item (1) of [_chwidth v])\nset [_i4 v] to (((0.27) * ((cspace) + <(cspace) = []>)) / ((width) + <(width) = []>))\n_calcWW (text) (((_i2) - (_i1)) / (_i0)) (<not <(x) = []>> * (((x) - (_i1)) / (_i0))) (_i4) ((_i4) + (_i3))\nset [_i7 v] to (_i0)\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nset [_i3 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i0 v] to ((lspace) + <(lspace) = []>)\nif <(al.y) = []> then\n set [_i4 v] to [1]\nelse\n if <(al.y) = ((1) * (al.y))> then\n set [_i4 v] to (al.y)\n else\n if <(al.y) = [b]> then\n set [_i4 v] to ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)\n else\n if <(al.y) = [c]> then\n set [_i4 v] to ((0.5) * ((((0.7) * (_i0)) / (((0.7) * (_i0)) + (1))) + ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)))\n else\n set [_i4 v] to (((0.7) * (_i0)) / (((0.7) * (_i0)) + (1)))\n end\n end\n end\nend\nset [_i5 v] to ((0.1) * ((((ul.weight) + <(ul.weight) = []>) * ((weight) + <(weight) = []>)) * (_i8)))\nif <(ymax) = []> then\n set [_i6 v] to ((1) / (0))\nelse\n set [_i6 v] to ((ymax) - (_i0))\nend\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\n_printWW ((((1) - (_i3)) * (_i1)) + ((_i3) * (_i2))) (x) ((1) - <(x) = []>) ((1) * (y)) (_i6) ((ymin) + (<(ymin) = []> * ((-1) / (0)))) (((cspace) + <(cspace) = []>) * ((0.27) * (_i8))) ((_i8) * ((-1) - ((0.7) * (_i0)))) ((0.125) * (((weight) + <(weight) = []>) * (_i8))) ((ul.height) * (_i8)) (_i5) ((ul.height) * (_i9)) <not <(ul.height) = []>> ((-1) * ((_i3) * (_i7))) (_i4)\n\ndefine _printText (text) (x) (y) (xmin) (xmax) (cspace) (ul.height) (ul.weight) (al.x)\nset [_x v] to (x)\nset [_y v] to (y)\nif <not <(al.x) = [0]>> then\n set [_width v] to [0]\n _getWidth (text) (_i7) (cspace)\n change [_x v] by ((al.x) * (_width))\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nset [_i0 v] to [1]\nif <<(xmin) = ((-1) / (0))> and <(xmax) = ((1) / (0))>> then\n if <(_i9) = [0]> then\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n _printCh ((costume [number v]) - (1))\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\n else\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n _printChSl ((costume [number v]) - (1))\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\n end\nelse\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n if <not <<(_x) < (xmin)> or <((_x) + ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))) > (xmax)>>> then\n _printChSl ((costume [number v]) - (1))\n else\n change [_x v] by ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))\n end\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\nend\nswitch costume to ( _ v)\nif <not <(ul.height) = []>> then\n set pen size to ((0.1) * (((ul.weight) + <(ul.weight) = []>) * (_i8)))\n set [_i1 v] to ((x) + ((al.x) * (_width)))\n if <(_i1) < (xmin)> then\n set [_i1 v] to (xmin)\n end\n go to x: (((_i1) + ((_i9) * (ul.height))) - ((0.13) * (_i7))) y: ((y) + ((ul.height) * (_i8)))\n pen down\n set [_i2 v] to ((_x) - (cspace))\n if <(_i2) > (xmax)> then\n set [_i2 v] to (xmax)\n end\n set x to (((_i2) + ((_i9) * (ul.height))) + ((0.13) * (_i7)))\n pen up\nend\n\ndefine _printWW (x) (firstx) (firstline) (y) (ymax) (ymin) (cspace) (lspace) (wt) (ul.height) (ul.weight) (ul.offset) <undl> (al.x) (al.y)\nswitch costume to ( _ v)\nset [_x v] to (x)\nset [_y v] to ((y) - (((al.y) - (1)) * (lspace)))\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nif <(item (1) of [_ww2 v]) = [0]> then\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n if <(firstline) = [1]> then\n change [_y v] by (lspace)\n end\nend\nrepeat until <<not <(_y) > (ymax)>> or <(_i0) > (length of [_ww1 v])>>\n change [_i1 v] by ((item (_i0) of [_ww2 v]) + (1))\n change [_i0 v] by (1)\n change [_y v] by (lspace)\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nrepeat until <<(_y) < (ymin)> or <(_i0) > (length of [_ww1 v])>>\n if <(_i0) = (firstline)> then\n set [_x v] to (firstx)\n else\n set [_x v] to ((x) + ((al.x) * (item (_i0) of [_ww1 v])))\n end\n set pen size to (wt)\n if <(_i9) = [0]> then\n repeat (item (_i0) of [_ww2 v])\n _printCh (item (_i1) of [_ww0 v])\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n else\n repeat (item (_i0) of [_ww2 v])\n _printChSl (item (_i1) of [_ww0 v])\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n end\n if <undl> then\n set pen size to (ul.weight)\n if <(_i0) = (firstline)> then\n go to x: (((firstx) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n else\n go to x: ((((x) + ((al.x) * (item (_i0) of [_ww1 v]))) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n end\n pen down\n set x to ((((_x) - (cspace)) + (ul.offset)) + ((0.13) * (_i7)))\n pen up\n end\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n change [_y v] by (lspace)\nend\nif <((length of [_ww1 v]) - <(item (1) of [_ww2 v]) = [0]>) > [0]> then\n change [_y v] by ((-1) * (lspace))\nend\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\n\ndefine _printCh (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n if <(item (_i2) of [_chdata0 v]) = [L]> then\n go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata1 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n else\n set [_i3 v] to (((_i7) * (item (_i2) of [_chdata0 v])) / (_bq2))\n set [_i4 v] to ((((_i7) * (item (_i2) of [_chdata1 v])) / (_bq)) + ((_i3) / (2)))\n set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n repeat (_bq)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n end\n end\n end\n pen up\n end\nelse\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n end\n pen up\n end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\ndefine _printChSl (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n if <(item (_i2) of [_chdata0 v]) = [L]> then\n go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata2 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n else\n set [_i3 v] to ((((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata2 v]))) / (_bq2))\n set [_i4 v] to (((((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata3 v]))) / (_bq)) + ((_i3) / (2)))\n set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n repeat (_bq)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n end\n end\n end\n pen up\n end\nelse\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n end\n pen up\n end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\nwhen I receive [win v]\nerase all\nset pen color to (#ffffff)\nPrint | Pos [-195] [-20] Size [60] [] Bounds [] [] Space [1.5] Style [2] [] Underline [] [] Align [] [] Text (win text)\n\nwhen I receive [tn v]\nset pen color to (#ffffff)\nPrint | Pos [-170] [140] Size [20] [] Bounds [] [] Space [1.5] Style [2] [] Underline [] [] Align [] [] Text [100% Pen Platformer]\nPrint | Pos [-50] [110] Size [20] [] Bounds [] [] Space [1.5] Style [2] [] Underline [] [] Align [] [] Text [Engine]\n\n@PTE\n\nwhen flag clicked\nhide\nswitch costume to ( v)\nset size to (108000) %\nswitch costume to (a v)\n\ndefine INTERNAL | printChar (index) (x) (y) (i.x) (i.y) (j.x) (j.y)\nchange [_x v] by ((i.x) * (item (index) of [_char_width v]))\nchange [_y v] by ((i.y) * (item (index) of [_char_width v]))\nset [_i3 v] to (item (index) of [_char_index v])\nrepeat (item ((_i3) - (1)) of [_font_data v])\n go to x: ((x) + (((i.x) * (item (_i3) of [_font_data v])) + ((j.x) * (item ((_i3) + (1)) of [_font_data v])))) y: ((y) + (((i.y) * (item (_i3) of [_font_data v])) + ((j.y) * (item ((_i3) + (1)) of [_font_data v]))))\n pen down\n change [_i3 v] by (3)\n repeat (item ((_i3) - (1)) of [_font_data v])\n go to x: ((x) + (((i.x) * (item (_i3) of [_font_data v])) + ((j.x) * (item ((_i3) + (1)) of [_font_data v])))) y: ((y) + (((i.y) * (item (_i3) of [_font_data v])) + ((j.y) * (item ((_i3) + (1)) of [_font_data v]))))\n change [_i3 v] by (2)\n end\n pen up\nend\nchange [_i3 v] by (1)\nchange pen size by (1)\nrepeat (item ((_i3) - (1)) of [_font_data v])\n go to x: ((x) + (((i.x) * (item (_i3) of [_font_data v])) + ((j.x) * (item ((_i3) + (1)) of [_font_data v])))) y: ((y) + (((i.y) * (item (_i3) of [_font_data v])) + ((j.y) * (item ((_i3) + (1)) of [_font_data v]))))\n pen down\n pen up\n change [_i3 v] by (2)\nend\nchange pen size by (-1)\n\ndefine Set Pen Color to RGBA (r) (g) (b) (a)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (round (a))))))))\n\ndefine Print | Pos (x) (y) Size (size) Transform (i.x) (i.y) (j.x) (j.y) Spacing (cspace) Weight (weight) Underline (ul.left) (ul.right) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to (((<(size) = []> * (12)) + (size)) / (100))\nset pen size to ((0.125) * ((<(weight) = []> + (weight)) * ((100) * (_i0))))\nset [_i1 v] to ((_i0) * (<(i.x) = []> + (i.x)))\nset [_i2 v] to ((_i0) * ((1) * (i.y)))\nset [_i3 v] to (<(cspace) = []> + (cspace))\nset [_i4 v] to ((-1) * ((<(al.x) = [r]> + (<(al.x) = [c]> * (0.5))) + (al.x)))\nset [_i5 v] to ((-1) * ((<(al.y) = [t]> + (<(al.y) = [c]> * (0.5))) + (al.y)))\nINTERNAL | printText (text) ((1) * (x)) ((1) * (y)) (_i1) (_i2) ((_i0) * ((1) * (j.x))) ((_i0) * (<(j.y) = []> + (j.y))) ((30) * ((_i3) * (_i1))) ((30) * ((_i3) * (_i2))) (ul.left) (ul.right) ((0.125) * ((<(ul.weight) = []> + (ul.weight)) * ((100) * (_i0)))) (_i4) (_i5)\n\ndefine INTERNAL | printText (text) (x) (y) (i.x) (i.y) (j.x) (j.y) (cs.x) (cs.y) (ul.left) (ul.right) (ul.weight) (al.x) (al.y)\nset [_x v] to ((x) + ((100) * ((al.y) * (j.x))))\nset [_y v] to ((y) + ((100) * ((al.y) * (j.y))))\nif <not <(al.x) = [0]>> then\n set [_i0 v] to [1]\n set [_i1 v] to [0]\n set [_i2 v] to [0]\n repeat (length of (text))\n switch costume to ( v)\n switch costume to (letter (_i0) of (text))\n change [_i1 v] by (((i.x) * (item (costume [number v]) of [_char_width v])) + (cs.x))\n change [_i2 v] by (((i.y) * (item (costume [number v]) of [_char_width v])) + (cs.y))\n change [_i0 v] by (1)\n end\n change [_x v] by ((al.x) * ((_i1) - (cs.x)))\n change [_y v] by ((al.x) * ((_i2) - (cs.y)))\nend\nset [_i1 v] to ((_x) + (((100) * ((ul.left) * (j.x))) - ((0.3) * (cs.x))))\nset [_i2 v] to ((_y) + (((100) * ((ul.left) * (j.y))) - ((0.3) * (cs.y))))\nset [_i0 v] to [1]\nrepeat (length of (text))\n switch costume to ( v)\n switch costume to (letter (_i0) of (text))\n INTERNAL | printChar (costume [number v]) (_x) (_y) (i.x) (i.y) (j.x) (j.y)\n change [_x v] by (cs.x)\n change [_y v] by (cs.y)\n change [_i0 v] by (1)\nend\nif <not <<(ul.left) = []> or <(ul.right) = []>>> then\n set pen size to (ul.weight)\n go to x: ((_x) + (((100) * ((ul.right) * (j.x))) - ((0.7) * (cs.x)))) y: ((_y) + (((100) * ((ul.right) * (j.y))) - ((0.7) * (cs.y))))\n pen down\n go to x: (_i1) y: (_i2)\n pen up\nend\n\ndefine INTERNAL | printWW (x) (y) (i.x) (i.y) (j.x) (j.y) (cs.x) (cs.y) (ls.x) (ls.y) (ul.left) (ul.right) (ul.weight) (al.x) (al.y)\nswitch costume to (a v)\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nrepeat (length of [_tmp1 v])\n set [_x v] to (((x) + ((ls.x) * ((_i0) - (al.y)))) - ((al.x) * ((i.x) * (item (_i0) of [_tmp1 v]))))\n set [_y v] to (((y) + ((ls.y) * ((_i0) - (al.y)))) - ((al.x) * ((i.y) * (item (_i0) of [_tmp1 v]))))\n repeat (item (_i0) of [_tmp2 v])\n INTERNAL | printChar (item (_i1) of [_tmp0 v]) (_x) (_y) (i.x) (i.y) (j.x) (j.y)\n change [_x v] by (cs.x)\n change [_y v] by (cs.y)\n change [_i1 v] by (1)\n end\n change [_i0 v] by (1)\n change [_i1 v] by (1)\nend\nif <not <<(ul.left) = []> or <(ul.right) = []>>> then\n set pen size to (ul.weight)\n set [_i0 v] to [1]\n repeat (length of [_tmp1 v])\n set [_x v] to ((x) + ((ls.x) * ((_i0) - (al.y))))\n set [_y v] to ((y) + ((ls.y) * ((_i0) - (al.y))))\n set [_i1 v] to (item (_i0) of [_tmp1 v])\n go to x: (((_x) - ((al.x) * ((i.x) * (_i1)))) + (((100) * ((ul.left) * (j.x))) - ((0.3) * (cs.x)))) y: (((_y) - ((al.x) * ((i.y) * (_i1)))) + (((100) * ((ul.left) * (j.y))) - ((0.3) * (cs.y))))\n pen down\n go to x: (((_x) - (((al.x) - (1)) * ((i.x) * (_i1)))) + (((100) * ((ul.right) * (j.x))) + ((0.3) * (cs.x)))) y: (((_y) - (((al.x) - (1)) * ((i.y) * (_i1)))) + (((100) * ((ul.right) * (j.y))) + ((0.3) * (cs.y))))\n pen up\n change [_i0 v] by (1)\n end\nend\nset [_x v] to ((x) + ((ls.x) * ((_i0) - (al.y))))\nset [_y v] to ((y) + ((ls.y) * ((_i0) - (al.y))))\n\ndefine INTERNAL | calcWW (text) (length) (extlen) (cspace) (emptyline) (emptyword)\ndelete all of [_tmp0 v]\ndelete all of [_tmp1 v]\ndelete all of [_tmp2 v]\nset [_i0 v] to [1]\nset [_i1 v] to (emptyword)\nset [_i2 v] to [0]\nset [_i3 v] to (emptyline)\nset [_i4 v] to [0]\nrepeat (length of (text))\n if <(letter (_i0) of (text)) = [ ]> then\n if <((_i3) + (_i1)) > (length)> then\n if <(((_i2) - (1)) - (_i4)) > [0]> then\n add (_i3) to [_tmp1 v]\n add (((_i2) - (1)) - (_i4)) to [_tmp2 v]\n set [_i3 v] to ((_i1) + (emptyline))\n set [_i4 v] to (_i2)\n end\n else\n change [_i3 v] by (_i1)\n end\n set [_i1 v] to (emptyword)\n add [1] to [_tmp0 v]\n set [_i2 v] to (length of [_tmp0 v])\n else\n switch costume to ( v)\n switch costume to (letter (_i0) of (text))\n set [_i5 v] to ((item (costume [number v]) of [_char_width v]) + (cspace))\n if <((_i1) + (_i5)) > (extlen)> then\n if <((_i2) - (_i4)) > [0]> then\n add (_i3) to [_tmp1 v]\n add (((_i2) - (1)) - (_i4)) to [_tmp2 v]\n end\n add ((emptyline) + (_i1)) to [_tmp1 v]\n add ((length of [_tmp0 v]) - (_i2)) to [_tmp2 v]\n add [1] to [_tmp0 v]\n set [_i3 v] to (emptyline)\n set [_i1 v] to ((emptyword) + (_i5))\n set [_i2 v] to (length of [_tmp0 v])\n set [_i4 v] to (_i2)\n else\n change [_i1 v] by (_i5)\n end\n add (costume [number v]) to [_tmp0 v]\n end\n change [_i0 v] by (1)\nend\nif <not <(_i4) = (length of [_tmp0 v])>> then\n if <(_i2) = (length of [_tmp0 v])> then\n add (_i3) to [_tmp1 v]\n add ((length of [_tmp0 v]) - (_i4)) to [_tmp2 v]\n else\n if <((_i3) + (_i1)) > (length)> then\n if <(((_i2) - (1)) - (_i4)) > [0]> then\n add (_i3) to [_tmp1 v]\n add (((_i2) - (1)) - (_i4)) to [_tmp2 v]\n end\n add ((emptyline) + (_i1)) to [_tmp1 v]\n add ((length of [_tmp0 v]) - (_i2)) to [_tmp2 v]\n else\n add ((_i3) + (_i1)) to [_tmp1 v]\n add ((length of [_tmp0 v]) - (_i4)) to [_tmp2 v]\n end\n end\nend\n\ndefine WW Print | Pos (x) (y) Size (size) Length (length) Transform (i.x) (i.y) (j.x) (j.y) Spacing (cspace) (lspace.y) (lspace.x) Weight (weight) Underline (ul.left) (ul.right) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to ((<(size) = []> * (12)) + (size))\nset pen size to ((0.125) * ((<(weight) = []> + (weight)) * (_i0)))\nset [_i1 v] to (<(cspace) = []> + (cspace))\nset [_i2 v] to ((((100) / (_i0)) * ((<(length) = []> * (460)) + (length))) / ([sqrt v] of (((<(i.x) = []> + (i.x)) * (<(i.x) = []> + (i.x))) + ((i.y) * (i.y))) ))\nINTERNAL | calcWW (text) (_i2) ((_i2) + (((30) * (_i1)) + (20))) ((30) * (_i1)) ((-1) * (((60) * (_i1)) + (20))) (((30) * (_i1)) + (20))\nset [_i0 v] to (((<(size) = []> * (12)) + (size)) / (100))\nset [_i1 v] to ((_i0) * (<(i.x) = []> + (i.x)))\nset [_i2 v] to ((_i0) * ((1) * (i.y)))\nset [_i3 v] to ((_i0) * ((1) * (j.x)))\nset [_i4 v] to ((_i0) * (<(j.y) = []> + (j.y)))\nset [_i5 v] to (<(cspace) = []> + (cspace))\nset [_i6 v] to (<(lspace.y) = []> + (lspace.y))\nset [_i0 v] to (((<(al.y) = [b]> * (length of [_tmp1 v])) + ((<(al.y) = [c]> * (((length of [_tmp1 v]) + (((0.7) * (_i6)) / ((1) + ((0.7) * (_i6))))) / (2))) + (<(al.y) = [t]> * (((0.7) * (_i6)) / ((1) + ((0.7) * (_i6))))))) + (<(al.y) = []> + (al.y)))\nset [_i6 v] to ((-100) - ((70) * (_i6)))\nINTERNAL | printWW ((1) * (x)) ((1) * (y)) (_i1) (_i2) (_i3) (_i4) ((30) * ((_i5) * (_i1))) ((30) * ((_i5) * (_i2))) (((_i3) * (_i6)) - ((_i6) * ((_i1) * (lspace.x)))) (((_i4) * (_i6)) - ((_i6) * ((_i2) * (lspace.x)))) (ul.left) (ul.right) ((0.125) * ((<(ul.weight) = []> + (ul.weight)) * ((<(size) = []> * (12)) + (size)))) ((<(al.x) = [r]> + (<(al.x) = [c]> * (0.5))) + (al.x)) (_i0)\ndelete all of [_tmp0 v]\n\ndefine Move Down | Lines (lines) Size (size) Transform (i.x) (i.y) (j.x) (j.y) Spacing (lspace.y) (lspace.x)\nset [_i0 v] to (((<(size) = []> * (12)) + (size)) / (100))\nset [_i1 v] to ((_i0) * (<(i.x) = []> + (i.x)))\nset [_i2 v] to ((_i0) * ((1) * (i.y)))\nset [_i3 v] to ((_i0) * ((1) * (j.x)))\nset [_i4 v] to ((_i0) * (<(j.y) = []> + (j.y)))\nset [_i5 v] to ((-100) - ((70) * (<(lspace.y) = []> + (lspace.y))))\nset [_i6 v] to (<(lines) = []> + (lines))\nchange [_x v] by ((_i6) * (((_i3) * (_i5)) - ((_i5) * ((_i1) * (lspace.x)))))\nchange [_y v] by ((_i6) * (((_i4) * (_i5)) - ((_i5) * ((_i2) * (lspace.x)))))\n\nwhen I receive [tn v]\nset pen color to (#ffffff)\nPrint | Pos [-170] [140] Size [20] Transform [] [] [] [] Spacing [1.5] Weight [] Underline [] [] [] Align [] [] Text [100% Pen Platformer]\nPrint | Pos [-50] [110] Size [20] Transform [] [] [] [] Spacing [1.5] Weight [] Underline [] [] [] Align [] [] Text [Engine]\n\nwhen I receive [win v]\nerase all\nset pen color to (#ffffff)\nPrint | Pos [-200] [-20] Size [60] Transform [] [] [] [] Spacing [1.5] Weight [] Underline [] [] [] Align [] [] Text (win text)\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n | Thanks to -Zerx- for the engine\nThis is the engine : \nhttps://scratch.mit.edu/projects/438277093/\n\nand to me for designing the rest part of it\neverything is pen except the thumbnail\nblue is regular ground\nred is lava\nyellow is bouncy\nand green is gravity switch\nthe purple is the portal at the end, which you would win.\n |
Blob's Quest 2 || Platformer | @Stage\n\nwhen I receive [next back v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Blank\n\n@Intro\n\nwhen flag clicked\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nstart sound [Never Mind v]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\npoint in direction (-90)\nset size to (300) %\nset [sine v] to [30]\nrepeat (40)\n change size by (((100) - (size)) * (1))\n turn right (((90) - (direction)) * (0.18)) degrees\nend\nset [glide v] to [7]\nrepeat (20)\n change y by ((glide) - (1))\n change [glide v] by (-0.34)\nend\nwait (5.8) seconds\nhide\n\nwhen I start as a clone\nif <(id) = [1]> then\n clear graphic effects\n show\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n switch costume to (bg v)\nelse\n if <(id) = [2]> then\n id 2\n else\n if <(id) = [3]> then\n id 3\n else\n id 4\n end\n end\nend\n\ndefine id 2\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (dot v)\nend\nbroadcast (Play Scene v)\nbroadcast (Setup v)\n\nbroadcast (Intro Done v)\n\nwhen I receive [setup v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\ndefine id 3\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.2) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (smaller dot v)\nend\n\ndefine id 4\ngo to x: (0) y: (0)\nswitch costume to (dot2 v)\nhide\nclear graphic effects\ngo to [front v] layer\nwait (7.4) seconds\nshow\nset size to (0.5) %\nset [vel v] to [1]\nswitch costume to (dot v)\nrepeat (50)\n switch costume to (dot2 v)\n change [vel v] by ((size) / (50))\n change size by (vel)\n switch costume to (crazy dot v)\n turn left (1) degrees\nend\n\n@text\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (2.4) seconds\ngo to x: (0) y: (-60)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nset [rotation v] to [-10]\nrepeat (70)\n change [ghost v] effect by (rotation)\n change [rotation v] by (-1)\n wait (0.01) seconds\nend\nset [ghost v] effect to (0)\n\nwhen I receive [message1 v]\nhide\n\nwhen I receive [setup v]\nhide\n\n@Player\n\nwhen flag clicked\nset volume to (100) %\nset [level v] to [1]\nset [deaths v] to [0]\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <not <touching (water blue v)?>> then\n change [y velocity v] by (-1)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by ((0) - (speed))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nif <<touching (level v)?> or <touching (locked v)?>> then\n repeat until <<not <<touching (level v)?> or <touching (locked v)?>>> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <<touching (level v)?> or <touching (locked v)?>> then\n change y by (Slope)\n repeat until <not <<touching (level v)?> or <touching (locked v)?>>>\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n set [x velocity v] to [0]\nend\nchange y by (Y Velocity)\nif <<touching (level v)?> or <touching (locked v)?>> then\n repeat until <not <<touching (level v)?> or <touching (locked v)?>>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (level v)?> or <touching (locked v)?>>> then\n if <not <touching (water blue v)?>> then\n set [y velocity v] to (jump height)\n end\nend\nchange y by (1)\nif <touching (water blue 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 blue 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\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (jump rings v)?>> then\n set [y velocity v] to [11]\nend\n\ndefine Detection\nif <<(x position) = [244]> and <not <(Level) = [21]>>> then\n broadcast (Next v)\n start sound [Ding Sound Effect v]\n set [level v] to ((Level) + (1))\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-215) y: (-70)\nend\nif <<<<<touching (danger v)?> or <touching (lava v)?>> or <<touching color (#ff6969)?> or <touching (saws v)?>>> or <<(y position) = [-179]> or >> and <not <(CHEAT) = [1]>>> then\n if <<<(Level) = [4]> or <<(Level) = [6]> or <(Level) = [10]>>> or <<(Level) = [11]> or <<(Level) = [14]> or <<(Level) = [17]> or >>>> then\n broadcast (Reset v)\n end\n start sound [Crunch v]\n set [deaths v] to ((DEATHS) + (1))\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (-215) y: (-70)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <touching (bouncy v)?> then\n start sound [Big Boing v]\n set [y velocity v] to [18]\nend\nif <touching (trampolines v)?> then\n set [y velocity v] to [16]\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)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\nend\nset rotation style [left-right v]\n\nrepeat (3)\n hide\n wait (0.11) seconds\n show\n wait (0.11) seconds\nend\nhide\nwait (0.11) seconds\nshow\n\nwhen I receive [intro done v]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\ngo to [back v] layer\nshow\nswitch costume to (player v)\ngo to x: (-215) y: (-78)\nset rotation style [left-right v]\ngo to [back v] layer\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platformer Physics [2] [0.8] [12.5]\n Detection\nend\n\nwhen flag clicked\nforever\n Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n set [cheat v] to [1]\n wait (0.3) seconds\nelse\n if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n set [cheat v] to [0]\n wait (0.3) seconds\n end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nstart sound [Oops v]\nset [deaths v] to ((DEATHS) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-215) y: (-70)\n\nwhen I receive [transition v]\npoint in direction (90)\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nwait until <(Level) = [7]>\ngo to x: (-215) y: (-56)\n\nwhen I start as a clone\nclear graphic effects\npoint in direction (90)\nset rotation style [all around v]\nrepeat (10)\n change y by (6)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\n\nchange [level v] by (-1)\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\n\nwhen I receive [intro done v]\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen I receive [intro done v]\ngo to [front v] layer\n\nwhen flag clicked\ngo [forward v] (1) layers\n\nwhen I receive [animation start v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo [backward v] (999) layers\nforever\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n switch costume to (Level)\n go [backward v] (4) layers\nend\n\ngo to [back v] layer\n\nwhen I receive [animation start v]\nhide\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Lava\n\nwhen I start as a clone\ngo [backward v] (1) layers\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n go [backward v] (3) layers\n switch costume to (Level)\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen I receive [animation start v]\nhide\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nshow\nforever\n go [backward v] (1) layers\n switch costume to (Level)\n if then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (0)\n end\nend\n\ngo to [front v] layer\n\ngo to [back v] layer\n\nwhen I receive [animation start v]\nhide\n\n@Level Shading\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nshow\nshow\nforever\n go [backward v] (999) layers\n set [ghost v] effect to (75)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Locked\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(Level) = [4]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked v)\n\nwhen I receive [reset v]\nshow\nset [ghost v] effect to (0)\n\nwhen I receive [open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [5]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [6]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked2 v)\n\nwhen flag clicked\nwait until <(Level) = [8]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked3 v)\n\nwhen flag clicked\nwait until <(Level) = [10]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked4 v)\n\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nwait until <(Level) = [10]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked4 v)\n\nwhen flag clicked\nwait until <(Level) = [11]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked5 v)\n\nwhen I receive [play scene v]\nrepeat (5)\n hide\nend\nhide\n\nwhen flag clicked\nwait until <(Level) = [13]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked6 v)\n\nwhen flag clicked\nrepeat (5)\n hide\nend\n\nwhen flag clicked\nwait until <(Level) = [7]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [14]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked7 v)\n\nwhen flag clicked\nwait until <(Level) = [11]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked5 v)\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [15]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [17]>\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nswitch costume to (locked8 v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go [forward v] (5) layers\nend\n\nwhen I receive [show v]\nclear graphic effects\nstop [all v]\n\n@Key\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [intro done v]\nswitch costume to (costume1 v)\nhide\nwait until <(Level) = [4]>\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nhide\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen I receive [reset v]\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [6]>\nswitch costume to (costume2 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [8]>\nswitch costume to (costume3 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n hide\n end\nend\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [10]>\nswitch costume to (costume4 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [11]>\nswitch costume to (costume5 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [13]>\nswitch costume to (costume6 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [14]>\nswitch costume to (costume7 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [5]>\nhide\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\nwhen flag clicked\nwait until <(Level) = [7]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [15]>\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [17]>\nswitch costume to (costume8 v)\nshow\nwait until <touching (player v)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\n@Water Blue\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n go [backward v] (6) layers\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n set [ghost v] effect to (40)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Saws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [7]> then\n Clone At X: [-23] [120] At Size: [100]\nend\nif <(Level) = [9]> then\n Clone At X: [18] [100] At Size: [110]\nend\nif <(Level) = [10]> then\n Clone At X: [-36] [-108] At Size: [110]\nend\nif <(Level) = [11]> then\n Clone At X: [-111] [50] At Size: [90]\nend\nif <(Level) = [13]> then\n Clone At X: [-191] [60] At Size: [100]\nend\nif <(Level) = [14]> then\n Clone At X: [30] [100] At Size: [100]\nend\nif <(Level) = [16]> then\n Clone At X: [-40] [79] At Size: [90]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n turn right (4) degrees\nend\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\n@Lasers\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (1) y: (0)\ngo to [back v] layer\nwait until <(Level) = [10]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [10]>>\n go [backward v] (3) layers\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [11]>\nhide\n\ngo to x: (-106) y: (3)\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwait until \n\n@Skip\n\nwhen flag clicked\nwait until <(Level) = [18]>\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n go to x: (-198) y: (-154)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intro done v]\nwait (0.8) seconds\n\nwhen this sprite clicked\nbroadcast (Transition v)\nbroadcast (Next v)\nchange [level v] by (1)\n\nwhen flag clicked\nwait until <(Level) = [18]>\nhide\n\n@TITLE\n\nwhen flag clicked\nset [screen v] to [1]\ngo [backward v] (99) layers\n\nwhen I receive [play scene v]\ngo [forward v] (4) layers\nforever\n if <(SCREEN) = [1]> then\n change [titleturn v] by (1)\n end\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <(SCREEN) = [0]> then\n go [backward v] (6) layers\n end\nend\n\n@Play Button\n\nwhen I receive [play scene v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nset [screen v] to [0]\nbroadcast (Transition v)\nbroadcast (Intro Done v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n set volume to (100) %\n start sound [click v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (5)\n switch costume to (costume2 v)\n else\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\n@Instructions\n\nwhen I receive [play scene v]\nset [in v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\nbroadcast (IN v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n set volume to (100) %\n start sound [click v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n switch costume to (costume3 v)\n set [brightness v] effect to (5)\n if <mouse down?> then\n if <(IN) = [0]> then\n broadcast (IN v)\n set [in v] to [1]\n end\n end\n else\n switch costume to (costume1 v)\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\n@Transition\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [transition v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (.2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@title screen\n\nwhen flag clicked\nset [in v] to [0]\nhide\n\nwhen I receive [in v]\nset [in v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [in v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(IN) = [0]> then\n go [backward v] (5) layers\n end\nend\n\n@Instructions2\n\nwhen I receive [play scene v]\nset [in2 v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN2) = [1]>>>\nbroadcast (IN v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(IN2) = [1]>>>> then\n set volume to (100) %\n start sound [click v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n switch costume to (costume3 v)\n set [brightness v] effect to (5)\n if <mouse down?> then\n if <(IN2) = [0]> then\n broadcast (IN2 v)\n set [in2 v] to [1]\n end\n end\n else\n switch costume to (costume1 v)\n change size by (((75) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\n@title screen2\n\nwhen flag clicked\nset [in2 v] to [0]\nhide\n\nwhen I receive [in2 v]\nset [in2 v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [in2 v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(IN2) = [0]> then\n go [backward v] (5) layers\n end\nend\n\n@Jump Rings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [15]> then\n Clone At X: [-160] [30] At Size: [90]\nend\nif <(Level) = [16]> then\n Clone At X: [69] [100] At Size: [90]\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n set [brightness v] effect to (10)\n else\n clear graphic effects\n end\nend\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\n@Mute\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play scene v]\nset volume to (40) %\nforever\n play sound [Owl-City-Fireflies-Instrumental-\(Remake-by-Mike-Kalombo\)-for-Spoofers-Parodies-Youtubecovers\[www.savevid.com\]\(1\) v] until done\nend\n\nwhen flag clicked\nwait until <(Level) = [18]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [18]>\nhide\n\nwhen this sprite clicked\nif <(volume) = [40]> then\n set volume to (0) %\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\n set volume to (40) %\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n hide\n end\nend\n\n@Lasers2\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (1) y: (0)\ngo to [back v] layer\nwait until <(Level) = [11]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [11]>>\n go [backward v] (3) layers\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [12]>\nhide\n\ngo to x: (-106) y: (3)\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n hide\n end\nend\n\n@Trans\n\nwhen flag clicked\nhide\nwait until <(Level) = [12]>\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nset [re v] to [1]\nwait (0.2) seconds\nset [level v] to [13]\nbroadcast (Next back v)\nwait (7) seconds\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\nset [re v] to [0]\n\ngo to [back v] layer\n\n@Lasers3\n\nwhen flag clicked\nwait until <(Level) = [13]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [13]>>\n go [backward v] (3) layers\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [14]>\nhide\n\ngo to x: (-106) y: (3)\n\n@Lasers4\n\nwhen flag clicked\nwait until <(Level) = [14]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [14]>>\n go [backward v] (3) layers\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [15]>\nhide\n\ngo to x: (-106) y: (3)\n\n@Trampolines\n\nwhen flag clicked\nhide\n\ndefine insert bouncy at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nforever\n go [backward v] (2) layers\nend\n\nwhen I receive [done v]\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [6]> then\n insert bouncy at [-135] [-72]\nend\nif <(Level) = [7]> then\n insert bouncy at [-23] [-10]\nend\nif <(Level) = [8]> then\n insert bouncy at [-87] [-54]\nend\nif <(Level) = [9]> then\n insert bouncy at [72] [-20]\nend\nif <(Level) = [15]> then\n insert bouncy at [-63] [-65]\nend\nif <(Level) = [17]> then\n insert bouncy at [-97] [-63]\n insert bouncy at [54] [-63]\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [Big Boing v]\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.2) seconds\n end\nend\n\n@Moving Saw\n\nchange x by (10)\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [15]> then\n end\nend\n\n@MOVINGSAW\n\ndefine Glide Smoothly to xy (x) (y) Speed (s) Round? (r) GhostFX (gfx)\nif <<<(x) = [0]> or <(x) < [0]>> or <(x) > [0]>> then\n if <<<(y) = [0]> or <(y) < [0]>> or <(y) > [0]>> then\n if <<<(s) = [0]> or <(s) < [0]>> or <(s) > [0]>> then\n if <(r) = [1]> then\n repeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / ((7) - (([abs v] of (round (s)) ) mod (5))))\n change y by (((y) - (y position)) / ((7) - (([abs v] of (round (s)) ) mod (5))))\n change [ghost v] effect by (gfx)\n end\n else\n if <(r) = [0]> then\n repeat until <<(x position) = (x)> and <(y position) = (y)>>\n change x by (((x) - (x position)) / ((7) - (([abs v] of (round (s)) ) mod (5))))\n change y by (((y) - (y position)) / ((7) - (([abs v] of (round (s)) ) mod (5))))\n change [ghost v] effect by (gfx)\n end\n else\n stop [this script v]\n end\n end\n go to x: (x) y: (y)\n clear graphic effects\n else\n stop [this script v]\n end\n else\n stop [this script v]\n end\nelse\n stop [this script v]\nend\nstop [this script v]\n\nwhen flag clicked\nhide\nwait until <(Level) = [15]>\ngo to [back v] layer\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [15]>>\n Glide Smoothly to xy (-30) (-10) Speed (1) Round? (1) GhostFX (0)\n Glide Smoothly to xy (-30) (40) Speed (1) Round? (1) GhostFX (0)\nend\nhide\n\nwhen flag clicked\nforever\n turn right (4) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n hide\n end\nend\n\n@Lasers5\n\nwhen flag clicked\nwait until <(Level) = [15]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [15]>>\n go [backward v] (3) layers\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\ngo to x: (-106) y: (3)\n\n@Lasers6\n\nwhen flag clicked\nwait until <(Level) = [16]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [16]>>\n go [backward v] (3) layers\n set [laser? v] to [0]\n switch costume to (1up v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1 v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [17]>\nhide\n\ngo to x: (-106) y: (3)\n\n@Lasers7\n\nwhen flag clicked\nwait until <(Level) = [16]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [16]>>\n go [backward v] (3) layers\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [17]>\nhide\n\ngo to x: (-106) y: (3)\n\n@Lasers8\n\nwhen flag clicked\nhide\nwait until <(Level) = [17]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [17]>>\n go [backward v] (3) layers\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [18]>\nhide\n\ngo to x: (-106) y: (3)\n\n | ★★★ INSTRUCTIONS ★★★ \n• Arrow Keys, WASD, or Tap to move.\n• Get to the right of the screen to advance to the next level.\n• Avoid spikes, lava, saws, lasers, and falling.\n• Trampolines bounce you really high.\n• Swim in water using WASD or Arrow Keys.\n• Collect keys to unlock doors.\n• Jump rings give you a boost when timed properly. |
2020→2021!Platformer ! | @Stage\n\nwhen flag clicked\nwait (7.5) seconds\nforever\n play sound [casualgirls v] until done\nend\n\n@イントロ\n\nwhen I start as a clone\nif <(\( ͡° ͜ʖ ͡°\)) = [3]> then\n set y to (-1000)\n point in direction (0)\n set size to (0) %\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (30)\n go to [front v] layer\n go [backward v] (3) layers\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (4))\n change y by ((() - (y position)) / (4))\n turn right (((90) - (direction)) / (6)) degrees\n end\n wait until <(\( ͡° ͜ʖ ͡°\)) = [5]>\n hide\n delete this clone\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nstart sound [Rob Gasser - Ricochet \[NCS Release\] v]\nswitch costume to (コスチューム1 v)\nrepeat (7)\n set [\( ͡° ͜ʖ ͡°\) v] to [1]\n create clone of (_myself_ v)\n wait (0.2) seconds\n next costume\nend\nset [\( ͡° ͜ʖ ͡°\) v] to [1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [\( ͡° ͜ʖ ͡°\) v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(\( ͡° ͜ʖ ͡°\)) = [1]> then\n set x to (0)\n point in direction (90)\n show\n set size to (100) %\n set y to (-349)\n repeat until <[-0.5] < (y position)>\n change y by ((() - (y position)) / (4))\n end\n wait until <(\( ͡° ͜ʖ ͡°\)) = [5]>\n hide\n delete this clone\nend\nif <(\( ͡° ͜ʖ ͡°\)) = [2]> then\n go to [front v] layer\n show\n switch costume to (コスチューム16 v)\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (10) %\n set [1 v] to [0]\n repeat (100)\n set [1 v] to (((1) * (0.9)) + (((60) - (size)) * (0.3)))\n change size by (1)\n set y to (1)\n end\n wait until <(\( ͡° ͜ʖ ͡°\)) = [5]>\n hide\n delete this clone\nend\n\nwhen flag clicked\nwait (5) seconds\nset [\( ͡° ͜ʖ ͡°\) v] to [3]\ngo to x: (-210) y: (0)\nswitch costume to (コスチューム9 v)\nrepeat (7)\n create clone of (_myself_ v)\n change x by ((480) / (7))\n wait (0.001) seconds\n next costume\nend\n\nwhen flag clicked\nwait (7) seconds\nset [\( ͡° ͜ʖ ͡°\) v] to [4]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(\( ͡° ͜ʖ ͡°\)) = [4]> then\n switch costume to (ε=ε=ε=ε=ε=ε=┌\(; ̄◇ ̄\)┘ v)\n set size to (150) %\n go to [front v] layer\n go to x: (560) y: (0)\n go to [front v] layer\n show\n go to [front v] layer\n repeat (16)\n change x by (((0) - (x position)) * (0.2))\n go to [front v] layer\n end\n go to [front v] layer\n broadcast (intro1 v)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) * (0.2))\n go to [front v] layer\n end\n repeat (12)\n change x by (((-600) - (x position)) * (0.2))\n go to [front v] layer\n end\n go to [front v] layer\n hide\n broadcast (introfinish v)\n delete this clone\nend\n\nwhen I receive [intro1 v]\nset [\( ͡° ͜ʖ ͡°\) v] to [5]\n\n@バックパック プレイヤー\n\nwhen I receive [動け v]\nset [動力\(x\) v] to [0]\nset [動力\(y\) v] to [0]\nshow\nset size to (40) %\ngo to x: (-201) y: (-80)\npoint in direction (90)\nforever\n set [動力\(x\) v] to ((動力\(x\)) * (0.9))\n if <key (any v) pressed?> then\n change [動力\(x\) v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n point in direction ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (90))\n else\n change [動力\(x\) v] by (<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>)\n point in direction ((<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>) * (90))\n end\n change x by (動力\(x\))\n if <touching (バックパック 地面 v)?> then\n change y by (1)\n end\n if <touching (バックパック 地面 v)?> then\n change y by (1)\n end\n if <touching (バックパック 地面 v)?> then\n change y by (1)\n end\n if <touching (バックパック 地面 v)?> then\n change y by (1)\n end\n if <touching (バックパック 地面 v)?> then\n change y by (1)\n end\n if <touching (バックパック 地面 v)?> then\n change y by (1)\n end\n if <touching (バックパック 地面 v)?> then\n change x by ((動力\(x\)) * (-1))\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(動力\(x\)) > [0]> then\n set [動力\(x\) v] to [-7]\n else\n set [動力\(x\) v] to [7]\n end\n set [動力\(y\) v] to [10]\n else\n set [動力\(x\) v] to [0]\n end\n end\n change y by (-1)\n if <touching (バックパック 地面 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [動力\(y\) v] to [15]\n end\n end\n if <touching (バックパック 大ジャンプ v)?> then\n set [動力\(y\) v] to [10]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [動力\(y\) v] to [20]\n end\n end\n change y by (1)\n change [動力\(y\) v] by (-1)\n change y by (動力\(y\))\n if <touching (バックパック 地面 v)?> then\n change y by ((動力\(y\)) * (-1))\n set [動力\(y\) v] to [0]\n end\n if <(x position) > [230]> then\n 初期設定\n broadcast (次のステージ v)\n end\n if <(y position) < [-170]> then\n 初期設定\n end\n if <touching (バックパック 障害物 v)?> then\n 初期設定\n end\nend\n\nwhen flag clicked\nhide\nwait (7.5) seconds\nbroadcast (動け v)\n\ndefine 初期設定\nset [動力\(y\) v] to [0]\nset [動力\(x\) v] to [0]\ngo to x: (-201) y: (-80)\n\n@バックパック 大ジャンプ\n\nwhen flag clicked\nhide\nwait (7.5) seconds\nshow\nswitch costume to (コスチューム2 v)\n\nwhen I receive [次のステージ v]\nnext costume\n\n@バックパック 障害物\n\nwhen flag clicked\nhide\nwait (7.5) seconds\nshow\nswitch costume to (コスチューム2 v)\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n go to x: (-13) y: (-62)\n end\nend\n\nwhen I start as a clone\ngo to x: (40) y: (-62)\n\ngo to x: (-13) y: (-62)\ncreate clone of (_myself_ v)\nrepeat (10)\n wait (3000000000) seconds\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n go to x: (-1) y: (26)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n go to x: (-13) y: (-62)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n go to x: (-13) y: (-62)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n go to x: (-15) y: (-62)\n end\nend\n\n@バックパック 地面\n\nwhen flag clicked\nhide\nwait (7.5) seconds\nswitch costume to (1 v)\nshow\nforever\n if <(costume [number v]) = [12]> then\n broadcast (もうゴーリ v)\n end\nend\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (kakusu v)\n end\nend\n\n@バックパック 障害物2\n\nwhen flag clicked\nhide\nwait (7.5) seconds\nshow\nswitch costume to (コスチューム2 v)\n\nwhen I receive [次のステージ v]\nnext costume\ngo to x: (-13) y: (-62)\n\nwhen flag clicked\n\nwhen I start as a clone\n\ngo to x: (40) y: (-62)\n\nforever\n if <(costume [number v]) = [4]> then\nend\n\nrepeat (10)\n wait (3000000000) seconds\nend\n\n@arrow_icon_1189-300x300\n\nwhen flag clicked\n\nwhen I receive [もうゴーリ v]\ngo to x: (165) y: (-67)\nshow\n\nwhen I receive [kakusu v]\ngo to x: (165) y: (-67)\nhide\n\n@#2 デザインアイデア\n\nwhen flag clicked\nhide\n\n@ \n\nwhen flag clicked\ngo to x: (0) y: (50)\nswitch costume to (2 v)\nhide\nwait (10) 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 | ただのプラットフォーマーですw\nめちゃくちゃ簡単w\nだがサムネを凝ったぁ\n死ぬ人の方が珍しいかもw\n傾向入りたい |
EGG PLATFORMER v2.0 | @Stage\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n play sound [y2mate v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <key (2 v) pressed?> then\n stop all sounds\n end\nend\n\n@trap\n\nwhen I receive [level2 v]\nshow\nforever\n glide (1) secs to x: (-38) y: (216)\n glide (1) secs to x: (-38) y: (-70)\n wait (2) seconds\nend\n\nwhen I receive [level 3 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\n@trap2\n\nwhen I receive [level 3 v]\nshow\nforever\n glide (.5) secs to x: (-41) y: (76)\n wait (.5) seconds\n glide (.65) secs to x: (-41) y: (292)\n wait (1) seconds\nend\n\nwhen I receive [level4 v]\nhide\n\nwhen flag clicked\ngo to x: (-41) y: (292)\nhide\n\n@door in anther levels\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Level2 v)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\ngo to x: (320) y: (-35)\nshow\n\n@arrows\n\nwhen I receive [level6 v]\nshow\nforever\n glide (1) secs to x: (x position) y: (-75)\n go to x: (pick random (-130) to (130)) y: (148)\nend\n\nwhen I receive [level 7 v]\nhide\n\nwhen flag clicked\ngo to x: (27) y: (148)\nhide\n\nwhen I receive [level6 v]\nshow\nforever\n turn right (5) degrees\nend\n\n@THUMBNAIL\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@Player\n\nwhen flag clicked\nswitch backdrop to (l1a 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 (#2aff1b)?>>\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 (#dd8b18)?> or <<touching color (#2aff1b)?> or <touching color (#27e419)?>>> 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 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))\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 (#ff0000)?> then\n start sound [Boing v]\n switch costume to (broken v)\n wait (.5) seconds\n switch costume to (r1 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n Reset Player Position\nend\nif <touching color (#000000)?> then\n start sound [Boing v]\n switch costume to (broken v)\n wait (.5) seconds\n switch costume to (r1 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n Reset Player Position\nend\n\ndefine Reset Player Position\nclear graphic effects\ngo to x: (-200) y: (11)\nglide (0.5) secs to x: (-201) y: (-63)\n\nwhen flag clicked\nswitch costume to (r1 v)\n\nwhen flag clicked\ngo to x: (-200) y: (11)\nglide (0.5) secs to x: (-201) y: (-63)\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n Reset Player Position\n switch costume to (r1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (r1 v)\n wait (.000001) seconds\n switch costume to (r2 v)\n wait (.000001) seconds\n switch costume to (r3 v)\n wait (.000001) seconds\n end\n if <key (left arrow v) pressed?> then\n switch costume to (l1 v)\n wait (.000001) seconds\n switch costume to (l2 v)\n wait (.000001) seconds\n switch costume to (l3 v)\n wait (.000001) seconds\n end\nend\n\nwhen I receive [level2 v]\nReset Player Position\n\nwhen I receive [level 3 v]\nReset Player Position\n\nwhen I receive [level4 v]\nReset Player Position\n\nwhen I receive [level5 v]\nReset Player Position\n\nwhen I receive [level6 v]\nReset Player Position\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen I receive [end v]\ngo to [back v] layer\n\nwhen flag clicked\nshow variable [seconds v]\nset [seconds v] to [0]\nforever\n wait (1) seconds\n change [seconds v] by (1)\n go to [front v] layer\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n set volume to (50) %\n play sound [y2mate v] until done\nend\n\nwhen I receive [level 7 v]\nReset Player Position\n\nwhen I receive [level 8 v]\nReset Player Position\n\nwhen I receive [level 9 v]\nReset Player Position\n\n@lava trap animated\n\nwhen I receive [level5 v]\ngo to [front v] layer\ngo to x: (-97) y: (-83)\nshow\nrepeat until <(level 1 done) = [5]>\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [level6 v]\nhide\n\nwhen flag clicked\nhide\n\n@SPINING trap\n\nwhen I receive [level4 v]\ngo to [back v] layer\nshow\nforever\n turn right (7) degrees\nend\n\nwhen I receive [level5 v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (104) y: (-204)\ngo to [front v] layer\nshow\n\n@door in anther levels2\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Level 3 v)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\ngo to x: (320) y: (-35)\nhide\n\nwhen I receive [level2 v]\nshow\n\n@door in anther levels3\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Level4 v)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\ngo to x: (320) y: (-35)\nhide\n\nwhen I receive [level 3 v]\nshow\n\n@door in anther levels4\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Level5 v)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\ngo to x: (320) y: (-35)\nhide\n\nwhen I receive [level4 v]\nshow\n\n@door in anther levels5\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Level6 v)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\ngo to x: (320) y: (-35)\nhide\n\nwhen I receive [level5 v]\nshow\n\n@door in anther levels6\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (level 7 v)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\ngo to x: (320) y: (-35)\nhide\n\nwhen I receive [level6 v]\nshow\n\n@SPINING trap2\n\nwhen I receive [level4 v]\ngo to [back v] layer\nshow\nforever\n turn right (7) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level5 v]\nhide\n\n@Sprite2\n\nwhen I receive [end v]\ngo to [front v] layer\nset [your time 2 v] to (end time your)\nshow variable [☁ best score v]\nset [end time your v] to (Seconds)\nhide variable [seconds v]\nshow variable [end time your v]\nshow\n\nwhen flag clicked\nshow list [scores v]\nhide variable [☁ best score v]\nhide variable [end time your v]\nset [end time your v] to [0]\nhide\n\nwhen I receive [end v]\nset [bla bla bla v] to [6]\n\nwhen I receive [end v]\nforever\n play sound [y2mate v] until done\nend\n\nwhen flag clicked\nset [bla bla bla v] to [0]\nforever\n if <(bla bla bla) = [6]> then\n if <(end time your) < (☁ best score)> then\n set [☁ best score v] to (end time your)\n end\n end\nend\n\n@snowflake effect\n\nwhen I start as a clone\nwait (pick random (0.1) to (0.4)) seconds\ngo to [front v] layer\nshow\ngo to x: (pick random (-220) to (220)) y: (180)\npoint in direction (pick random (70) to (100))\nswitch costume to (pick random (1) to (5))\nrepeat (50)\n turn left (pick random (0) to (20)) degrees\n change y by (pick random (-5) to (-10))\n turn right (pick random (0) to (20)) degrees\nend\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I receive [end v]\nwait (0.2) seconds\ngo to [front v] layer\nhide\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\n@snowflake effect2\n\nwhen I start as a clone\nwait (pick random (0.1) to (0.4)) seconds\ngo to [front v] layer\nshow\ngo to x: (pick random (-220) to (220)) y: (180)\npoint in direction (pick random (70) to (100))\nswitch costume to (pick random (1) to (5))\nrepeat (50)\n turn left (pick random (0) to (20)) degrees\n change y by (pick random (-5) to (-10))\n turn right (pick random (0) to (20)) degrees\nend\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I receive [end v]\nwait (0.2) seconds\ngo to [front v] layer\nhide\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\n@SPINING trap3\n\nwhen I receive [level4 v]\ngo to [back v] layer\nshow\nforever\n turn right (7) degrees\nend\n\nwhen I receive [level5 v]\nhide\n\nwhen flag clicked\nhide\n\n@SPINING trap4\n\nwhen I receive [level4 v]\ngo to [back v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [level5 v]\nhide\n\n@lava trap animated2\n\nwhen I receive [level5 v]\ngo to [front v] layer\ngo to x: (73) y: (-88)\nshow\nrepeat until <(level 1 done) = [5]>\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [level6 v]\nhide\n\nwhen flag clicked\nhide\n\n@door in anther levels7\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (level 8 v)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\ngo to x: (320) y: (-35)\nhide\n\nwhen I receive [level 7 v]\nshow\n\n@trap3\n\nwhen I receive [level 7 v]\ngo to x: (-92) y: (292)\nshow\nforever\n glide (.5) secs to x: (-92) y: (76)\n wait (.5) seconds\n glide (.65) secs to x: (-92) y: (292)\n wait (1) seconds\nend\n\nwhen I receive [level 8 v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [level 8 v]\nshow\nforever\n go to (sprite5 v)\n wait (1.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n change y by (-10)\n if <touching color (#2aff1b)?> then\n delete this clone\n end\nend\n\nbroadcast (level 8 v)\n\n@trap4\n\nwhen I receive [level 7 v]\nshow\nforever\n glide (1) secs to x: (107) y: (216)\n glide (1) secs to x: (107) y: (-70)\n wait (2) seconds\nend\n\nwhen I receive [level 8 v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen I receive [level 8 v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen I receive [level 8 v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [level 8 v]\nshow\nforever\n go to (sprite3 v)\n wait (1.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n change y by (-10)\n if <touching color (#2aff1b)?> then\n delete this clone\n end\nend\n\n@door in anther levels8\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (level 9 v)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\ngo to x: (320) y: (-35)\nhide\n\nwhen I receive [level 8 v]\nshow\n\n@door in anther levels9\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (End v)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\ngo to x: (320) y: (-35)\nhide\n\nwhen I receive [level 9 v]\nshow\n\nbroadcast (level 9 v)\n\nbroadcast (level 8 v)\n\n@lava trap animated3\n\nwhen I receive [level 9 v]\ngo to [front v] layer\ngo to x: (-6) y: (-90)\nshow\nrepeat until <(level 1 done) = [5]>\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [level6 v]\nhide\n\nwhen flag clicked\nhide\n\n | HELLO GUYS\nTHIS IS A ONE GREAT PLATFORMER THAT U RLY WANNA TRY\n\nEGG PLATFORMER v1.0 -\nhttps://scratch.mit.edu/projects/467821844\nI LIKE TO THANK @Fazah_champ & @DinethDasanayaka2007 TO HELP ME ON THE 1st VERSION\n\n\n\n\nCONTROLLES - ARROWS\nTRY TO BEAT THE BEST TIME\nCOMMENT YOUR TIME =D\n\n\n\n\nTRUST ME THIS GAME IS POSSIBLE\n\nFIRST REMIX BY - @Liryklosa\nFIRST COMMENT BY - @Aliliya\n\nTHIS IS FOR A COMPITION SO MAKE SURE TO *LIKE/FAV/COMMENT/REMIX/FOLLOW PLS*\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#EGG #EGG #PLATFORMER #GAMES #WINERS #WIN #ARTS #PROJECTS #GAMERS #FONTS #COOL #AWSOME #CRAZY #TRAPS #TIMERS #V1.0 #PROJECTS #ANIMATIONS #TEAMS #SOUNDS #SHOW #HIDE #CODES #BLA #BLA #BLA #BEST #REAL #GREAT #TEXT #THUMBNAIL #INSTRUCTIONS #SHOP #TRENDING #CLOUD #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #EGG #EGG #PLATFORMER #GAMES #WINERS #WIN #ARTS #PROJECTS #GAMERS #FONTS #COOL #AWSOME #CRAZY #TRAPS #TIMERS #V1.0 #PROJECTS #ANIMATIONS #TEAMS #SOUNDS #SHOW #HIDE #CODES #BLA #BLA #BLA #BEST #REAL #GREAT #TEXT #THUMBNAIL #INSTRUCTIONS #SHOP #TRENDING #CLOUD #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #Tutorial #GAME #GAMES #26 #TRENDING26 #TRENDING #V2.0 |
Cave : A platformer #Games #Art #cave #contest #platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - We Are One v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics\nend\n\ndefine Run physics\nchange [yvel v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (0.9)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-0.9)\nend\nset [xvel v] to ((Xvel) * (0.9))\nchange x by (Xvel)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to [13]\n if <[0] < (Xvel)> then\n set [xvel v] to [-7]\n else\n set [xvel v] to [7]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel 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 (ground v)?> then\n set [yvel v] to [15]\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<touching (lava v)?> or <<(y position) < [-170]> or <touching (spikes v)?>>> then\n broadcast (Ded v) and wait\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#4c86ff)?> or <touching color (#437de0)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\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 [xvel v] by (1.3)\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 [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [21]> then\n broadcast (End v) and wait\n end\nend\n\nwhen flag clicked\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (lava v)?> or <<(y position) < [-170]> or <touching (spikes v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (7) layers\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen I receive [next level v]\nnext costume\n\n@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat until <(Level) = [30]>\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\nbroadcast (Next level v) and wait\n\n@skip\n\nwhen flag clicked\ngo to x: (180) y: (-160)\nset [canweskipornotscratchperson v] to [yes]\n\nwhen this sprite clicked\nif <[yes] = (Canweskipornotscratchperson)> then\n broadcast (Next level v) and wait\nend\n\nwhen flag clicked\nset [canweskipornotscratchperson v] to [yes]\nswitch costume to (1 v)\npoint in direction (90)\nset size to (20) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (10)\n else\n change size by (((65) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [canweskipornotscratchperson v] to [yes]\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\nwhen I receive [next level v]\nbroadcast (respawn v)\n\nwhen I receive [end v]\nset [canweskipornotscratchperson v] to [no]\n\nwhen I receive [green flag v]\nset [canweskipornotscratchperson v] to [yes]\n\n@restart\n\nwhen this sprite clicked\nbroadcast (respawn v)\n\nwhen flag clicked\nswitch costume to (1 v)\npoint in direction (90)\nset size to (20) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (10)\n else\n change size by (((65) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (3) layers\n show\nend\n\n@Sound\n\nwhen this sprite clicked\nif <(Munsic on) = [0]> then\n broadcast (Munsic v)\n switch costume to (1 v)\nelse\n set [munsic on v] to [0]\n repeat (5)\n change size by (1)\n end\n switch costume to (2 v)\nend\n\nwhen I receive [munsic v]\nset [munsic on v] to [1]\n\nwhen flag clicked\nswitch costume to (1 v)\npoint in direction (90)\nset size to (20) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (10)\n else\n change size by (((65) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Munsic on) = [0]> then\n set volume to (0) %\n else\n set volume to (50) %\n end\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - We Are One v] until done\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\n@Bouncy\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (10) layers\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n go [backward v] (1) layers\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Thumb\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Water\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (15) layers\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat until <(Level) = [30]>\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\n@dead\n\nwhen I receive [ded v]\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nchange [deaths v] by (1)\nrepeat (5)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nstop [this script v]\n\nwhen flag clicked\nset [deaths v] to [0]\nhide\nstop [this script v]\n\n@Reccomendation\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nrepeat (14)\n move (0) steps\nend\nif <(Level) = [21]> then\n hide\n switch costume to (heart v)\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n switch costume to (star v)\n go to x: (132) y: (0)\n create clone of (_myself_ v)\nelse\n hide\nend\n\nwhen I receive [ded v]\nif then\n delete this clone\nend\nif <(Level) = [21]> then\n hide\n switch costume to (heart v)\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n switch costume to (star v)\n go to x: (132) y: (0)\n create clone of (_myself_ v)\nelse\n hide\n delete this clone\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nforever\n change y by ([sin v] of (((timer) * (20)) * (10)) )\n if <touching (player v)?> then\n start sound [sfx2 v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [respawn v]\nif then\n delete this clone\nend\nif <(Level) = [21]> then\n hide\n switch costume to (heart v)\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n switch costume to (star v)\n go to x: (132) y: (0)\n create clone of (_myself_ v)\nelse\n hide\n delete this clone\nend\n\n@Untitled drawing\n\nwhen I receive [end v]\nshow\n\nwhen flag clicked\nhide\n\n | WASD or arrow keys to move\nWatch out for spikes and lava\nLight blue is jump pad, you can jump on it\nRegular blue is water, you can swim in it\n\nHoly cow 1k views???\nIM FLIPPIN CRAZY PEOPLE IM JUMPING AROUND HTE HOUSE AND HOOTING LIKE A MONKEY I GOT 1000 VIEWS ON ONE OF MY PROJECTS POG POGPOG SFJDIJSDFI JSDIFO DSJFIO SIJO WEIJOP WOMG OMGOMGONG NO WAY SD FIJSD FJIOSD FIOS:DF\nSFDSDJFIO SDFJIO:S DFS FIEOW OMG NO WAY I GOT 1k VIEWS ON ON OF MY PROJECTS WFEIJFSDIO DFIO SDJFIOSD FJIO:SDF JIO:DF\n\noh yes please feature this |
Sugarblob | A Scrolling Platformer | | @Stage\n\nwhen flag clicked\nclear graphic effects\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [menu v]\nclear graphic effects\nswitch backdrop to (menu backdrop v)\n\nwhen I receive [game v]\nswitch backdrop to (game backdrop v)\nset [ghost v] effect to (20)\n\nwhen I receive [front page v]\nset [music v] to [no]\nwait (.5) seconds\nstart sound [theme v]\nwait until <(GAME?) = [On]>\nstop all sounds\nforever\n play sound [Open Secrets v] until done\nend\n\nwhen I receive [front page v]\nset volume to (70) %\nstop all sounds\n\nwhen I receive [... v]\nif <(VOLUME?) = [Muted]> then\n set [timer v] to ((timer) + (.1))\n set volume to (0) %\nelse\n set volume to (70) %\nend\n\nwhen I receive [winner!!! v]\nswitch backdrop to (game win backdrop v)\nset [ghost v] effect to (20)\n\n@blank\n\n@Blob\n\ndefine game on\nset rotation style [left-right v]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset size to (25) %\nset [resistance v] to [no]\nset [lives v] to [2]\nclear graphic effects\nif <(LEVEL) = [1]> then\n set [x v] to [-53]\n set [y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nelse\n if <(LEVEL) = [2]> then\n set [x v] to [-300]\n set [y v] to [0]\n set [scroll x v] to [300]\n set [scroll y v] to [0]\n else\n if <(LEVEL) = [3]> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [-50]\n else\n if <(LEVEL) = [4]> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [550]\n set [scroll y v] to [0]\n else\n if <(LEVEL) = [5]> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n else\n if <(LEVEL) = [6]> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n else\n if <(LEVEL) = [7]> then\n set [x v] to [170]\n set [y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n end\n end\n end\n end\n end\n end\nend\nshow\n\nwhen flag clicked\nshow list [costumes v]\nhide\nif <not <[costumes v] contains [Default]?>> then\n add [Default] to [costumes v]\nend\n\nwhen I receive [play game v]\nif <not <(USRENAME) = (username)>> then\n set [coins v] to [0]\nend\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 win\n broadcast (MENU v) and wait\n end\n if <(EXIT) = [Dead]> then\n start sound [Disconnect v]\n die\n broadcast (MENU v) and wait\n end\n if <(GAME?) = [Off]> then\n stop [this script v]\n end\nend\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\ndefine change player y by (sy)\nchange [in air v] by (1)\nchange [y v] by (sy)\nposition\nrepeat until <not <<touching (platforms v)?> or <touching (moving platforms v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\nrepeat until <not <touching (jumpthrough hitbox v)?>>\n if <<(sy) > [15]> or <key (down arrow v) pressed?>> 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)?> or <touching (moving platforms v)?>> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <<touching (platforms v)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platforms v)?> or <touching (moving platforms v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine tick\nswitch costume \nbroadcast (... v)\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 [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [.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]> and <not <touching (water v)?>>> then\n set [sy v] to (JUMP HEIGHT)\n end\nend\nif <(sy) > [-17]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\ntrap die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nposition\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (2)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [Dead]\nend\nif <touching (water v)?> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (-1)\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 [sx v] by (1)\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [sy v] to [8]\n else\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [sy v] to [-2]\n else\n set [sy v] to [-0.5]\n end\n end\nend\nif <touching (ladder v)?> then\n set [sy v] to [2]\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [sy v] by (4)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [sy v] by (-4)\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 [sx v] by (0.5)\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 [sx v] by (-0.5)\n end\nend\nif <touching (trampoline v)?> then\n set [sy v] to [30]\nend\n\ndefine trap die\nif <not <(RESISTANCE) = [yes]>> then\n if <<touching (enemy2 v)?> or <touching (spinning spikes v)?>> then\n if <(LIVES) > [1]> then\n change [lives v] by (-1)\n broadcast (RESISTANCE v)\n else\n start sound [Disconnect v]\n set [exit v] to [Dead]\n end\n end\n if <touching (enemy v)?> then\n if <(sy) < [0]> then\n set [sy v] to [20]\n broadcast (Enemy Death v)\n else\n if <(LIVES) > [1]> then\n change [lives v] by (-1)\n broadcast (RESISTANCE v)\n else\n start sound [Disconnect v]\n set [exit v] to [Dead]\n end\n end\n end\n if <touching (lava v)?> then\n set [exit v] to [Dead]\n end\nend\nif <touching (exit v)?> then\n set [exit v] to [Win]\n if <(LEVEL) = [1]> then\n broadcast (level 1 complete v)\n end\n if <(LEVEL) = [2]> then\n broadcast (level 2 complete! v)\n end\n if <(LEVEL) = [3]> then\n broadcast (level 3 complete! v)\n end\n if <(LEVEL) = [4]> then\n broadcast (level 4 complete! v)\n end\n if <(LEVEL) = [5]> then\n broadcast (level 5 complete! v)\n end\n if <(LEVEL) = [6]> then\n broadcast (level 6 complete! v)\n end\n if <(LEVEL) = [7]> then\n broadcast (level 7 complete! v)\n end\nend\n\ndefine die\nset [exit v] to []\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (0.5) seconds\n\ndefine win\nset rotation style [all around v]\npoint towards ((0) - ([direction v] of [exit v]))\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1)\n change x by (1)\nend\nhide\nwait (0.5) seconds\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nset [jump height v] to [17]\n\nwhen I receive [resistance v]\nwait (3) seconds\nset [resistance v] to [no]\n\nwhen I receive [resistance v]\nset [resistance v] to [yes]\nrepeat (10)\n set [ghost v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\nend\nset [resistance v] to [no]\n\nwhen I receive [game v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine switch costume \nset [element costume v] to (COSTUME)\nswitch costume to (COSTUME)\nif <<<touching (mouse-pointer v)?> and <mouse down?>> and <(MEMBERSHIP?) = [Yes]>> then\n set [costume v] to (item (item #) of [costumes v])\n change [item # v] by (1)\n if <(length of [costumes v]) < (item #)> then\n set [item # v] to [1]\n end\n wait (.5) seconds\nend\n\nwhen I receive [game v]\nif <[members v] contains (username)?> then\n set [membership? v] to [Yes]\nelse\n set [membership? v] to [Yes]\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [setup v]\nif <not <(USRENAME) = (username)>> then\n set [coins v] to [0]\nend\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (lvl 1.1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [550] y: [0]\n clone at x: [360] y: [400]\nend\nif <(LEVEL) = [2]> then\n switch costume to (lvl 2.1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (lvl 3.1 v)\n clone at x: [0] y: [0]\n clone at x: [200] y: [0]\n clone at x: [300] y: [0]\n clone at x: [300] y: [0]\n clone at x: [1500] y: [0]\n clone at x: [630] y: [550]\n clone at x: [0] y: [-200]\nend\nif <(LEVEL) = [4]> then\n switch costume to (lvl 3.9 v)\n clone at x: [0] y: [0]\n clone at x: [900] y: [40]\n clone at x: [200] y: [0]\n clone at x: [190] y: [-100]\n clone at x: [400] y: [0]\n clone at x: [1060] y: [0]\n clone at x: [400] y: [430]\nend\nif <(LEVEL) = [5]> then\n switch costume to (lvl 5.0 v)\n clone at x: [0] y: [-20]\n clone at x: [1665] y: [155]\n clone at x: [415] y: [175]\n clone at x: [20] y: [0]\n clone at x: [850] y: [0]\n clone at x: [400] y: [-150]\nend\nif <(LEVEL) = [6]> then\n switch costume to (lvl 6.0 v)\n clone at x: [300] y: [0]\n clone at x: [900] y: [510]\nend\nif <(LEVEL) = [7]> then\n switch costume to (lvl 7.0 v)\n clone at x: [0] y: [0]\n clone at x: [500] y: [200]\n clone at x: [700] y: [350]\n clone at x: [308] y: [90]\n clone at x: [500] y: [-300]\n clone at x: [950] y: [-455]\nend\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine position x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\n@GRAPHICS\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nif <not <(USRENAME) = (username)>> then\n set [coins v] to [0]\nend\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (blank v)\n Clone at x: [-80] y: [40]\n Clone at x: [2060] y: [400]\n switch costume to (graph6 v)\n Clone at x: [3030] y: [-30]\n switch costume to (graph3 v)\n Clone at x: [2670] y: [520]\nend\nif <(LEVEL) = [2]> then\n switch costume to (blank v)\n Clone at x: [-80] y: [40]\n switch costume to (graph6 v)\n Clone at x: [2200] y: [20]\nend\nif <(LEVEL) = [3]> then\n switch costume to (blank v)\n Clone at x: [-80] y: [40]\n switch costume to (graph6 v)\n Clone at x: [3700] y: [250]\nend\nif <(LEVEL) = [4]> then\n switch costume to (blank v)\n Clone at x: [-80] y: [40]\n switch costume to (graph6 v)\n Clone at x: [3460] y: [470]\nend\nif <(LEVEL) = [5]> then\n switch costume to (blank v)\n Clone at x: [-80] y: [40]\n switch costume to (graph6 v)\n Clone at x: [3650] y: [280]\nend\nif <(LEVEL) = [6]> then\n switch costume to (blank v)\n Clone at x: [-80] y: [40]\n switch costume to (graph3 v)\n Clone at x: [1620] y: [630]\n switch costume to (graph6 v)\n Clone at x: [2250] y: [-30]\nend\nif <(LEVEL) = [7]> then\n switch costume to (blank v)\n Clone at x: [-80] y: [160]\n switch costume to (graph4 v)\n Clone at x: [360] y: [160]\n switch costume to (graph2 v)\n Clone at x: [1508] y: [440]\n switch costume to (graph3 v)\n Clone at x: [2000] y: [430]\n switch costume to (graph6 v)\n Clone at x: [4550] y: [-30]\nend\nset [x v] to [-500]\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [back v] layer\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen I receive [... v]\nif <(costume [number v]) = [2]> then\n set [ghost v] effect to (40)\nelse\n clear graphic effects\nend\n\n@Jumpthrough HITBOX\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume v)\n Clone at x: [1760] y: [-130]\n Clone at x: [1815] y: [-130]\n Clone at x: [1870] y: [-130]\n Clone at x: [1925] y: [-130]\n Clone at x: [1980] y: [-130]\n Clone at x: [2035] y: [-130]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [970] y: [90]\n Clone at x: [1025] y: [90]\n Clone at x: [1080] y: [90]\n Clone at x: [1135] y: [90]\n Clone at x: [1190] y: [90]\n Clone at x: [1245] y: [90]\n Clone at x: [1300] y: [90]\n Clone at x: [1355] y: [90]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [1130] y: [70]\n Clone at x: [1350] y: [70]\n Clone at x: [1570] y: [70]\nend\nif <(LEVEL) = [6]> then\n Clone at x: [1700] y: [-115]\n Clone at x: [1755] y: [-115]\n Clone at x: [1810] y: [-115]\n Clone at x: [1865] y: [-115]\n Clone at x: [1920] y: [-115]\n Clone at x: [1975] y: [-115]\n Clone at x: [2030] y: [-115]\n Clone at x: [2085] y: [-115]\n Clone at x: [2140] y: [-115]\n Clone at x: [2195] y: [-115]\nend\nif <(LEVEL) = [7]> then\n Clone at x: [2040] y: [-100]\n Clone at x: [2260] y: [-100]\n Clone at x: [2480] y: [-100]\n Clone at x: [2700] y: [-100]\nend\nset [x v] to [-500]\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [brightness v] effect to (15)\n set [color v] effect to (170)\n show\nelse\n hide\nend\n\n@Exit\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [3030] y: [-30]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n Clone at x: [2200] y: [20]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume1 v)\n Clone at x: [3700] y: [250]\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume1 v)\n Clone at x: [3460] y: [470]\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume1 v)\n Clone at x: [3650] y: [280]\n else\n if <(LEVEL) = [6]> then\n switch costume to (costume1 v)\n Clone at x: [2250] y: [-30]\n else\n if <(LEVEL) = [7]> then\n switch costume to (costume1 v)\n Clone at x: [4550] y: [-30]\n end\n end\n end\n end\n end\n end\nend\nset [x v] to [-500]\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back v] layer\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\n@Water\n\nwhen I receive [setup v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (blank v)\n clone at x: [845] y: [-90]\n clone at x: [1000] y: [-157]\nend\nif <(LEVEL) = [2]> then\n switch costume to (lvl 2.1 v)\nend\nif <(LEVEL) = [3]> then\n switch costume to (lvl 2.1 v)\n clone at x: [1880] y: [-150]\nend\nif <(LEVEL) = [4]> then\n switch costume to (lvl 2.2 v)\n clone at x: [1222] y: [-20]\nend\nset [x v] to [-999999999]\n\nwhen I receive [tick v]\nposition x: ((x) - (SCROLL X)) y: (((y) - (SCROLL Y)) + (([cos v] of ((timer) * (110)) ) * (9)))\n\ndefine clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\ncreate clone of (_myself_ v)\n\ndefine position x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back v] layer\n set [ghost v] effect to (10)\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\n@Trampoline\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen I receive [setup v]\nif <not <(USRENAME) = (username)>> then\n set [coins v] to [0]\nend\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\nif <(LEVEL) = [2]> then\n clone at x: [380] y: [-40]\nend\nif <(LEVEL) = [3]> then\n clone at x: [2260] y: [-30]\nend\nif <(LEVEL) = [6]> then\n clone at x: [580] y: [-30]\nend\nset [x v] to [-999999999]\n\nwhen I receive [tick v]\nposition x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nif <touching (blob v)?> then\n start sound [Jump v]\n switch costume to (trampoline2 v)\nelse\n switch costume to (trampoline v)\nend\n\ndefine clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (trampoline v)\ncreate clone of (_myself_ v)\n\ndefine position x: (x) y: (y)\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 [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [menu v]\nswitch costume to (trampoline v)\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen I receive [setup v]\nif <not <(USRENAME) = (username)>> then\n set [coins v] to [0]\nend\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (blank v)\n clone at x: [845] y: [-90]\n clone at x: [1050] y: [-160]\nend\nif <(LEVEL) = [2]> then\n switch costume to (lvl 2.1 v)\n clone at x: [400] y: [-90]\nend\nif <(LEVEL) = [3]> then\n switch costume to (lvl 3.1 v)\n clone at x: [460] y: [-90]\n clone at x: [2400] y: [70]\nend\nif <(LEVEL) = [4]> then\n switch costume to (lvl 3.3 v)\n clone at x: [2615] y: [-150]\nend\nif <(LEVEL) = [5]> then\n switch costume to (lvl 5.0 v)\n clone at x: [1085] y: [-125]\n clone at x: [1835] y: [255]\nend\nif <(LEVEL) = [6]> then\n switch costume to (lvl 5.2 v)\n clone at x: [800] y: [-150]\nend\nset [x v] to [-999]\n\nwhen I receive [tick v]\nposition x: ((x) - (SCROLL X)) y: (((y) - (SCROLL Y)) + (([cos v] of ((timer) * (150)) ) * (7)))\n\ndefine clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\ncreate clone of (_myself_ v)\n\ndefine position x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back v] layer\n show\n set [ghost v] effect to (25)\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\n@Ladder\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (lvl 1.1 v)\n clone at x: [2040] y: [95]\nend\nif <(LEVEL) = [2]> then\n switch costume to (lvl 1.1 v)\nend\nif <(LEVEL) = [3]> then\n switch costume to (lvl 3.1 v)\n clone at x: [2720] y: [190]\nend\nif <(LEVEL) = [4]> then\n switch costume to (lvl 4.1 v)\n clone at x: [2570] y: [100]\n clone at x: [130] y: [60]\n clone at x: [130] y: [60]\nend\nif <(LEVEL) = [5]> then\n switch costume to (lvl 5.1 v)\n clone at x: [1700] y: [250]\nend\nif <(LEVEL) = [6]> then\n switch costume to (lvl 6.1 v)\n clone at x: [740] y: [150]\n clone at x: [180] y: [195]\nend\nset [x v] to [-500]\n\nwhen I receive [tick v]\nposition x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\ndefine position x: (x) y: (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Coins\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen I receive [tick v]\nPosition at x: ((x) - (SCROLL X)) y: (((y) - (SCROLL Y)) + (([sin v] of ((timer) * (200)) ) * (5)))\nnext costume\n\ndefine Position at 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 Spawn At X (x) Y (y)\nset [ghost v] effect to (0)\nif <not <(IS CLONE) = [1]>> then\n set [is clone v] to [0]\n set [x v] to (x)\n set [y v] to (y)\n create clone of (_myself_ v)\n set [x v] to [-500]\nend\n\nwhen I start as a clone\nchange [cloned? v] by (1)\nset [is clone v] to [1]\nshow\nforever\n if <touching (blob v)?> then\n start sound [Collect v]\n change [coins v] by (1)\n delete this clone\n end\nend\n\nwhen I receive [setup v]\nif <not <(USRENAME) = (username)>> then\n set [coins v] to [0]\nend\nset [cloned? v] to [0]\nset [is clone v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Glitch-Free Clone At [-50] [130]\n Glitch-Free Clone At [10] [130]\n Glitch-Free Clone At [70] [130]\n Glitch-Free Clone At [130] [130]\n Glitch-Free Clone At [-50] [170]\n Glitch-Free Clone At [10] [170]\n Glitch-Free Clone At [70] [170]\n Glitch-Free Clone At [130] [170]\n Glitch-Free Clone At [1180] [-135]\n Glitch-Free Clone At [1220] [-135]\n Glitch-Free Clone At [1260] [-135]\n Glitch-Free Clone At [1500] [20]\n Glitch-Free Clone At [1540] [20]\n Glitch-Free Clone At [1580] [20]\n Glitch-Free Clone At [1780] [-160]\n Glitch-Free Clone At [1835] [-160]\n Glitch-Free Clone At [1890] [-160]\n Glitch-Free Clone At [1945] [-160]\n Glitch-Free Clone At [2000] [-160]\n Glitch-Free Clone At [2055] [-160]\n Glitch-Free Clone At [2070] [440]\n Glitch-Free Clone At [2170] [530]\n Glitch-Free Clone At [2225] [530]\n Glitch-Free Clone At [2280] [530]\n Glitch-Free Clone At [2335] [530]\nend\nif <(LEVEL) = [2]> then\n Glitch-Free Clone At [140] [200]\n Glitch-Free Clone At [140] [240]\n Glitch-Free Clone At [140] [280]\n Glitch-Free Clone At [195] [200]\n Glitch-Free Clone At [195] [240]\n Glitch-Free Clone At [195] [280]\n Glitch-Free Clone At [250] [200]\n Glitch-Free Clone At [250] [240]\n Glitch-Free Clone At [250] [280]\n Glitch-Free Clone At [1200] [-35]\n Glitch-Free Clone At [1255] [-35]\n Glitch-Free Clone At [1145] [-35]\n Glitch-Free Clone At [1660] [500]\n Glitch-Free Clone At [1660] [445]\n Glitch-Free Clone At [1660] [390]\n Glitch-Free Clone At [1660] [335]\n Glitch-Free Clone At [1660] [280]\n Glitch-Free Clone At [1660] [225]\n Glitch-Free Clone At [1660] [170]\n Glitch-Free Clone At [1660] [115]\n Glitch-Free Clone At [1660] [60]\n Glitch-Free Clone At [1660] [5]\n Glitch-Free Clone At [1705] [560]\n Glitch-Free Clone At [1750] [380]\n Glitch-Free Clone At [1870] [265]\nend\nif <(LEVEL) = [3]> then\n Glitch-Free Clone At [760] [7]\n Glitch-Free Clone At [940] [30]\n Glitch-Free Clone At [885] [30]\n Glitch-Free Clone At [830] [30]\n Glitch-Free Clone At [307] [-5]\n Glitch-Free Clone At [407] [13]\n Glitch-Free Clone At [700] [-7]\n Glitch-Free Clone At [645] [-7]\n Glitch-Free Clone At [590] [-7]\n Glitch-Free Clone At [1545] [-40]\n Glitch-Free Clone At [1480] [-90]\n Glitch-Free Clone At [1415] [-40]\n Glitch-Free Clone At [1825] [-150]\n Glitch-Free Clone At [1880] [-150]\n Glitch-Free Clone At [1935] [-150]\n Glitch-Free Clone At [1990] [-150]\n Glitch-Free Clone At [2045] [-150]\n Glitch-Free Clone At [2100] [-150]\n Glitch-Free Clone At [2155] [-150]\n Glitch-Free Clone At [2210] [-150]\n Glitch-Free Clone At [3070] [580]\n Glitch-Free Clone At [3070] [530]\n Glitch-Free Clone At [3070] [480]\n Glitch-Free Clone At [3070] [430]\n Glitch-Free Clone At [3070] [380]\n Glitch-Free Clone At [3070] [330]\n Glitch-Free Clone At [3070] [280]\n Glitch-Free Clone At [3070] [230]\nend\nif <(LEVEL) = [4]> then\n Glitch-Free Clone At [125] [260]\n Glitch-Free Clone At [180] [260]\n Glitch-Free Clone At [235] [260]\n Glitch-Free Clone At [290] [260]\n Glitch-Free Clone At [345] [260]\n Glitch-Free Clone At [125] [120]\n Glitch-Free Clone At [180] [120]\n Glitch-Free Clone At [235] [120]\n Glitch-Free Clone At [290] [120]\n Glitch-Free Clone At [345] [120]\n Glitch-Free Clone At [970] [40]\n Glitch-Free Clone At [1020] [40]\n Glitch-Free Clone At [1070] [40]\n Glitch-Free Clone At [1120] [40]\n Glitch-Free Clone At [1170] [40]\n Glitch-Free Clone At [1220] [40]\n Glitch-Free Clone At [1270] [40]\n Glitch-Free Clone At [1320] [40]\n Glitch-Free Clone At [1370] [40]\n Glitch-Free Clone At [1470] [-70]\n Glitch-Free Clone At [1725] [-20]\n Glitch-Free Clone At [1970] [-20]\n Glitch-Free Clone At [2220] [-20]\n Glitch-Free Clone At [2600] [270]\n Glitch-Free Clone At [2730] [320]\n Glitch-Free Clone At [2860] [380]\n Glitch-Free Clone At [3310] [445]\n Glitch-Free Clone At [3360] [445]\n Glitch-Free Clone At [3410] [445]\nend\nif <(LEVEL) = [5]> then\n Glitch-Free Clone At [740] [20]\n Glitch-Free Clone At [685] [20]\n Glitch-Free Clone At [630] [20]\n Glitch-Free Clone At [530] [20]\n Glitch-Free Clone At [475] [20]\n Glitch-Free Clone At [420] [20]\n Glitch-Free Clone At [330] [20]\n Glitch-Free Clone At [275] [20]\n Glitch-Free Clone At [220] [20]\n Glitch-Free Clone At [1240] [160]\n Glitch-Free Clone At [1460] [160]\n Glitch-Free Clone At [1790] [445]\n Glitch-Free Clone At [2950] [280]\n Glitch-Free Clone At [2820] [280]\n Glitch-Free Clone At [3320] [240]\n Glitch-Free Clone At [3410] [240]\n Glitch-Free Clone At [3500] [240]\nend\nif <(LEVEL) = [6]> then\n Glitch-Free Clone At [160] [120]\n Glitch-Free Clone At [800] [355]\n Glitch-Free Clone At [980] [570]\n Glitch-Free Clone At [1200] [640]\n Glitch-Free Clone At [1255] [640]\n Glitch-Free Clone At [1310] [640]\n Glitch-Free Clone At [1365] [640]\n Glitch-Free Clone At [1420] [640]\n Glitch-Free Clone At [1475] [640]\nend\nif <(LEVEL) = [7]> then\n Glitch-Free Clone At [-95] [100]\n Glitch-Free Clone At [-145] [100]\n Glitch-Free Clone At [-195] [100]\n Glitch-Free Clone At [-245] [100]\n Glitch-Free Clone At [-95] [140]\n Glitch-Free Clone At [-145] [140]\n Glitch-Free Clone At [-195] [140]\n Glitch-Free Clone At [-245] [140]\n Glitch-Free Clone At [730] [420]\n Glitch-Free Clone At [530] [290]\n Glitch-Free Clone At [1290] [590]\n Glitch-Free Clone At [1345] [590]\n Glitch-Free Clone At [1235] [590]\n Glitch-Free Clone At [1180] [590]\n Glitch-Free Clone At [1125] [590]\n Glitch-Free Clone At [2132] [18]\n Glitch-Free Clone At [2352] [18]\n Glitch-Free Clone At [2572] [18]\nend\nset [x v] to [-999999999999]\n\nwhen I receive [coin spawn v]\nSpawn At X ([x v] of [blob v]) Y (([y v] of [blob v]) - (30))\n\nwhen flag clicked\nhide\n\ndefine Glitch-Free Clone At (x) (y)\nset [ghost v] effect to (0)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [real coin v]\nif <(Brodcasted) = [No]> then\n change [coins v] by (300)\nend\n\n@Parallax\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to (pick random (-1000) to (-3000))\nset [y v] to [0]\nhide\nCLONEZ\n\nwhen I receive [tick v]\nPosition ((round ((x) + ((0) - (SCROLL X)))) * (0.2)) (((y) + ((0) - (SCROLL Y))) / (7))\n\ndefine Clone (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (100) %\npoint in direction (90)\nshow\nset [ghost v] effect to (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 CLONEZ\nrepeat (1)\n switch costume to (join [Hills] (pick random (2) to (1)))\n Clone ((pick random (100) to (1000)) / (0.2)) [0]\nend\nswitch costume to (blank v)\n\n@Lives\n\nwhen I receive [tick v]\ngo to x: (-161) y: (152)\nswitch costume to (LIVES)\nshow\nif <(LIVES) > [3]> then\n set [lives v] to [3]\nend\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen flag clicked\nif <not <(USRENAME) = (username)>> then\n set [coins v] to [0]\nend\nhide\n\n@Enemy\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nif <(Squished?) = []> then\n Position (((x) - (SCROLL X)) + (([sin v] of ((timer) * ((Clone Speed) * (75))) ) * (Clone Distance))) ((y) - (SCROLL Y))\nelse\n Position (((x) - (SCROLL X)) + (OLD SINE)) ((y) - (SCROLL Y))\nend\nset [current pos v] to (([sin v] of ((timer) * ((Clone Speed) * (75))) ) * (Clone Distance))\nif <(Last POS) < (CURRENT POS)> then\n point in direction (-90)\nend\nif <(Last POS) > (CURRENT POS)> then\n point in direction (90)\nend\nset [last pos v] to (([sin v] of ((timer) * ((Clone Speed) * (75))) ) * (Clone Distance))\n\ndefine Clone at x: (x) y: (y) Speed (speed) Distance (distance)\nset [squished? v] to []\nset [clone distance v] to (distance)\nset [clone speed v] to (speed)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (enemy v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nset [clone speed v] to [0]\nset [clone distance v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [360] y: [-10] Speed [2] Distance [60]\n Clone at x: [1950] y: [-70] Speed [1] Distance [80]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [850] y: [-10] Speed [1] Distance [150]\n Clone at x: [1820] y: [-5] Speed [2] Distance [40]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [3480] y: [240] Speed [1] Distance [100]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [250] y: [-40] Speed [1] Distance [100]\nend\nif <(LEVEL) = [6]> then\n Clone at x: [420] y: [-30] Speed [1] Distance [100]\n Clone at x: [1880] y: [-50] Speed [.5] Distance [200]\n Clone at x: [1930] y: [-50] Speed [.5] Distance [200]\n Clone at x: [1980] y: [-50] Speed [.5] Distance [200]\nend\nif <(LEVEL) = [7]> then\n Clone at x: [3850] y: [-70] Speed [1] Distance [100]\n Clone at x: [4000] y: [-70] Speed [1] Distance [100]\nend\nset [x v] to [-500]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [enemy death v]\nif <touching (blob v)?> then\n set [old sine v] to (([sin v] of ((timer) * ((Clone Speed) * (75))) ) * (Clone Distance))\n set [squished? v] to [yes]\n switch costume to (squish v)\n start sound [Alien Creak2 v]\n broadcast (Coin Spawn v) and wait\n delete this clone\nend\n\nwhen I receive [shoot v]\nwait (.1) seconds\nif <touching (elements v)?> then\n delete this clone\nend\n\n@Level Select\n\nwhen I receive [menu v]\nset [game? v] to [Off]\nset [clone id v] to [0]\ngo to x: (-124) y: (20)\nhide\nrepeat (14)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n set size to (100) %\n go to x: (-155) y: (15)\n show\n switch costume to (level 1 v)\n repeat until <(GAME?) = [On]>\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (2))\n else\n change size by (((100) - (size)) / (2))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [level v] to [1]\n set [game? v] to [On]\n set [exit v] to []\n broadcast (game v)\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n set size to (100) %\n go to x: (0) y: (0)\n show\n switch costume to (logo v)\n repeat until <(GAME?) = [On]>\n go to x: (0) y: (((x position) - (5)) + (([cos v] of ((timer) * (110)) ) * (9)))\n end\nend\n\nwhen I start as a clone\nforever\n if <(GAME?) = [On]> then\n delete this clone\n end\nend\n\nwhen I receive [menu v]\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n set size to (100) %\n go to x: (-56) y: (15)\n show\n switch costume to (level 2 v)\n repeat until <(GAME?) = [On]>\n if <<touching (mouse-pointer v)?> and <(item (2) of [levels unlocked v]) = [2]>> then\n change size by (((115) - (size)) / (2))\n else\n change size by (((100) - (size)) / (2))\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(item (2) of [levels unlocked v]) = [2]>> then\n set [level v] to [2]\n set [game? v] to [On]\n set [exit v] to []\n broadcast (game v)\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n set size to (100) %\n go to x: (-56) y: (15)\n switch costume to (locked v)\n if <(item (2) of [levels unlocked v]) = [2]> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n set size to (100) %\n go to x: (43) y: (15)\n switch costume to (locked v)\n if <(item (3) of [levels unlocked v]) = [3]> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n set size to (100) %\n go to x: (43) y: (15)\n show\n switch costume to (level 3 v)\n repeat until <(GAME?) = [On]>\n if <<touching (mouse-pointer v)?> and <(item (3) of [levels unlocked v]) = [3]>> then\n change size by (((115) - (size)) / (2))\n else\n change size by (((100) - (size)) / (2))\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(item (3) of [levels unlocked v]) = [3]>> then\n set [level v] to [3]\n set [game? v] to [On]\n set [exit v] to []\n broadcast (game v)\n end\n end\nend\n\nwhen I receive [level 1 complete v]\ndelete (2) of [levels unlocked v]\ninsert [2] at (2) of [levels unlocked v] \n\nwhen flag clicked\nif <not <(USRENAME) = (username)>> then\n set [usrename v] to (username)\n delete (2) of [levels unlocked v]\n insert [x] at (2) of [levels unlocked v] \n delete (3) of [levels unlocked v]\n insert [x] at (3) of [levels unlocked v] \n delete (4) of [levels unlocked v]\n insert [x] at (4) of [levels unlocked v] \n delete (5) of [levels unlocked v]\n insert [x] at (2) of [levels unlocked v] \n delete (6) of [levels unlocked v]\n insert [x] at (3) of [levels unlocked v] \n delete (7) of [levels unlocked v]\n insert [x] at (4) of [levels unlocked v] \nend\n\nset [usrename v] to [ftuwiaohdsLNKC ]\n\nwhen I receive [level 2 complete! v]\ndelete (3) of [levels unlocked v]\ninsert [3] at (3) of [levels unlocked v] \n\nwhen I start as a clone\nif <(Clone ID) = [7]> then\n set size to (100) %\n go to x: (142) y: (15)\n show\n switch costume to (level 4 v)\n repeat until <(GAME?) = [On]>\n if <<touching (mouse-pointer v)?> and <(item (4) of [levels unlocked v]) = [4]>> then\n change size by (((115) - (size)) / (2))\n else\n change size by (((100) - (size)) / (2))\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(item (4) of [levels unlocked v]) = [4]>> then\n set [level v] to [4]\n set [game? v] to [On]\n set [exit v] to []\n broadcast (game v)\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [8]> then\n set size to (100) %\n go to x: (142) y: (15)\n switch costume to (locked v)\n if <(item (4) of [levels unlocked v]) = [4]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [level 3 complete! v]\ndelete (4) of [levels unlocked v]\ninsert [4] at (4) of [levels unlocked v] \n\nwhen I start as a clone\nif <(Clone ID) = [9]> then\n set size to (100) %\n go to x: (-100) y: (-80)\n show\n switch costume to (level 5 v)\n repeat until <(GAME?) = [On]>\n if <<touching (mouse-pointer v)?> and <(item (5) of [levels unlocked v]) = [5]>> then\n change size by (((115) - (size)) / (2))\n else\n change size by (((100) - (size)) / (2))\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(item (5) of [levels unlocked v]) = [5]>> then\n set [level v] to [5]\n set [game? v] to [On]\n set [exit v] to []\n broadcast (game v)\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [10]> then\n set size to (100) %\n go to x: (0) y: (-80)\n show\n switch costume to (level 6 v)\n repeat until <(GAME?) = [On]>\n if <<touching (mouse-pointer v)?> and <(item (6) of [levels unlocked v]) = [6]>> then\n change size by (((115) - (size)) / (2))\n else\n change size by (((100) - (size)) / (2))\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(item (6) of [levels unlocked v]) = [6]>> then\n set [level v] to [6]\n set [game? v] to [On]\n set [exit v] to []\n broadcast (game v)\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [11]> then\n set size to (100) %\n go to x: (100) y: (-80)\n show\n switch costume to (level 7 v)\n repeat until <(GAME?) = [On]>\n if <<touching (mouse-pointer v)?> and <(item (7) of [levels unlocked v]) = [7]>> then\n change size by (((115) - (size)) / (2))\n else\n change size by (((100) - (size)) / (2))\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(item (7) of [levels unlocked v]) = [7]>> then\n set [level v] to [7]\n set [game? v] to [On]\n set [exit v] to []\n broadcast (game v)\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [12]> then\n set size to (100) %\n go to x: (-100) y: (-80)\n switch costume to (locked v)\n if <(item (5) of [levels unlocked v]) = [5]> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [13]> then\n set size to (100) %\n go to x: (0) y: (-80)\n switch costume to (locked v)\n if <(item (6) of [levels unlocked v]) = [6]> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [14]> then\n set size to (100) %\n go to x: (100) y: (-80)\n switch costume to (locked v)\n if <(item (7) of [levels unlocked v]) = [7]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [level 4 complete! v]\ndelete (5) of [levels unlocked v]\ninsert [5] at (5) of [levels unlocked v] \n\nwhen I receive [level 5 complete! v]\ndelete (6) of [levels unlocked v]\ninsert [6] at (6) of [levels unlocked v] \n\nwhen I receive [level 6 complete! v]\ndelete (7) of [levels unlocked v]\ninsert [7] at (7) of [levels unlocked v] \n\nwhen I receive [level 7 complete! v]\ndelete (8) of [levels unlocked v]\ninsert [Win!] at (8) of [levels unlocked v] \n\n@Spinning Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset size to (100) %\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (10) degrees\nif <(special) = [1]> then\n go [backward v] (1) layers\n set [x v] to ((ox) + (([cos v] of (((days since 2000) * (100000)) * (130)) ) * (110)))\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 (collectable v)\nif <(LEVEL) = [1]> then\n Clone at x: [1550] y: [-70] special: [1]\n Clone at x: [2140] y: [-100] special: [0]\n Clone at x: [2190] y: [-40] special: [0]\n Clone at x: [2320] y: [-40] special: [0]\n Clone at x: [2460] y: [-40] special: [0]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [1200] y: [-60] special: [1]\n Clone at x: [1900] y: [170] special: [0]\n Clone at x: [1780] y: [280] special: [0]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [1060] y: [-100] special: [0]\n Clone at x: [1450] y: [-120] special: [1]\n Clone at x: [2930] y: [585] special: [0]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [970] y: [-80] special: [0]\n Clone at x: [1100] y: [-80] special: [0]\n Clone at x: [1230] y: [-80] special: [0]\n Clone at x: [1360] y: [-80] special: [0]\n Clone at x: [1600] y: [-100] special: [0]\n Clone at x: [1850] y: [-100] special: [0]\n Clone at x: [2100] y: [-100] special: [0]\n Clone at x: [2350] y: [-100] special: [0]\n Clone at x: [3250] y: [370] special: [1]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [270] y: [-50] special: [1]\n Clone at x: [640] y: [-50] special: [1]\n Clone at x: [2525] y: [200] special: [0]\n Clone at x: [3420] y: [170] special: [1]\nend\nif <(LEVEL) = [6]> then\n Clone at x: [230] y: [-100] special: [0]\n Clone at x: [1400] y: [560] special: [1]\nend\nif <(LEVEL) = [7]> then\n Clone at x: [1200] y: [500] special: [1]\n Clone at x: [3100] y: [-120] special: [1]\n Clone at x: [3440] y: [-120] special: [1]\nend\nset [x v] to [-9999999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n 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) special: (special)\nset [ox v] to (x)\nset [x v] to (x)\nset [y v] to (y)\nset [special v] to (special)\ncreate clone of (_myself_ v)\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Front page\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n show\nend\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n go to x: (0) y: (-100)\n switch costume to (play button v)\n show\n repeat until <(GAME?) = [On]>\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n change size by (((200) - (size)) / (2))\n else\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (5)))\n change size by (((160) - (size)) / (2))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (MENU v)\n end\n end\nend\n\nwhen I receive [front page v]\nset [game? v] to [Off]\ngo to x: (0) y: (0)\nset [clone id v] to [0]\nhide\nrepeat (3)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n show\n repeat until <(GAME?) = [On]>\n set y to ((y position) + (([cos v] of ((timer) * (110)) ) * (1)))\n end\nend\n\nwhen I receive [menu v]\ndelete this clone\n\n@Intro\n\ndefine Clone Particles\nset [clone id v] to [Particle]\nrepeat (75)\n create clone of (_myself_ v)\n turn right (15) degrees\nend\npoint in direction (90)\n\ndefine Clone Row of Boxes\nset [brightness v] effect to (10)\nrepeat (9)\n create clone of (_myself_ v)\n change [var 2 v] by (-1)\n change [brightness v] effect by (-1)\nend\n\ndefine Bounce with (bounciness) , (speed) and (finishing size)\nset [var 1 v] to [0]\nrepeat until <<(finishing size) = (size)> and <(Var 1) = (size)>>\n set [var 2 v] to (((Var 2) * ((bounciness) / (100))) + (((finishing size) - (size)) * ((speed) / (20))))\n set [var 1 v] to (size)\n change size by (Var 2)\nend\nset size to (finishing size) %\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Type: System (text) (x) (y) (size) (color) (brightness) (speed)\nswitch costume to (master v)\nhide\ngo to x: (x) y: (y)\nset size to (size) %\nset [# v] to [1]\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n wait (speed) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Letter 1]> then\n wait until <(timer) > [1.5]>\n wait ((#) / (Length)) seconds\n show\n set [x v] to (x position)\n set [y v] to (y position)\n go to [front v] layer\n set size to (0) %\n go to x: (X) y: (Y)\n Bounce with (65) , (10) and (Size)\n wait until <(timer) > [3.5]>\n wait ((#) / (Length)) seconds\n set [var 1 v] to [10]\n repeat (30)\n change y by (Var 1)\n change [var 1 v] by (-1)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(Clone ID) = [Box]> then\n point in direction (180)\n switch costume to (box v)\n set [ghost v] effect to (50)\n set size to (15) %\n show\n go to [back v] layer\n go to x: ((Var 1) * (40)) y: ((Var 2) * (40))\n repeat until <(size) > [89]>\n change size by (((91) - (size)) / (7))\n turn right (((180) - (direction)) / (10)) degrees\n change [ghost v] effect by (-5)\n end\n set size to (90) %\n set [ghost v] effect to (0)\n wait until <(timer) > [4.5]>\n set [brightness v] effect to (0)\n repeat (20)\n turn right (5) degrees\n change size by (-5)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Setup Lists\ndelete all of [character widths v]\nadd [thing] to [character widths v]\nadd [29] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [27] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [28] to [character widths v]\nadd [7] to [character widths v]\nadd [21] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [27] to [character widths v]\nadd [34] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [21] to [character widths v]\nadd [23] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [29] to [character widths v]\nadd [38] to [character widths v]\nadd [26] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [11] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [25] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [14] to [character widths v]\nadd [25] to [character widths v]\nadd [15] to [character widths v]\nadd [10] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [20] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [16] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [10] to [character widths v]\nadd [14] to [character widths v]\nadd [18] to [character widths v]\nadd [9] to [character widths v]\nadd [33] to [character widths v]\nadd [22] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [15] to [character widths v]\nadd [19] to [character widths v]\nadd [16] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [30] to [character widths v]\nadd [20] to [character widths v]\nadd [23] to [character widths v]\nadd [20] to [character widths v]\n\ndefine Change Size By: (size)\nchange size by (size)\nchange x by ((0) - ((size) / (7)))\n\ndefine Find Size (text) (size)\nset [size v] to (size)\nset [width v] to [1]\nset [# v] to [1]\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\nend\nif <(Width) > [400]> then\n change [size v] by (-1)\nend\nif <(Width) < [390]> then\n change [size v] by (1)\nend\nrepeat until <<<(Width) < [400]> and <(Width) > [389]>> or <(Size) > [200]>>\n set [width v] to [0]\n set [# v] to [1]\n repeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n end\n if <(Width) > [400]> then\n change [size v] by (-1)\n end\n if <(Width) < [390]> then\n change [size v] by (1)\n end\n if <(Size) > [201]> then\n set [size v] to [190]\n end\nend\nset [x v] to ((0) - ((Width) / (2)))\n\ndefine Type (text) (x) (y) (size) (color) (brightness) (speed)\nset [length v] to (length of (text))\nif <(length of (text)) > [20]> then\n Find Size [Text Too Long] (size)\n Type: System [Text Too Long] (X) (y) (Size) (color) (brightness) (speed)\nelse\n Find Size (text) (size)\n Type: System (text) (X) (y) (Size) (color) (brightness) (speed)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Logo]> then\n switch costume to (logo v)\n reset timer\n set size to (0) %\n show\n go to x: (300) y: (0)\n set [var 1 v] to [-40]\n repeat (34)\n change size by (2)\n change x by (Var 1)\n change [var 1 v] by (2)\n end\n Clone Particles\n Smooth Glide x: [0] y: [25] speed: [9]\n wait until <(timer) > [4]>\n set [var 1 v] to [10]\n repeat (30)\n change size by (Var 1)\n change [var 1 v] by (-1)\n end\n delete this clone\nend\nif <(Clone ID) = [Back]> then\n go to [back v] layer\n show\n go to x: (-500) y: (500)\n set size to (200) %\n switch costume to (landscape v)\n clear graphic effects\n wait until <(timer) > [4]>\n repeat until <(timer) > [7.5]>\n change x by (5)\n change y by (-5)\n end\n delete this clone\nend\nif <(Clone ID) = [Back 2]> then\n go to [back v] layer\n show\n go to x: (0) y: (0)\n set size to (200) %\n switch costume to (back 2 v)\n clear graphic effects\n repeat until <(timer) > [7.5]>\n go to [back v] layer\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n switch costume to (particle v)\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (10) layers\n set [var 1 v] to (pick random (10) to (15))\n set [var 2 v] to (pick random (2) to (7))\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <touching (_edge_ v)?>\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n end\n repeat (10)\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Hider 1]> then\n wait until <(timer) > [6.5]>\n go to [front v] layer\n point in direction (105)\n show\n go to x: (300) y: (0)\n set size to (100) %\n switch costume to (hider 2 v)\n clear graphic effects\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (round (x position))) / (5))\n change y by (((0) - (round (y position))) / (5))\n end\n go to x: (0) y: (0)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(Clone ID) = [Hider 2]> then\n wait until <(timer) > [6.5]>\n go to [front v] layer\n point in direction (105)\n show\n go to x: (-300) y: (0)\n set size to (100) %\n switch costume to (hider 1 v)\n clear graphic effects\n repeat until <<(round (x position)) = [0]> and <(round (y position)) = [0]>>\n change x by (((0) - (round (x position))) / (5))\n change y by (((0) - (round (y position))) / (5))\n end\n go to x: (0) y: (0)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Letter 2]> then\n wait until <(timer) > [5]>\n wait ((#) / (Length)) seconds\n show\n set [x v] to (x position)\n set [y v] to (y position)\n go to [front v] layer\n set size to (Size) %\n go to x: (X) y: (-300)\n Smooth Glide x: (X) y: (Y) speed: [5]\n wait until <(timer) > [7]>\n delete this clone\nend\n\nwhen I receive [front page v]\ndelete this clone\n\nwhen flag clicked\nif <not <(USRENAME) = (username)>> then\n set [username v] to [Watergirl]\n Setup Lists\n set [clone id v] to [Letter 1]\n Type (Username) [-200] [-100] [200] [115] [100] [0]\n set [clone id v] to [Letter 2]\n Type (Username) [-200] [0] [200] [115] [100] [0]\n clear graphic effects\n reset timer\n start sound [Never Mind v]\n set [clone id v] to [Back 2]\n create clone of (_myself_ v)\n set [clone id v] to [Box]\n set [var 1 v] to [-6]\n repeat (13)\n set [var 2 v] to [4]\n Clone Row of Boxes\n change [var 1 v] by (1)\n end\n set [clone id v] to [Logo]\n create clone of (_myself_ v)\n wait until <(timer) > [1.5]>\n set [clone id v] to [Back]\n create clone of (_myself_ v)\n wait until <(timer) > [5]>\n set [clone id v] to [Hider 1]\n create clone of (_myself_ v)\n set [clone id v] to [Hider 2]\n create clone of (_myself_ v)\n wait until <(timer) > [8]>\n set [x_spawn v] to [240]\n broadcast (Front Page v)\nelse\n broadcast (Front Page v)\nend\n\n@SHOP\n\nwhen flag clicked\nset [costume v] to [Default]\nset [buddy v] to [None]\nset [shop? v] to [Closed]\nset [shop clone id v] to [0]\nset [+size v] to [0]\nhide\n\nwhen I receive [setup v]\nswitch costume to (shop button v)\ngo to x: (120) y: (140)\nshow\n\nwhen I receive [open shop v]\nset [shop? v] to [Open]\nrepeat (11)\n create clone of (_myself_ v)\n change [shop clone id v] by (1)\n wait (.1) seconds\nend\nhide\n\nwhen I start as a clone\npoint in direction (90)\ngo to [front v] layer\nif <(Shop Clone ID) = [1]> then\n switch costume to (shop background v)\n go to x: (0) y: (0)\n set size to (96) %\n show\n repeat until <(Shop?) = [Closed]>\n set size to (96) %\n end\nend\n\nwhen I start as a clone\nset [shop mode? v] to [Buddies]\nif <(Shop Clone ID) = [2]> then\n switch costume to (buddies button v)\n go to x: (-200) y: (40)\n show\n repeat until <(Shop?) = [Closed]>\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n change size by (((115) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [shop mode? v] to [Buddies]\n end\n end\nend\n\nwhen I start as a clone\nif <(Shop Clone ID) = [3]> then\n switch costume to (boosters button v)\n go to x: (-200) y: (-40)\n show\n repeat until <(Shop?) = [Closed]>\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n change size by (((115) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [shop mode? v] to [Boosters]\n end\n end\nend\n\nwhen I start as a clone\nif <(Shop Clone ID) = [4]> then\n switch costume to (background button v)\n go to x: (-200) y: (-120)\n show\n repeat until <(Shop?) = [Closed]>\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n change size by (((115) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [shop mode? v] to [Skins]\n end\n end\nend\n\nwhen I start as a clone\nif <(Shop Clone ID) = [5]> then\n switch costume to (exit button v)\n go to x: (221) y: (155)\n show\n repeat until <(Shop?) = [Closed]>\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n change size by (((115) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Close Shop v)\n end\n end\nend\n\nwhen I start as a clone\nif <(Shop Clone ID) = [6]> then\n switch costume to (egg v)\n go to x: (-110) y: (28)\n show\n repeat until <(Shop?) = [Closed]>\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n set [brightness v] effect to (-10)\n else\n clear graphic effects\n end\n if <<<(Shop Mode?) = [Buddies]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <(MEMBERSHIP?) = [Yes]>> then\n if <not <[# of buddies v] contains [Egg]?>> then\n if <<(COINS) > [50]> or <(COINS) = [50]>> then\n change [coins v] by (-25)\n set [brightness v] effect to (50)\n add [Egg] to [# of buddies v]\n set [buddy v] to [Egg]\n end\n end\n else\n if <<<(Shop Mode?) = [Boosters]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <(MEMBERSHIP?) = [Yes]>> then\n else\n if <<(Shop Mode?) = [Skins]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n if <not <[costumes v] contains [Square]?>> then\n if <<(COINS) > [100]> or <(COINS) = [100]>> then\n set [brightness v] effect to (-20)\n change [coins v] by (-100)\n add [Square] to [costumes v]\n wait (.5) seconds\n end\n end\n end\n end\n if <(Shop Mode?) = [Buddies]> then\n switch costume to (egg v)\n else\n if <(Shop Mode?) = [Boosters]> then\n switch costume to (jump booster v)\n else\n if <(Shop Mode?) = [Skins]> then\n switch costume to (square v)\n end\n end\n end\n end\n end\nend\n\nif <<(COINS) > [75]> or <(COINS) = [75]>> then\n set [brightness v] effect to (-20)\n change [coins v] by (-75)\n wait (.5) seconds\nend\n\nwhen I receive [close shop v]\nset [shop clone id v] to [0]\nswitch costume to (shop button v)\ngo to x: (120) y: (140)\nshow\nset [shop? v] to [Closed]\ndelete this clone\n\nwhen I start as a clone\nif <(Shop Clone ID) = [7]> then\n switch costume to (duck v)\n go to x: (90) y: (28)\n show\n repeat until <(Shop?) = [Closed]>\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n set [brightness v] effect to (-10)\n else\n if <(Buddy) = [Duck]> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\n if <<<(Shop Mode?) = [Buddies]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <(MEMBERSHIP?) = [Yes]>> then\n if <not <[# of buddies v] contains [Duck]?>> then\n if <<(COINS) > [50]> or <(COINS) = [50]>> then\n set [brightness v] effect to (50)\n change [coins v] by (-25)\n add [Duck] to [# of buddies v]\n set [buddy v] to [Duck]\n end\n end\n else\n if <<<(Shop Mode?) = [Boosters]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <(MEMBERSHIP?) = [Yes]>> then\n else\n if <not <[costumes v] contains [Deafult]?>> then\n if <<<(Shop Mode?) = [Skins]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <(MEMBERSHIP?) = [Yes]>> then\n set [brightness v] effect to (20)\n end\n end\n end\n if <(Shop Mode?) = [Buddies]> then\n switch costume to (duck v)\n else\n if <(Shop Mode?) = [Boosters]> then\n switch costume to (resitance v)\n else\n if <(Shop Mode?) = [Skins]> then\n switch costume to (default v)\n end\n end\n end\n end\n end\nend\n\nif <<(COINS) > [75]> or <(COINS) = [75]>> then\n set [brightness v] effect to (-20)\n change [coins v] by (-75)\n change [resistance v] by (1)\n wait (.5) seconds\nend\n\nwhen I start as a clone\nif <(Shop Clone ID) = [8]> then\n switch costume to (milk v)\n go to x: (90) y: (40)\n show\n repeat until <(Shop?) = [Closed]>\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n set [brightness v] effect to (-10)\n else\n if <(Buddy) = [Milk]> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\n if <<<(Shop Mode?) = [Buddies]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <(MEMBERSHIP?) = [Yes]>> then\n if <not <[# of buddies v] contains [Milk]?>> then\n if <<(COINS) > [50]> or <(COINS) = [50]>> then\n set [brightness v] effect to (50)\n change [coins v] by (-25)\n set [buddy v] to [Milk]\n add [Milk] to [# of buddies v]\n end\n end\n else\n if <<<(Shop Mode?) = [Boosters]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <(MEMBERSHIP?) = [Yes]>> then\n else\n if <<<(Shop Mode?) = [Skins]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <(MEMBERSHIP?) = [Yes]>> then\n if <not <[costumes v] contains [Air]?>> then\n if <<(COINS) > [100]> or <(COINS) = [100]>> then\n set [brightness v] effect to (-20)\n add [Air] to [costumes v]\n change [coins v] by (-100)\n wait (.5) seconds\n end\n end\n end\n end\n if <(Shop Mode?) = [Buddies]> then\n switch costume to (milk v)\n else\n if <(Shop Mode?) = [Boosters]> then\n switch costume to (speed booster v)\n else\n if <(Shop Mode?) = [Skins]> then\n switch costume to (air v)\n end\n end\n end\n end\n end\nend\n\nif <<(COINS) > [75]> or <(COINS) = [75]>> then\n set [brightness v] effect to (-20)\n change [coins v] by (-75)\n change [speed boosters v] by (1)\n wait (.5) seconds\nend\n\nwhen I start as a clone\nif <(Shop Clone ID) = [9]> then\n switch costume to (strawberry v)\n go to x: (-100) y: (-40)\n show\n repeat until <(Shop?) = [Closed]>\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n set [brightness v] effect to (-10)\n else\n if <(Buddy) = [Strawberry]> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\n if <<<(Shop Mode?) = [Buddies]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <(MEMBERSHIP?) = [Yes]>> then\n if <not <[# of buddies v] contains [Strawberry]?>> then\n if <<(COINS) > [50]> or <(COINS) = [50]>> then\n change [coins v] by (-25)\n set [brightness v] effect to (50)\n add [Strawberry] to [# of buddies v]\n set [buddy v] to [Strawberry]\n end\n end\n else\n if <<<(Shop Mode?) = [Boosters]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <(MEMBERSHIP?) = [Yes]>> then\n else\n if <<<(Shop Mode?) = [Skins]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <(MEMBERSHIP?) = [Yes]>> then\n if <not <[costumes v] contains [Earth]?>> then\n if <<(COINS) > [100]> or <(COINS) = [100]>> then\n set [brightness v] effect to (-20)\n add [Earth] to [costumes v]\n change [coins v] by (-100)\n wait (.5) seconds\n end\n end\n end\n end\n if <(Shop Mode?) = [Buddies]> then\n switch costume to (strawberry v)\n else\n if <(Shop Mode?) = [Boosters]> then\n switch costume to (+size v)\n else\n if <(Shop Mode?) = [Skins]> then\n switch costume to (earth v)\n end\n end\n end\n end\n end\nend\n\nif <<(COINS) > [75]> or <(COINS) = [75]>> then\n set [brightness v] effect to (-20)\n change [coins v] by (-75)\n change [+size v] by (1)\n wait (.5) seconds\nend\n\nwhen I start as a clone\nif <(Shop Clone ID) = [10]> then\n switch costume to (takeout v)\n go to x: (0) y: (-40)\n show\n repeat until <(Shop?) = [Closed]>\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n set [brightness v] effect to (-10)\n else\n clear graphic effects\n end\n if <<<(Shop Mode?) = [Buddies]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <(MEMBERSHIP?) = [Yes]>> then\n if <not <[# of buddies v] contains [Takeout]?>> then\n if <<(COINS) > [50]> or <(COINS) = [50]>> then\n set [brightness v] effect to (50)\n change [coins v] by (-25)\n add [Takeout] to [# of buddies v]\n end\n end\n else\n if <<<(Shop Mode?) = [Boosters]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <(MEMBERSHIP?) = [Yes]>> then\n else\n if <<<(Shop Mode?) = [Skins]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <(MEMBERSHIP?) = [Yes]>> then\n if <not <[costumes v] contains [Water]?>> then\n if <<(COINS) > [100]> or <(COINS) = [100]>> then\n set [brightness v] effect to (-20)\n change [coins v] by (-100)\n add [Water] to [costumes v]\n wait (.5) seconds\n end\n end\n end\n end\n if <(Shop Mode?) = [Buddies]> then\n switch costume to (takeout v)\n else\n if <(Shop Mode?) = [Boosters]> then\n switch costume to (-size v)\n else\n if <(Shop Mode?) = [Skins]> then\n switch costume to (water v)\n end\n end\n end\n end\n end\nend\n\nif <<(COINS) > [75]> or <(COINS) = [75]>> then\n set [brightness v] effect to (-20)\n change [coins v] by (-75)\n change [-size v] by (1)\n wait (.5) seconds\nend\n\nwhen I start as a clone\nif <(Shop Clone ID) = [11]> then\n switch costume to (butterfly v)\n go to x: (0) y: (-40)\n show\n repeat until <(Shop?) = [Closed]>\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n set [brightness v] effect to (-10)\n else\n if <(Buddy) = [Butterfly]> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\n if <<<(Shop Mode?) = [Buddies]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <(MEMBERSHIP?) = [Yes]>> then\n if <not <[# of buddies v] contains [Butterfly]?>> then\n if <<(COINS) > [50]> or <(COINS) = [50]>> then\n set [brightness v] effect to (50)\n change [coins v] by (-25)\n add [Butterfly] to [# of buddies v]\n end\n end\n else\n if <<<(Shop Mode?) = [Boosters]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <(MEMBERSHIP?) = [Yes]>> then\n else\n if <<<(Shop Mode?) = [Skins]> and <<mouse down?> and <touching (mouse-pointer v)?>>> and <(MEMBERSHIP?) = [Yes]>> then\n if <not <[costumes v] contains [Fire]?>> then\n if <<(COINS) > [100]> or <(COINS) = [100]>> then\n set [brightness v] effect to (-20)\n change [coins v] by (-100)\n add [Fire] to [costumes v]\n wait (.5) seconds\n end\n end\n end\n end\n if <(Shop Mode?) = [Buddies]> then\n switch costume to (butterfly v)\n else\n if <(Shop Mode?) = [Boosters]> then\n switch costume to (1+ heart v)\n else\n if <(Shop Mode?) = [Skins]> then\n switch costume to (fire v)\n end\n end\n end\n end\n end\nend\n\nif <<(COINS) > [75]> or <(COINS) = [75]>> then\n set [brightness v] effect to (-20)\n change [coins v] by (-75)\n change [+1 heart v] by (1)\n wait (.5) seconds\nend\n\nwhen I receive [... v]\nif <(Shop?) = [Closed]> then\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n change size by (((110) - (size)) / (2))\n else\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (5)))\n change size by (((100) - (size)) / (2))\n end\n if <<(Shop?) = [Closed]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n broadcast (Open Shop v)\n end\nend\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\nif <not <(USRENAME) = (username)>> then\n set [coins v] to [0]\n delete all of [# of buddies v]\n delete all of [costumes v]\n insert [Default] at (1) of [costumes v] \n add [None] to [# of buddies v]\nend\n\nwhen I receive [open shop v]\nshow variable [coins v]\n\nwhen I receive [close shop v]\nhide variable [coins v]\n\nwhen flag clicked\nhide variable [coins v]\n\n@Buddy\n\nwhen I receive [... v]\nset size to (20) %\ngo to (blob v)\nswitch costume to (Buddy)\nshow\nif <touching (mouse-pointer v)?> then\n point in direction (90)\n change size by (((110) - (size)) / (2))\nelse\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (5)))\n change size by (((100) - (size)) / (2))\nend\nif <<<mouse down?> and <touching (mouse-pointer v)?>> and <(MEMBERSHIP?) = [Yes]>> then\n set [buddy v] to (item (item #) of [# of buddies v])\n change [item # v] by (1)\n if <(length of [# of buddies v]) < (item #)> then\n set [item # v] to [1]\n end\nend\n\nwhen I receive [game v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [menu v]\nhide\ndelete this clone\n\nwhen [1 v] key pressed\nif <(costume [name v]) = [None]> then\n switch costume to (item (2) of [# of buddies v])\n set [item # v] to [2]\n set [buddy v] to (item (2) of [# of buddies v])\nelse\nend\nwait (.5) seconds\n\n@Music\n\nwhen I receive [... v]\nif <(Shop?) = [Closed]> then\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n change size by (((110) - (size)) / (2))\n else\n point in direction ((90) + (([sin v] of ((timer) * (500)) ) * (5)))\n change size by (((100) - (size)) / (2))\n end\nend\n\nwhen this sprite clicked\nif <(costume [name v]) = [Unmuted]> then\n set [volume? v] to [Muted]\n switch costume to (muted v)\nelse\n set [volume? v] to [Unmuted]\n switch costume to (unmuted v)\nend\n\nwhen flag clicked\nset [volume? v] to [Unmuted]\nswitch costume to (unmuted v)\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [front page v]\nset [volume? v] to [Unmuted]\nswitch costume to (unmuted v)\n\nwhen I receive [game v]\nshow\n\n@Elements\n\nwhen I receive [menu v]\nset size to (50) %\nhide\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nset [element? v] to [0]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [shoot v]\nswitch costume to (Element Costume)\nif <not <(costume [name v]) = [Default]>> then\n start sound [Low Whoosh v]\nend\ncreate clone of (_myself_ v)\nset [element? v] to [1]\nset [direction v] to (([x v] of [blob v]) / (9))\n\nwhen I start as a clone\nset size to (40) %\nset [ghost v] effect to (0)\nset [direction v] to (([x v] of [blob v]) / (9))\nset [y v] to (([y v] of [blob v]) + (20))\nset [x v] to ([x v] of [blob v])\npoint in direction ([direction v] of [blob v])\nrepeat until <<touching (platforms v)?> or <<touching (enemy v)?> or <<(x) < (([x v] of [blob v]) - (320))> or <(x) > (([x v] of [blob v]) + (320))>>>>\n change [x v] by (Element x)\nend\nif <touching (enemy v)?> then\n broadcast (Element ENEMY v)\nend\nset [element? v] to [0]\ndelete this clone\n\nwhen [space v] key pressed\nif <not <(Element?) = [1]>> then\n broadcast (SHOOT v)\nend\n\nwhen I receive [break platforms v]\nset [element # v] to [0]\nrepeat (4)\n next costume\n change [ghost v] effect by (5)\n change [element # v] by (1)\nend\nrepeat (4)\n change [ghost v] effect by (20)\nend\n\nwhen I start as a clone\nforever\n if <([direction v] of [blob v]) = [90]> then\n set [element x v] to [10]\n wait (1) seconds\n else\n set [element x v] to [-10]\n wait (1) seconds\n end\nend\n\n@Chest\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nshow\nif <not <(LEVEL) = [7]>> then\n set [x v] to [-999999]\n set [y v] to [-999999]\nelse\n set [x v] to [4270]\n set [y v] to [-70]\nend\nif <(Chest Collected?) = [Yes]> then\n stop [this script 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\nif <(Chest Collected?) = [Yes]> then\n stop [this script v]\nend\n\nwhen I receive [tick v]\nswitch costume to (closed chest v)\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\nif <(Chest Collected?) = [Yes]> then\n stop [this script v]\nend\n\nwhen flag clicked\nset [brodcasted v] to [No]\nif <not <(USRENAME) = (username)>> then\n set [chest collected? v] to [No]\nend\n\nwhen I receive [... v]\nif <touching (blob v)?> then\n set [chest collected? v] to [Yes]\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop [other scripts in sprite v]\n create clone of (_myself_ v)\nend\nbroadcast (Coin Slot v)\nstop [this script v]\n\nwhen I start as a clone\nclear graphic effects\nshow\nstart sound [Winner Sound Effects v]\ngo to x: ((X) - (SCROLL X)) y: ((Y) - (SCROLL Y))\ngo to [front v] layer\nset size to (50) %\nswitch costume to (winner v)\nshow\nrepeat (12)\n change size by ((size) / (9))\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (80) %\n\nwhen I receive [coin slot v]\nif <<(Brodcasted) = [No]> and <(Chest Collected?) = [Yes]>> then\n broadcast (Real Coin v)\n set [brodcasted v] to [Yes]\nend\nstop [this script v]\n\n@TN\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\nwhen [timer v] > (Timer)\ngo to [front v] layer\n\n | Finally after 3 weeks of work it's finally here - Sugarblob. \n\nThis is one of my best projects. Actually my ONLY good project that is. And I love this kind of games.\n\nInstructions\n--------------------\n- WASD or Arrow Keys\n- Space to shoot element if you have any.\n- Find the treasure.\n- 7 levels.\n- Click the buddies to go to the next costume if you bought any.\n- Click on Blob to change his skin if you bought any.\n- Press 1 to make the buddies show again if they hide.\n- You will not lose your progress when you click the stop sign unless someone else is playing it the same time as you, I don't know.\n- Go through the portals to advance to the next level. \n- Bounce over the Ghosts to defeat them. Or use your elements but you don't get coins for the element hit. \n- If you are a member and ONLY a member you can buy the skins. Read Notes & Credits for more information.\n- You can buy square if you are a normal player.\n\nEnjoy! |
☁ The Plains {DEMO} || A Multiplayer Scrolling Platformer #Games | @Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nswitch backdrop to (backdrop6 v)\n\nwhen I receive [outro v]\nswitch backdrop to (backdrop1 v)\n\nbroadcast (Outro v)\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@BLANK\n\n@Player\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\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 [830]\n set [y v] to [0]\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 [1820]\n set [y v] to [0]\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 [2970]\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) = [4]> then\n set [x v] to [3000]\n set [y v] to [490]\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 [3000]\n set [y v] to [490]\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\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 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 [-100]\nset [scroll x v] to [-100]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\nset [ghost v] effect to (0)\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\nif <touching (bouncy v)?> then\n set [sy v] to [30]\nend\nif <touching color (#ff0000)?> then\n set [exit v] to [die]\nend\n\nwhen flag clicked\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 ((SCROLL X) + (x position)) to encoded\nwrite ((SCROLL Y) + (y position)) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\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 Reset\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 set size to (80) %\nend\n\nwhen flag clicked\nforever\n \nend\n\nstart sound [Connect v]\n\nwhen I receive [play game v]\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)\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\nwhen I receive [outro v]\nhide\n\n@Others\n\ndefine X: (x)\nset x to (x)\nif <(x) = (x position)> then\n set [visible v] to [1]\n set [ghost v] effect to (0)\nelse\n set [visible v] to [0]\n set [ghost v] effect to (100)\nend\n\ndefine Y: (y)\nset y to (y)\nif <(y) = (y position)> then\n if <(visible) = [1]> then\n set [visible v] to [1]\n set [ghost v] effect to (0)\n end\nelse\n set [visible v] to [0]\n set [ghost v] effect to (100)\nend\n\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\nX: ((value) - (SCROLL X))\nvalue = read from encoded\nY: (((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]\nswitch costume to (pick random (1) to (7))\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen flag clicked\nforever\n set size to (80) %\nend\n\nwhen I receive [end v]\nforever\n hide\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@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 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\nshow\nwait (1) seconds\nhide\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@TB\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo [backward v] (23330) layers\n\nwhen I receive [outro v]\nhide\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nswitch costume to (1 v)\nClone at [200] [0]\nClone at [400] [0]\nClone at [1000] [0]\nClone at [900] [0]\nClone at [400] [500]\nClone at [400] [500]\nClone at [-100] [-500]\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n forever\n repeat (100)\n change [platforms: y v] by (2)\n end\n repeat (100)\n change [platforms: y v] by (-2)\n end\n end\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nswitch costume to (1 v)\nClone at [600] [-50]\nClone at [800] [-50]\nClone at [500] [-50]\nClone at [700] [-50]\nClone at [300] [500]\n\nwhen I receive [tick v]\nposition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nbroadcast (Green flag v)\n\n@Saws\n\nwhen I receive [tick v]\nposition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\nturn right (11.5) 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 [play game v]\nhide\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nswitch costume to (1 v)\nif <not <((10) + (19)) = [21]>> then\n Clone at [20] [-105]\n Clone at [320] [-105]\n Clone at [2580] [-115]\nend\nset [saws: x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n\nwhen I start as a clone\n\n@Bouncy\n\nwhen I receive [green flag v]\nhide\nset [bouncy: x v] to [0]\nset [bouncy: y v] to [0]\nswitch costume to (i v)\nClone at [580] [-104]\nClone at [260] [33]\nClone at [1540] [-110]\nset [bouncy: x v] to [-99999]\n\nwhen I receive [tick v]\nposition ((Bouncy: x) - (SCROLL X)) ((Bouncy: y) - (SCROLL Y))\nif <touching (player v)?> then\n switch costume to (ii v)\nelse\n switch costume to (i 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 [bouncy: x v] to (x)\nset [bouncy: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at [2000] [495]\nClone at [1770] [755]\nClone at [1570] [755]\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]\nset size to (11) %\nhide\nClone at [830] [-95]\nClone at [1820] [-95]\nClone at [2970] [-95]\nClone at [3000] [490]\n\nwhen I receive [tick v]\nposition ((Checkpoint: x) - (SCROLL X)) ((Checkpoint: y) - (SCROLL Y))\nif <(costume [name v]) = [Closed]> then\n if <touching (player v)?> then\n switch costume to (open v)\n change [checkpoint v] by (1)\n set [brightness v] effect to (30)\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 [checkpoint: x v] to (x)\nset [checkpoint: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [checkpoint: x v] to [0]\nset [checkpoint: y v] to [0]\nswitch costume to (closed v)\n\nset [checkpoint: x v] to [-99999]\n\n@Win\n\nwhen I receive [end 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 variable [time: v]\nset [? v] to [1]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [green flag v]\nwait (3) seconds\nreset timer\nrepeat until <[2] = (?)>\n set [time: v] to (timer)\nend\n\nwhen I receive [end v]\nset [? v] to [2]\nset [time: v] to (Time:)\nshow variable [time: v]\nforever\n set [names v] to [0]\nend\n\n@Signs\n\nwhen I receive [green flag v]\nset [username v] to (username)\nset size to (110) %\nhide\nset [signs: x v] to [0]\nset [signs: y v] to [0]\nswitch costume to (1 v)\nhide\n\nwhen I receive [tick v]\nposition ((Signs: x) - (SCROLL X)) ((Signs: 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)\nshow\ncreate clone of (_myself_ v)\nchange [signs: x v] by (x)\nchange [signs: y v] by (y)\nnext costume\n\nwhen I start as a clone\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (space key? mouse down? v)\n else\n switch costume to (middle v)\n end\n if <<<<key (space v) pressed?> or <mouse down?>> and <touching (player v)?>> and <(costume [number v]) = [3]>> then\n repeat until <not <touching (player v)?>>\n say (join [Hello ] (join (Username) (join [. ] (join [Avoid spikes, saws, lava and gaps. Collect coins and get to the checkpoints and get to the end. Have fun and] [ please ❤️️,⭐, and follow and enjoy :D]))))\n end\n else\n if <not <touching (player v)?>> then\n say []\n end\n end\nend\n\n@Scenery\n\nwhen I receive [green flag v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nswitch costume to (level 1 1 v)\nClone at [400] [0]\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\n\n@Collectibles\n\nwhen I receive [tick v]\nposition ((Collectibles: x) - (SCROLL X)) ((Collectibles: y) - (SCROLL Y))\nif <(tick) > [1]> then\n set [tick v] to [0]\nelse\n change [tick v] by (1)\nend\nif <touching (player v)?> then\n change [coins v] by (1)\n Clone at [-99999] [-999999]\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [collectibles: x v] to [0]\nset [tick v] to [0]\nset [collectibles: y v] to [0]\nswitch costume to (1 v)\nClone at [210] [60]\nClone at [130] [185]\nClone at [430] [-90]\nClone at [460] [-90]\nClone at [400] [-90]\nClone at [370] [-90]\nClone at [490] [-90]\nClone at [448] [220]\nClone at [481] [220]\n\nset [collectibles: 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 [collectibles: x v] to (x)\nset [collectibles: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n set size to (75) %\nend\n\nwhen flag clicked\nforever\n wait (.1) seconds\nend\n\nwhen I receive [begin v]\n\nClone at [430] [15\\]\nClone at [460] [80]\n\n@clouds\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (2.5) to (3.5)) seconds\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (1) layers\nset size to (pick random (70) to (100)) %\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (30) to (45))\nset [side of cloud v] to (pick random (1) to (2))\nif <(side of cloud) = [1]> then\n go to x: (246) y: (pick random (140) to (9))\n repeat until <(x position) < [-243]>\n change x by ((0) - (pick random (0.5) to (2)))\n end\nelse\n go to x: (-246) y: (pick random (140) to (80))\n repeat until <(x position) > [243]>\n change x by (pick random (0.5) to (2))\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [side of cloud v]\n\n@Moving Enemy\n\ndefine Clone at x: (x) y: (y) MAX (i)\nset [enemies max x v] to (i)\nset [enemies: x v] to (x)\nset [enemies: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nset size to (28) %\nPosition ((enemies: X CHANGE) + ((enemies: x) - (SCROLL X))) ((enemies: y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset [enemies: x change v] to [0]\nset rotation style [left-right v]\nforever\n repeat until <(enemies: X CHANGE) > (enemies MAX X)>\n point in direction (90)\n change [enemies: x change v] by (2)\n end\n repeat until <(enemies: X CHANGE) < [1]>\n point in direction (-90)\n change [enemies: x change v] by (-2)\n end\nend\n\nwhen I receive [enemy killed v]\ngo to [back v] layer\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <([y position v] of [player v]) > (y position)> then\n broadcast (JUMP v)\n broadcast (Enemy Killed v)\n else\n set [exit v] to [die]\n end\n end\nend\n\nwhen I receive [play game v]\nhide\nset [enemies: x v] to [0]\nset [enemies: y v] to [0]\nif <not <(CHECKPOINT) > [0]>> then\n Clone at x: [840] y: [-94] MAX [130]\n Clone at x: [3100] y: [490] MAX [200]\n Clone at x: [3200] y: [490] MAX [200]\n Clone at x: [3300] y: [490] MAX [200]\n set [enemies: x v] to [-999999999999999]\n set [enemies: x v] to [-999999999999999]\nelse\n if <(CHECKPOINT) = [1]> then\n set [enemies: x v] to [-999999999999999]\n else\n set [enemies: x v] to [-999999999999999]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (red1 v)\n\nwhen I start as a clone\nforever\n repeat until <(costume [number v]) = [8]>\n next costume\n wait (0.019) seconds\n end\n switch costume to (red1 v)\n wait (0.019) seconds\nend\n\nwhen I receive [begin v]\nforever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <(sy) < [-1]>> then\n broadcast (JUMP v)\n broadcast (Enemy Killed v)\n delete this clone\n else\n set [exit v] to [die]\n broadcast (Reset v)\n end\n end\nend\n\n@Star\n\nwhen I receive [tick v]\nset size to (75) %\nposition ((Star: x) - (SCROLL X)) (((Star: y) - (SCROLL Y)) + (([cos v] of ((tim) * (300)) ) * (5)))\nif <touching (player v)?> then\n broadcast (END v)\nend\n\nwhen I receive [green flag v]\nhide\nset [star: x v] to [0]\nset [star: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (star v)\n Clone at x: [3551] y: [550]\nend\nset [star: x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [star: x v] to (x)\nset [star: y v] to (y)\ncreate clone of (_myself_ v)\n\n | Please Love and Fave and Follow\nUse Arrow keys, WASD, or if you have a phone it is mobile friendly.\nSPAM FLAG FOR NO LAG!!!\nTry to beat my time of 28:776\n\nGOOD\n_____________________________________________\nland, character, clouds, coins, other people.\n\nBAD\n_____________________________________________\nspikes, saws, enemy, gaps.\n |
PROMENADE | a scrolling platformer-mobile friendly | @Stage\n\nwhen flag clicked\nforever\n play sound [Never be alone v] until done\nend\n\n@player\n\nwhen flag clicked\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>> then\n switch costume to (2 v)\n wait (0.01) seconds\n switch costume to (3 v)\n wait (0.01) seconds\n switch costume to (4 v)\n wait (0.01) seconds\n switch costume to (5 v)\n wait (0.01) seconds\n switch costume to (6 v)\n wait (0.01) seconds\n switch costume to (7 v)\n wait (0.01) seconds\n switch costume to (8 v)\n wait (0.01) seconds\n switch costume to (9 v)\n wait (0.01) seconds\n switch costume to (10 v)\n wait (0.01) seconds\n switch costume to (11 v)\n wait (0.01) seconds\n switch costume to (12 v)\n wait (0.01) seconds\n switch costume to (13 v)\n wait (0.01) seconds\n switch costume to (14 v)\n wait (0.01) seconds\n switch costume to (15 v)\n wait (0.01) seconds\n switch costume to (16 v)\n wait (0.01) seconds\n switch costume to (17 v)\n wait (0.01) seconds\n else\n switch costume to (1 v)\n end\nend\n\nwhen I receive [スタート v]\nshow\nset size to (40) %\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> then\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) < [0]>>> then\n point in direction (-90)\n end\n if <<touching (bad v)?> or <touching (bad2 v)?>> then\n start sound [crashed oof v]\n go to x: (0) y: (0)\n broadcast (赤に触れた v)\n end\n if <touching (next v)?> then\n start sound [Ta Ting v]\n go to x: (0) y: (0)\n broadcast (次ステージ v)\n end\n if <[280] < ([y position v] of [ground v])> then\n start sound [crashed oof v]\n broadcast (スタート v)\n end\nend\n\n@ground\n\nwhen I receive [次ステージ v]\nnext costume\nbroadcast (スタート v)\n\nwhen I receive [スタート v]\nshow\nset size to (400) %\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (297) y: (0)\nhide variable [x v]\nhide variable [y v]\nforever\n if <<<[0] > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.8)\n end\n if <<<(mouse x) > [0]> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (.89))\n change x by ((x) * (-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 (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change x by (x)\n change y by (5)\n if <key (up arrow v) pressed?> then\n start sound [newclunk1 v]\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 [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 <touching (player v)?> then\n if <<<(mouse y) > [0]> and <mouse down?>> 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) * (-1))\n if <touching (player v)?> then\n change y by (y)\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nbroadcast (スタート v)\n\nwhen I receive [赤に触れた v]\nbroadcast (スタート v)\n\n@bad\n\nwhen I receive [スタート v]\nshow\ngo to [back v] layer\nset size to ([size v] of [ground v]) %\npoint in direction (90)\ngo to x: (297) y: (0)\nhide variable [x2 v]\nhide variable [y2 v]\nforever\n go to x: ([x position v] of [ground v]) y: ([y position v] of [ground v])\n if <<<[0] > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [x2 v] by (-0.8)\n end\n if <<<(mouse x) > [0]> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [x2 v] by (0.8)\n end\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\nend\n\nwhen I receive [次ステージ v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\n@bad2\n\nwhen I receive [スタート v]\nshow\ngo to [back v] layer\nset size to ([size v] of [ground v]) %\npoint in direction (90)\ngo to x: (297) y: (0)\nhide variable [x4 v]\nhide variable [y4 v]\nforever\n go to x: ([x position v] of [ground v]) y: ([y position v] of [ground v])\n if <<<[0] > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [x4 v] by (-0.8)\n end\n if <<<(mouse x) > [0]> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [x4 v] by (0.8)\n end\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [次ステージ v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\n@next\n\nwhen I receive [スタート v]\nshow\ngo to [back v] layer\nset size to ([size v] of [ground v]) %\npoint in direction (90)\ngo to x: (297) y: (0)\nhide variable [x3 v]\nhide variable [y3 v]\nforever\n go to x: ([x position v] of [ground v]) y: ([y position v] of [ground v])\n if <<<[0] > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [x3 v] by (-0.8)\n end\n if <<<(mouse x) > [0]> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [x3 v] by (0.8)\n end\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [次ステージ v]\nnext costume\n\n@cloud\n\nwhen flag clicked\nhide\nrepeat (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (50)\n set [変数 v] to (pick random (70) to (147))\n go to x: (-272) y: (変数)\n glide (5) secs to x: (272) y: (変数)\nend\n\n@sun\n\nwhen flag clicked\nshow\nswitch costume to (a sun v)\nset [ghost v] effect to (30)\ngo to [back v] layer\ngo to x: (-206) y: (147)\nforever\n turn right (2.5) degrees\nend\n\n@FBC72F89-DA3D-41E6-8614-876602145765\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n | |
Scratch Blocks Platformer | @Stage\n\n@Player2\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (r1 v)\n wait (.01) seconds\n switch costume to (r2 v)\n wait (.01) seconds\n switch costume to (r3 v)\n wait (.01) seconds\n switch costume to (r4 v)\n wait (.01) seconds\n switch costume to (r5 v)\n wait (.01) seconds\n switch costume to (r6 v)\n wait (.01) seconds\n switch costume to (r7 v)\n wait (.01) seconds\n switch costume to (run_r5 v)\n wait (.01) seconds\n switch costume to (run_r6 v)\n wait (.01) seconds\n switch costume to (run_r7 v)\n wait (.01) seconds\n switch costume to (run_r8 v)\n wait (.01) seconds\n switch costume to (run_r9 v)\n wait (.01) seconds\n switch costume to (r8 v)\n wait (.01) seconds\n switch costume to (r9 v)\n wait (.01) seconds\n switch costume to (r10 v)\n wait (.01) seconds\n switch costume to (r11 v)\n wait (.01) seconds\n switch costume to (r12 v)\n wait (.01) seconds\n switch costume to (r13 v)\n wait (.01) seconds\n switch costume to (r14 v)\n wait (.01) seconds\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (r1 v)\n wait (.01) seconds\n switch costume to (r2 v)\n wait (.01) seconds\n switch costume to (r3 v)\n wait (.01) seconds\n switch costume to (r4 v)\n wait (.01) seconds\n switch costume to (r5 v)\n wait (.01) seconds\n switch costume to (r6 v)\n wait (.01) seconds\n switch costume to (r7 v)\n wait (.01) seconds\n switch costume to (run_r5 v)\n wait (.01) seconds\n switch costume to (run_r6 v)\n wait (.01) seconds\n switch costume to (run_r7 v)\n wait (.01) seconds\n switch costume to (run_r8 v)\n wait (.01) seconds\n switch costume to (run_r9 v)\n wait (.01) seconds\n switch costume to (r8 v)\n wait (.01) seconds\n switch costume to (r9 v)\n wait (.01) seconds\n switch costume to (r10 v)\n wait (.01) seconds\n switch costume to (r11 v)\n wait (.01) seconds\n switch costume to (r12 v)\n wait (.01) seconds\n switch costume to (r13 v)\n wait (.01) seconds\n switch costume to (r14 v)\n wait (.01) seconds\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <(x position) > [239]> then\n broadcast (Next Level v)\n Re-Pos\n end\n if <[-165] > (y position)> then\n Re-Pos\n end\nend\n\nwhen flag clicked\nshow\nforever\n Platform Gravity [-1] Jump Height [16] Side Movement Speed [3] Friction [0.7] Slope [8]\nend\n\ndefine Re-Pos\ngo to x: (-200) y: (-80)\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\nset size to (50) %\nswitch costume to (purple 1 v)\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nRe-Pos\n\ndefine Platform Gravity (gravity) Jump Height (jump height) Side Movement Speed (side movement) Friction (friction) Slope (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (levels v)?> then\n repeat until <not <touching (levels v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<key (up arrow v) pressed?> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<key (left arrow v) pressed?> * ((side movement) * (-1))) + (<key (right arrow v) pressed?> * (side movement)))) * (friction))\nchange x by (X Velocity)\nset [my variable v] to [0]\nif <touching (levels v)?> then\n change y by (1)\n repeat until <not <touching (levels v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\nwait (.01) seconds\n\nwhen flag clicked\nset rotation style [left-right v]\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (-5)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [25]> then\n broadcast (GAME OVER v)\n end\nend\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Tones and I - Dance Monkey v] until done\n wait (.5) seconds\n play sound [DANCE MONKEY STREET SAX PERFORMANCE v] until done\n wait (.5) seconds\n play sound [TONES AND I NEVER SEEN THE RAIN OFFICIAL VIDEO v] until done\n wait (.5) seconds\n play sound [TONES AND I CANT BE HAPPY ALL THE TIME ANIMATED LYRIC VIDEO v] until done\n wait (.5) seconds\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <key (m v) pressed?> then\n set volume to (0) %\n end\n if <key (u v) pressed?> then\n set volume to (100) %\n end\nend\n\n@Time\n\nwhen flag clicked\nset [m v] to [0]\nset [s10 v] to [0]\nset [s1 v] to [0]\nforever\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [s1 v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(S1) = [10]> then\n set [s1 v] to [0]\n change [s10 v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(S10) = [6]> then\n set [s10 v] to [0]\n change [m v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set [time v] to (join (M) (join [.] (join (S10) (S1))))\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Thumbnail\n\nwhen flag clicked\nshow variable [time v]\nhide\n\n | Instructions\n-Up Arrow - To Jump\n-Left Arrow - To Move Left\n-Right Arrow - To Move Right\n-m - mute music\n-u - unmute music |
The Ninja Squad 2 || A Mobile Friendly Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [start v]\nswitch backdrop to (sky v)\nbroadcast (Play Game v)\nstop all sounds\nforever\n set volume to (100) %\n play sound [Ninja Music v] until done\nend\n\nwhen I receive [play game v]\nwait until <(level) > [18]>\nswitch backdrop to (mount jc_progold v)\n\nwhen I receive [black ninja v]\nswitch backdrop to (mount jc_progold v)\n\n@Red Ninja\n\ndefine Reset Level\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [turn v] to [0]\npoint in direction (90)\nshow\n\nwhen I receive [play game v]\nforever\n if <touching (lava v)?> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [which ninja? v] to [1]\nset [level deaths v] to [0]\nset [equipped? v] to [0]\nhide\n\nwhen I receive [play game v]\nbroadcast (Next v)\nReset Level\nforever\n if <(equipped?) > [1]> then\n set [equipped? v] to [0]\n end\n if <(jump boost on/off) > [1]> then\n set [jump boost on/off v] to [0]\n end\n if <(which ninja?) = [1]> then\n show\n if <key (r v) pressed?> then\n Reset Level\n broadcast (Next v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (.9)\n change [turn v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-.9)\n change [turn v] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n set [turn v] to ((turn) * (.9))\n turn right (turn) degrees\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 v] by (((x) * (-1)) - (turn))\n change x by ((turn) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(equipped?) = [1]> then\n set [y v] to [15]\n else\n set [y v] to [12]\n end\n end\n end\n change y by (1)\n if <<<touching (spikes v)?> or <<touching (long grass v)?> or <touching (water v)?>>> or <(y position) < [-188]>> then\n change [level deaths v] by (1)\n broadcast (Die v)\n end\n else\n hide\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n set [turn v] to [0]\n set [equipped? v] to [0]\n set [jump boost on/off v] to [0]\n if <(which ninja?) = [2]> then\n go to x: ([x position v] of [green ninja v]) y: ([y position v] of [green ninja v])\n else\n if <(shrink boost on/off) = [0]> then\n go to x: ([x position v] of [blue ninja v]) y: ([y position v] of [blue ninja v])\n else\n go to x: ([x position v] of [blue ninja v]) y: (([y position v] of [blue ninja v]) + (20))\n end\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(x position) > [253]> then\n go to x: (-255) y: (y position)\n change [level v] by (1)\n set [level deaths v] to [0]\n broadcast (Next v)\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [1]> then\n if <key (space v) pressed?> then\n broadcast (Jump Boost v)\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\nwhen I receive [jump boost v]\nchange [equipped? v] by (1)\nchange [jump boost on/off v] by (1)\n\nwhen I receive [play game v]\nforever\n if <key (s v) pressed?> then\n broadcast (Skip v)\n end\nend\n\nwhen I receive [die v]\nif <(which ninja?) = [1]> then\n set [death x v] to (x position)\n set [death y v] to (y position)\n Reset Level\n stop [this script v]\nend\n\nwhen I receive [skip v]\nif <(allowed to skip) = [1]> then\n change [level v] by (1)\n set [level deaths v] to [0]\n Reset Level\n broadcast (Next v)\n wait until <not <key (s v) pressed?>>\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Green Ninja\n\ndefine Reset Level\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [turn v] to [0]\npoint in direction (90)\nshow\n\nwhen I receive [play game v]\nset [equipped? v] to [0]\nReset Level\nforever\n if <(equipped?) > [1]> then\n set [equipped? v] to [0]\n end\n if <(speed boost on/off) > [1]> then\n set [speed boost on/off v] to [0]\n end\n if <(which ninja?) = [2]> then\n show\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <(equipped?) = [1]> then\n change [x v] by (1.3)\n change [turn v] by (1.3)\n else\n change [x v] by (.9)\n change [turn v] by (.9)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <(equipped?) = [1]> then\n change [x v] by (-1.3)\n change [turn v] by (-1.3)\n else\n change [x v] by (-.9)\n change [turn v] by (-.9)\n end\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n set [turn v] to ((turn) * (.9))\n turn right (turn) degrees\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 v] by (((x) * (-1)) - (turn))\n change x by ((turn) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <<<touching (spikes v)?> or <<touching (lava v)?> or <touching (water v)?>>> or <(y position) < [-188]>> then\n change [level deaths v] by (1)\n broadcast (Die v)\n end\n else\n hide\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n set [turn v] to [0]\n set [equipped? v] to [0]\n set [speed boost on/off v] to [0]\n if <(which ninja?) = [1]> then\n go to x: ([x position v] of [red ninja v]) y: ([y position v] of [red ninja v])\n else\n if <(shrink boost on/off) = [0]> then\n go to x: ([x position v] of [blue ninja v]) y: ([y position v] of [blue ninja v])\n else\n go to x: ([x position v] of [blue ninja v]) y: (([y position v] of [blue ninja v]) + (20))\n end\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(x position) > [253]> then\n go to x: (-255) y: (y position)\n change [level v] by (1)\n set [level deaths v] to [0]\n broadcast (Next v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [2]> then\n if <key (space v) pressed?> then\n broadcast (Speed Boost v)\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <touching (long grass v)?> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\nwhen I receive [speed boost v]\nchange [equipped? v] by (1)\nchange [speed boost on/off v] by (1)\n\nwhen I receive [die v]\nif <(which ninja?) = [2]> then\n set [death x v] to (x position)\n set [death y v] to (y position)\n Reset Level\n stop [this script v]\nend\n\nwhen I receive [skip v]\nif <(allowed to skip) = [1]> then\n Reset Level\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Blue Ninja\n\ndefine Reset Level\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [turn v] to [0]\npoint in direction (90)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nset size to (80) %\nset [equipped? v] to [0]\nReset Level\nforever\n if <(equipped?) > [1]> then\n change y by (10)\n set size to (80) %\n set [equipped? v] to [0]\n end\n if <(shrink boost on/off) > [1]> then\n set [shrink boost on/off v] to [0]\n end\n if <(which ninja?) = [3]> then\n show\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <(shrink boost on/off) = [0]> then\n change [x v] by (.9)\n change [turn v] by (.9)\n else\n change [x v] by (.7)\n change [turn v] by (.7)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <(shrink boost on/off) = [0]> then\n change [x v] by (-.9)\n change [turn v] by (-.9)\n else\n change [x v] by (-.7)\n change [turn v] by (-.7)\n end\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n set [turn v] to ((turn) * (.9))\n turn right (turn) degrees\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 v] by (((x) * (-1)) - (turn))\n change x by ((turn) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <(shrink boost on/off) = [0]> then\n if <<<touching (spikes v)?> or <<touching (lava v)?> or <touching (long grass v)?>>> or <(y position) < [-188]>> then\n change [level deaths v] by (1)\n broadcast (Die v)\n end\n else\n if <<<touching (spikes v)?> or <<touching (lava v)?> or <touching (long grass v)?>>> or <(y position) < [-177]>> then\n change [level deaths v] by (1)\n broadcast (Die v)\n end\n end\n else\n hide\n set size to (80) %\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n set [turn v] to [0]\n set [equipped? v] to [0]\n set [shrink boost on/off v] to [0]\n if <(which ninja?) = [1]> then\n go to x: ([x position v] of [red ninja v]) y: ([y position v] of [red ninja v])\n else\n go to x: ([x position v] of [green ninja v]) y: ([y position v] of [green ninja v])\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [3]> then\n if <key (space v) pressed?> then\n broadcast (Shrink v)\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(shrink boost on/off) = [0]> then\n if <(x position) > [253]> then\n go to x: (-255) y: (y position)\n change [level v] by (1)\n set [level deaths v] to [0]\n broadcast (Next v)\n end\n else\n if <(x position) > [236]> then\n go to x: (-238) y: (y position)\n change [level v] by (1)\n set [level deaths v] to [0]\n broadcast (Next v)\n end\n end\nend\n\nwhen I receive [play game v]\nforever\n if <touching (water v)?> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\nwhen I receive [die v]\nif <(which ninja?) = [3]> then\n set [death x v] to (x position)\n set [death y v] to (y position)\n Reset Level\n stop [this script v]\nend\n\nwhen I receive [play game v]\nforever\n if <(shrink boost on/off) = [0]> then\n set size to (80) %\n else\n set size to (35) %\n end\nend\n\nwhen I receive [shrink v]\nchange [equipped? v] by (1)\nchange [shrink boost on/off v] by (1)\n\nwhen I receive [skip v]\nif <(allowed to skip) = [1]> then\n Reset Level\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Black Ninja\n\nwhen I receive [black ninja v]\nforever\n if <<<touching (lava v)?> or <touching (long grass v)?>> or <<touching (water v)?> or <touching (darkness v)?>>> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [black ninja v]\nset [black level v] to [1]\nbroadcast (Next v)\nReset Level\nhide\nforever\n show\n if <key (r v) pressed?> then\n Reset Level\n broadcast (Next v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (.9)\n change [turn v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-.9)\n change [turn v] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n set [turn v] to ((turn) * (.9))\n turn right (turn) degrees\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change [x v] by (((x) * (-1)) - (turn))\n change x by ((turn) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\n change y by (y)\n if <touching (black level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (black level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n set [y v] to [12]\n end\n end\n change y by (1)\n if <<<touching (black spikes v)?> or <(y position) < [-188]>> or <touching (light v)?>> then\n change [level deaths v] by (1)\n broadcast (Black Die v)\n end\nend\n\nwhen I receive [black ninja v]\nforever\n if <(x position) > [253]> then\n go to x: (-255) y: (y position)\n change [black level v] by (1)\n set [level deaths v] to [0]\n broadcast (Next v)\n end\nend\n\ndefine Reset Level\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [turn v] to [0]\npoint in direction (90)\nshow\n\nwhen I receive [black die v]\nset [black death x v] to (x position)\nset [black death y v] to (y position)\nReset Level\nstop [this script v]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\ngo [backward v] (5) layers\nforever\n switch costume to (level)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Words\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (level)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Black Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [black ninja v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\ngo [backward v] (5) layers\nset [black level v] to [1]\nforever\n switch costume to (black level)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Black Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [black ninja v]\nshow\ngo to [back v] layer\nforever\n switch costume to (black level)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Black Words\n\nwhen flag clicked\nhide\n\nwhen I receive [black ninja v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (black level)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@End Portal\n\nwhen flag clicked\nhide\n\nwhen I receive [black ninja v]\nwait until <(black level) = [10]>\nshow\nrepeat until <touching (black ninja v)?>\n broadcast (Turn v)\nend\nbroadcast (End v)\n\nwhen I receive [turn v]\nforever\n repeat (5)\n turn right (15) degrees\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Skip\n\nwhen I receive [next v]\nhide\ngo to [front v] layer\nset [level deaths v] to [0]\nset [allowed to skip v] to [0]\nforever\n if <<(level) < [21]> and <(black?) = [0]>> then\n if <(level deaths) > [4]> then\n show\n set [allowed to skip v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [die v]\nstart sound [Punch Sound Effect v]\nif <not <(is clone?) = [1]>> then\n repeat (2)\n Particles\n end\nend\n\nwhen I start as a clone\nif <(which ninja?) = [1]> then\n switch costume to (pick random (1) to (3))\nelse\n if <(which ninja?) = [2]> then\n switch costume to (pick random (4) to (6))\n else\n switch costume to (pick random (7) to (9))\n end\nend\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-20) to (0))\nset [is clone? v] to [1]\ngo to x: (death x) y: (death y)\nshow\nset [x v] to (pick random (-10) to (10))\nset [y v] to (pick random (5) to (30))\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change [y v] by (-2)\n set [x v] to ((x) * (0.9))\n set [y v] to ((y) * (0.9))\n change x by (x)\n change y by (y)\n set x to ((x position) + (pick random (shake) to ((shake) - ((shake) * (2)))))\n set y to ((y position) + (pick random (shake) to ((shake) - ((shake) * (2)))))\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n else\n change y by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n create clone of (_myself_ v)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Black Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [black die v]\nstart sound [Punch Sound Effect v]\nif <not <(is clone?) = [1]>> then\n repeat (2)\n Particles\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-20) to (0))\nset [is clone? v] to [1]\ngo to x: (black death x) y: (black death y)\nshow\nset [x v] to (pick random (-10) to (10))\nset [y v] to (pick random (5) to (30))\nrepeat until <<touching (_edge_ v)?> or <touching (black level v)?>>\n change [y v] by (-2)\n set [x v] to ((x) * (0.9))\n set [y v] to ((y) * (0.9))\n change x by (x)\n change y by (y)\n set x to ((x position) + (pick random (shake) to ((shake) - ((shake) * (2)))))\n set y to ((y position) + (pick random (shake) to ((shake) - ((shake) * (2)))))\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n else\n change y by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n create clone of (_myself_ v)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Slime Particles\n\nwhen flag clicked\nhide\nset [is clone? v] to []\n\nwhen I receive [slime die v]\nstart sound [Punch Sound Effect v]\nif <not <(is clone?) = [1]>> then\n repeat (2)\n Particles\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-20) to (0))\nset [is clone? v] to [1]\ngo to x: (slime death x) y: (slime death y)\nshow\nset [x v] to (pick random (-10) to (10))\nset [y v] to (pick random (5) to (30))\nrepeat until <<touching (_edge_ v)?> or <<touching (level v)?> or <touching (black level v)?>>>\n change [y v] by (-2)\n set [x v] to ((x) * (0.9))\n set [y v] to ((y) * (0.9))\n change x by (x)\n change y by (y)\n set x to ((x position) + (pick random (shake) to ((shake) - ((shake) * (2)))))\n set y to ((y position) + (pick random (shake) to ((shake) - ((shake) * (2)))))\n if <<touching (level v)?> or <touching (black level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (black level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (black level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (black level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (black level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (black level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (black level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (black level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (black level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (black level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (black level v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (black level v)?>> then\n change y by (1)\n else\n change y by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (5)\n create clone of (_myself_ v)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Change Explosion\n\nwhen flag clicked\nhide\n\nwhen I receive [switch v]\nstart sound [BOOM!!!!! v]\nswitch costume to (exploding a v)\nshow\nset size to (500) %\ngo to x: ([x position v] of [red ninja v]) y: ([y position v] of [red ninja v])\nrepeat (13)\n next costume\n wait (0.00000001) seconds\nend\nhide\nstop [this script v]\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Switch Ninja\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) > [3]> then\n set [which ninja? v] to [1]\n end\nend\n\nwhen I receive [play game v]\nset [switch in progress v] to [0]\nshow\ngo to [front v] layer\ngo to x: (195) y: (-145)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(switch in progress) = [0]> then\n set [switch in progress v] to [1]\n broadcast (Switch v)\n change [which ninja? v] by (1)\n wait until <not <mouse down?>>\n set [switch in progress v] to [0]\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play game v]\nforever\n if <key (z v) pressed?> then\n if <(cutscene?) = [0]> then\n if <(switch in progress) = [0]> then\n set [switch in progress v] to [1]\n broadcast (Switch v)\n change [which ninja? v] by (1)\n wait until <not <key (z v) pressed?>>\n set [switch in progress v] to [0]\n end\n end\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Attack\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\ngo to x: (110) y: (-140)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(attack in progress) = [0]> then\n broadcast (Attack v)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Throw\n\nwhen flag clicked\nhide\n\nwhen I receive [black ninja v]\nshow\ngo to [front v] layer\ngo to x: (195) y: (-140)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <(throw in progress) = [0]> then\n broadcast (Throw v)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Jump Boost On/Off\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [front v] layer\ngo [backward v] (3) layers\ngo to x: (-170) y: (-155)\nset [jump boost on/off v] to [0]\nforever\n if <(which ninja?) = [1]> then\n show\n switch costume to (jump boost on/off)\n else\n hide\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (Jump Boost v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Speed Boost On/Off\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [front v] layer\ngo [backward v] (2) layers\ngo to x: (-170) y: (-155)\nset [speed boost on/off v] to [0]\nforever\n if <(which ninja?) = [2]> then\n show\n switch costume to (speed boost on/off)\n else\n hide\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [2]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (Speed Boost v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Shrink Boost On/Off\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [front v] layer\ngo to x: (-170) y: (-155)\nset [shrink boost on/off v] to [0]\nforever\n if <(which ninja?) = [3]> then\n show\n switch costume to (shrink boost on/off)\n else\n hide\n end\nend\n\nwhen I receive [play game v]\nforever\n if <(which ninja?) = [3]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (Shrink v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Sword\n\nwhen flag clicked\nset [direction of sword v] to [right]\npoint in direction (90)\nset size to (88) %\nhide\n\nwhen I receive [play game v]\nshow\nswitch costume to (1 v)\nforever\n broadcast (Sword v)\nend\n\nwhen I receive [sword v]\nforever\n if <(which ninja?) = [1]> then\n go to (red ninja v)\n else\n if <(which ninja?) = [2]> then\n go to (green ninja v)\n else\n go to (blue ninja v)\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> and <(brightness on?) = [0]>>> then\n if <(attack in progress) = [0]> then\n switch costume to (1 v)\n set [direction of sword v] to [right]\n else\n set [direction of sword v] to [right]\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<<mouse down?> and <(mouse x) < (x position)>> and <(brightness on?) = [0]>>> then\n if <(attack in progress) = [0]> then\n switch costume to (9 v)\n set [direction of sword v] to [left]\n else\n set [direction of sword v] to [left]\n end\n end\n if <(shrink boost on/off) = [1]> then\n set size to (40) %\n else\n set size to (80) %\n end\nend\n\nif <(black ninja on?) = [0]> then\nelse\n if <(which ninja?) = [1]> then\n go to (red ninja v)\n else\n if <(which ninja?) = [2]> then\n go to (green ninja v)\n else\n if <(which ninja?) = [3]> then\n go to (blue ninja v)\n else\n go to (black ninja v)\n end\n end\n end\nend\n\nwhen [t v] key pressed\nif <(cutscene?) = [0]> then\n if <(attack in progress) = [0]> then\n broadcast (Attack v) and wait\n end\nend\n\nwhen I receive [attack v]\nset [attack in progress v] to [1]\nif <(attack in progress) = [1]> then\n repeat (7)\n next costume\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nif <(direction of sword) = [right]> then\n switch costume to (1 v)\nelse\n switch costume to (9 v)\nend\nset [attack in progress v] to [0]\nset [ghost v] effect to (0)\nwait until <not <key (t v) pressed?>>\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Ninja Star\n\nwhen I receive [black ninja v]\nshow\nset [black? v] to [1]\nforever\n broadcast (Star v)\nend\n\nwhen flag clicked\nset [black? v] to [0]\nset [throw in progress v] to [0]\nhide\n\nwhen I receive [star v]\nforever\n if <(throw in progress) = [0]> then\n go to x: (([x position v] of [black ninja v]) + (5)) y: (([y position v] of [black ninja v]) - (5))\n end\nend\n\nwhen [f v] key pressed\nif <(throw in progress) = [0]> then\n if <(black?) = [1]> then\n broadcast (Throw v)\n end\nend\n\nwhen I receive [throw v]\nset [throw in progress v] to [1]\nrepeat until <<touching (_edge_ v)?> or <touching (black level v)?>>\n change x by (10)\n turn right (15) degrees\nend\nset [throw in progress v] to [0]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Collect Star\n\nwhen I receive [play game v]\nhide\ngo to x: (-15) y: (0)\nwait until <(level) > [20]>\nshow\nbroadcast (Move v)\nwait until <<touching (red ninja v)?> or <<touching (green ninja v)?> or <touching (blue ninja v)?>>>\nstop [other scripts in sprite v]\nhide\nbroadcast (Cutscene v)\n\nwhen I receive [move v]\nforever\n repeat (10)\n change y by (.5)\n end\n repeat (10)\n change y by (-.5)\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Enemy\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nbroadcast (Delete Clones v) and wait\nif <(level) = [3]> then\n Clone at [55] [75]\nelse\n if <(level) = [10]> then\n Clone at [0] [60]\n else\n if <(level) = [16]> then\n Clone at [60] [0]\n end\n end\nend\n\nwhen I receive [die v]\nbroadcast (Delete Clones v) and wait\nif <(level) = [3]> then\n Clone at [55] [75]\nelse\n if <(level) = [10]> then\n Clone at [0] [60]\n else\n if <(level) = [16]> then\n Clone at [60] [0]\n end\n end\nend\n\nwhen I start as a clone\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nrepeat until <<touching (sword v)?> or <(y position) < [-184]>>\n change [y v] by (-1)\n if <([x position v] of [red ninja v]) < (x position)> then\n change [x v] by (-.6)\n point in direction (90)\n else\n change [x v] by (.6)\n point in direction (-90)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <([y position v] of [red ninja v]) > ((y position) + (5))> then\n set [y v] to [8]\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 end\n end\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<([y position v] of [red ninja v]) > ((y position) + (5))> and <touching (level v)?>> then\n set [y v] to [12]\n end\n change y by (1)\n if <<touching (red ninja v)?> or <<touching (green ninja v)?> or <touching (blue ninja v)?>>> then\n change [level deaths v] by (1)\n broadcast (Die v)\n end\nend\nset [slime death x v] to (x position)\nset [slime death y v] to (y position)\nbroadcast (Slime Die v)\ndelete this clone\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\n@Black Enemy\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nbroadcast (Delete Clones v) and wait\nif <(black level) = [2]> then\n Clone at [0] [40]\nelse\n if <(black level) = [5]> then\n Clone at [10] [25]\n Clone at [70] [25]\n Clone at [130] [25]\n else\n if <(black level) = [7]> then\n Clone at [15] [-50]\n Clone at [80] [-50]\n else\n if <(black level) = [8]> then\n Clone at [5] [100]\n else\n if <(black level) = [9]> then\n Clone at [145] [-45]\n end\n end\n end\n end\nend\n\nwhen I receive [black die v]\nbroadcast (Delete Clones v) and wait\nif <(black level) = [2]> then\n Clone at [0] [40]\nelse\n if <(black level) = [5]> then\n Clone at [10] [25]\n Clone at [70] [25]\n Clone at [130] [25]\n else\n if <(black level) = [7]> then\n Clone at [15] [-50]\n Clone at [80] [-50]\n else\n if <(black level) = [8]> then\n Clone at [5] [100]\n else\n if <(black level) = [9]> then\n Clone at [145] [-45]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nrepeat until <<touching (ninja star v)?> or <(y position) < [-184]>>\n change [y v] by (-1)\n if <([x position v] of [black ninja v]) < (x position)> then\n change [x v] by (-.6)\n point in direction (90)\n else\n change [x v] by (.6)\n point in direction (-90)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (1)\n if <touching (black level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <([x position v] of [black ninja v]) > ((y position) + (5))> then\n set [y v] to [8]\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 end\n end\n end\n end\n change y by (y)\n if <touching (black level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<([x position v] of [black ninja v]) > ((y position) + (5))> and <touching (black level v)?>> then\n set [y v] to [12]\n end\n change y by (1)\n if <touching (black ninja v)?> then\n change [level deaths v] by (1)\n broadcast (Black Die v)\n end\nend\nset [slime death x v] to (x position)\nset [slime death y v] to (y position)\nbroadcast (Slime Die v)\ndelete this clone\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [black ninja v]\nshow\nforever\n go to [back v] layer\n switch costume to ((black level) + (21))\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Long Grass\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [black ninja v]\nshow\nforever\n go to [back v] layer\n switch costume to ((black level) + (21))\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [black ninja v]\nshow\nforever\n go to [back v] layer\n switch costume to ((black level) + (21))\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Darkness\n\nwhen flag clicked\nhide\n\nwhen I receive [black ninja v]\nshow\nforever\n go to [back v] layer\n switch costume to (black level)\nend\n\n@Light\n\nwhen flag clicked\nhide\n\nwhen I receive [black ninja v]\nshow\nforever\n go to [back v] layer\n switch costume to (black level)\nend\n\n@Cutscene\n\nwhen I receive [cutscene v]\nset [cutscene? v] to [1]\nswitch backdrop to (mount jc_progold v)\nshow\nset [brightness v] effect to (-100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (Stop v)\nwait (0.5) seconds\nnext costume\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait until <mouse down?>\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nnext costume\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait until <mouse down?>\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nnext costume\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait until <mouse down?>\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nnext costume\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait until <mouse down?>\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nnext costume\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait until <mouse down?>\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nnext costume\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait until <mouse down?>\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (0.5) seconds\nbroadcast (Black Ninja v)\nhide\n\nwhen flag clicked\nhide\nset [cutscene? v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (black v)\nset [ghost v] effect to (100)\n\nwhen I receive [play game v]\nrepeat (10)\n go to [front v] layer\nend\n\n@End\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [end v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@Intro\n\nwhen I receive [kill clones!!!!! v]\nrepeat (1)\n delete this clone\nend\n\ndefine Colour: (colour) Brightness: (brightness) Transparency: (transparency)\nset [colour v] to (colour)\nset [brightness v] to (brightness)\nset [transparency v] to (transparency)\nset [color v] effect to (Colour)\nset [brightness v] effect to (Brightness)\nset [ghost v] effect to (Transparency)\n\nwhen flag clicked\nset [clone v] to []\ngo to x: (0) y: (0)\nhide\nwait (1) seconds\nrepeat (3)\n Clone Sprite ID [Circles] # [1]\n wait (0.1) seconds\nend\nwait (0.1) seconds\nClone Sprite ID [Particles] # [15]\nwait (0.5) seconds\nClone Sprite ID [Logo] # [1]\nwait (2) seconds\nClone Sprite ID [Name] # [15]\nwait (0.5) seconds\nClone Sprite ID [Particles] # [15]\nwait (0.5) seconds\nClone Sprite ID [Particles] # [15]\nwait (0.7) seconds\nbroadcast (2nd Phase v)\n\ndefine Clone Sprite ID (id) # (#)\nset [clone v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Circles]> then\n x: [0] y: [0] sz: [20] dir: [90] spd: [1]\n Colour: [0] Brightness: [0] Transparency: [0]\n show\n repeat until <(round (size)) = [1000]>\n switch costume to (dot v)\n x: [0] y: [0] sz: [1000] dir: [90] spd: [10]\n switch costume to (circles v)\n end\n go [backward v] (234567) layers\nend\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n x: [0] y: [0] sz: [100] dir: [90] spd: [1]\n Colour: [0] Brightness: [0] Transparency: [0]\n show\n go to [front v] layer\n switch costume to (particle v)\n show\n set [x v] to (pick random (-15) to (15))\n set [y v] to (pick random (20) to (30))\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change [y v] by (-2)\n set [x v] to ((x) * (0.9))\n set [y v] to ((y) * (0.9))\n change x by (x)\n change y by (y)\n end\n delete this clone\nend\n\ndefine x: (x) y: (y) sz: (sz) dir: (dir) spd: (spd)\nchange x by (((round (x)) - (round (x position))) / (spd))\nchange y by (((round (y)) - (round (y position))) / (spd))\nchange size by (((round (sz)) - (round (size))) / (spd))\nturn right (((round (dir)) - (round (direction))) / (spd)) degrees\n\nwhen I start as a clone\nif <(Clone) = [Logo]> then\n set [logo y v] to [0]\n x: [0] y: [0] sz: [2] dir: [90] spd: [1]\n Colour: [0] Brightness: [0] Transparency: [0]\n show\n go to [front v] layer\n switch costume to (logo v)\n Grow to size [100]\n wait (1.5) seconds\n repeat until <touching (_edge_ v)?>\n change [logo y v] by (-2)\n set [logo y v] to ((logo y) * (0.9))\n change y by (logo y)\n end\n go to x: (0) y: (0)\n x: [0] y: [0] sz: [2] dir: [90] spd: [1]\n Grow to size [100]\n wait (1) seconds\n repeat until <touching (_edge_ v)?>\n change [logo y v] by (-2)\n set [logo y v] to ((logo y) * (0.9))\n change y by (logo y)\n end\n go to x: (0) y: (0)\n x: [0] y: [0] sz: [2] dir: [90] spd: [1]\n Grow to size [100]\n wait (1) seconds\nend\n\ndefine Grow to size (size)\nset [bounce v] to [0]\nrepeat until <([abs v] of (((0.85) * (Bounce)) + (((size) - (size)) / (8))) ) < [0.05]>\n set [bounce v] to (((0.85) * (Bounce)) + (((size) - (size)) / (8)))\n change size by (Bounce)\nend\n\nwhen I start as a clone\nif <(Clone) = [Logo]> then\n x: [0] y: [0] sz: [2] dir: [90] spd: [1]\n Colour: [0] Brightness: [0] Transparency: [0]\n repeat (20)\n turn right (18) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n x: [0] y: [-100] sz: [100] dir: [90] spd: [1]\n Colour: [0] Brightness: [0] Transparency: [100]\n show\n go to [front v] layer\n switch costume to (name v)\n repeat (50)\n change [ghost v] effect by (-2)\n end\nend\n\ndefine Shoot line (degree) (start)\nset [rotation v] to (start)\nrepeat ((360) / (degree))\n Clone Sprite ID [Shoot line] # [1]\n change [rotation v] by (degree)\nend\n\nwhen I start as a clone\nif <(Clone) = [Shoot line]> then\n set [val v] to [20]\n switch costume to (name v)\n go to [front v] layer\n go [backward v] (2) layers\n show\n Colour: (Colour) Brightness: (Brightness) Transparency: (pick random (0) to (10))\n x: (x) y: (y) sz: [0] dir: (Rotation) spd: [1]\n repeat until <(val) < [2]>\n set [val v] to ((val) * (0.9))\n switch costume to (((val) * (-0.4)) + (-3))\n Size [100] spd [5]\n move (val) steps\n end\n repeat (10)\n set [val v] to ((val) * (0.9))\n switch costume to (((val) * (-0.4)) + (-3))\n Size [100] spd [1]\n move ((val) * (0.2)) steps\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [2nd phase v]\nClone Sprite ID [Background] # [1]\nforever\n set [colour v] to (pick random (70) to (100))\n set [brightness v] to [-20]\n Shoot line [90] (Rotation)\n change [rotation v] by (25)\n wait (0.1) seconds\n set [colour v] to (pick random (20) to (50))\n set [brightness v] to [10]\n Shoot line [90] (Rotation)\n change [rotation v] by (25)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset volume to (100) %\nplay sound [Intro v] until done\nbroadcast (KILL CLONES!!!!! v)\nstop [other scripts in sprite v]\nbroadcast (Start v)\n\nwhen flag clicked\nwait (9.5) seconds\nrepeat (50)\n change volume by (-2)\nend\n\nwhen I start as a clone\nif <(Clone) = [Background]> then\n x: [0] y: [0] sz: [30] dir: [40] spd: [1]\n Colour: [0] Brightness: [0] Transparency: [0]\n point in direction (90)\n set size to (50) %\n show\n go to [front v] layer\n switch costume to (background v)\n Grow to size [80]\n wait (0.5) seconds\n glide (0.2) secs to x: (0) y: (323)\n hide\n wait (0.5) seconds\nend\n\ndefine Size (size) spd (spd)\nchange size by (((round (sz)) - (round (size))) / (spd))\n\nwhen flag clicked\nforever\n if <mouse down?> then\n broadcast (Start v)\n end\nend\n\nwhen I receive [start v]\nrepeat (1)\n delete this clone\nend\nstop [other scripts in sprite v]\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Blank\n\n | ㅤㅤ★★★★★ The Ninja Squad 2 ★★★★★\nㅤㅤㅤㅤㅤㅤㅤby @JC_ProGold\n\nSkip the intro by clicking on the mouse.\n\nThe three ninjas decided to go on an adventure. However, as they went on, they found dead monster bodies and went to investigate. It lead them to a Mount JC_ProGold where they discovered something very powerful.\n\nAbilities:\nRed: Can jump high and is resistant to lava\nGreen: Can move fast and is resistant to long grass\nBlue: Can shrink and is resistant to water\n\nControls:\n\n~ RED, GREEN AND BLUE NINJAS ~\n➜Reset Level - Press 'r'\n➜Skip Level if it is allowed - Press 's'\n\n➜Move and jump - Arrow keys, WASD or use the mouse pointer\n➜Switch ninja - Click the 'switch button' or press 'z'\n\n# These abilities are not always on, you have to turn them on\n➜Turn on or off special ability - Space bar or click the icon on the bottom left \n\n➜Use sword - Press 't' or click the 'attack button' \n\n~ BLACK NINJA ~\n#You are resistant to lava, grass, water and darkness.\n#Light and spikes kill you (and enemies)\n\n➜Reset Level - Press 'r'\n\n➜Move and jump - Arrow keys, WASD or use the mouse pointer\n\n➜Use Ninja Star - Press 'f' or click the throw button |
Dream Skies || A Multiplayer Scrolling Platformer | @Stage\n\nwhen flag clicked\nforever\n if <((1) + (1)) = [2]> then\n play sound [Alan Walker - Force v] until done\n else\n if <((2) + (2)) = [4]> then\n play sound [Alan Walker - Force v] until done\n else\n if <((4) + (4)) = [8]> then\n play sound [Alan Walker - Force v] until done\n else\n if <((8) + (8)) = [16]> then\n play sound [Alan Walker - Force v] until done\n else\n play sound [Disconnect v] until done\n end\n end\n end\n end\nend\n\n@Player\n\nwhen flag clicked\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Come with me!] to [chat v]\nadd [Ok!] to [chat v]\nadd [Nice!] to [chat v]\nadd [Look at me!] to [chat v]\nadd [Be careful!] to [chat v]\nadd [lol] to [chat v]\nadd [Bye!] to [chat v]\nadd [No thanks.] to [chat v]\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n Chat\nend\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (CHAT) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [my player # v] to [0]\nset [max players v] to [10]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nset [connect v] to [Connecting]\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ player1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ player2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ player3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ player4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ player5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ player6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ player7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ player8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ player9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ player10 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 [player: level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.63))\nelse\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n change [sx v] by ((1.7) * (<<<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) * (0.85))\n else\n change [sx v] by ((1.5) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.79))\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)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n set [sy v] to [17]\n else\n set [sy v] to [12]\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)> and <mouse down?>>> or <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> and <<<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\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 [player: level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [1600]\n set [y v] to [-30]\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 [1400]\n set [y v] to [850]\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 (105) %\nend\n\nwhen I start as a clone\nforever\n set size to (105) %\nend\n\nwhen [r v] key pressed\nReset\n\nwhen I receive [enemy killed v]\nset [sy v] to [12]\nchange [y v] by (6)\n\nwhen I receive [me is frooooont v]\ngo [backward v] (1) layers\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [me is baaaaaaack v]\ngo [forward v] (1) layers\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nClone at [1600] [-30]\nClone at [1400] [850]\n\nwhen flag clicked\nforever\n if <touching (win v)?> then\n broadcast (Win v)\n wait (5) seconds\n end\nend\n\nwhen flag clicked\nshow list [players who won v]\nforever\n if <(Win) = [1]> then\n hide list [players who won v]\n add (username) to [players who won v]\n wait (99999) seconds\n end\nend\n\ndefine put this project on trending\nLOVE AND FAVE REQUIREMENT\n\ndefine LOVE AND FAVE REQUIREMENT\nput this project on trending\n\nwhen I receive [win v]\nset [ghost v] effect to (50)\n\nwhen [h v] key pressed\nshow list [players who won v]\n\n@Opponents\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]\ndecode (☁ Player1)\ndecode (☁ Player2)\ndecode (☁ Player3)\ndecode (☁ Player4)\ndecode (☁ Player5)\ndecode (☁ Player6)\ndecode (☁ Player7)\ndecode (☁ Player8)\ndecode (☁ Player9)\ndecode (☁ Player10)\nset [active check v] to [0]\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if <(item (c1) of [active_check v]) = [1]> then\n change [active check v] by (1)\n end\nend\n\ndefine 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 (☁ Player1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ Player2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ Player3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ Player4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ Player5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ Player6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ Player7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ Player8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ Player9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ Player10)\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@Platforms\n\nwhen I receive [green flag v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [630] [0]\nClone at [450] [2]\nClone at [360] [150]\nClone at [0] [0]\nClone at [-200] [400]\nClone at [-600] [300]\nClone at [-800] [400]\nClone at [-1000] [450]\nClone at [600] [500]\nClone at [1250] [300]\nClone at [1500] [300]\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nClone at [-600] [300]\n\n@Win\n\nwhen I receive [green flag v]\nset [ghost v] effect to (30)\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [630] [0]\nClone at [450] [2]\nClone at [360] [150]\nClone at [0] [0]\nClone at [-200] [400]\nClone at [-600] [300]\nClone at [-800] [400]\nClone at [-1000] [450]\nClone at [600] [500]\nClone at [1250] [300]\nClone at [1500] [300]\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nClone at [-600] [300]\n\nwhen I receive [win v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Moving Enemy\n\ndefine Clone at x: (x) y: (y) MAX (i)\nset [enemies max x v] to (i)\nset [enemies: x v] to (x)\nset [enemies: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset size to (28) %\nPosition ((enemies: X CHANGE) + ((enemies: x) - (SCROLL X))) ((enemies: y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset [enemies: x change v] to [0]\nset rotation style [left-right v]\nforever\n repeat until <(enemies: X CHANGE) > (enemies MAX X)>\n point in direction (90)\n change [enemies: x change v] by (2)\n end\n repeat until <(enemies: X CHANGE) < [1]>\n point in direction (-90)\n change [enemies: x change v] by (-2)\n end\nend\n\nwhen I receive [enemy killed v]\ngo to [back v] layer\ndelete this clone\n\nswitch costume to (red1 v)\nrepeat until <(costume [number v]) = [17]>\n next costume\n wait (0.021) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <([y position v] of [player v]) > (y position)> then\n broadcast (JUMP v)\n broadcast (Enemy Killed v)\n else\n set [exit v] to [die]\n broadcast (Reset v)\n end\n end\nend\n\nwhen I receive [setup v]\nhide\nset [enemies: x v] to [0]\nset [enemies: y v] to [0]\nif <not <(CHECKPOINT) > [0]>> then\n Clone at x: [450] y: [-50] MAX [460]\n set [enemies: x v] to [-999999999999999]\nelse\n if <(CHECKPOINT) = [1]> then\n set [enemies: x v] to [-999999999999999]\n else\n set [enemies: x v] to [-999999999999999]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (red1 v)\n\nwhen I start as a clone\nforever\n repeat until <(costume [number v]) = [8]>\n next costume\n wait (0.019) seconds\n end\n switch costume to (red1 v)\n wait (0.019) seconds\nend\n\nif <not <(costume [number v]) > [8]>> then\n repeat until <(costume [number v]) = [8]>\n next costume\n wait (0.019) seconds\n end\n switch costume to (red1 v)\n wait (0.019) seconds\nend\n\nwhen I receive [begin v]\nforever\n if <touching (player v)?> then\n if <<([y position v] of [player v]) > (y position)> and <(sy2) < [-1]>> then\n broadcast (JUMP v)\n broadcast (Enemy Killed v)\n delete this clone\n else\n set [exit v] to [die]\n broadcast (Reset v)\n end\n end\nend\n\nshow\n\ngo to [back v] layer\nswitch costume to (red1 v)\nrepeat until <(costume [number v]) = [17]>\n next costume\n wait (0.019) seconds\nend\ndelete this clone\n\n\n\nif <not <(costume [number v]) = [17]>> then\n\nrepeat until <(costume [number v]) > [8]>\n\nClone at x: [1700] y: [28] MAX [80]\nClone at x: [2330] y: [335] MAX [250]\nClone at x: [2248] y: [335] MAX [160]\n\nset [enemies: x v] to [-999999999999999]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [coin v]\n delete this clone\nend\n\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\nelse\n hide\nend\n\nshow\n\nwhen I receive [reset v]\nif <(volume) = [99.009]> then\n delete this clone\nend\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset volume to (100) %\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nwait until <(Connected?) = [1]>\nchange volume by (-0.001)\nswitch costume to (coin1 v)\nif <(CHECKPOINT) = [0]> then\n Clone at x: [100] y: [59]\n Clone at x: [964] y: [151]\n Clone at x: [1145] y: [261]\n Clone at x: [1300] y: [331]\n Clone at x: [1468] y: [357]\n Clone at x: [1643] y: [416]\n Clone at x: [1806] y: [470]\n Clone at x: [2178] y: [538]\n Clone at x: [2320] y: [538]\n Clone at x: [2936] y: [490]\n Clone at x: [3076] y: [455]\n Clone at x: [3323] y: [441]\n Clone at x: [3775] y: [375]\n Clone at x: [4232] y: [447]\n Clone at x: [4985] y: [621]\n Clone at x: [5413] y: [674]\n Clone at x: [5779] y: [464]\n Clone at x: [6830] y: [293]\n Clone at x: [7230] y: [419]\n set [collectables: x v] to [-99999]\nend\n\nwhen flag clicked\nforever\n set size to (75) %\nend\n\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [360] [165]\nClone at [-600] [242]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\n\n@Checkpoint\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] (join [ ] ((mouse y) + (SCROLL Y)))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((Checkpoint: x) - (SCROLL X)) ((Checkpoint: y) - (SCROLL Y))\nif <(costume [name v]) = [closed]> then\n if <touching (player v)?> then\n switch costume to (open v)\n change [checkpoint v] by (1)\n play sound [CHECKPOINT v] until done\n end\nend\ngo to [front v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [checkpoint: x v] to (x)\nset [checkpoint: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [checkpoint: x v] to [0]\nset [checkpoint: y v] to [0]\nswitch costume to (closed v)\nClone at [1600] [-30]\nClone at [1400] [850]\nClone at [265] [2435]\nset [checkpoint: x v] to [-99999]\n\nClone at [1600] [-30]\nClone at [1400] [850]\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]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(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\nwhen flag clicked\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\ngo to [back v] layer\n\n@parallax\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]\nswitch costume to (hills3 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\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\nswitch costume to (hills2 v)\n\n@@StratfordJames Tree\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [-60] [0]\nset [x v] to [-99999]\n\nClone at [1527] [-39]\n\nClone at [1758] [120]\n\nClone at [0] [-128]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo [backward v] (5) layers\n\n@multiplayer v3.0\n\ndefine decode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n set [output v] to []\n repeat until <(join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) < [1]>\n switch costume to ((join (letter (c1) of (i)) (letter ((c1) + (1)) of (i))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c1 v] by (2)\n end\n add (output) to [cloud_data v]\n change [c1 v] by (2)\nend\n\ndefine encode (i)\nset [c1 v] to [1]\nrepeat until <(c1) > (length of (i))>\n switch costume to (join (letter (c1) of (i)) [x])\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c1 v] by (1)\nend\nset [output v] to (join (output) [00])\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nsetup\nwait until <(w_Tick) > [3]>\nwait (0.1) seconds\ndetermine_ID\nbroadcast (cloud_players v)\n\ndefine setup\nset [@c v] to [0]\nset [playerid v] to [null]\nset [w_tick v] to [0]\ndelete all of [active_tick v]\ndelete all of [cloud_data v]\ndelete all of [active_check v]\ndelete all of [last_val v]\nset [names v] to [0]\nset [active check v] to [0]\nrepeat (10)\n add [4] to [active_tick v]\n add [null] to [active_check v]\n add [9999] to [last_val v]\nend\nimport_clouddata\nbroadcast (cloud_start v)\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n process [0]\n wait (0.4) seconds\n process [1]\n end\nend\n\ndefine process (i)\nif <(i) = [0]> then\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n replace item (c1) of [last_val v] with (item (((c1) * (6)) - (3)) of [cloud_data v])\n end\nelse\n set [c1 v] to [0]\n repeat (10)\n change [c1 v] by (1)\n if <(item (((c1) * (6)) - (3)) of [cloud_data v]) = (item (c1) of [last_val v])> then\n if <(item (c1) of [active_tick v]) < [4]> then\n replace item (c1) of [active_tick v] with ((item (c1) of [active_tick v]) + (1))\n end\n else\n replace item (c1) of [active_tick v] with [0]\n end\n replace item (c1) of [active_check v] with ((1) - <(item (c1) of [active_tick v]) = [4]>)\n end\n if <(w_Tick) < [4]> then\n change [w_tick v] by (1)\n end\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n broadcast (cloud_tick v)\n end\nend\n\ndefine export_clouddata\nset [output v] to []\nencode (round ((SCROLL X) + ([x position v] of [player v])))\nencode (round ((SCROLL Y) + ([y position v] of [player v])))\nencode (pick random (1000) to (9999))\nencode (username)\nencode (chat item)\nencode ([costume name v] of [player v])\nif <(playerID) = [1]> then\n set [☁ player1 v] to (output)\nelse\n if <(playerID) = [2]> then\n set [☁ player2 v] to (output)\n else\n if <(playerID) = [3]> then\n set [☁ player3 v] to (output)\n else\n if <(playerID) = [4]> then\n set [☁ player4 v] to (output)\n else\n if <(playerID) = [5]> then\n set [☁ player5 v] to (output)\n else\n if <(playerID) = [6]> then\n set [☁ player6 v] to (output)\n else\n if <(playerID) = [7]> then\n set [☁ player7 v] to (output)\n else\n if <(playerID) = [8]> then\n set [☁ player8 v] to (output)\n else\n if <(playerID) = [9]> then\n set [☁ player9 v] to (output)\n else\n if <(playerID) = [10]> then\n set [☁ player10 v] to (output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nstop [this script v]\n\ndefine import_clouddata\ndelete all of [cloud_data v]\ndecode (☁ Player1)\ndecode (☁ Player2)\ndecode (☁ Player3)\ndecode (☁ Player4)\ndecode (☁ Player5)\ndecode (☁ Player6)\ndecode (☁ Player7)\ndecode (☁ Player8)\ndecode (☁ Player9)\ndecode (☁ Player10)\nset [active check v] to [0]\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if <(item (c1) of [active_check v]) = [1]> then\n change [active check v] by (1)\n end\nend\n\ndefine determine_ID\nset [c1 v] to [0]\nrepeat (10)\n change [c1 v] by (1)\n if (item (c1) of [active_check v]) then\nend\nset [playerid v] to [full]\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n wait (0.3) seconds\n forever\n check\n end\nend\n\nwhen I receive [cloud_players v]\nif <(@c) = [0]> then\n forever\n export_clouddata\n end\nend\n\ndefine check\nif <<(username) = (item (((playerID) * (6)) - (2)) of [cloud_data v])> or <<(playerID) = [null]> or <<(playerID) = [full]> or <(playerID) = [error]>>>> then\nif <<key (any v) pressed?> or <mouse down?>> then\n set [tick_afk v] to [0]\nend\n\nwhen I receive [cloud_start v]\nif <(@c) = [0]> then\n forever\n import_clouddata\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nset [@c v] to [1]\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (80)\nswitch costume to (connecting v)\nwait (0.4) seconds\nrepeat until <(y position) < [1]>\n change y by (((-2) - (y position)) / (9))\n change [ghost v] effect by (-10)\nend\nwait until <(w_Tick) > [3]>\nwait (0.6) seconds\nif <(playerID) = [error]> then\nelse\n if <(playerID) = [full]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (connected v)\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (8)\n end\n end\nend\n\nwhen I receive [cloud_tick v]\nif <(@c) = [1]> then\n go to [front v] layer\nend\n\nwhen I receive [cloud_error v]\nif <(@c) = [1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error v)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) - (-12)) / (8))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [tick_afk v] to [0]\nforever\n wait (1) seconds\n change [tick_afk v] by (1)\n if <(tick_afk) > [60]> then\n if <<(playerID) = [full]> or <(playerID) = [error]>> then\n end\nend\n\nswitch costume to (error v)\n\nhide list [code v]\n\nshow list [code v]\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 repeat (10)\n GO\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)\n\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n\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@detector \n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nrepeat until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (pick random (3) to (5)) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (pick random (5) to (8)) seconds\nend\nif <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n show\n switch costume to (costume2 v)\n set [ghost v] effect to (100)\n wait (0) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (pick random (3) to (5)) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nhide\n\n@tn\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@YAY\n\nwhen flag clicked\nset [win v] to [0]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [win v]\nset [win v] to [1]\nif <(Win) = [1]> then\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (3.5) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\n | -Dream Skies-\n95% by @InfinitelyEndless, rest by @-ParadisePrism-\n\nControls:\nArrows, touch, WASD\n\nH to hide list after playing\n\nCredits:\n@InfinitelyEndless for the original |
[DEMO] Fire vs. Ice || A Scrolling Platformer | @Stage\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 [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 [player: level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.63))\nelse\n change [sx v] by ((1.5) * (<<<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) * (0.83))\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 [14]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [21]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\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 [player: level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (right up v)\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (left up v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (middle v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [1800]\n set [y v] to [108]\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 (80) %\nend\n\nwhen I start as a clone\nforever\n set size to (80) %\nend\n\nwhen [r v] key pressed\nReset\n\nwhen I receive [enemy killed v]\nset [sy v] to [12]\nchange [y v] by (6)\n\nwhen I receive [me is frooooont v]\ngo [backward v] (1) layers\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [me is baaaaaaack v]\ngo [forward v] (1) layers\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen flag clicked\nset [☁ who viewed this v] to (username)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nswitch costume to (1 v)\nClone at [480] [0]\nClone at [480] [0]\nClone at [630] [0]\nClone at [450] [2]\nClone at [360] [150]\nClone at [0] [0]\nClone at [-200] [400]\nClone at [-200] [300]\nClone at [-800] [520]\nClone at [-800] [495]\nClone at [600] [500]\nClone at [1250] [300]\nClone at [1500] [300]\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\n@Danger\n\nwhen I receive [green flag v]\ngo to [back v] layer\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] [165]\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@Enemies\n\ndefine add enemy from (x) (y) to (x1)\nadd (x) to [enemies x limit v]\nadd (x1) to [enemies x limit v]\nadd (x) to [enemies x v]\nadd (y) to [enemies y v]\nadd [1] to [enemy part v]\nadd [yes] to [enemy show? v]\nchange [enemy # v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n if <(item (enemy #) of [enemy show? v]) = [yes]> then\n show\n if <(item (enemy #) of [enemy part v]) = [1]> then\n switch costume to (right v)\n replace item (enemy #) of [enemies x v] with ((item (enemy #) of [enemies x v]) + (3))\n if <(item (enemy #) of [enemies x v]) > (item ((enemy #) * (2)) of [enemies x limit v])> then\n replace item (enemy #) of [enemies x v] with (item ((enemy #) * (2)) of [enemies x limit v])\n replace item (enemy #) of [enemy part v] with [2]\n end\n else\n switch costume to (left v)\n replace item (enemy #) of [enemies x v] with ((item (enemy #) of [enemies x v]) + (-3))\n if <(item (((enemy #) * (2)) - (1)) of [enemies x limit v]) > (item (enemy #) of [enemies x v])> then\n replace item (enemy #) of [enemies x v] with (item (((enemy #) * (2)) - (1)) of [enemies x limit v])\n replace item (enemy #) of [enemy part v] with [1]\n end\n end\n go to (item (enemy #) of [enemies x v]) (item (enemy #) of [enemies y v])\n if <touching (player v)?> then\n if <<([x position v] of [player v]) > ((y position) + (20))> and <(sy2) < [1]>> then\n set [exit v] to []\n replace item (enemy #) of [enemy show? v] with [no]\n set [sy3 v] to [20]\n set [_x v] to (item (enemy #) of [enemies x v])\n set [_y v] to (item (enemy #) of [enemies y v])\n switch costume to (end_1 v)\n repeat (2)\n next costume\n end\n broadcast (______ v)\n change [_coins v] by (5)\n else\n set [exit v] to [die]\n end\n end\n else\n hide\n end\nend\n\nset [exit v] to [die]\n\ndefine go to (x) (y)\nset size to (500) %\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nset size to (75) %\n\nwhen I receive [begin v]\nbroadcast (delete enemies v)\ndelete all of [enemies x v]\ndelete all of [enemies y v]\ndelete all of [enemy part v]\ndelete all of [enemy show? v]\ndelete all of [enemies x limit v]\nset size to (75) %\nhide\nset [enemy # v] to [0]\nadd enemy from [1200] [-16] to [1350]\nadd enemy from [3550] [111] to [3700]\nadd enemy from [4050] [554] to [4150]\nadd enemy from [4150] [995] to [4250]\nadd enemy from [3950] [1060] to [4050]\n\nwhen I receive [delete enemies v]\ndelete this clone\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [coin v]\n delete this clone\nend\n\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\nshow\n\nwhen I receive [reset v]\nif <(volume) = [99.009]> then\n delete this clone\nend\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset volume to (100) %\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nwait until <(Connected?) = [1]>\nchange volume by (-0.001)\nswitch costume to (coin1 v)\nClone at x: [100] y: [59]\nClone at x: [964] y: [151]\nClone at x: [1145] y: [261]\nClone at x: [1300] y: [331]\nClone at x: [1468] y: [357]\nClone at x: [1643] y: [416]\nClone at x: [1806] y: [470]\nClone at x: [2178] y: [538]\nClone at x: [2320] y: [538]\nClone at x: [2936] y: [490]\nClone at x: [3076] y: [455]\nClone at x: [3323] y: [441]\nClone at x: [3775] y: [375]\nClone at x: [4232] y: [447]\nClone at x: [4985] y: [621]\nClone at x: [5413] y: [674]\nClone at x: [5779] y: [464]\nClone at x: [6830] y: [293]\nClone at x: [7230] y: [419]\nset [collectables: x v] to [-99999]\n\nwhen flag clicked\nforever\n set size to (75) %\nend\n\nif <(LEVEL) = [1]> then\n\nhide\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]) = [rival]> then\n if <touching (player v)?> then\n switch costume to (ally v)\n change [checkpoint v] by (1)\n play sound [CHECKPOINT v] until done\n end\nend\ngo to [front v] layer\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [checkpoint: x v] to (x)\nset [checkpoint: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [checkpoint v] to [0]\nset [checkpoint: x v] to [0]\nset [checkpoint: y v] to [0]\nswitch costume to (rival v)\nClone at [1800] [108]\nClone at [1800] [945]\nClone at [265] [2435]\nset [checkpoint: x v] to [-99999]\n\n@parallax\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]\nswitch costume to (hills3 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\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\nswitch costume to (hills2 v)\n\n@Others\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\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\nwhen I receive [cloud_players v]\nset [@id v] to [0]\nrepeat (10)\n change [@id v] by (1)\n if <not <(@ID) = (playerID)>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine process (i)\nchange x by (((item (((i) * (4)) - (3)) of [cloud_data v]) - (x position)) / (2.555555))\nchange y by (((item (((i) * (4)) - (2)) of [cloud_data v]) - (y position)) / (2.555555))\nif (item (i) of [active_check v]) then\n say (item ((i) * (4)) of [cloud_data v])\n change [ghost v] effect by (-20)\nelse\n say []\n change [ghost v] effect by (20)\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\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@View\n\nwhen flag clicked\nset [☁ who viewed this v] to (username)\nforever\n if <(☁ who viewed this) = [Ara--]> then\n set [☁ who viewed this v] to [IMPORTANT USER VIEWED]\n else\n if <(☁ who viewed this) = [250119code2]> then\n set [☁ who viewed this v] to [IMPORTANT USER VIEWED]\n else\n if <(☁ who viewed this) = [StratfordJames]> then\n set [☁ who viewed this v] to [IMPORTANT USER VIEWED]\n else\n if <(☁ who viewed this) = [-TIC-]> then\n set [☁ who viewed this v] to [IMPORTANT USER VIEWED]\n else\n if <(☁ who viewed this) = [Game-Cloud]> then\n set [☁ who viewed this v] to [IMPORTANT USER VIEWED]\n else\n if <(☁ who viewed this) = [-TIN-]> then\n set [☁ who viewed this v] to [IMPORTANT USER VIEWED]\n else\n if <(☁ who viewed this) = [----Dream----]> then\n set [☁ who viewed this v] to [IMPORTANT USER VIEWED]\n else\n if <(☁ who viewed this) = [-PickleAnimator-]> then\n set [☁ who viewed this v] to [IMPORTANT USER VIEWED]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n | |
The Impossible Platformer 2 v1.0 - #games | @Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [weird music v] until done\nend\n\nwhen I receive [stop all v]\nset volume to (30) %\n\n@player\n\nwhen flag clicked\nset [game level v] to [1]\nbroadcast (reset level v)\nset rotation style [left-right v]\nerase all\nset size to (35) %\nshow\nforever\n switch costume to (hitbox1 v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n if <(in air) < [1]> then\n change [xv v] by (1.3)\n else\n change [xv v] by (2)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n if <(in air) < [1]> then\n change [xv v] by (-1.3)\n else\n change [xv v] by (-2)\n end\n end\n if <(in air) < [1]> then\n set [xv v] to ((xv) * (0.91))\n else\n set [xv v] to ((xv) * (0.75))\n end\n change x by (xv)\n sense wall\n change [yv v] by (-1.3)\n change y by (yv)\n rise\n if <<(in air) < [5]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [11]\n end\n switch costume to (player3 v)\n if <<<touching (spikes v)?> or <(y position) < [-170]>> or <touching (spinning blades!!! v)?>> then\n switch costume to (player v)\n wait (0.2) seconds\n set [yv v] to [0]\n broadcast (restart game v)\n end\n switch costume to (hitbox1 v)\n if <(x position) > [235]> then\n if <<(pick random (1) to (12)) = [1]> and <not <(GAME LEVEL) = [1]>>> then\n set [game level v] to ((GAME LEVEL) - (1))\n broadcast (reset level v)\n else\n change [game level v] by (1)\n broadcast (reset level v)\n end\n end\n create clone of (_myself_ v)\n switch costume to (player v)\nend\n\ndefine rise\nchange [in air v] by (1)\nif <(yv) > [0]> then\n repeat until <not <touching (level v)?>>\n if <(yv) > [0]> then\n change y by ((-1) * (yv))\n else\n set [in air v] to [0]\n change y by (1)\n end\n set [yv v] to [0]\n end\nelse\n repeat until <<not <touching (level v)?>> and <not <touching (jump thru v)?>>>\n switch costume to (hitbox2 v)\n if <(yv) > [0]> then\n change y by ((-1) * (yv))\n else\n set [in air v] to [0]\n change y by (1)\n end\n set [yv v] to [0]\n end\n switch costume to (hitbox1 v)\nend\n\ndefine sense wall\nrepeat (3)\n if <touching (level v)?> then\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (-3)\n change x by ((-1) * (xv))\n set [xv v] to [0]\nend\n\nwhen I receive [reset level v]\nif <(GAME LEVEL) = [1]> then\n go to x: (-210) y: (-114)\nend\nif <(GAME LEVEL) = [2]> then\n go to x: (-210) y: (-24)\nend\nif <(GAME LEVEL) = [3]> then\n go to x: (-210) y: (-24)\nend\nif <(GAME LEVEL) = [4]> then\n go to x: (-210) y: (47)\nend\nif <(GAME LEVEL) = [5]> then\n go to x: (-217) y: (-31)\nend\nif <(GAME LEVEL) = [6]> then\n go to x: (-217) y: (-31)\nend\nif <(GAME LEVEL) = [7]> then\n go to x: (-210) y: (130)\nend\nif <(GAME LEVEL) = [8]> then\n go to x: (-210) y: (56)\nend\nif <(GAME LEVEL) = [9]> then\n go to x: (-210) y: (56)\nend\nif <(GAME LEVEL) = [10]> then\n go to x: (-210) y: (158)\nend\nif <(GAME LEVEL) = [11]> then\n change [☁ beat the game v] by (1)\n broadcast (win v)\n broadcast (stop all v)\nend\n\nwhen I receive [restart game v]\nset [game level v] to [1]\nbroadcast (reset level v)\nif <(username) = [chipm0nk-tutorials]> then\n set [game level v] to [11]\n broadcast (reset level v)\nend\n\nwhen I start as a clone\nswitch costume to (player2 v)\nset size to (35) %\nclear graphic effects\nrepeat (20)\n change size by (-1.6)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\n\nset [game level v] to [9]\nbroadcast (reset level v)\n\n@level\n\nwhen flag clicked\nshow\nforever\n switch costume to (GAME LEVEL)\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen I receive [stop all v]\nhide\n\n@clouds\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (-615) y: (0)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (-50)\n switch costume to (costume1 v)\n set size to (100) %\n set [ghost v] effect to (80)\n switch costume to (costume5 v)\n set y to (0)\n change x by (0.7)\n if <(x position) > [615]> then\n set x to (-600)\n end\n go to [back v] layer\nend\n\nwhen I receive [stop all v]\nhide\n\n@unused\n\nwhen I start as a clone\nforever\n if <(clone #) = [0]> then\n go to (player v)\n switch costume to (costume2 v)\n set size to (Size?) %\n switch costume to (costume1 v)\n set [ghost v] effect to (50)\n show\n else\n go to (player v)\n switch costume to (costume2 v)\n set size to (Size?) %\n switch costume to (costume1 v)\n set [ghost v] effect to (40)\n show\n end\nend\n\nwhen I start as a clone\nif <(clone #) = [0]> then\n set [size? v] to [450]\nelse\n set [size? v] to [600]\nend\nforever\n if <(clone #) = [0]> then\n set [size? v] to [450]\n repeat (15)\n change [size? v] by (1)\n end\n repeat (5)\n change [size? v] by (2)\n end\n repeat (5)\n change [size? v] by (-2)\n end\n repeat (15)\n change [size? v] by (-1)\n end\n else\n set [size? v] to [600]\n repeat (15)\n change [size? v] by (2)\n end\n repeat (5)\n change [size? v] by (3)\n end\n repeat (5)\n change [size? v] by (-3)\n end\n repeat (15)\n change [size? v] by (-2)\n end\n end\nend\n\nwhen flag clicked\nset [brightness v] to [-10]\nhide\n\nset [clone # v] to [0]\ncreate clone of (_myself_ v)\nset [clone # v] to [1]\ncreate clone of (_myself_ v)\nset [size? v] to [750]\nforever\n go to (player v)\n switch costume to (costume2 v)\n set size to (Size?) %\n switch costume to (costume1 v)\n set [ghost v] effect to (10)\n show\nend\n\nwhen flag clicked\nforever\n set [size? v] to [750]\n repeat (5)\n change [size? v] by (1)\n end\n repeat (15)\n change [size? v] by (2)\n end\n repeat (15)\n change [size? v] by (-2)\n end\n repeat (5)\n change [size? v] by (-1)\n end\nend\n\n@spikes\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (0)\n go to x: (0) y: (-32)\n wait (1) seconds\n repeat (4)\n change y by (8)\n end\n wait (1.3) seconds\n repeat (4)\n change y by (-8)\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (GAME LEVEL)\nend\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\n\n@particles\n\nwhen flag clicked\nforever\n hide\n go to x: (pick random (-240) to (240)) y: (180)\n wait (pick random (0) to (0.3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nrepeat until <(y position) < [-175]>\n set [ghost v] effect to (70)\n change y by (-2)\nend\ndelete this clone\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@text\n\nwhen flag clicked\nset [slide v] to [1]\nswitch costume to (slide)\nset [ghost v] effect to (100)\n\nwhen I receive [restart game v]\nshow\nswitch costume to (slide)\nchange [slide v] by (1)\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\n\n@SPINNING BLADES!!!\n\nwhen I receive [reset level v]\nhide\nrepeat (1)\n delete this clone\nend\nif <(GAME LEVEL) = [6]> then\n saw at X [0] Y [0] [100] [1] [1]\n saw at X [81] Y [135] [40] [2] [1]\nend\nif <(GAME LEVEL) = [7]> then\n saw at X [-74] Y [-15] [40] [1] [2]\n saw at X [74] Y [-15] [40] [1] [2]\n saw at X [-74] Y [72] [40] [1] [2]\n saw at X [74] Y [72] [40] [1] [2]\nend\nif <(GAME LEVEL) = [9]> then\n saw at X [89] Y [27] [40] [2] [2]\n saw at X [241] Y [92] [40] [1] [2]\nend\nif <(GAME LEVEL) = [10]> then\n saw at X [-233] Y [-92] [100] [2] [2]\nend\n\nwhen I start as a clone\nshow\nforever\n if <(direction) = [1]> then\n turn left (2) degrees\n else\n turn right (2) degrees\n end\nend\n\ndefine saw at X (x) Y (y) (size) (direction) (costume)\npoint in direction (0)\nswitch costume to (costume)\nset [direction v] to (direction)\ngo to x: (x) y: (y)\nset size to (size) %\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@end\n\nwhen I receive [win v]\nset voice to (tenor v)::tts\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nspeak (item (costume [number v]) of [speech v])::tts\nrepeat (4)\n wait until <mouse down?>\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide variable [☁ beat the game v]\n next costume\n repeat (5)\n change [ghost v] effect by (-20)\n end\n if <(costume [number v]) = [4]> then\n show variable [☁ beat the game v]\n speak (join [This game has only been beaten] (join (☁ beat the game) [times.]))::tts\n else\n speak (item (costume [number v]) of [speech v])::tts\n end\nend\n\nwhen flag clicked\nhide\nhide variable [☁ beat the game v]\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\n\n | |
2.5D Online 360° Platformer/オンライン360°プラットフォーマー | @Stage\n\nwhen flag clicked\ndelete all of [材料 v]\nset [材料 v] to [abcdefghijklmnopqrstuvwxyz0123456789-_]\nset [a v] to [0]\nset [i v] to [0]\nset [数値化 v] to []\nrepeat (length of (材料))\n change [a v] by (1)\n add (letter (a) of (材料)) to [材料 v]\nend\nrepeat (length of (username))\n change [i v] by (1)\n set [数値化 v] to (join (数値化) ((item # of (letter (i) of (username)) in [材料 v]) + (10)))\nend\n\nwhen flag clicked\nwait (1) seconds\nif <[0] < (☁ 1P)> then\n if <[0] < (☁ 2P)> then\n if <[0] < (☁ 3P)> then\n if <[0] < (☁ 4P)> then\n if <[0] < (☁ 5P)> then\n if <[0] < (☁ 6P)> then\n if <[0] < (☁ 7P)> then\n if <[0] < (☁ 8P)> then\n if <[0] < (☁ 9P)> then\n if <[0] < (☁ 10P)> then\n set [自分 v] to [満員]\n broadcast (満員 v)\n else\n set [☁ 10p v] to [1]\n set [自分 v] to [10]\n broadcast (10P v)\n end\n else\n set [☁ 9p v] to [1]\n set [自分 v] to [9]\n broadcast (9P v)\n end\n else\n set [☁ 8p v] to [1]\n set [自分 v] to [8]\n broadcast (8P v)\n end\n else\n set [☁ 7p v] to [1]\n set [自分 v] to [7]\n broadcast (7P v)\n end\n else\n set [☁ 6p v] to [1]\n set [自分 v] to [6]\n broadcast (6P v)\n end\n else\n set [☁ 5p v] to [1]\n set [自分 v] to [5]\n broadcast (5P v)\n end\n else\n set [☁ 4p v] to [1]\n set [自分 v] to [4]\n broadcast (4P v)\n end\n else\n set [☁ 3p v] to [1]\n set [自分 v] to [3]\n broadcast (3P v)\n end\n else\n set [☁ 2p v] to [1]\n set [自分 v] to [2]\n broadcast (2P v)\n end\nelse\n set [☁ 1p v] to [1]\n set [自分 v] to [1]\n broadcast (1P v)\nend\n\nwhen flag clicked\nif <(自分) = [1]> then\n set [☁ 1p v] to [0]\n set [自分 v] to [0]\nend\nif <(自分) = [2]> then\n set [☁ 2p v] to [0]\n set [自分 v] to [0]\nend\nif <(自分) = [3]> then\n set [☁ 3p v] to [0]\n set [自分 v] to [0]\nend\nif <(自分) = [4]> then\n set [☁ 4p v] to [0]\n set [自分 v] to [0]\nend\nif <(自分) = [5]> then\n set [☁ 5p v] to [0]\n set [自分 v] to [0]\nend\nif <(自分) = [6]> then\n set [☁ 6p v] to [0]\n set [自分 v] to [0]\nend\nif <(自分) = [7]> then\n set [☁ 7p v] to [0]\n set [自分 v] to [0]\nend\nif <(自分) = [8]> then\n set [☁ 8p v] to [0]\n set [自分 v] to [0]\nend\nif <(自分) = [9]> then\n set [☁ 9p v] to [0]\n set [自分 v] to [0]\nend\nif <(自分) = [10]> then\n set [☁ 10p v] to [0]\n set [自分 v] to [0]\nend\n\nwhen flag clicked\ndelete all of [クラウドリスト v]\nrepeat (10)\n add [] to [クラウドリスト v]\nend\nforever\n replace item (1) of [クラウドリスト v] with (☁ 1P)\n replace item (2) of [クラウドリスト v] with (☁ 2P)\n replace item (3) of [クラウドリスト v] with (☁ 3P)\n replace item (4) of [クラウドリスト v] with (☁ 4P)\n replace item (5) of [クラウドリスト v] with (☁ 5P)\n replace item (6) of [クラウドリスト v] with (☁ 6P)\n replace item (7) of [クラウドリスト v] with (☁ 7P)\n replace item (8) of [クラウドリスト v] with (☁ 8P)\n replace item (9) of [クラウドリスト v] with (☁ 9P)\n replace item (10) of [クラウドリスト v] with (☁ 10P)\nend\n\nwhen flag clicked\ndelete all of [クラウドユーザー v]\nrepeat (10)\n add [] to [クラウドユーザー v]\nend\nforever\n replace item (1) of [クラウドユーザー v] with (1)\n replace item (2) of [クラウドユーザー v] with (2)\n replace item (3) of [クラウドユーザー v] with (3)\n replace item (4) of [クラウドユーザー v] with (4)\n replace item (5) of [クラウドユーザー v] with (5)\n replace item (6) of [クラウドユーザー v] with (6)\n replace item (7) of [クラウドユーザー v] with (7)\n replace item (8) of [クラウドユーザー v] with (8)\n replace item (9) of [クラウドユーザー v] with (9)\n replace item (10) of [クラウドユーザー v] with (10)\nend\n\nwhen flag clicked\nforever\n ユーザーネーム\nend\n\ndefine ユーザーネーム\nset [o v] to [15]\nset [1 v] to []\nrepeat ((length of (☁ 1P)) - (15))\n change [o v] by (2)\n set [1 v] to (join (1) (item ((join (letter ((o) - (1)) of (☁ 1P)) (letter (o) of (☁ 1P))) - (10)) of [材料 v]))\nend\nset [o v] to [15]\nset [2 v] to []\nrepeat ((length of (☁ 2P)) - (15))\n change [o v] by (2)\n set [2 v] to (join (2) (item ((join (letter ((o) - (1)) of (☁ 2P)) (letter (o) of (☁ 2P))) - (10)) of [材料 v]))\nend\nset [o v] to [15]\nset [3 v] to []\nrepeat ((length of (☁ 3P)) - (15))\n change [o v] by (2)\n set [3 v] to (join (3) (item ((join (letter ((o) - (1)) of (☁ 3P)) (letter (o) of (☁ 3P))) - (10)) of [材料 v]))\nend\nset [o v] to [15]\nset [4 v] to []\nrepeat ((length of (☁ 4P)) - (15))\n change [o v] by (2)\n set [4 v] to (join (4) (item ((join (letter ((o) - (1)) of (☁ 4P)) (letter (o) of (☁ 4P))) - (10)) of [材料 v]))\nend\nset [o v] to [15]\nset [5 v] to []\nrepeat ((length of (☁ 5P)) - (15))\n change [o v] by (2)\n set [5 v] to (join (5) (item ((join (letter ((o) - (1)) of (☁ 5P)) (letter (o) of (☁ 5P))) - (10)) of [材料 v]))\nend\nset [o v] to [15]\nset [6 v] to []\nrepeat ((length of (☁ 6P)) - (15))\n change [o v] by (2)\n set [6 v] to (join (6) (item ((join (letter ((o) - (1)) of (☁ 6P)) (letter (o) of (☁ 6P))) - (10)) of [材料 v]))\nend\nset [o v] to [15]\nset [7 v] to []\nrepeat ((length of (☁ 7P)) - (15))\n change [o v] by (2)\n set [7 v] to (join (7) (item ((join (letter ((o) - (1)) of (☁ 7P)) (letter (o) of (☁ 7P))) - (10)) of [材料 v]))\nend\nset [o v] to [15]\nset [8 v] to []\nrepeat ((length of (☁ 8P)) - (15))\n change [o v] by (2)\n set [8 v] to (join (8) (item ((join (letter ((o) - (1)) of (☁ 8P)) (letter (o) of (☁ 8P))) - (10)) of [材料 v]))\nend\nset [o v] to [15]\nset [9 v] to []\nrepeat ((length of (☁ 9P)) - (15))\n change [o v] by (2)\n set [9 v] to (join (9) (item ((join (letter ((o) - (1)) of (☁ 9P)) (letter (o) of (☁ 9P))) - (10)) of [材料 v]))\nend\nset [o v] to [15]\nset [10 v] to []\nrepeat ((length of (☁ 10P)) - (15))\n change [o v] by (2)\n set [10 v] to (join (10) (item ((join (letter ((o) - (1)) of (☁ 10P)) (letter (o) of (☁ 10P))) - (10)) of [材料 v]))\nend\n\nwhen flag clicked\nforever\n set [タイマー v] to (([floor v] of ((timer) * (3)) ) mod (10))\nend\n\nwhen flag clicked\nforever\n 確かめる\nend\n\ndefine 確かめる\nset [タイマー記憶 v] to (join (letter (1) of (☁ 1P)) (join (letter (1) of (☁ 2P)) (join (letter (1) of (☁ 3P)) (join (letter (1) of (☁ 4P)) (join (letter (1) of (☁ 5P)) (join (letter (1) of (☁ 6P)) (join (letter (1) of (☁ 7P)) (join (letter (1) of (☁ 8P)) (join (letter (1) of (☁ 9P)) (letter (1) of (☁ 10P)))))))))))\nwait (1) seconds\nif <(letter (1) of (タイマー記憶)) = (letter (1) of (☁ 1P))> then\n set [☁ 1p v] to [0]\nend\nif <(letter (2) of (タイマー記憶)) = (letter (1) of (☁ 2P))> then\n set [☁ 2p v] to [0]\nend\nif <(letter (3) of (タイマー記憶)) = (letter (1) of (☁ 3P))> then\n set [☁ 3p v] to [0]\nend\nif <(letter (4) of (タイマー記憶)) = (letter (1) of (☁ 4P))> then\n set [☁ 4p v] to [0]\nend\nif <(letter (5) of (タイマー記憶)) = (letter (1) of (☁ 5P))> then\n set [☁ 5p v] to [0]\nend\nif <(letter (6) of (タイマー記憶)) = (letter (1) of (☁ 6P))> then\n set [☁ 6p v] to [0]\nend\nif <(letter (7) of (タイマー記憶)) = (letter (1) of (☁ 7P))> then\n set [☁ 7p v] to [0]\nend\nif <(letter (8) of (タイマー記憶)) = (letter (1) of (☁ 8P))> then\n set [☁ 8p v] to [0]\nend\nif <(letter (9) of (タイマー記憶)) = (letter (1) of (☁ 9P))> then\n set [☁ 9p v] to [0]\nend\nif <(letter (10) of (タイマー記憶)) = (letter (1) of (☁ 10P))> then\n set [☁ 10p v] to [0]\nend\n\nwhen flag clicked\nforever\n play sound [Tobu - Hope v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nforever\n if <[0] < ((join (letter (13) of (☁ 1P)) (letter (14) of (☁ 1P))) - (10))> then\n set [1- v] to (item ((join (letter (13) of (☁ 1P)) (letter (14) of (☁ 1P))) - (10)) of [総合チャット v])\n else\n set [1- v] to (1)\n end\n if <[0] < ((join (letter (13) of (☁ 2P)) (letter (14) of (☁ 2P))) - (10))> then\n set [2- v] to (item ((join (letter (13) of (☁ 2P)) (letter (14) of (☁ 2P))) - (10)) of [総合チャット v])\n else\n set [2- v] to (2)\n end\n if <[0] < ((join (letter (13) of (☁ 3P)) (letter (14) of (☁ 3P))) - (10))> then\n set [3- v] to (item ((join (letter (13) of (☁ 3P)) (letter (14) of (☁ 3P))) - (10)) of [総合チャット v])\n else\n set [3- v] to (3)\n end\n if <[0] < ((join (letter (13) of (☁ 4P)) (letter (14) of (☁ 4P))) - (10))> then\n set [4- v] to (item ((join (letter (13) of (☁ 4P)) (letter (14) of (☁ 4P))) - (10)) of [総合チャット v])\n else\n set [4- v] to (4)\n end\n if <[0] < ((join (letter (13) of (☁ 5P)) (letter (14) of (☁ 5P))) - (10))> then\n set [5- v] to (item ((join (letter (13) of (☁ 5P)) (letter (14) of (☁ 5P))) - (10)) of [総合チャット v])\n else\n set [5- v] to (5)\n end\n if <[0] < ((join (letter (13) of (☁ 6P)) (letter (14) of (☁ 6P))) - (10))> then\n set [6- v] to (item ((join (letter (13) of (☁ 6P)) (letter (14) of (☁ 6P))) - (10)) of [総合チャット v])\n else\n set [6- v] to (6)\n end\n if <[0] < ((join (letter (13) of (☁ 7P)) (letter (14) of (☁ 7P))) - (10))> then\n set [7- v] to (item ((join (letter (13) of (☁ 7P)) (letter (14) of (☁ 7P))) - (10)) of [総合チャット v])\n else\n set [7- v] to (7)\n end\n if <[0] < ((join (letter (13) of (☁ 8P)) (letter (14) of (☁ 8P))) - (10))> then\n set [8- v] to (item ((join (letter (13) of (☁ 8P)) (letter (14) of (☁ 8P))) - (10)) of [総合チャット v])\n else\n set [8- v] to (8)\n end\n if <[0] < ((join (letter (13) of (☁ 9P)) (letter (14) of (☁ 9P))) - (10))> then\n set [9- v] to (item ((join (letter (13) of (☁ 9P)) (letter (14) of (☁ 9P))) - (10)) of [総合チャット v])\n else\n set [9- v] to (9)\n end\n if <[0] < ((join (letter (13) of (☁ 10P)) (letter (14) of (☁ 10P))) - (10))> then\n set [10- v] to (item ((join (letter (13) of (☁ 10P)) (letter (14) of (☁ 10P))) - (10)) of [総合チャット v])\n else\n set [10- v] to (10)\n end\nend\n\nwhen I receive [ケイドロスタート v]\nset volume to (0) %\n\nwhen I receive [こおりおにスタート v]\nset volume to (0) %\n\nwhen flag clicked\nset volume to (100) %\n\nwhen flag clicked\nset [やめさせる v] to [0]\nforever\n if <<key (any v) pressed?> or <mouse down?>> then\n set [やめさせる v] to [0]\n else\n change [やめさせる v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <[15] < (やめさせる)> then\n stop [all v]\n end\nend\n\nwhen I receive [ルーム解散 v]\nset volume to (100) %\n\n@スプライト2\n\nwhen I receive [こおりおに v]\nwait (0.1) seconds\nforever\n if <(ルームマスター) = [0]> then\n broadcast (ルーム解散 v)\n wait until <not <(ルームマスター) = [0]>>\n end\nend\n\nwhen I receive [ケイドロ v]\nwait (0.1) seconds\nforever\n if <(ルームマスター) = [0]> then\n broadcast (ルーム解散 v)\n wait until <not <(ルームマスター) = [0]>>\n end\nend\n\nwhen I receive [ルーム解散 v]\nset [ルーム v] to [0]\nswitch costume to (コスチューム2 v)\nset size to (1200) %\nswitch costume to (コスチューム1 \(64\) v)\npoint in direction (105)\ngo to x: (0) y: (-1500)\nshow\nsay [ルームが解散されました] for (2) seconds\n\nwhen I receive [こおりおに v]\nswitch costume to (コスチューム1 v)\nask [鬼,,,1 逃げる,,,1以外を入力してください] and wait\nif <(answer) = [1]> then\n set [種類 v] to [2]\nelse\n set [種類 v] to [3]\nend\nswitch costume to (コスチューム2 v)\nset size to (1200) %\nswitch costume to (こおりおに v)\npoint in direction (105)\ngo to x: (0) y: (-1500)\nbroadcast (こおりおにスタート v)\n\nchange [y v] by (-1)\n\nwait (0.5) seconds\n\nwhen I receive [ケイドロ v]\nswitch costume to (コスチューム1 v)\nask [鬼,,,1 逃げる,,,1以外を入力してください] and wait\nif <(answer) = [1]> then\n set [種類 v] to [2]\nelse\n set [種類 v] to [3]\nend\nswitch costume to (コスチューム2 v)\nset size to (1200) %\nswitch costume to (ケイドロ(逃げる) v)\npoint in direction (105)\ngo to x: (0) y: (-1500)\nbroadcast (ケイドロスタート v)\n\nwhen I receive [凍ったー v]\nif <<(ルーム) = [1]> or <(ルーム) = [2]>> then\n\nwhen I receive [ケイドロスタート v]\nforever\n if <([costume # v] of [自分 v]) = [5]> then\n switch costume to (ケイドロ(鬼、捕まった) v)\n else\n switch costume to (ケイドロ(逃げる) v)\n end\nend\n\nwhen I receive [こおりおに v]\nforever\n switch costume to (こおりおに v)\nend\n\nif <([costume # v] of [自分 v]) = [3]> then\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nset size to (1200) %\nswitch costume to (コスチューム1 \(64\) v)\npoint in direction (105)\ngo to x: (0) y: (-1500)\nforever\n if <([costume # v] of [自分 v]) = [4]> then\nend\n\nwhen flag clicked\nforever\n set [y v] to (round ((y position) * (-1)))\n set [向き v] to (round (direction))\nend\n\n@自分\n\nwhen flag clicked\nshow\ngo to x: (0) y: (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 [1p v]\nforever\n set [☁ 1p v] to (join (タイマー) (join ((y) + (5000)) (join ((向き) + (500)) (join ((direction) + (500)) (join (costume [number v]) (join ((チャット) + (10)) (join (ルーム) (数値化))))))))\nend\n\nwhen I receive [2p v]\nforever\n set [☁ 2p v] to (join (タイマー) (join ((y) + (5000)) (join ((向き) + (500)) (join ((direction) + (500)) (join (costume [number v]) (join ((チャット) + (10)) (join (ルーム) (数値化))))))))\nend\n\nwhen I receive [3p v]\nforever\n set [☁ 3p v] to (join (タイマー) (join ((y) + (5000)) (join ((向き) + (500)) (join ((direction) + (500)) (join (costume [number v]) (join ((チャット) + (10)) (join (ルーム) (数値化))))))))\nend\n\nwhen flag clicked\nforever\n if <[0] < (チャット)> then\n say (item (チャット) of [総合チャット v])\n else\n say (username)\n end\nend\n\nwhen flag clicked\nswitch costume to (自分 v)\n\nwhen I receive [凍ったー v]\nif <<(ルーム) = [1]> or <(ルーム) = [2]>> then\n switch costume to (凍った v)\n set [チャット v] to [13]\nelse\n switch costume to (捕まった v)\n set [チャット v] to [50]\nend\nwait (1) seconds\nset [チャット v] to [0]\n\nwhen I receive [助かった v]\nswitch costume to (逃げる v)\nset [チャット v] to [25]\nwait (1) seconds\nset [チャット v] to [0]\n\nwhen I receive [4p v]\nforever\n set [☁ 4p v] to (join (タイマー) (join ((y) + (5000)) (join ((向き) + (500)) (join ((direction) + (500)) (join (costume [number v]) (join ((チャット) + (10)) (join (ルーム) (数値化))))))))\nend\n\nwhen I receive [5p v]\nforever\n set [☁ 5p v] to (join (タイマー) (join ((y) + (5000)) (join ((向き) + (500)) (join ((direction) + (500)) (join (costume [number v]) (join ((チャット) + (10)) (join (ルーム) (数値化))))))))\nend\n\nwhen I receive [6p v]\nforever\n set [☁ 6p v] to (join (タイマー) (join ((y) + (5000)) (join ((向き) + (500)) (join ((direction) + (500)) (join (costume [number v]) (join ((チャット) + (10)) (join (ルーム) (数値化))))))))\nend\n\nwhen I receive [7p v]\nforever\n set [☁ 7p v] to (join (タイマー) (join ((y) + (5000)) (join ((向き) + (500)) (join ((direction) + (500)) (join (costume [number v]) (join ((チャット) + (10)) (join (ルーム) (数値化))))))))\nend\n\nwhen I receive [8p v]\nforever\n set [☁ 8p v] to (join (タイマー) (join ((y) + (5000)) (join ((向き) + (500)) (join ((direction) + (500)) (join (costume [number v]) (join ((チャット) + (10)) (join (ルーム) (数値化))))))))\nend\n\nwhen I receive [9p v]\nforever\n set [☁ 9p v] to (join (タイマー) (join ((y) + (5000)) (join ((向き) + (500)) (join ((direction) + (500)) (join (costume [number v]) (join ((チャット) + (10)) (join (ルーム) (数値化))))))))\nend\n\nwhen I receive [10p v]\nforever\n set [☁ 10p v] to (join (タイマー) (join ((y) + (5000)) (join ((向き) + (500)) (join ((direction) + (500)) (join (costume [number v]) (join ((チャット) + (10)) (join (ルーム) (数値化))))))))\nend\n\nwhen I receive [こおりおにスタート v]\nswitch costume to (種類)\n\nwhen I receive [ケイドロスタート v]\nswitch costume to (種類)\n\nif <(チャット) = [22]> then\n switch costume to (鬼 v)\nend\nif <(チャット) = [23]> then\n switch costume to (逃げる v)\nend\nif <(チャット) = [25]> then\n switch costume to (自分 v)\nend\n\nforever\n\nstart sound [magic-electron1 \(1\) \(1\) v]\n\nwhen flag clicked\nforever\n if <(ルーム) = [0]> then\n switch costume to (自分 v)\n end\nend\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to [front v] layer\nhide\nset [大きさ v] to [0]\nset [マップコス v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [大きさ v] by (1)\n change [brightness v] effect by (1)\nend\n\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nset size to (((大きさ) * (15)) + (1200)) %\nswitch costume to (マップコス)\nshow\nforever\n go to x: (0) y: (((y) * ((size) / (1200))) * (-1))\n point in direction ([direction v] of [スプライト2 v])\nend\n\nwhen I receive [こおりおに v]\ndelete this clone\n\nwhen I receive [こおりおにスタート v]\n\nhide\nclear graphic effects\ngo to [front v] layer\nhide\nset [大きさ v] to [0]\nset [マップコス v] to [3]\nrepeat (30)\n create clone of (_myself_ v)\n change [大きさ v] by (1)\n change [brightness v] effect by (1)\nend\n\nwhen I receive [ケイドロスタート v]\n\nhide\nclear graphic effects\ngo to [front v] layer\nhide\nset [大きさ v] to [0]\nset [マップコス v] to (種類)\nrepeat (30)\n create clone of (_myself_ v)\n change [大きさ v] by (1)\n change [brightness v] effect by (1)\nend\n\nwhen I receive [助かった v]\n\nhide\nclear graphic effects\ngo to [front v] layer\nhide\nset [大きさ v] to [0]\nset [マップコス v] to ([x position v] of [スプライト2 v])\nrepeat (30)\n create clone of (_myself_ v)\n change [大きさ v] by (1)\n change [brightness v] effect by (1)\nend\n\nwhen I receive [凍ったー v]\n\nhide\nclear graphic effects\ngo to [front v] layer\nhide\nset [大きさ v] to [0]\nset [マップコス v] to ([x position v] of [スプライト2 v])\nrepeat (30)\n create clone of (_myself_ v)\n change [大きさ v] by (1)\n change [brightness v] effect by (1)\nend\n\nwhen I receive [ケイドロ v]\ndelete this clone\n\nwhen I receive [ルーム解散 v]\ndelete this clone\n\nwhen I receive [ルーム解散 v]\nwait (0.1) seconds\nhide\nclear graphic effects\ngo to [front v] layer\nhide\nset [大きさ v] to [0]\nset [マップコス v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [大きさ v] by (1)\n change [brightness v] effect by (1)\nend\n\n@相手\n\nwhen flag clicked\nhide\nset [p v] to [0]\nrepeat (10)\n change [p v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(自分) = (P)> then\n hide\n else\n if <[0] < (item (P) of [クラウドリスト v])> then\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\n switch costume to (letter (12) of (item (P) of [クラウドリスト v]))\n go to x: (((向き) - ((join (letter (6) of (item (P) of [クラウドリスト v])) (join (letter (7) of (item (P) of [クラウドリスト v])) (letter (8) of (item (P) of [クラウドリスト v])))) - (500))) * (15)) y: ((((join (letter (2) of (item (P) of [クラウドリスト v])) (join (letter (3) of (item (P) of [クラウドリスト v])) (join (letter (4) of (item (P) of [クラウドリスト v])) (letter (5) of (item (P) of [クラウドリスト v]))))) - (5000)) - (y)) - (([abs v] of ((向き) - ((join (letter (6) of (item (P) of [クラウドリスト v])) (join (letter (7) of (item (P) of [クラウドリスト v])) (letter (8) of (item (P) of [クラウドリスト v])))) - (500))) ) * (2)))\n point in direction ((向き) - ((join (letter (6) of (item (P) of [クラウドリスト v])) (join (letter (7) of (item (P) of [クラウドリスト v])) (letter (8) of (item (P) of [クラウドリスト v])))) - (500)))\n if <[0] < ((join (letter (13) of (item (P) of [クラウドリスト v])) (letter (14) of (item (P) of [クラウドリスト v]))) - (10))> then\n say (join (item (P) of [クラウドユーザー v]) (join [:] (item ((join (letter (13) of (item (P) of [クラウドリスト v])) (letter (14) of (item (P) of [クラウドリスト v]))) - (10)) of [総合チャット v])))\n else\n say (item (P) of [クラウドユーザー v])\n end\n if <touching (自分 v)?> then\n if <([costume # v] of [自分 v]) = [3]> then\n if <(letter (12) of (item (P) of [クラウドリスト v])) = [2]> then\n broadcast (凍ったー v)\n end\n else\n if <<([costume # v] of [自分 v]) = [4]> or <([costume # v] of [自分 v]) = [5]>> then\n if <(letter (12) of (item (P) of [クラウドリスト v])) = [3]> then\n broadcast (助かった v)\n end\n end\n end\n end\n else\n hide\n end\n end\nend\n\nshow\n\nif <(P) = [1]> then\n\nswitch costume to (矢印 v)\n\nif <<(ルーム) = [1]> or <(ルーム) = [2]>> then\n if <<(letter (15) of (item (P) of [クラウドリスト v])) = [1]> or <(letter (15) of (item (P) of [クラウドリスト v])) = [2]>> then\n show\n else\n hide\n end\nelse\n if <<(ルーム) = [3]> or <(ルーム) = [4]>> then\n if <<(letter (15) of (item (P) of [クラウドリスト v])) = [3]> or <(letter (15) of (item (P) of [クラウドリスト v])) = [4]>> then\n show\n else\n hide\n end\n else\n if <(letter (15) of (item (P) of [クラウドリスト v])) = [0]> then\n show\n else\n hide\n end\n end\nend\n\nshow\n\n@チャット\n\nwhen flag clicked\nset [チャット v] to [0]\ndelete all of [チャット v]\nadd [\(a\)おはよう] to [チャット v]\nadd [\(b\)こんにちは] to [チャット v]\nadd [\(c\)こんばんは] to [チャット v]\nadd [\(d\)楽しい!] to [チャット v]\nadd [\(e\)まてまてー] to [チャット v]\nadd [\(f\)わー] to [チャット v]\nadd [\(g\)身代わりになってー] to [チャット v]\nadd [\(h\)だれかー] to [チャット v]\nadd [\(i\)助けてー] to [チャット v]\nadd [\(j\)あはははは] to [チャット v]\nadd [\(k\)ww] to [チャット v]\nadd [\(l\)\( ^\)o\(^ \)] to [チャット v]\nadd [\(m\)やめます] to [チャット v]\nadd [\(n\)また来ます] to [チャット v]\nadd [\(o\)さようなら] to [チャット v]\nadd [\(p\)ついてきて] to [チャット v]\nadd [\(q\)ついていくよ] to [チャット v]\nadd [\(r\)みんな、] to [チャット v]\nadd [\(s\)見つかってないぞ、、] to [チャット v]\nadd [\(t\)こおりおにしたいです!] to [チャット v]\nadd [\(u\)ケイドロしたいです!] to [チャット v]\nadd [\(v\)ドロケイしたいです!] to [チャット v]\nadd [\(w\)私がルーム作ります] to [チャット v]\nadd [\(x\)こおりおにやめます] to [チャット v]\n\nadd [こおったー] to [チャット v]\n\nwhen flag clicked\nforever\n if <(ルーム) = [0]> then\n if <key (1 v) pressed?> then\n hide list [チャット v]\n if <key (a v) pressed?> then\n show list [チャット v]\n set [チャット v] to [1]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (b v) pressed?> then\n show list [チャット v]\n set [チャット v] to [2]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (c v) pressed?> then\n show list [チャット v]\n set [チャット v] to [3]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (d v) pressed?> then\n show list [チャット v]\n set [チャット v] to [4]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (e v) pressed?> then\n show list [チャット v]\n set [チャット v] to [5]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (f v) pressed?> then\n show list [チャット v]\n set [チャット v] to [6]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (g v) pressed?> then\n show list [チャット v]\n set [チャット v] to [7]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (h v) pressed?> then\n show list [チャット v]\n set [チャット v] to [8]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (i v) pressed?> then\n show list [チャット v]\n set [チャット v] to [9]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (j v) pressed?> then\n show list [チャット v]\n set [チャット v] to [10]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (k v) pressed?> then\n show list [チャット v]\n set [チャット v] to [11]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (l v) pressed?> then\n show list [チャット v]\n set [チャット v] to [12]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (m v) pressed?> then\n show list [チャット v]\n set [チャット v] to [14]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (n v) pressed?> then\n show list [チャット v]\n set [チャット v] to [15]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (o v) pressed?> then\n show list [チャット v]\n set [チャット v] to [16]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (p v) pressed?> then\n show list [チャット v]\n set [チャット v] to [17]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (q v) pressed?> then\n show list [チャット v]\n set [チャット v] to [18]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (r v) pressed?> then\n show list [チャット v]\n set [チャット v] to [19]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (s v) pressed?> then\n show list [チャット v]\n set [チャット v] to [20]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (t v) pressed?> then\n show list [チャット v]\n set [チャット v] to [21]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (u v) pressed?> then\n show list [チャット v]\n set [チャット v] to [22]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (v v) pressed?> then\n show list [チャット v]\n set [チャット v] to [23]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (w v) pressed?> then\n show list [チャット v]\n set [チャット v] to [24]\n wait (2) seconds\n set [チャット v] to [0]\n end\n else\n show list [チャット v]\n end\n end\nend\n\nwhen I receive [スタート v]\n\nif <key (x v) pressed?> then\n show list [チャット v]\n set [チャット v] to [25]\n wait (2) seconds\n set [チャット v] to [0]\nend\n\nadd [助かったー] to [チャット v]\n\nwhen I receive [こおりおに v]\nset [チャット v] to [0]\ndelete all of [チャット v]\nadd [\(a\)ルームに来てください!] to [チャット v]\nadd [\(b\)こおりおにをやってます!] to [チャット v]\nadd [\(c\)来ました!] to [チャット v]\nadd [\(d\)楽しい!] to [チャット v]\nadd [\(e\)まてまてー] to [チャット v]\nadd [\(f\)わー] to [チャット v]\nadd [\(g\)身代わりになってー] to [チャット v]\nadd [\(h\)だれかー] to [チャット v]\nadd [\(i\)助けてー] to [チャット v]\nadd [\(j\)あはははは] to [チャット v]\nadd [\(k\)ww] to [チャット v]\nadd [\(l\)\( ^\)o\(^ \)] to [チャット v]\nadd [こおったー] to [チャット v]\nadd [\(m\)やめます] to [チャット v]\nadd [\(n\)また来ます] to [チャット v]\nadd [\(o\)さようなら] to [チャット v]\nadd [\(p\)ついてきて] to [チャット v]\nadd [\(q\)ついていくよ] to [チャット v]\nadd [\(r\)みんな、] to [チャット v]\nadd [\(s\)見つかってないぞ、、] to [チャット v]\nadd [助かったー] to [チャット v]\nadd [\(t\)ルーム解散します!] to [チャット v]\n\nwhen I receive [ケイドロ v]\nset [チャット v] to [0]\ndelete all of [チャット v]\nadd [\(a\)ルームに来てください!] to [チャット v]\nadd [\(b\)ケイドロまたはドロケイをやってます!] to [チャット v]\nadd [\(c\)来ました!] to [チャット v]\nadd [\(d\)楽しい!] to [チャット v]\nadd [\(e\)まてまてー] to [チャット v]\nadd [\(f\)わー] to [チャット v]\nadd [\(g\)身代わりになってー] to [チャット v]\nadd [\(h\)だれかー] to [チャット v]\nadd [\(i\)助けてー] to [チャット v]\nadd [\(j\)あはははは] to [チャット v]\nadd [\(k\)ww] to [チャット v]\nadd [\(l\)\( ^\)o\(^ \)] to [チャット v]\nadd [捕まったー] to [チャット v]\nadd [\(m\)やめます] to [チャット v]\nadd [\(n\)また来ます] to [チャット v]\nadd [\(o\)さようなら] to [チャット v]\nadd [\(p\)ついてきて] to [チャット v]\nadd [\(q\)ついていくよ] to [チャット v]\nadd [\(r\)みんな、] to [チャット v]\nadd [\(s\)見つかってないぞ、、] to [チャット v]\nadd [助かったー] to [チャット v]\nadd [\(t\)ルーム解散します!] to [チャット v]\n\nwhen flag clicked\ndelete all of [総合チャット v]\nadd [\(a\)おはよう] to [総合チャット v]\nadd [\(b\)こんにちは] to [総合チャット v]\nadd [\(c\)こんばんは] to [総合チャット v]\nadd [\(d\)楽しい!] to [総合チャット v]\nadd [\(e\)まてまてー] to [総合チャット v]\nadd [\(f\)わー] to [総合チャット v]\nadd [\(g\)身代わりになってー] to [総合チャット v]\nadd [\(h\)だれかー] to [総合チャット v]\nadd [\(i\)助けてー] to [総合チャット v]\nadd [\(j\)あはははは] to [総合チャット v]\nadd [\(k\)ww] to [総合チャット v]\nadd [\(l\)\( ^\)o\(^ \)] to [総合チャット v]\nadd [こおったー] to [総合チャット v]\nadd [\(m\)やめます] to [総合チャット v]\nadd [\(n\)また来ます] to [総合チャット v]\nadd [\(o\)さようなら] to [総合チャット v]\nadd [\(p\)ついてきて] to [総合チャット v]\nadd [\(q\)ついていくよ] to [総合チャット v]\nadd [\(r\)みんな、] to [総合チャット v]\nadd [\(s\)見つかってないぞ、、] to [総合チャット v]\nadd [\(t\)こおりおにしたいです!] to [総合チャット v]\nadd [\(u\)ケイドロしたいです!] to [総合チャット v]\nadd [\(v\)ドロケイしたいです!] to [総合チャット v]\nadd [\(w\)私がルーム作ります] to [総合チャット v]\nadd [\(w\)助かったー] to [総合チャット v]\nadd [\(a\)ルームに来てください!] to [総合チャット v]\nadd [\(b\)こおりおにをやってます!] to [総合チャット v]\nadd [\(c\)来ました!] to [総合チャット v]\nadd [\(d\)楽しい!] to [総合チャット v]\nadd [\(e\)まてまてー] to [総合チャット v]\nadd [\(f\)わー] to [総合チャット v]\nadd [\(g\)身代わりになってー] to [総合チャット v]\nadd [\(h\)だれかー] to [総合チャット v]\nadd [\(i\)助けてー] to [総合チャット v]\nadd [\(j\)あはははは] to [総合チャット v]\nadd [\(k\)ww] to [総合チャット v]\nadd [\(l\)\( ^\)o\(^ \)] to [総合チャット v]\nadd [こおったー] to [総合チャット v]\nadd [\(m\)やめます] to [総合チャット v]\nadd [\(n\)また来ます] to [総合チャット v]\nadd [\(o\)さようなら] to [総合チャット v]\nadd [\(p\)ついてきて] to [総合チャット v]\nadd [\(q\)ついていくよ] to [総合チャット v]\nadd [\(r\)みんな、] to [総合チャット v]\nadd [\(s\)見つかってないぞ、、] to [総合チャット v]\nadd [助かったー] to [総合チャット v]\nadd [\(t\)ルーム解散します!] to [総合チャット v]\nadd [\(a\)ルームに来てください!] to [総合チャット v]\nadd [\(b\)ケイドロまたはドロケイをやってます!] to [総合チャット v]\nadd [捕まったー] to [総合チャット v]\nadd [助かったー] to [総合チャット v]\n\nadd [\(x\)こおりおにやめます] to [総合チャット v]\n\nwhen flag clicked\nforever\n if <<(ルーム) = [1]> or <(ルーム) = [2]>> then\n if <key (1 v) pressed?> then\n hide list [チャット v]\n if <key (a v) pressed?> then\n show list [チャット v]\n set [チャット v] to [26]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (b v) pressed?> then\n show list [チャット v]\n set [チャット v] to [27]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (c v) pressed?> then\n show list [チャット v]\n set [チャット v] to [28]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (d v) pressed?> then\n show list [チャット v]\n set [チャット v] to [29]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (e v) pressed?> then\n show list [チャット v]\n set [チャット v] to [30]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (f v) pressed?> then\n show list [チャット v]\n set [チャット v] to [31]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (g v) pressed?> then\n show list [チャット v]\n set [チャット v] to [32]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (h v) pressed?> then\n show list [チャット v]\n set [チャット v] to [33]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (i v) pressed?> then\n show list [チャット v]\n set [チャット v] to [34]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (j v) pressed?> then\n show list [チャット v]\n set [チャット v] to [35]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (k v) pressed?> then\n show list [チャット v]\n set [チャット v] to [36]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (l v) pressed?> then\n show list [チャット v]\n set [チャット v] to [37]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (m v) pressed?> then\n show list [チャット v]\n set [チャット v] to [39]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (n v) pressed?> then\n show list [チャット v]\n set [チャット v] to [40]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (o v) pressed?> then\n show list [チャット v]\n set [チャット v] to [41]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (p v) pressed?> then\n show list [チャット v]\n set [チャット v] to [42]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (q v) pressed?> then\n show list [チャット v]\n set [チャット v] to [43]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (r v) pressed?> then\n show list [チャット v]\n set [チャット v] to [44]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (s v) pressed?> then\n show list [チャット v]\n set [チャット v] to [45]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (t v) pressed?> then\n show list [チャット v]\n set [チャット v] to [47]\n wait (2) seconds\n set [チャット v] to [0]\n end\n else\n show list [チャット v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(ルーム) = [3]> or <(ルーム) = [4]>> then\n if <key (1 v) pressed?> then\n hide list [チャット v]\n if <key (a v) pressed?> then\n show list [チャット v]\n set [チャット v] to [48]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (b v) pressed?> then\n show list [チャット v]\n set [チャット v] to [49]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (c v) pressed?> then\n show list [チャット v]\n set [チャット v] to [28]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (d v) pressed?> then\n show list [チャット v]\n set [チャット v] to [29]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (e v) pressed?> then\n show list [チャット v]\n set [チャット v] to [30]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (f v) pressed?> then\n show list [チャット v]\n set [チャット v] to [31]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (g v) pressed?> then\n show list [チャット v]\n set [チャット v] to [32]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (h v) pressed?> then\n show list [チャット v]\n set [チャット v] to [33]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (i v) pressed?> then\n show list [チャット v]\n set [チャット v] to [34]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (j v) pressed?> then\n show list [チャット v]\n set [チャット v] to [35]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (k v) pressed?> then\n show list [チャット v]\n set [チャット v] to [36]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (l v) pressed?> then\n show list [チャット v]\n set [チャット v] to [37]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (m v) pressed?> then\n show list [チャット v]\n set [チャット v] to [39]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (n v) pressed?> then\n show list [チャット v]\n set [チャット v] to [40]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (o v) pressed?> then\n show list [チャット v]\n set [チャット v] to [41]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (p v) pressed?> then\n show list [チャット v]\n set [チャット v] to [42]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (q v) pressed?> then\n show list [チャット v]\n set [チャット v] to [43]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (r v) pressed?> then\n show list [チャット v]\n set [チャット v] to [44]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (s v) pressed?> then\n show list [チャット v]\n set [チャット v] to [45]\n wait (2) seconds\n set [チャット v] to [0]\n end\n if <key (t v) pressed?> then\n show list [チャット v]\n set [チャット v] to [47]\n wait (2) seconds\n set [チャット v] to [0]\n end\n else\n show list [チャット v]\n end\n end\nend\n\nwhen I receive [ケイドロスタート v]\nset volume to (100) %\n\nwhen I receive [こおりおにスタート v]\nset volume to (100) %\n\nwhen I receive [ルーム解散 v]\nset volume to (0) %\n\nwhen flag clicked\nset volume to (0) %\nforever\n play sound [bgm_maoudamashii_fantasy11 \(2\) v] until done\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo to x: (177) y: (152)\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ngo to x: (177) y: (90)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nwait (1) seconds\ngo to [front v] layer\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(costume [number v]) = [1]> then\n if <(letter (15) of (☁ 1P)) = [1]> then\n say (join (1) [さんによるこおりおにが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 2P)) = [1]> then\n say (join (2) [さんによるこおりおにが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 3P)) = [1]> then\n say (join (3) [さんによるこおりおにが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 4P)) = [1]> then\n say (join (4) [さんによるこおりおにが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 5P)) = [1]> then\n say (join (5) [さんによるこおりおにが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 6P)) = [1]> then\n say (join (6) [さんによるこおりおにが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 7P)) = [1]> then\n say (join (7) [さんによるこおりおにが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 8P)) = [1]> then\n say (join (8) [さんによるこおりおにが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 9P)) = [1]> then\n say (join (9) [さんによるこおりおにが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 10P)) = [1]> then\n say (join (10) [さんによるこおりおにが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 1P)) = [3]> then\n say (join (1) [さんによるケイドロまたはドロケイが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 2P)) = [3]> then\n say (join (2) [さんによるケイドロまたはドロケイが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 3P)) = [3]> then\n say (join (3) [さんによるケイドロまたはドロケイが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 4P)) = [3]> then\n say (join (4) [さんによるケイドロまたはドロケイが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 5P)) = [3]> then\n say (join (5) [さんによるケイドロまたはドロケイが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 6P)) = [3]> then\n say (join (6) [さんによるケイドロまたはドロケイが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 7P)) = [3]> then\n say (join (7) [さんによるケイドロまたはドロケイが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 8P)) = [3]> then\n say (join (8) [さんによるケイドロまたはドロケイが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 9P)) = [3]> then\n say (join (9) [さんによるケイドロまたはドロケイが開催されています]) for (2) seconds\n else\n if <(letter (15) of (☁ 10P)) = [3]> then\n say (join (10) [さんによるケイドロまたはドロケイが開催されています]) for (2) seconds\n else\n ask [こおりおに,,,1 ケイドロ,,,,1以外を入力してください] and wait\n if <(answer) = [1]> then\n set [ルーム v] to [1]\n broadcast (こおりおに v)\n else\n set [ルーム v] to [3]\n broadcast (ケイドロ v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n if <(costume [number v]) = [2]> then\n ask [ルームに入りますか?(はい,,,1\)] and wait\n if <(answer) = [1]> then\n if <<(letter (15) of (☁ 1P)) = [1]> or <<(letter (15) of (☁ 2P)) = [1]> or <<(letter (15) of (☁ 3P)) = [1]> or <<(letter (15) of (☁ 4P)) = [1]> or <<(letter (15) of (☁ 5P)) = [1]> or <<(letter (15) of (☁ 6P)) = [1]> or <<(letter (15) of (☁ 7P)) = [1]> or <<(letter (15) of (☁ 8P)) = [1]> or <<(letter (15) of (☁ 9P)) = [1]> or <(letter (15) of (☁ 10P)) = [1]>>>>>>>>>> then\n set [ルーム v] to [2]\n broadcast (こおりおに v)\n else\n if <<(letter (15) of (☁ 1P)) = [3]> or <<(letter (15) of (☁ 2P)) = [3]> or <<(letter (15) of (☁ 3P)) = [3]> or <<(letter (15) of (☁ 4P)) = [3]> or <<(letter (15) of (☁ 5P)) = [3]> or <<(letter (15) of (☁ 6P)) = [3]> or <<(letter (15) of (☁ 7P)) = [3]> or <<(letter (15) of (☁ 8P)) = [3]> or <<(letter (15) of (☁ 9P)) = [3]> or <(letter (15) of (☁ 10P)) = [3]>>>>>>>>>> then\n set [ルーム v] to [4]\n broadcast (ケイドロ v)\n else\n say [ルームが開かれていません] for (2) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [ルーム v] to [0]\n\nwhen I receive [こおりおに v]\ndelete this clone\n\nwhen I receive [ケイドロ v]\ndelete this clone\n\nwhen flag clicked\n\nforever\n if <(自分) = [1]> then\n if <<<(letter (15) of (☁ 2P)) = []> or <(letter (15) of (☁ 2P)) = [0]>> and <<<(letter (15) of (☁ 3P)) = []> or <(letter (15) of (☁ 3P)) = [0]>> and <<<(letter (15) of (☁ 4P)) = []> or <(letter (15) of (☁ 4P)) = [0]>> and <<<(letter (15) of (☁ 5P)) = []> or <(letter (15) of (☁ 5P)) = [0]>> and <<<(letter (15) of (☁ 6P)) = []> or <(letter (15) of (☁ 6P)) = [0]>> and <<<(letter (15) of (☁ 7P)) = []> or <(letter (15) of (☁ 7P)) = [0]>> and <<<(letter (15) of (☁ 8P)) = []> or <(letter (15) of (☁ 8P)) = [0]>> and <<(letter (15) of (☁ 9P)) = [0]> and <(letter (15) of (☁ 10P)) = [0]>>>>>>>>> then\n set [ルーム v] to [0]\n end\n else\n end\nend\n\nwhen flag clicked\nforever\n if <<(letter (15) of (☁ 1P)) = [1]> or <(letter (15) of (☁ 1P)) = [3]>> then\n set [ルームマスター v] to [1]\n else\n if <<(letter (15) of (☁ 2P)) = [1]> or <(letter (15) of (☁ 2P)) = [3]>> then\n set [ルームマスター v] to [2]\n else\n if <<(letter (15) of (☁ 3P)) = [1]> or <(letter (15) of (☁ 3P)) = [3]>> then\n set [ルームマスター v] to [3]\n else\n if <<(letter (15) of (☁ 4P)) = [1]> or <(letter (15) of (☁ 4P)) = [3]>> then\n set [ルームマスター v] to [4]\n else\n if <<(letter (15) of (☁ 5P)) = [1]> or <(letter (15) of (☁ 5P)) = [3]>> then\n set [ルームマスター v] to [5]\n else\n if <<(letter (15) of (☁ 6P)) = [1]> or <(letter (15) of (☁ 6P)) = [3]>> then\n set [ルームマスター v] to [6]\n else\n if <<(letter (15) of (☁ 7P)) = [1]> or <(letter (15) of (☁ 7P)) = [3]>> then\n set [ルームマスター v] to [7]\n else\n if <<(letter (15) of (☁ 8P)) = [1]> or <(letter (15) of (☁ 8P)) = [3]>> then\n set [ルームマスター v] to [8]\n else\n if <<(letter (15) of (☁ 9P)) = [1]> or <(letter (15) of (☁ 9P)) = [3]>> then\n set [ルームマスター v] to [9]\n else\n if <<(letter (15) of (☁ 10P)) = [1]> or <(letter (15) of (☁ 10P)) = [3]>> then\n set [ルームマスター v] to [10]\n else\n set [ルームマスター v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [ルーム解散 v]\ndelete this clone\n\nwhen I receive [ルーム解散 v]\nwait (0.1) seconds\nhide\ngo to x: (177) y: (152)\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ngo to x: (177) y: (90)\ncreate clone of (_myself_ v)\n\n@スプライト4\n\nwhen flag clicked\nset [みんな、ルームにいる? v] to [0]\ngo to x: (-220) y: (169)\nhide\nrepeat (10)\n change [みんな、ルームにいる? v] by (1)\n create clone of (_myself_ v)\n change y by (-22)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <<(letter (15) of (item (みんな、ルームにいる?) of [クラウドリスト v])) = [0]> or <(letter (15) of (item (みんな、ルームにいる?) of [クラウドリスト v])) = []>> then\n hide\n else\n show\n end\nend\n\n | これで人を集めよう!↓\nhttps://scratch.mit.edu/projects/471314156/ \n日本語の説明は下にあります\n読まないと損します\nThis game is a 2.5D and 360 ° online platformer!\nUp to 10 players can play!\nMethod of operation\nOperate with arrow keys\nYou can also chat with us!\nFeel free to enjoy! !! !! !! !! !! !! !!\nこのゲームは、2.5Dかつ360°のオンラインプラットフォーマーです!\n最大10人プレイ可能です!\n操作方法\n矢印キーで操作\nチャットにより、こおりおにもできます!\n自由に、楽しんでください!!!!!!!! |
Among Us Platformer | Platformer Game| Easy Platformer | Platformer | @Stage\n\nwhen flag clicked\nset volume to (200) %\nforever\n play sound [POL-spaceship-ambience-short v] until done\nend\n\n@player\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [xv v] to [0]\nset [yv v] to [0]\nset [level v] to [1]\ngo to x: (-155) y: (-57)\nforever\n platformer physics\nend\n\ndefine platformer physics\nchange [yv v] by (-1)\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-0.95)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (0.95)\nend\nset [xv v] to ((xv) * (0.9))\nchange x by (xv)\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (1)\nend\nif <touching (levels v)?> then\n change y by (-4)\n change x by ((xv) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n if <(xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n end\nend\nchange y by (yv)\nif <touching (levels v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching (levels v)?>> then\n switch costume to (jump v)\n set [yv v] to [13]\nend\nchange y by (1)\nif <[232] < (x position)> then\n change [level v] by (1)\n broadcast (next level v)\nend\nif <<touching (danger v)?> or <<touching (saw v)?> or <<touching (acid v)?> or <touching (imposter v)?>>>> then\n go to x: (-155) y: (-57)\nend\n\nwhen I receive [next level v]\ngo to x: (-155) y: (-57)\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n if <key (right arrow v) pressed?> then\n point in direction (90)\n if <(costume [name v]) = [Idle]> then\n switch costume to (walk v)\n else\n next costume\n end\n wait (0.02) seconds\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n if <(costume [name v]) = [Idle]> then\n switch costume to (walk v)\n else\n next costume\n end\n wait (0.02) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (idle v)\n end\nend\n\n@levels\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Acid \n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n repeat (7)\n change y by (1)\n end\n repeat (14)\n change y by (-1)\n end\n repeat (7)\n change y by (1)\n end\n go to x: (-10) y: (-16)\nend\n\n@danger\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n show\n wait (1) seconds\n hide\n wait (1) seconds\n else\n show\n end\n if <(level) = [8]> then\n show\n wait (1) seconds\n hide\n wait (1) seconds\n else\n show\n end\nend\n\n@Saw\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n turn left (5) degrees\nend\n\n@imposter\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\ndefine place clone at (x) (y)\ngo to x: (x) y: (y)\nswitch costume to (walk v)\nshow\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [color v] effect to (100)\nimposter movement\n\ndefine imposter movement\nforever\n repeat (25)\n point in direction (90)\n change x by (5)\n next costume\n end\n switch costume to (costume1 v)\n wait (0.5) seconds\n repeat (25)\n point in direction (-90)\n change x by (-5)\n next costume\n end\n switch costume to (costume1 v)\n wait (0.5) seconds\nend\n\nwhen I receive [next level v]\nif <(level) = [2]> then\n place clone at [115] [-71]\nend\nif <(level) = [7]> then\n place clone at [66] [23]\nend\n\nwhen I receive [next level v]\nhide\n\nset [level v] to [7]\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (-26) y: (5)\nset [ghost v] effect to (1000)\nforever\n go [forward v] (99) layers\nend\n\n | Hi Guys \nUse the arrow keys to move and jump\nRight arrow = walk ( right)\nLeft arrow = walk ( left)\nUp arrow = Jump\nTry avoiding the spikes, saws, acids, lasers and the \nimpostors.\nWatch the full detailed video here\nhttps://youtube.com/playlist?list=PLkcHvzwfrdoUufF3Gns-tZ819OZeL2Tif\nThis is free to use. |
action-platformer | @Stage\n\nwhen flag clicked\nclear graphic effects\nswitch backdrop to (light2 v)\nwait (1) seconds\nrepeat (50)\n change [whirl v] effect by (25)\nend\nclear graphic effects\nclear graphic effects\nswitch backdrop to (背景2 v)\nbroadcast (メッセージ2 v)\nbroadcast (f v)\nforever\n play sound [Nightcore - Legendary v] until done\nend\n\n@スプライト2\n\nwhen flag clicked\nset drag mode [not draggable v]\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [メッセージ1 v]\nnext costume\n\nwhen I receive [メッセージ2 v]\nshow\n\n@地面\n\nwhen flag clicked\nset [ステージ v] to [0]\nhide variable [ステージ v]\nswitch costume to (コスチューム1 v)\nhide\nset drag mode [not draggable v]\nforever\n if <(costume [number v]) = [11]> then\n broadcast (メッセージ3 v)\n switch backdrop to (背景1 v)\n end\n if <(costume [number v]) = [12]> then\n broadcast (メッセージ5 v)\n switch backdrop to (背景4 v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (メッセージ4 v)\n end\n if <(costume [name v]) = [コスチューム17]> then\n broadcast (メッセージ6 v)\n end\n if <(costume [name v]) = [コスチューム14]> then\n broadcast (メッセージ8 v)\n switch backdrop to (背景3 v)\n end\n if <(costume [name v]) = [コスチューム15]> then\n broadcast (メッセージ7 v)\n switch backdrop to (背景2 v)\n end\n if <(costume [number v]) = [17]> then\n broadcast (メッセージ9 v)\n switch backdrop to (背景2 v)\n end\nend\n\nwhen I receive [メッセージ1 v]\nnext costume\nchange [ステージ v] by (1)\n\nwhen I receive [メッセージ2 v]\ngo to x: (3) y: (2)\nshow\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ4 v]\npoint in direction (90)\ngo to x: (178) y: (-80)\ngo to [back v] layer\nshow\n\nwhen I receive [メッセージ3 v]\nhide\n\nwhen I receive [メッセージ7 v]\npoint in direction (0)\ngo to x: (-64) y: (-33)\nshow\n\nwhen I receive [メッセージ9 v]\nhide\n\n@スプライト4\n\nwhen flag clicked\nset size to (100) %\nset drag mode [not draggable v]\nhide\ngo to [back v] layer\n\nwhen I receive [メッセージ3 v]\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (144) y: (-123)\nforever\n turn right (7) degrees\nend\n\nwhen I receive [メッセージ5 v]\nhide\n\nwhen I receive [メッセージ6 v]\nhide\n\nwhen I receive [メッセージ8 v]\nset size to (50) %\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (-82) y: (-46)\nforever\n turn right (7) degrees\nend\n\nwhen I receive [メッセージ9 v]\nhide\n\nwhen I receive [メッセージ7 v]\nhide\n\n@スプライト7\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [メッセージ6 v]\nshow\nswitch costume to (コスチューム2 v)\n\nwhen I receive [メッセージ7 v]\nhide\n\nwhen I receive [メッセージ8 v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [メッセージ9 v]\nhide\n\n@スプライト8\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [メッセージ6 v]\nshow\n\nwhen I receive [メッセージ7 v]\nhide\n\nwhen I receive [メッセージ9 v]\nhide\n\nwhen I receive [メッセージ8 v]\nswitch costume to (コスチューム1 v)\nshow\n\n@スプライト5\n\nwhen flag clicked\nset size to (100) %\nset drag mode [not draggable v]\nhide\ngo to [back v] layer\n\nwhen I receive [メッセージ3 v]\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (-67) y: (-123)\nforever\n turn right (7) degrees\nend\n\nwhen I receive [メッセージ5 v]\nhide\n\nwhen I receive [メッセージ6 v]\nhide\n\nwhen I receive [メッセージ8 v]\nset size to (50) %\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (-201) y: (108)\nforever\n turn right (7) degrees\nend\n\nwhen I receive [メッセージ9 v]\nhide\n\nwhen I receive [メッセージ7 v]\nhide\n\n@スプライト3\n\nwhen I receive [メッセージ1 v]\nset [ステージ v] to [0]\nshow\ngo to x: (576) y: (28)\nrepeat (10)\n change x by (-47)\nend\nchange x by (-5)\nwait (0.3) seconds\nchange x by (-5)\nrepeat (10)\n change x by (-47)\nend\nhide\nchange [ステージ v] by (1)\nbroadcast (メッセージ2 v)\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\nset size to (100) %\nshow\nclear graphic effects\nset drag mode [not draggable v]\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-206) y: (-50)\nset [y v] to [0]\nset [x v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n 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 set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y 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 end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [15]\n start sound [ニュッ2 v]\n point in direction ((y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [230]> then\n go to x: (-206) y: (-50)\n set [x v] to [0]\n set [y v] to [0]\n broadcast (メッセージ1 v)\n stop [this script v]\n end\n if <[-170] > (y position)> then\n repeat (3)\n change [ghost v] effect by (25)\n end\n clear graphic effects\n start sound [Wobble v]\n go to x: (-206) y: (-50)\n end\n if <touching (スプライト2 v)?> then\n repeat (3)\n change [ghost v] effect by (25)\n end\n clear graphic effects\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-206) y: (-50)\n start sound [Wobble v]\n end\n if <key (r v) pressed?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-206) y: (-50)\n end\n if <<touching (スプライト4 v)?> or <touching (スプライト5 v)?>> then\n repeat (3)\n change [ghost v] effect by (25)\n end\n clear graphic effects\n start sound [Wobble v]\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-206) y: (-50)\n end\n if <touching (スプライト7 v)?> then\n repeat (3)\n change [ghost v] effect by (25)\n end\n clear graphic effects\n start sound [Wobble v]\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-206) y: (-50)\n end\nend\n\nwhen I receive [meehude v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-206) y: (-50)\n\nrepeat (3)\n change [ghost v] effect by (25)\nend\nclear graphic effects\ngo to x: (-206) y: (-50)\n\nwhen I receive [gy v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-206) y: (-50)\n\n | <English>\nUse the arrow keys to move or tap on the screen if you are are on mobile.\nDon't touch spine and lave and don't fall into the hole.\n<日本語>\n矢印キーを使ってまたは、画面をタップして操作します。棘やマグマに触れたり、穴に落ちないようにしてください。\n |
Test Platformer Part 6 | @Stage\n\n@Sprite2\n\n@Tutorial || Player\n\nwhen I receive [next level v]\ngo to x: (-200) y: (101)\n\nwhen flag clicked\nhide\n\nwhen I receive [message 1 v]\ngo to x: (-200) y: (101)\nshow\n\nwhen I receive [message 1 v]\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set rotation style [left-right v]\n if <<<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n switch costume to (costume1 v)\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 switch costume to (costum2 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#2a2e45)?> then\n change y by (1)\n if <touching color (#2a2e45)?> then\n change y by (1)\n if <touching color (#2a2e45)?> then\n change y by (1)\n if <touching color (#2a2e45)?> then\n change y by (1)\n if <touching color (#2a2e45)?> then\n change y by (1)\n if <touching color (#2a2e45)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n set [yv v] to [13]\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#2a2e45)?> then\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#2a2e45)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: (101)\n set [ghost v] effect to (0)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (101)\n end\n if <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-200) y: (-10)\n set [ghost v] effect to (0)\n start sound [Oopsy.. v]\n end\n if <touching color (#ff0000)?> then\n set [yv v] to [20]\n end\n if <touching color (#2d5c5c)?> then\n set [xv v] to [21]\n end\n if <<<touching color (#f7ff00)?> or <touching color (#fff600)?>> or <<touching color (#faff00)?> or <<touching color (#fff600)?> or <<touching color (#faff00)?> or <<touching color (#fff600)?> or <<touching color (#fff600)?> or <touching color (#fff600)?>>>>>>> then\n set [yv v] to [20]\n end\nend\n\nstart sound [Jump v]\n\nwhen flag clicked\nrepeat (100)\n start sound [Xylo3 v]\nend\n\n@ Tutorial || Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [message 1 v]\nswitch costume to (costume1 v)\nshow\n\n@Title2\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (0) y: (-100)\nforever\n set [brightness v] effect to (0)\n change y by ([cos v] of (title y2) )\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-15)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (costume3 v)\n broadcast (Message 1 v)\n delete this clone\n end\nend\n\nwhen I receive [message 1 v]\ngo to [front v] layer\nhide\n\nwhen I receive [menu v]\nshow\nwait (.3) seconds\ncreate clone of (_myself_ v)\ngo to [front v] layer\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (100)\ncreate clone of (_myself_ v)\nforever\n change [title y2 v] by (6.5)\n change y by ([cos v] of (title y2) )\nend\n\nwhen flag clicked\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\n | Arrow keys or W, A, S, D or mouse pointer or if you're on mobile you can do it too by putting your finger on the ground for walking and jumping is putting your finger above the ground. (Any wrong grammar tell me in comments please)\n\n\nDon't RUSH! (Take your time!)\nFullscreen Recommended.\n\nEnjoy! |
Neon || a pen scrolling platformer online | @Stage\n\nwhen flag clicked\nforever\n if <(Music) = [1]> then\n if <not <(Checkpoint) = [4]>> then\n set volume to (100) %\n play sound [Nice-Vibes v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Music) = [0]> then\n if <not <(Checkpoint) = [4]>> then\n stop all sounds\n set volume to (0) %\n end\n end\n if <(Checkpoint) = [4]> then\n set volume to (100) %\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@Blank\n\n@Pen\n\ndefine Draw square (x1) (x2) (y1) (y2) (type) (pen size) (light?) (light where?)\n// [Draw a square, you can choose the lightning of the square, the pen size, the type...]\nif <<not <((Scroll x) + (480)) < ((x1) + (Scroll x))>> and <not <((x2) + (Scroll x)) < ((Scroll x) - (480))>>> then\n pen up\n set pen size to (pen size)\n set [type v] to (type)\n Set color\n if <not <(type) = [shadow]>> then\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y1)\n go to x: (x2) y: (y2)\n go to x: (x1) y: (y2)\n go to x: (x1) y: (y1)\n pen up\n if <<not <(type) = [shadow]>> and <(light?) = [1]>> then\n Draw square (x1) (x2) (y1) (y2) [shadow] ((pen size) * (2)) [1] (light where?)\n if <(type) = [lava]> then\n // [For do orange lines in lava]\n set [iii v] to [0]\n repeat ([abs v] of (round (((x1) - (x2)) / (10))) )\n change [iii v] by (1)\n if <((iii) mod (2)) = [1]> then\n set [ii v] to [0]\n repeat ([abs v] of (round (((y2) - (y1)) / (20))) )\n change [ii v] by (1)\n Draw line [5] [10] ((x1) + ((4) + (((iii) - (1)) * (10)))) ((y1) - ((6) + (((ii) - (1)) * (20)))) [x] [] [5] [0] []\n end\n else\n set [ii v] to [0]\n repeat ([abs v] of (round (((y2) - (y1)) / (20))) )\n change [ii v] by (1)\n Draw line [5] [10] ((x1) + ((4) + (((iii) - (1)) * (10)))) ((y1) - ((16) + (((ii) - (1)) * (20)))) [x] [] [5] [0] []\n end\n set [ii v] to (round (((y2) - (y1)) / (20)))\n end\n end\n end\n stop [this script v]\n end\n else\n // [Draw light]\n if <(light where?) = [1]> then\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y1)\n go to x: (x2) y: (y2)\n go to x: (x1) y: (y2)\n go to x: (x1) y: (y1)\n pen up\n else\n if <(light where?) = [2]> then\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y1)\n pen up\n go to x: (x2) y: (y2)\n pen down\n go to x: (x1) y: (y2)\n pen up\n go to x: (x1) y: (y1)\n pen up\n else\n if <(light where?) = [3]> then\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y1)\n pen up\n pen down\n go to x: (x2) y: (y2)\n go to x: (x1) y: (y2)\n pen up\n go to x: (x1) y: (y1)\n pen up\n else\n if <(light where?) = [4]> then\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y1)\n pen up\n go to x: (x2) y: (y2)\n pen down\n go to x: (x1) y: (y2)\n pen down\n go to x: (x1) y: (y1)\n pen up\n end\n end\n end\n end\n end\nend\n\ndefine Set color\n// [For set the color]\nif <(type) = [platform]> then\n set pen color to (#006aff)\n set pen (transparency v) to (0)\nelse\n if <(type) = [shadow]> then\n set pen (transparency v) to (60)\n else\n if <(type) = [lava]> then\n set pen color to (#ff0000)\n set pen (transparency v) to (0)\n else\n if <(type) = [bounce]> then\n set pen color to (#eeff00)\n set pen (transparency v) to (0)\n else\n if <(type) = [black]> then\n set pen color to (#000000)\n set pen (transparency v) to (0)\n else\n if <(type) = [checkpoint]> then\n set pen color to (#61ff00)\n set pen (transparency v) to (50)\n else\n if <(type) = [end]> then\n set pen color to (#ff8800)\n set pen (transparency v) to (50)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\n// [Main script]\nhide\nerase all\nDraw back\nDraw square ((-40) - (Scroll x)) ((290) - (Scroll x)) ((10) - (Scroll y)) ((-10) - (Scroll y)) [bounce] [22] [0] [1]\nDraw square ((-50) - (Scroll x)) ((300) - (Scroll x)) ((20) - (Scroll y)) ((-20) - (Scroll y)) [platform] [10] [1] [4]\nDraw square ((360) - (Scroll x)) ((490) - (Scroll x)) ((10) - (Scroll y)) ((-10) - (Scroll y)) [bounce] [22] [0] [1]\nDraw square ((350) - (Scroll x)) ((500) - (Scroll x)) ((20) - (Scroll y)) ((-20) - (Scroll y)) [platform] [10] [1] [2]\nDraw square ((320) - (Scroll x)) ((330) - (Scroll x)) ((20) - (Scroll y)) ((-20) - (Scroll y)) [lava] [10] [0] [1]\nDraw square ((310) - (Scroll x)) ((340) - (Scroll x)) ((20) - (Scroll y)) ((-20) - (Scroll y)) [lava] [10] [1] [2]\nDraw square ((200) - (Scroll x)) ((220) - (Scroll x)) ((80) - (Scroll y)) ((20) - (Scroll y)) [platform] [10] [1] [1]\nDraw square ((210) - (Scroll x)) ((210) - (Scroll x)) ((70) - (Scroll y)) ((30) - (Scroll y)) [bounce] [10] [0] [1]\nDraw square ((520) - (Scroll x)) ((540) - (Scroll x)) ((10) - (Scroll y)) ((-10) - (Scroll y)) [platform] [22] [0] [1]\nDraw square ((510) - (Scroll x)) ((550) - (Scroll x)) ((-20) - (Scroll y)) ((20) - (Scroll y)) [bounce] [10] [1] [3]\nDraw square ((570) - (Scroll x)) ((690) - (Scroll x)) ((210) - (Scroll y)) ((230) - (Scroll y)) [bounce] [20] [0] [0]\nDraw square ((560) - (Scroll x)) ((700) - (Scroll x)) ((200) - (Scroll y)) ((240) - (Scroll y)) [platform] [10] [1] [1]\nDraw square ((910) - (Scroll x)) ((1490) - (Scroll x)) ((210) - (Scroll y)) ((230) - (Scroll y)) [bounce] [22] [0] [0]\nDraw square ((900) - (Scroll x)) ((1500) - (Scroll x)) ((200) - (Scroll y)) ((240) - (Scroll y)) [platform] [10] [1] [1]\nDraw triangle ((1150) - (Scroll x)) ((242) - (Scroll y)) ((1480) - (Scroll x)) ((462) - (Scroll y)) [bounce] [50] [0] [1]\nDraw triangle ((1270) - (Scroll x)) ((290) - (Scroll y)) ((1430) - (Scroll x)) ((390) - (Scroll y)) [bounce] [100] [0] [1]\nDraw triangle ((1110) - (Scroll x)) ((240) - (Scroll y)) ((1500) - (Scroll x)) ((500) - (Scroll y)) [platform] [10] [1] [1]\nif <(Checkpoint) = [1]> then\n Draw square ((1710) - (Scroll x)) ((1760) - (Scroll x)) ((480) - (Scroll y)) ((1200) - (Scroll y)) [checkpoint] [50] [0] [1]\nend\nDraw square ((1620) - (Scroll x)) ((1790) - (Scroll x)) ((490) - (Scroll y)) ((460) - (Scroll y)) [bounce] [30] [0] [0]\nDraw square ((1610) - (Scroll x)) ((1800) - (Scroll x)) ((500) - (Scroll y)) ((450) - (Scroll y)) [platform] [10] [1] [1]\nDraw square ((1540) - (Scroll x)) ((1570) - (Scroll x)) ((480) - (Scroll y)) ((260) - (Scroll y)) [lava] [53] [0] [0]\nDraw square ((1510) - (Scroll x)) ((1600) - (Scroll x)) ((500) - (Scroll y)) ((240) - (Scroll y)) [lava] [10] [1] [1]\nDraw round ((1900) - (Scroll x)) ((500) - (Scroll y)) [90] [platform] [1]\nDraw round ((1900) - (Scroll x)) ((500) - (Scroll y)) [60] [bounce] [0]\nDraw round ((2100) - (Scroll x)) ((500) - (Scroll y)) [90] [platform] [1]\nDraw round ((2100) - (Scroll x)) ((500) - (Scroll y)) [60] [bounce] [0]\nDraw round ((2350) - (Scroll x)) ((500) - (Scroll y)) [90] [platform] [1]\nDraw round ((2350) - (Scroll x)) ((500) - (Scroll y)) [60] [bounce] [0]\nDraw round ((2500) - (Scroll x)) ((600) - (Scroll y)) [90] [platform] [1]\nDraw round ((2500) - (Scroll x)) ((600) - (Scroll y)) [60] [bounce] [0]\nDraw round ((2600) - (Scroll x)) ((200) - (Scroll y)) [90] [platform] [1]\nDraw round ((2600) - (Scroll x)) ((200) - (Scroll y)) [60] [bounce] [0]\nDraw round ((2800) - (Scroll x)) ((200) - (Scroll y)) [90] [platform] [1]\nDraw round ((2800) - (Scroll x)) ((200) - (Scroll y)) [60] [bounce] [0]\nDraw round ((3000) - (Scroll x)) ((300) - (Scroll y)) [90] [platform] [1]\nDraw round ((3000) - (Scroll x)) ((300) - (Scroll y)) [60] [bounce] [0]\nif <(Checkpoint) < [3]> then\n Draw square ((3200) - (Scroll x)) ((3250) - (Scroll x)) ((300) - (Scroll y)) ((10000) - (Scroll y)) [checkpoint] [50] [0] [0]\nend\nif <(Checkpoint) < [4]> then\n Draw square ((3980) - (Scroll x)) ((3980) - (Scroll x)) ((300) - (Scroll y)) ((490) - (Scroll y)) [end] [50] [0] [0]\nend\nDraw square ((3060) - (Scroll x)) ((3990) - (Scroll x)) ((310) - (Scroll y)) ((290) - (Scroll y)) [bounce] [20] [0] [0]\nDraw square ((3050) - (Scroll x)) ((4000) - (Scroll x)) ((320) - (Scroll y)) ((280) - (Scroll y)) [platform] [10] [1] [1]\nDraw square ((3060) - (Scroll x)) ((3990) - (Scroll x)) ((310) - (Scroll y)) ((290) - (Scroll y)) [checkpoint] [20] [0] [0]\nDraw square ((3060) - (Scroll x)) ((3990) - (Scroll x)) ((480) - (Scroll y)) ((500) - (Scroll y)) [bounce] [20] [0] [0]\nDraw square ((3050) - (Scroll x)) ((4000) - (Scroll x)) ((470) - (Scroll y)) ((510) - (Scroll y)) [platform] [10] [1] [1]\nDraw square ((3060) - (Scroll x)) ((3990) - (Scroll x)) ((480) - (Scroll y)) ((500) - (Scroll y)) [checkpoint] [20] [0] [0]\n// [For draw the spikes]\nDraw spike ((176) - (Scroll x)) ((29) - (Scroll y)) [90]\nDraw spike ((245) - (Scroll x)) ((29) - (Scroll y)) [90]\nDraw spike ((650) - (Scroll x)) ((248) - (Scroll y)) [90]\nDraw spike ((1000) - (Scroll x)) ((248) - (Scroll y)) [90]\nDraw spike ((3330) - (Scroll x)) ((329) - (Scroll y)) [90]\nDraw spike ((3360) - (Scroll x)) ((329) - (Scroll y)) [90]\nDraw spike ((3390) - (Scroll x)) ((329) - (Scroll y)) [90]\nDraw spike ((3500) - (Scroll x)) ((461) - (Scroll y)) [-90]\nDraw spike ((3530) - (Scroll x)) ((461) - (Scroll y)) [-90]\nDraw spike ((3560) - (Scroll x)) ((461) - (Scroll y)) [-90]\nDraw spike ((3630) - (Scroll x)) ((329) - (Scroll y)) [90]\nDraw spike ((3660) - (Scroll x)) ((329) - (Scroll y)) [90]\nDraw spike ((3690) - (Scroll x)) ((329) - (Scroll y)) [90]\n// [For draw the shadow of the player]\ndetect ground\n\ndefine Draw triangle (x1) (y1) (x2) (y2) (type) (pen size) (light) (light type)\n// [For draw a triangle]\nif <<not <((Scroll x) + (480)) < ((x1) + (Scroll x))>> and <not <((x2) + (Scroll x)) < ((Scroll x) - (480))>>> then\n set pen size to (pen size)\n set [type v] to (type)\n Set color\n if <not <(type) = [shadow]>> then\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n go to x: (x2) y: (y1)\n go to x: (x1) y: (y1)\n pen up\n if <<not <(type) = [shadow]>> and <(light) = [1]>> then\n Draw triangle (x1) (y1) (x2) (y2) [shadow] ((pen size) * (2)) [1] (light type)\n end\n else\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n go to x: (x2) y: (y1)\n go to x: (x1) y: (y1)\n pen up\n end\nend\n\ndefine Draw back\n// [For draw backgroung]\npen up\nchange [i v] by (1)\nif <(i) < [100]> then\n Draw line [80] [60] [-200] [20] [y] [] [] [60] []\n Draw line [40] [60] [-200] [60] [x] [] [] [60] []\n Draw line [80] [60] [-160] [20] [y] [] [] [60] []\n Draw line [80] [60] [-120] [20] [y] [] [] [60] []\n Draw line [20] [60] [-120] [60] [x] [] [] [60] []\n Draw line [40] [60] [-120] [20] [x] [] [] [60] []\n Draw line [40] [60] [-120] [100] [x] [] [] [60] []\n Draw line [80] [60] [-40] [20] [y] [] [] [60] []\n Draw line [40] [60] [-40] [20] [x] [] [] [60] []\n Draw line [80] [60] [40] [20] [y] [] [] [60] []\n Draw line [40] [60] [40] [20] [x] [] [] [60] []\n Draw line [80] [60] [120] [20] [y] [] [] [60] []\n Draw line [40] [60] [120] [20] [x] [] [] [60] []\n Draw line [80] [60] [160] [20] [y] [] [] [60] []\n Draw line [40] [60] [120] [100] [x] [] [] [60] []\n Draw line [40] [60] [200] [60] [y] [] [] [60] []\n Draw line [1] [60] [200] [20] [y] [] [] [60] []\nend\npen up\n\ndefine Draw line (size) (color) (x) (y) (x/y) (brightness) (pen size) (y+?) (transparency)\n// [For draw a line]\nset pen (transparency v) to (0)\nset pen color to (#ff0000)\nset pen (color v) to (color)\nif <(transparency) = []> then\n set pen (transparency v) to (0)\nelse\n set pen (transparency v) to (transparency)\nend\nif <(brightness) = []> then\n set pen (brightness v) to (100)\nelse\n set pen (brightness v) to (brightness)\nend\nif <(pen size) = []> then\n set pen size to (20)\nelse\n set pen size to (pen size)\nend\ngo to x: (x) y: ((y) + (y+?))\npen down\nif <(x/y) = [x]> then\n change x by (size)\nelse\n change y by (size)\nend\npen up\nset pen (brightness v) to (0)\n\nwhen flag clicked\nset [i v] to [1000]\ndelete all of [shadow v]\nadd [] to [shadow v]\nerase all\n\ndefine detect ground\n// [For detect the ground and add the ordonnee in the "Shadow list"]\npoint in direction (90)\nif <(Game start?) = [1]> then\n switch costume to (dot v)\n go to (player v)\n change y by (-10)\n switch costume to (costume2 v)\n if <<not <touching color (#006aff)?>> and <<not <touching color (#ff0000)?>> and <<not <touching color (#eeff00)?>> and <<not <touching color (#333333)?>> and <not <touching color (#727272)?>>>>>> then\n replace item (1) of [shadow v] with [-180]\n else\n switch costume to (dot v)\n repeat until <<(y position) < [-178]> or <<touching color (#006aff)?> or <<touching color (#ff0000)?> or <<touching color (#eeff00)?> or <<touching color (#333333)?> or <touching color (#727272)?>>>>>>\n change y by (() - (5))\n end\n replace item (1) of [shadow v] with (y position)\n end\n switch costume to (costume1 v)\n if <not <(item (1) of [shadow v]) < [-178]>> then\n Draw line [12] [60] ((x position) - (6)) ((item (1) of [shadow v]) - (0)) [x] [20] [8] [] [50]\n end\nend\nswitch costume to (dot v)\nif <(#PlayersOnline) > [1]> then\n set [ii v] to [0]\n repeat (length of [@players v])\n change [ii v] by (1)\n replace item ((ii) + (1)) of [shadow v] with [-180]\n if <(item (ii) of [on screen? v]) = [yes]> then\n go to x: ((item ((((ii) - (1)) * (&MaxElements)) + (3)) of [#cloudlist v]) - (Scroll x)) y: (((item ((((ii) - (1)) * (&MaxElements)) + (4)) of [#cloudlist v]) - (Scroll y)) - (10))\n switch costume to (costume2 v)\n if <<not <touching color (#006aff)?>> and <<not <touching color (#ff0000)?>> and <<not <touching color (#eeff00)?>> and <<not <touching color (#333333)?>> and <not <touching color (#727272)?>>>>>> then\n replace item (1) of [shadow v] with [-180]\n else\n switch costume to (dot v)\n repeat until <<(y position) < [-178]> or <<touching color (#006aff)?> or <<touching color (#ff0000)?> or <<touching color (#eeff00)?> or <<touching color (#333333)?> or <touching color (#727272)?>>>>>>\n change y by (() - (5))\n end\n replace item ((ii) + (1)) of [shadow v] with (y position)\n end\n switch costume to (costume1 v)\n if <not <(item ((ii) + (1)) of [shadow v]) < [-178]>> then\n Draw line [12] [60] ((x position) - (6)) ((item ((ii) + (1)) of [shadow v]) - (0)) [x] [20] [8] [] [50]\n end\n end\n end\nend\nswitch costume to (costume1 v)\n\ndefine Draw spike (x) (y) (or)\n// [For draw a spike \(90/-90\)]\nif <<not <((Scroll x) + (480)) < ((x) + (Scroll x))>> and <not <((x) + (Scroll x)) < ((Scroll x) - (480))>>> then\n pen up\n set pen color to (#727272)\n set pen size to (25)\n go to x: (x) y: (y)\n point in direction ((or) + (-90))\n move (10) steps\n pen down\n pen up\n set pen size to (20)\n go to x: (x) y: (y)\n point in direction ((or) + (-90))\n move (18) steps\n pen down\n pen up\n set pen size to (7)\n set pen color to (#333333)\n go to x: ((x) - ((or) / (6))) y: (y)\n point in direction (or)\n pen down\n move (30) steps\n turn left (110) degrees\n move (40) steps\n turn left (134) degrees\n move (40) steps\nend\npen up\n\ndefine // (entirely made by @madu59_)\n\nwhen I receive [mobile chat v]\nset [i v] to [0]\n\nwhen I receive [th v]\nset [scroll x v] to [400]\nset [scroll y v] to [110]\nset [game start? v] to [0]\nbroadcast (tick v)\n\ndefine Draw round (x) (y) (size) (type?) (light?)\nif <<not <((Scroll x) + (480)) < ((x) + (Scroll x))>> and <not <((y) + (Scroll x)) < ((Scroll x) - (480))>>> then\n set pen size to (size)\n set [type v] to (type?)\n Set color\n if <not <(type?) = [shadow]>> then\n go to x: (x) y: (y)\n pen down\n pen up\n if <<not <(type?) = [shadow]>> and <(light?) = [1]>> then\n Draw round (x) (y) ((size) * (1.2)) [shadow] [0]\n end\n else\n go to x: (x) y: (y)\n pen down\n pen up\n end\nend\n\n@Player\n\ndefine Slope\nswitch costume to (l v)\nif <<touching color (#006aff)?> and <(speed x) < [-0.01]>> then\n set [slope v] to [1]\nelse\n switch costume to (r v)\n if <<touching color (#006aff)?> and <(speed x) > [0.01]>> then\n set [slope v] to [1]\n else\n switch costume to (left2 v)\n if <<touching color (#006aff)?> and <(speed x) > [0.01]>> then\n switch costume to (right3 v)\n if <not <touching color (#006aff)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n switch costume to (right2 v)\n if <<touching color (#006aff)?> and <(speed x) < [-0.01]>> then\n switch costume to (left3 v)\n if <not <touching color (#006aff)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n set [slope v] to [0]\n end\n end\n Set Costume\n end\nend\n\ndefine Reset\nset [death v] to []\nset [scroll x v] to ((item (((Checkpoint) * (2)) - (1)) of [checkpoints v]) + (pick random (-100) to (100)))\nset [scroll y v] to (item ((Checkpoint) * (2)) of [checkpoints v])\nset [x v] to ((item (((Checkpoint) * (2)) - (1)) of [checkpoints v]) + (pick random (-100) to (100)))\nset [y v] to (item ((Checkpoint) * (2)) of [checkpoints v])\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [in air v] to [4]\nposition\nset [game start? v] to [1]\nshow\n\ndefine Physic\nposition\nchange x by (round ((speed x) / (1.8)))\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > ((x position) + (20))> and <mouse down?>>> then\n if <(slope) = [1]> then\n change [speed x v] by (3.3)\n change [y v] by (1)\n else\n if <(slope) = [4]> then\n change [speed x v] by (4)\n change [y v] by (-4)\n else\n change [speed x v] by (3.6)\n end\n end\nend\nif <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <key (q v) pressed?>>> or <<((x position) + (-20)) > (mouse x)> and <mouse down?>>> then\n if <(slope) = [1]> then\n change [speed x v] by (-3.3)\n change [y v] by (1)\n else\n if <(slope) = [4]> then\n change [speed x v] by (-4)\n change [y v] by (-4)\n else\n change [speed x v] by (-3.6)\n end\n end\nend\nif <<<key (up arrow v) pressed?> or <<key (z v) pressed?> or <key (w v) pressed?>>> or <<(mouse y) > ((y position) + (20))> and <mouse down?>>> then\n if <(In air) < [4]> then\n set [speed y v] to [14]\n end\nend\nif <<key (space v) pressed?> and <<(username) = [maDU59_]> or <(Checkpoint) = [5]>>> then\n change [y v] by (1)\n set [speed y v] to [5]\n set [in air v] to [1]\n set [cheat v] to [1]\nend\nchange [speed y v] by (-1)\nif <(speed y) < [-11]> then\n set [speed y v] to [-11]\nend\nSlope\nchange y by (speed y)\nposition\nchange [scroll x v] by (round ((((x) + ((chat open) * (-85))) - (Scroll x)) / (9)))\nchange [scroll y v] by ((round (((y) - (Scroll y)) / (13))) + (2))\nposition\nset [speed x v] to ((speed x) * (0.7))\nCheck checkpoints\nstop [this script v]\n\ndefine change x by (speed x)\nswitch costume to (hitbox v)\nchange [x v] by ((speed x) * (1.1))\nposition\nif <touching color (#006aff)?> then\n repeat (10)\n change [y v] by (0.5)\n position\n if <not <touching color (#006aff)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-5)\n repeat until <not <touching color (#006aff)?>>\n if <(speed x) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\nSet Costume\n\ndefine position\ngo to x: ((x) - (Scroll x)) y: ((y) - (Scroll y))\n\ndefine change y by (speed y)\nswitch costume to (hitbox v)\nchange [y v] by (speed y)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching color (#006aff)?>>\n if <(speed y) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [speed y v] to [0]\nend\nSet Costume\n\ndefine Set Costume\nswitch costume to (3a v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > ((x position) + (20))> and <mouse down?>>> then\n switch costume to (2a v)\nelse\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <key (q v) pressed?>>> or <<((x position) + (-20)) > (mouse x)> and <mouse down?>>> then\n switch costume to (1a v)\n else\n switch costume to (3a v)\n end\nend\nif <<<key (up arrow v) pressed?> or <<key (z v) pressed?> or <key (w v) pressed?>>> or <<(mouse y) > ((y position) + (20))> and <mouse down?>>> then\n if <(costume [name v]) = [3a]> then\n switch costume to (6a v)\n else\n if <(costume [name v]) = [1a]> then\n switch costume to (5a v)\n else\n switch costume to (4a v)\n end\n end\nend\nif <<<[1a] = (costume [name v])> or <[2a] = (costume [name v])>> and <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > ((x position) + (20))> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <key (q v) pressed?>>> or <<((x position) + (-20)) > (mouse x)> and <mouse down?>>>>> then\n switch costume to (3a v)\nend\nif <<<[5a] = (costume [name v])> or <[4a] = (costume [name v])>> and <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > ((x position) + (20))> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <key (q v) pressed?>>> or <<((x position) + (-20)) > (mouse x)> and <mouse down?>>>>> then\n switch costume to (6a v)\nend\n\nset [color1 v] to [26864]\n\nwhen this sprite clicked\nbroadcast (Mobile chat v)\n\nwhen I receive [start v]\nset [checkpoint v] to [1]\nset [game start? v] to [1]\nshow\nforever\n Reset\n broadcast (tick v)\n repeat until <(Death) > []>\n Physic\n broadcast (tick v)\n if <<touching color (#ff0000)?> or <<touching color (#727272)?> or <touching color (#333333)?>>> then\n set [death v] to [Dead]\n end\n if <touching color (#eeff00)?> then\n set [speed y v] to [24]\n end\n if <(Scroll y) < [-100]> then\n set [death v] to [Fall]\n end\n if <(Checkpoint) = [4]> then\n set [x v] to ((9999) + (pick random (1) to (99999)))\n set [scroll x v] to (x)\n broadcast (Outro v)\n hide\n broadcast (tick v)\n wait until <(Checkpoint) = [5]>\n set [death v] to [Fall]\n show\n end\n end\nend\n\nwhen flag clicked\nset [checkpoint v] to [1]\nset [game start? v] to [0]\nhide\n\nwhen I receive [th v]\nstop [other scripts in sprite v]\nhide\nforever\n switch costume to (2a v)\n show\n go to x: (0) y: (-68)\nend\n\nwhen I receive [tick v]\nsay (item (Player CHAT) of [chat item v])\n\ndelete all of [checkpoints v]\nadd [0] to [checkpoints v]\nadd [50] to [checkpoints v]\n\ndefine Check checkpoints\nif <(x) > ((item (3) of [checkpoints v]) - (1))> then\n if <(x) > ((item (5) of [checkpoints v]) - (1))> then\n if <(x) > [3936]> then\n if <not <(Checkpoint) > [4]>> then\n set [checkpoint v] to [4]\n end\n else\n if <not <(Checkpoint) > [3]>> then\n set [checkpoint v] to [3]\n end\n end\n else\n if <not <(Checkpoint) > [2]>> then\n set [checkpoint v] to [2]\n end\n end\nelse\n if <not <(Checkpoint) > [1]>> then\n set [checkpoint v] to [1]\n end\nend\n\nwhen I receive [outro v]\nbroadcast (tick v)\nhide\n\nwhen I receive [start v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n wait (1) seconds\n if <(Checkpoint) = [4]> then\n stop [this script v]\n end\n change [score v] by (1)\nend\n\n@Color detector\n\ndefine Detect RGB Colour\nshow\nset [-r v] to [0]\nrepeat (32)\n set [-g v] to [0]\n repeat (32)\n set [-b v] to [0]\n repeat (16)\n if <touching color (((-R) * (65536)) + (((-G) * (256)) + (-B)))?> then\n set [-rgb v] to (((-R) * (65536)) + (((-G) * (256)) + (-B)))\n end\n change [-b v] by (16)\n end\n change [-g v] by (8)\n end\n change [-r v] by (8)\nend\nhide\n\nwhen flag clicked\n\nforever\n hide\n go to (mouse-pointer v)\n if <mouse down?> then\n Detect RGB Colour\n end\nend\n\n@☁\n\ndefine Init\ndelete all of [@players v]\ndelete all of [@ids v]\ndelete all of [@playeroffset v]\ndelete all of [#checkactive v]\ndelete all of [#checkvalue v]\ndelete all of [#cloudlist v]\ndelete all of [clouddata v]\nadd (join [=] (☁ <Cloud1>)) to [clouddata v]\nadd (join [=] (☁ <Cloud2>)) to [clouddata v]\nadd (join [=] (☁ <Cloud3>)) to [clouddata v]\nadd (join [=] (☁ <Cloud4>)) to [clouddata v]\nadd (join [=] (☁ <Cloud5>)) to [clouddata v]\nadd (join [=] (☁ <Cloud6>)) to [clouddata v]\nadd (join [=] (☁ <Cloud7>)) to [clouddata v]\nadd (join [=] (☁ <Cloud8>)) to [clouddata v]\nset [@id v] to (([floor v] of ((days since 2000) * (100000000)) ) mod (1000))\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [clouddata v])> then\n stop [this script v]\nend\nreplace item (id) of [clouddata v] with (var)\nDecode (var)\nif <<(item (2) of [decoded v]) = (username)> and <(item (5) of [decoded v]) = (@ID)>> then\n stop [this script v]\nend\nFind Player (item (2) of [decoded v]) (item (5) of [decoded v])\nif <(~i) = [0]> then\n set [~i v] to (item # of [] in [@players v])\n if <(~i) = [0]> then\n New Player\n else\n replace item (~i) of [@players v] with (item (2) of [decoded v])\n replace item (~i) of [@ids v] with (item (5) of [decoded v])\n end\nend\nset [~j v] to [1]\nrepeat (length of [decoded v])\n replace item ((((~i) - (1)) * (&MaxElements)) + (~j)) of [#cloudlist v] with (item (~j) of [decoded v])\n change [~j v] by (1)\nend\n\ndefine Read Cloud\nProcess Cloud [1] (join [=] (☁ <Cloud1>))\nProcess Cloud [2] (join [=] (☁ <Cloud2>))\nProcess Cloud [3] (join [=] (☁ <Cloud3>))\nProcess Cloud [4] (join [=] (☁ <Cloud4>))\nProcess Cloud [5] (join [=] (☁ <Cloud5>))\nProcess Cloud [6] (join [=] (☁ <Cloud6>))\nProcess Cloud [7] (join [=] (☁ <Cloud7>))\nProcess Cloud [8] (join [=] (☁ <Cloud8>))\n\ndefine Decode (clouddata)\ndelete all of [decoded v]\nset [~temp v] to []\nset [~i v] to [2]\nrepeat (((length of (clouddata)) - (1)) / (2))\n switch costume to (join (letter (~i) of (clouddata)) (letter ((~i) + (1)) of (clouddata)))\n if <(costume [number v]) = [1]> then\n add (~temp) to [decoded v]\n set [~temp v] to []\n else\n set [~temp v] to (join (~temp) (costume [name v]))\n end\n change [~i v] by (2)\nend\n\ndefine Encode\nset [~temp v] to []\nset [~i v] to [1]\nrepeat (length of [#playerlist v])\n set [~j v] to [1]\n repeat (length of (item (~i) of [#playerlist v]))\n switch costume to (letter (~j) of (item (~i) of [#playerlist v]))\n if <(costume [number v]) < [10]> then\n set [~temp v] to (join (~temp) (join [0] (costume [number v])))\n else\n set [~temp v] to (join (~temp) (costume [number v]))\n end\n change [~j v] by (1)\n end\n set [~temp v] to (join (~temp) [01])\n change [~i v] by (1)\nend\n\ndefine SaveToCloud (playerid)\nSavePlayer\nEncode\nif <(playerid) < [6]> then\n if <(playerid) < [3]> then\n if <(playerid) = [1]> then\n set [☁ <cloud1> v] to (~temp)\n else\n set [☁ <cloud2> v] to (~temp)\n end\n else\n if <(playerid) = [3]> then\n set [☁ <cloud3> v] to (~temp)\n else\n if <(playerid) = [4]> then\n set [☁ <cloud4> v] to (~temp)\n else\n set [☁ <cloud5> v] to (~temp)\n end\n end\n end\nelse\n if <(playerid) < [8]> then\n if <(playerid) = [6]> then\n set [☁ <cloud6> v] to (~temp)\n else\n set [☁ <cloud7> v] to (~temp)\n end\n else\n if <(playerid) = [8]> then\n set [☁ <cloud8> v] to (~temp)\n end\n end\nend\n\nwhen I receive [tick v]\nif <(@ID) = []> then\n Init\nend\nRead Cloud\nSaveToCloud (pick random (1) to (length of [clouddata v]))\nCountPlayers\nUpdatePlayersList (last)\nset [last v] to ((1) - (last))\nDecode (join [=] (☁ Speedrun))\nset [high score v] to (item (1) of [decoded v])\nset [high score name v] to (item (2) of [decoded v])\nif <<<(item (1) of [decoded v]) > (Score)> or <(item (1) of [decoded v]) = [0]>> and <<(Checkpoint) = [4]> and <<not <(Score) = [0]>> and <(Cheat) = [0]>>>> then\n delete all of [#playerlist v]\n add (Score) to [#playerlist v]\n add (username) to [#playerlist v]\n Encode\n set [☁ speedrun v] to (~temp)\nend\n\ndefine CountPlayers\nset [#playersonline v] to [1]\nset [~i v] to [1]\nrepeat (length of [@players v])\n if <(item (~i) of [#checkactive v]) = [1]> then\n change [#playersonline v] by (1)\n end\n change [~i v] by (1)\nend\nif <(#PlayersOnline) > [1]> then\n hide\nelse\n if <(username) = []> then\n switch costume to (log in v)\n else\n if <(☁ <Online>) = [0]> then\n if <(Game start?) = [1]> then\n switch costume to (new v)\n end\n else\n if <(Game start?) = [1]> then\n switch costume to (alone v)\n end\n end\n end\n show\nend\ngo to [front v] layer\nif <(☁ <Online>) < [0]> then\n switch costume to (offline v)\n show\n stop [all v]\nend\nif <<not <(Version) = (☁ <Online>)>> and <(☁ <Online>) > [0]>> then\n switch costume to (update v)\n show\n stop [all v]\nend\n\ndefine UpdatePlayersList (first)\nif <(first) = [1]> then\n set [~c v] to [0]\n repeat (length of [@players v])\n if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n if <(item ((~c) + (1)) of [@playeroffset v]) = [0]> then\n replace item ((~c) + (1)) of [#checkvalue v] with (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])\n end\n replace item ((~c) + (1)) of [@playeroffset v] with ((item ((~c) + (1)) of [@playeroffset v]) + (1))\n end\n change [~c v] by (1)\n end\nelse\n set [~c v] to [0]\n repeat (length of [@players v])\n if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n if <<not <(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])>> or <(item ((~c) + (1)) of [@playeroffset v]) > [60]>> then\n if <<(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])> or <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = [X]>> then\n replace item ((~c) + (1)) of [#checkactive v] with [0]\n replace item ((~c) + (1)) of [@players v] with []\n replace item ((~c) + (1)) of [@ids v] with []\n else\n replace item ((~c) + (1)) of [#checkactive v] with [1]\n end\n replace item ((~c) + (1)) of [@playeroffset v] with [0]\n end\n end\n change [~c v] by (1)\n end\nend\n\ndefine EmptyCloud\nset [☁ <cloud1> v] to []\nwait (0.1) seconds\nset [☁ <cloud2> v] to []\nwait (0.1) seconds\nset [☁ <cloud3> v] to []\nwait (0.1) seconds\nset [☁ <cloud4> v] to []\nwait (0.1) seconds\nset [☁ <cloud5> v] to []\nwait (0.1) seconds\nset [☁ <cloud6> v] to []\nwait (0.1) seconds\nset [☁ <cloud7> v] to []\nwait (0.1) seconds\nset [☁ <cloud8> v] to []\n\nwhen flag clicked\nset [score v] to [0]\nset [@id v] to []\ngo to x: (0) y: (0)\nhide\nset [last v] to [1]\nset [version v] to [1]\nif <(username) = [maDU59_]> then\n wait (0.1) seconds\n set [☁ <online> v] to (Version)\nend\nif <(#PlayersOnline) > [0]> then\n replace item (5) of [#playerlist v] with [X]\n repeat (10)\n SaveToCloud (pick random (1) to (length of [clouddata v]))\n end\nend\nset [#playersonline v] to [0]\n\ndefine SavePlayer\ndelete all of [#playerlist v]\nadd (~Tick) to [#playerlist v]\nadd (username) to [#playerlist v]\nadd (round ([x v] of [player v])) to [#playerlist v]\nadd (round ([y v] of [player v])) to [#playerlist v]\nadd (@ID) to [#playerlist v]\nadd ([costume name v] of [player v]) to [#playerlist v]\nadd (Player CHAT) to [#playerlist v]\nadd (Game start?) to [#playerlist v]\n\nset [&maxelements v] to [8]\n\ndefine New Player\nadd (item (2) of [decoded v]) to [@players v]\nadd (item (5) of [decoded v]) to [@ids v]\nadd [0] to [@playeroffset v]\nadd [0] to [#checkactive v]\nadd [0] to [#checkvalue v]\nrepeat (&MaxElements)\n add [0] to [#cloudlist v]\nend\ncreate clone of (other players v)\n\ndefine Find Player (name) (id)\nset [~i v] to [0]\nrepeat (length of [@players v])\n change [~i v] by (1)\n if <<(item (~i) of [@players v]) = (name)> and <(item (~i) of [@ids v]) = (id)>> then\n stop [this script v]\n end\nend\nset [~i v] to [0]\n\nEmptyCloud\n\nset [☁ <online> v] to [0]\n\nwhen [1 v] key pressed\nif <(username) = [maDU59_]> then\n show variable [☁ <online> v]\n show variable [high score v]\n show variable [high score name v]\n hide list [@players v]\nend\n\nwhen [2 v] key pressed\nif <(username) = [maDU59_]> then\n hide variable [☁ <online> v]\n hide variable [high score v]\n hide variable [high score name v]\n show list [@players v]\nend\n\n@Other players\n\nwhen flag clicked\nset [#clones v] to [0]\nhide\nset [#id v] to [maDU59_ is the best]\n\nwhen I start as a clone\ngo to [back v] layer\nadd [] to [on screen? v]\nadd [] to [shadow v]\nchange [#clones v] by (1)\nset [#id v] to (#Clones)\n\nwhen I receive [tick v]\nswitch costume to (item ((((#ID) - (1)) * (&MaxElements)) + (6)) of [#cloudlist v])\nPosition ((item ((((#ID) - (1)) * (&MaxElements)) + (3)) of [#cloudlist v]) - (Scroll x)) ((item ((((#ID) - (1)) * (&MaxElements)) + (4)) of [#cloudlist v]) - (Scroll y))\n\ndefine Position (x) (y)\nif <(#ID) = [maDU59_ is the best]> then\n hide\nelse\n if <<not <(item (#ID) of [@ids v]) = []>> and <<not <(item ((((#ID) - (1)) * (&MaxElements)) + (8)) of [#cloudlist v]) = [0]>> and <<not <(item (5) of [#cloudlist v]) = [0]>> and <not <(Checkpoint) = [4]>>>>> then\n if <(length of [#cloudlist v]) > [3]> then\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n replace item (#ID) of [on screen? v] with [yes]\n if <(item (item ((((#ID) - (1)) * (&MaxElements)) + (7)) of [#cloudlist v]) of [chat item v]) = []> then\n say (item ((((#ID) - (1)) * (&MaxElements)) + (2)) of [#cloudlist v])\n else\n say (item (item ((((#ID) - (1)) * (&MaxElements)) + (7)) of [#cloudlist v]) of [chat item v])\n end\n else\n hide\n replace item (#ID) of [on screen? v] with [no]\n end\n end\n else\n replace item (#ID) of [on screen? v] with [Error]\n hide\n end\nend\n\nwhen I receive [th v]\nstop [other scripts in sprite v]\nforever\n switch costume to (2a v)\n show\n go to x: (200) y: (152)\nend\n\n@Chat\n\nwhen [t v] key pressed\nrepeat (1)\n delete this clone\nend\nset [chat open v] to ((1) - (chat open))\n\nwhen flag clicked\nset [player chat v] to [0]\nset [chat open v] to [0]\nset [ghost effect v] to [100]\nmake chat list\nforever\n if <<(chat open) = [1]> and <(Game start?) = [1]>> then\n show\n change [ghost effect v] by (-5)\n if <(Ghost effect) < [1]> then\n set [ghost effect v] to [0]\n end\n else\n change [ghost effect v] by (5)\n if <(Ghost effect) > [99]> then\n set [ghost effect v] to [100]\n go to x: (-140) y: (0)\n hide\n end\n end\n set [ghost v] effect to (Ghost effect)\n if <(Chat timer) > [0]> then\n change [chat timer v] by (-1)\n else\n if <(Chat timer) = [0]> then\n set [player chat v] to [0]\n change [chat timer v] by (-1)\n end\n end\nend\n\nwhen [any v] key pressed\nif <(chat open) = [1]> then\n if <key (1 v) pressed?> then\n Reset\n set [player chat v] to [1]\n end\n if <key (2 v) pressed?> then\n Reset\n set [player chat v] to [2]\n end\n if <key (3 v) pressed?> then\n Reset\n set [player chat v] to [3]\n end\n if <key (4 v) pressed?> then\n Reset\n set [player chat v] to [4]\n end\n if <key (5 v) pressed?> then\n Reset\n set [player chat v] to [5]\n end\n if <key (6 v) pressed?> then\n Reset\n set [player chat v] to [6]\n end\n if <key (7 v) pressed?> then\n Reset\n set [player chat v] to [7]\n end\n if <key (8 v) pressed?> then\n Reset\n set [player chat v] to [8]\n end\n if <key (9 v) pressed?> then\n Reset\n set [player chat v] to [9]\n end\n if <key (0 v) pressed?> then\n Reset\n set [player chat v] to [10]\n end\nend\n\ndefine Reset\nset [chat timer v] to [600]\nset [chat open v] to [0]\n\ndefine make chat list\nif <(language::translate) = [French]> then\n switch costume to (chat french v)\n add [Salut] to [chat item v]\n add [De ce côté] to [chat item v]\n add [Au revoir] to [chat item v]\n add [lol] to [chat item v]\n add [Fais attention!] to [chat item v]\n add [Ok =\)] to [chat item v]\n add [Ca lag =\(] to [chat item v]\n add [De quel côté?] to [chat item v]\n add [Je dois y aller] to [chat item v]\n add [Gg!] to [chat item v]\nelse\n switch costume to (chat english v)\n add [Hello] to [chat item v]\n add [This way] to [chat item v]\n add [Bye] to [chat item v]\n add [lol] to [chat item v]\n add [Watch out!] to [chat item v]\n add [Ok =\)] to [chat item v]\n add [It's lagging =\(] to [chat item v]\n add [Which way?] to [chat item v]\n add [Got to go] to [chat item v]\n add [Gg!] to [chat item v]\nend\n\nwhen I receive [mobile chat v]\nrepeat (1)\n delete this clone\nend\nset [chat open v] to [1]\ngo to x: (-140) y: (50)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nhide\ngo to x: (0) y: (0)\nask [Which item of chat?] and wait\nif <<(round (answer)) > [0]> and <(round (answer)) < [10]>> then\n set [player chat v] to (round (answer))\n Reset\nelse\n if <(answer) = [0]> then\n set [player chat v] to [10]\n Reset\n else\n set [player chat v] to [0]\n Reset\n end\nend\ndelete this clone\n\nwhen I receive [start v]\nset [chat open v] to [0]\n\n@Recommandations projets\n\nwhen I start as a clone\nset [clone ? v] to [oui]\nif <(Nom du clone) = [miniature]> then\n set [luminosité clone v] to [20]\n set [ghost v] effect to (100)\n Mettre le clone sur le bon costume\n mettre le clone au bon endroit | taille par défaut: [28]\n show\n wait until <not <mouse down?>>\n go to [front v] layer\n forever\n change [ghost v] effect by (-20)\n if <<touching (mouse-pointer v)?> and <(Quelque chose montré ?) = [non]>> then\n change [luminosité clone v] by (((20) - (luminosité clone)) / (3))\n if <mouse down?> then\n if <(Quelque chose montré ?) = [non]> then\n set [quelque chose montré ? v] to [oui]\n set [nom costume suggestion cliquée v] to (Nom exact Clone)\n set [n° costume suggestion cliquée v] to (costume [number v])\n broadcast (Suggestion cliquée v)\n delete all of [link v]\n add (item ((((costume [number v]) - (1)) / (2)) - (0)) of [liste des liens v]) to [link v]\n hide list [link v]\n end\n end\n else\n change [luminosité clone v] by (((0) - (luminosité clone)) / (3))\n end\n set [brightness v] effect to (luminosité clone)\n wait until <not <mouse down?>>\n end\nend\nif <(Nom du clone) = [croix]> then\n go to [front v] layer\n show\n switch costume to (croix v)\n set [luminosité clone v] to [20]\n set [ghost v] effect to (100)\n set size to (100) %\n go to x: (187) y: (110)\n repeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n change [effet fantome suggestion cliqué v] by (((0) - (Effet fantome suggestion cliqué)) / (2))\n set [ghost v] effect to (Effet fantome suggestion cliqué)\n if <touching (mouse-pointer v)?> then\n change [luminosité clone v] by (((0) - (luminosité clone)) / (3))\n else\n change [luminosité clone v] by (((-10) - (luminosité clone)) / (3))\n end\n set [brightness v] effect to (luminosité clone)\n end\n show list [link v]\n set [n° costume suggestion cliquée v] to [-]\n delete this clone\nend\nif <(Nom du clone) = [description projet]> then\n switch costume to ((N° costume suggestion cliquée) + (1))\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (100) %\n set [effet fantome suggestion cliqué v] to [100]\n set [ghost v] effect to (100)\n show\n set [analyse des noms: n° de la lettre analysée v] to [1]\n Analyse rapide\n repeat until <(N° costume suggestion cliquée) = [-]>\n change [effet fantome suggestion cliqué v] by (((0) - (Effet fantome suggestion cliqué)) / (2))\n set [ghost v] effect to (Effet fantome suggestion cliqué)\n end\n set [quelque chose montré ? v] to [non]\n repeat (25)\n change [effet fantome suggestion cliqué v] by (((100) - (Effet fantome suggestion cliqué)) / (2))\n set [ghost v] effect to (Effet fantome suggestion cliqué)\n end\n clear graphic effects\n delete this clone\nend\nif <(Nom du clone) = [back]> then\n go to [front v] layer\n show\n switch costume to (back v)\n set size to (100) %\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [quelque chose montré ? v] to [non]\nshow list [link v]\nset [clone ? v] to [non]\nhide\n\nwhen I receive [suprimmer les suggessions v]\nif <(clone ?) = [oui]> then\n stop [other scripts in sprite v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\ndefine mettre le clone au bon endroit | taille par défaut: (taille par défaut)\ngo to [front v] layer\nif <(Taille clone) = [-]> then\n set size to (taille par défaut) %\nelse\n set size to (Taille clone) %\nend\nif <not <(position suggestion) = [-]>> then\n if <(position suggestion) = [1]> then\n go to x: (-160) y: (120)\n end\n if <(position suggestion) = [2]> then\n go to x: (-160) y: (0)\n end\n if <(position suggestion) = [3]> then\n go to x: (-160) y: (-120)\n end\n if <(position suggestion) = [4]> then\n go to x: (0) y: (120)\n end\n if <(position suggestion) = [5]> then\n go to x: (0) y: (0)\n end\n if <(position suggestion) = [6]> then\n go to x: (0) y: (-120)\n end\n if <(position suggestion) = [7]> then\n go to x: (160) y: (120)\n end\n if <(position suggestion) = [8]> then\n go to x: (160) y: (0)\n end\n if <(position suggestion) = [9]> then\n go to x: (160) y: (-120)\n end\nelse\n go to x: (Position X clone) y: (Position Y clone)\nend\nshow\n\ndefine Cloner la suggestion (nom) en position (position) | position personalisée: x: (x) y: (y) | Taille: (taille) | Nom exact: (nom exact)\nif <(clone ?) = [non]> then\n set [nom du clone v] to (nom)\n set [position suggestion v] to (position)\n set [position x clone v] to (x)\n set [position y clone v] to (y)\n set [taille clone v] to (taille)\n set [nom exact clone v] to (nom exact)\n create clone of (_myself_ v)\nend\n\ndefine Mettre le clone sur le bon costume\nswitch costume to (croix v)\nswitch costume to (Nom exact Clone)\n\nwhen I receive [suggestion cliquée v]\nif <(clone ?) = [non]> then\n Cloner la suggestion [description projet] en position [-] | position personalisée: x: [-] y: [-] | Taille: [-] | Nom exact: [-]\n Cloner la suggestion [croix] en position [-] | position personalisée: x: [-] y: [-] | Taille: [-] | Nom exact: [-]\nend\n\ndefine Analyse rapide\nrepeat until <<(Nom costume suggestion cliquée) = (item (analyse des noms: N° de la lettre analysée) of [liste des liens v])> or <(analyse des noms: N° de la lettre analysée) > (length of [link v])>>\n change [analyse des noms: n° de la lettre analysée v] by (1)\nend\n\nwhen I receive [cloner les recommendations v]\nshow list [link v]\nif then\n delete this clone\nend\nset [quelque chose montré ? v] to [non]\nCloner la suggestion [back] en position [-] | position personalisée: x: [0] y: [0] | Taille: [100] | Nom exact: [Back]\nCloner la suggestion [miniature] en position [-] | position personalisée: x: [-150] y: [-120] | Taille: [25] | Nom exact: [Minecraft clicker]\nCloner la suggestion [miniature] en position [-] | position personalisée: x: [0] y: [-120] | Taille: [25] | Nom exact: [Hide and seek 2]\nCloner la suggestion [miniature] en position [-] | position personalisée: x: [150] y: [-120] | Taille: [25] | Nom exact: [online platformer battle]\nCloner la suggestion [miniature] en position [-] | position personalisée: x: [-150] y: [-20] | Taille: [25] | Nom exact: [3D platformer]\nCloner la suggestion [miniature] en position [-] | position personalisée: x: [0] y: [-20] | Taille: [25] | Nom exact: [Connect 4]\nCloner la suggestion [miniature] en position [-] | position personalisée: x: [150] y: [-20] | Taille: [25] | Nom exact: [Mario kart]\nCloner la suggestion [miniature] en position [-] | position personalisée: x: [-150] y: [80] | Taille: [25] | Nom exact: [3D minecraft]\nCloner la suggestion [miniature] en position [-] | position personalisée: x: [0] y: [80] | Taille: [25] | Nom exact: [Scratch royale]\nCloner la suggestion [miniature] en position [-] | position personalisée: x: [150] y: [80] | Taille: [25] | Nom exact: [Castle || Multiplayer Platformer]\nCloner la suggestion [miniature] en position [-] | position personalisée: x: [220] y: [160] | Taille: [40] | Nom exact: [ytb]\n\nbroadcast (Cloner les recommendations v)\n\nswitch costume to (objectif 10000 projets4 v)\n\ndelete all of [liste des liens v]\nadd [https://scratch.mit.edu/projects/462879880/] to [liste des liens v]\nadd [https://scratch.mit.edu/projects/451350644/] to [liste des liens v]\nadd [https://scratch.mit.edu/projects/407289334/] to [liste des liens v]\nadd [https://scratch.mit.edu/projects/416201340/] to [liste des liens v]\nadd [https://scratch.mit.edu/projects/434385705/] to [liste des liens v]\nadd [https://scratch.mit.edu/projects/403648666/] to [liste des liens v]\nadd [https://scratch.mit.edu/projects/426659751/] to [liste des liens v]\nadd [https://scratch.mit.edu/projects/438660701/] to [liste des liens v]\nadd [https://scratch.mit.edu/projects/429933659/] to [liste des liens v]\nadd [https://www.youtube.com/channel/UCpAZZHCmMiQzAif5wd6xF6A?view_as=subscriber] to [liste des liens v]\n\nwhen I receive [cloner les recommendations v]\nforever\n show\n go to [front v] layer\n go to x: (-220) y: (160)\nend\n\nwhen this sprite clicked\nif <(clone ?) = [non]> then\n broadcast (suprimmer les suggessions v)\n hide\n stop [other scripts in sprite v]\nend\n\n@Buttons\n\nwhen flag clicked\nif <(username) = [maDU59_]> then\n set [music v] to [0]\nelse\n set [music v] to [1]\nend\ngo to x: (0) y: (0)\nshow\nswitch costume to (title v)\ncreate clone of (_myself_ v)\nswitch costume to (+ v)\ncreate clone of (_myself_ v)\nswitch costume to (credits v)\ncreate clone of (_myself_ v)\nswitch costume to (music-icon v)\ncreate clone of (_myself_ v)\nswitch costume to (start v)\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (start v)\nend\nif <(costume [number v]) = [4]> then\n broadcast (Cloner les recommendations v)\nend\nif <<(costume [number v]) = [6]> or <(costume [number v]) = [7]>> then\n set [music v] to ((1) - (Music))\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [title]> then\n forever\n go to x: (0) y: (140)\n switch costume to (title2 v)\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\n switch costume to (title v)\n end\nelse\n if <(costume [name v]) = [+]> then\n forever\n go to x: (220) y: (-160)\n switch costume to (+ v)\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\n end\n else\n if <(costume [name v]) = [credits]> then\n forever\n set size to (100) %\n go to x: (0) y: (0)\n end\n else\n if <(costume [name v]) = [Music-icon]> then\n set size to (20) %\n forever\n if <(Music) = [1]> then\n switch costume to (music-icon v)\n else\n switch costume to (music-icon2 v)\n end\n if <touching (mouse-pointer v)?> then\n change size by (((30) - (size)) / (3))\n else\n change size by (((20) - (size)) / (3))\n end\n go to x: (-215) y: (155)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\n broadcast (tick v)\nend\n\nwhen flag clicked\nset [cheat v] to [0]\nshow\nforever\n set [scroll x v] to [5]\n set [scroll y v] to [61]\n repeat (500)\n change [scroll x v] by (1)\n end\n repeat (200)\n change [scroll y v] by (1)\n end\n repeat (500)\n change [scroll x v] by (1)\n end\n repeat (400)\n change [scroll x v] by (1)\n change [scroll y v] by (0.7)\n end\n repeat (1000)\n change [scroll x v] by (1)\n end\n repeat (100)\n change [scroll y v] by (1)\n end\n repeat (100)\n change [scroll x v] by (1)\n end\n repeat (450)\n change [scroll y v] by (-1)\n end\n repeat (400)\n change [scroll x v] by (1)\n end\n repeat (100)\n change [scroll y v] by (1)\n end\n repeat (1100)\n change [scroll x v] by (1)\n end\n repeat until <<(Scroll x) < [20]> and <(Scroll y) < [75]>>\n change [scroll x v] by (round (((5) - (Scroll x)) / (20)))\n change [scroll y v] by (round (((61) - (Scroll y)) / (20)))\n end\nend\n\nwhen [timer v] > (0)\nbroadcast (th v)\n\nwhen I receive [th v]\nhide\n\nwhen I receive [th v]\nstop [other scripts in sprite v]\nhide\nforever\n set size to (120) %\n switch costume to (title v)\n show\n go to x: (0) y: (140)\nend\n\n@Free Outro #2\n\nwhen I receive [outro v]\nset [checkpoint v] to [4]\nset [hide outro v] to [0]\nif then\n delete this clone\nend\nset [username v] to [maDU59_]\nSetup Lists\npoint in direction (90)\nset [sizelimit v] to [200]\nset [clone id v] to [Letter 1]\nType (Username) [0] [-130] [0] [0] [-100] [0]\nset [clone id v] to [Letter]\nType (Username) [0] [-130] [0] [0] [100] [0]\nstart sound [Jim Yosef - Link \[NCS Release\] v]\nreset timer\nclear graphic effects\nset size to (100) %\nset [clone id v] to [Logo]\ncreate clone of (_myself_ v)\nwait (0) seconds\nClone Particles\nset [clone id v] to [Back]\ncreate clone of (_myself_ v)\nset [clone id v] to [Ghost]\ncreate clone of (_myself_ v)\nset [clone id v] to [r]\ncreate clone of (_myself_ v)\nwait (8) seconds\nset [hide outro v] to [1]\nwait (0) seconds\nset [hide outro v] to [0]\npoint in direction (90)\nset [sizelimit v] to [200]\nset [clone id v] to [Letter 1]\nType [You win!] [0] [0] [0] [0] [-100] [0]\nset [clone id v] to [Letter]\nType [You win!] [0] [0] [0] [0] [100] [0]\nset [sizelimit v] to [50]\nset [clone id v] to [Letter 1]\nType (join [Your score is: ] (join (Score) [ seconds!])) [0] [-60] [0] [20] [-100] [0]\nset [clone id v] to [Letter]\nType (join [Your score is: ] (join (Score) [ seconds!])) [0] [-60] [0] [20] [100] [0]\nset [sizelimit v] to [50]\nset [clone id v] to [Letter 1]\nType (join [The high score was made by ] (join (join (join (High score name) [ in ]) (High score)) [ seconds!])) [0] [-120] [0] [20] [-100] [0]\nset [clone id v] to [Letter]\nType (join [The high score was made by ] (join (join (join (High score name) [ in ]) (High score)) [ seconds!])) [0] [-120] [0] [20] [100] [0]\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [checkpoint v] to [5]\n\nwhen I receive [intros v]\nstop [other scripts in sprite v]\nstop all sounds\nhide\ndelete this clone\n\ndefine Clone Particles\nset [clone id v] to [Particle]\nrepeat (75)\n create clone of (_myself_ v)\n turn right (4.8) degrees\nend\npoint in direction (90)\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed) (ghost)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n change [ghost v] effect by (ghost)\nend\ngo to x: (x) y: (y)\n\ndefine Type: System (text) (x) (y) (size) (color) (brightness) (speed)\nswitch costume to (back 1 v)\nhide\ngo to x: (x) y: (y)\nset size to (size) %\nset [# v] to [1]\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [length v] to (length of (text))\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n wait (speed) seconds\nend\n\ndefine Setup Lists\ndelete all of [character widths v]\nadd [thing] to [character widths v]\nadd [29] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [27] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [28] to [character widths v]\nadd [7] to [character widths v]\nadd [21] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [27] to [character widths v]\nadd [34] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [21] to [character widths v]\nadd [23] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [29] to [character widths v]\nadd [38] to [character widths v]\nadd [26] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [11] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [25] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [14] to [character widths v]\nadd [25] to [character widths v]\nadd [15] to [character widths v]\nadd [10] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [20] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [16] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [11] to [character widths v]\nadd [14] to [character widths v]\nadd [18] to [character widths v]\nadd [9] to [character widths v]\nadd [33] to [character widths v]\nadd [22] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [15] to [character widths v]\nadd [19] to [character widths v]\nadd [16] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [30] to [character widths v]\nadd [20] to [character widths v]\nadd [23] to [character widths v]\nadd [20] to [character widths v]\nadd [25] to [character widths v]\nadd [25] to [character widths v]\n\ndefine Change Size By: (size)\nchange size by (size)\nchange x by ((size) / (7))\n\ndefine Find Size (text) (size)\nset [size v] to (size)\nset [width v] to [1]\nset [# v] to [1]\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\nend\nif <(Width) > [400]> then\n change [size v] by (-1)\nend\nif <(Width) < [390]> then\n change [size v] by (1)\nend\nrepeat until <<<(Width) < [400]> and <(Width) > [389]>> or <(Size) > (SizeLimit)>>\n set [width v] to [0]\n set [# v] to [1]\n repeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n end\n if <(Width) > [400]> then\n change [size v] by (-1)\n end\n if <(Width) < [390]> then\n change [size v] by (1)\n end\n if <(Size) > ((SizeLimit) + (1))> then\n set [size v] to ((SizeLimit) - (10))\n end\nend\nset [free outro #2: x v] to ((0) - ((Width) / (2)))\n\ndefine Type (text) (x) (y) (size) (color) (brightness) (speed)\nFind Size (text) (size)\nType: System (text) (Free Outro #2: X) (y) (Size) (color) (brightness) (speed)\n\nwhen I start as a clone\nif <(Clone ID) = [1-2]> then\n show\n switch costume to (for watching v)\n set size to (100) %\n go to x: (0) y: (-300)\n Smooth Glide x: [0] y: [0] speed: [5] [0]\n wait (1) seconds\n Smooth Glide x: [0] y: [-160] speed: [5] [5]\n delete this clone\nend\nif <(Clone ID) = [Letter]> then\n wait ((#) / (Length)) seconds\n show\n go to [front v] layer\n set [var 2 v] to (y position)\n go to x: (x position) y: (-300)\n set [var 1 v] to (x position)\n set [var 3 v] to (costume [number v])\n switch costume to (pfp v)\n set size to (Size) %\n switch costume to ((Var 3) + ())\n Smooth Glide x: (x position) y: (Var 2) speed: [3] []\n wait until <(Hide outro) = [1]>\n delete this clone\nend\nif <(Clone ID) = [r]> then\n hide\n forever\n set [clone id v] to (pick random (1001) to (1004))\n create clone of (_myself_ v)\n set [clone id v] to [r]\n wait (0.01) seconds\n end\nend\nif <(Clone ID) = [Particle]> then\n set size to (100) %\n switch costume to (particle v)\n go to x: (0) y: (0)\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n set [var 1 v] to (pick random (10) to (15))\n set [var 2 v] to (pick random (2) to (7))\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <(y position) < [-100]>\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n end\n repeat (10)\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Back]> then\n show\n switch costume to (back 2 v)\n set size to (100) %\n go to x: (0) y: (0)\n go to [back v] layer\n forever\n repeat (12)\n change x by (-4)\n change y by (4)\n end\n go to x: (0) y: (0)\n end\nend\nif <(Clone ID) = [Ghost]> then\n show\n switch costume to (ghost v)\n set size to (100) %\n go to x: (0) y: (0)\n go to [back v] layer\n set [ghost v] effect to (25)\n go [forward v] (1) layers\nend\nif <(Clone ID) = [Logo]> then\n wait (.5) seconds\n show\n switch costume to (logo v)\n set size to (0) %\n go to x: (0) y: (50)\n go to [front v] layer\n Bounce with (65) , (10) and (100)\n wait until <(Hide outro) = [1]>\n delete this clone\nend\nif <(Clone ID) = [Letter 1]> then\n wait ((#) / (Length)) seconds\n go to [front v] layer\n show\n set [var 2 v] to (y position)\n go to x: ((x position) + ((Size) / (30))) y: (-300)\n set [var 1 v] to (x position)\n set [var 3 v] to (costume [number v])\n switch costume to (pfp v)\n set size to (Size) %\n switch costume to ((Var 3) + ())\n Smooth Glide x: (x position) y: ((Var 2) - ((Size) / (30))) speed: [3] []\n wait until <(Hide outro) = [1]>\n delete this clone\nend\nif < (Clone ID) contains [100]?> then\n if <(Clone ID) = [1001]> then\n switch costume to (item 1 v)\n end\n if <(Clone ID) = [1002]> then\n switch costume to (item 2 v)\n end\n if <(Clone ID) = [1003]> then\n switch costume to (item 3 v)\n end\n if <(Clone ID) = [1004]> then\n switch costume to (item 4 v)\n end\n show\n set size to (25) %\n go to [back v] layer\n go [forward v] (40) layers\n go to x: (-300) y: (pick random (-175) to (175))\n set [var 1 v] to [0]\n repeat (10)\n change x by (Var 1)\n change [var 1 v] by (1)\n end\n repeat (32)\n change x by (Var 1)\n end\n repeat (10)\n change x by (Var 1)\n change [var 1 v] by (-0.5)\n end\n repeat (10)\n change x by (Var 1)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\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\nbroadcast (Outro v)\n\nwhen I start as a clone\nforever\n if <(Checkpoint) = [5]> then\n delete this clone\n end\nend\n\n | Neon || a pen scrolling platformer online\n\n-Arrows keys/ WAD/ ZQD/ Click (on mobile) for move\n-T or click on your character for open the chat\n-Space for fly (after you win)\n-In the menu, you can stop the music (there is a \n button)\n-You can kill other by touch him but you died too\n\nThis game contains:\n-A scrolling pen engine\n-A scrolling platformer engine\n-An outro\n-A thumbnail\n-An infinite player multiplayer engine\n-A chat engine\n-A recommendation system\nAnd more... |
Platformer Rush II REMASTERED | @Stage\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n if <(level) = [8]> then\n go to x: (8) y: (-114)\n show\n end\n if <(level) = [9]> then\n go to x: (8) y: (-114)\n show\n end\n if <(level) = [10]> then\n go to x: (39) y: (-115)\n show\n end\n if <(level) = [11]> then\n hide\n end\nend\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n repeat (4)\n wait (0.01) seconds\n next costume\n end\n start sound [Mario Jump - Gaming Sound Effect \(HD\) v]\n switch costume to (costume4 v)\n wait (0.01) seconds\n switch costume to (costume3 v)\n wait (0.01) seconds\n switch costume to (costume2 v)\n wait (0.01) seconds\n switch costume to (costume1 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]\nwait (1) seconds\nshow\ngo to [front v] layer\nset [level v] to [1]\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-189) y: (-78)\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [13]\n if <touching (danger v)?> then\n start sound [Roblox Death Sound - OOF Sound Effect v]\n go to x: (-198) y: (-10)\n broadcast (Deaths v)\n end\n if <touching (trampoline v)?> then\n set [y vel v] to [20]\n end\n if <touching (golden diamond v)?> then\n start sound [Tada v]\n broadcast (enter v)\n end\nend\n\nwhen I receive [intro v]\nwait (2) seconds\nforever\n play sound [recording3 v] until done\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [hurt v]\nstart sound [recording1 v]\ngo to x: (-198) y: (-10)\n\nwhen I receive [intro v]\nwait (2) seconds\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nhide variable [deaths v]\nset [deaths v] to [0]\n\nwhen I receive [deaths v]\nchange [deaths v] by (0.2)\n\nwhen I receive [you won v]\nshow variable [deaths 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]\nwait (1) seconds\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (YOU WON v)\n end\nend\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nwait (1) seconds\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (player v)?> then\n start sound [Ding Sound Effect v]\n repeat (5)\n wait (0.02) seconds\n next costume\n end\n broadcast (end v)\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(level) = [1]> then\n go to x: (131) y: (-4)\n end\n if <(level) = [2]> then\n go to x: (131) y: (-4)\n end\n if <(level) = [3]> then\n go to x: (131) y: (-4)\n end\n if <(level) = [4]> then\n go to x: (131) y: (-4)\n end\n if <(level) = [5]> then\n go to x: (131) y: (-4)\n end\n if <(level) = [6]> then\n go to x: (131) y: (-4)\n end\n if <(level) = [7]> then\n go to x: (-227) y: (210)\n end\n if <(level) = [8]> then\n go to x: (153) y: (87)\n end\n if <(level) = [9]> then\n go to x: (131) y: (-4)\n end\n if <(level) = [10]> then\n go to x: (131) y: (-4)\n end\n if <(level) = [11]> then\n hide\n end\nend\n\n@danger\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nshow\ngo to [back v] layer\nnext costume\n\nwhen I receive [intro v]\nshow\n\nwhen flag clicked\npoint in direction (90)\nforever\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\nend\n\n@Blank\n\nwhen I receive [end v]\nchange [level v] by (1)\n\n@next level\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-1000)\nrepeat (40)\n change y by (((0) - (y position)) / (5))\nend\nset y to (1)\nrepeat (8)\n change y by (y position)\nend\nhide\n\n@music\n\nwhen I receive [intro v]\nforever\n play sound [ParagonX9 - Chaoz Fantasy v] until done\nend\n\n@Score\n\nwhen flag clicked\nhide variable [score v]\nhide\n\nwhen I receive [intro v]\nwait (1) seconds\nshow variable [score v]\nrepeat until <(level) = [11]>\n wait (0.1) seconds\n change [score v] by (1)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@intro Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (6)\n\nwhen I receive [\(intro\) beat v]\nwait (3) seconds\nhide\n\nwhen flag clicked\nshow\n\n@intro Itself\n\nwhen flag clicked\nbroadcast (intro complete v)\nwait (9.4) seconds\nbroadcast (intro v)\n\nwhen I receive [intro complete v]\nhide\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nbroadcast (\(Intro\) Beat v)\nstart sound [Cradles v]\nClone [Bg]\nClone [PFP]\n\ndefine Clone (id)\nset [cloneid v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [Bg]> then\n switch costume to (black background v)\n set y to (348)\n wait (2.5) seconds\n show\n repeat until <(y position) < [0.5]>\n change y by (((0) - (y position)) / (3))\n end\n switch costume to (white background 1 v)\n repeat (170)\n go to x: (0) y: (0)\n end\n repeat (20)\n next costume\n end\n delete this clone\nend\nif <(cloneID) = [PFP]> then\n switch costume to (1 v)\n set [var v] to [0]\n set y to (-237)\n wait (2.5) seconds\n show\n repeat until <(y position) > [-0.5]>\n change y by (((0) - (y position)) / (3))\n end\n switch costume to (2 v)\n wait (0.3) seconds\n repeat (160)\n change [var v] by (11)\n point in direction ((([sin v] of (var) ) * (10)) + (90))\n set y to (([sin v] of ((var) * (2)) ) * (10))\n change size by (((100) - (size)) / (10))\n end\n point in direction (90)\n repeat (10)\n change size by (((200) - (size)) / (5))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(cloneID) = [M.Bt]> then\n switch costume to (beat v)\n set size to (0) %\n go to x: (0) y: (0)\n show\n repeat until <(size) > [299.5]>\n change size by (((300) - (size)) / (5))\n change [ghost v] effect by (6)\n end\n delete this clone\nend\nif <(join (join (letter (1) of (cloneID)) (letter (2) of (cloneID))) (join (letter (3) of (cloneID)) (letter (4) of (cloneID)))) = [C.bt]> then\n switch costume to (beat v)\n set size to (0) %\n if <(letter (6) of (cloneID)) = [1]> then\n go to x: (-180) y: (120)\n end\n if <(letter (6) of (cloneID)) = [2]> then\n go to x: (180) y: (120)\n end\n if <(letter (6) of (cloneID)) = [3]> then\n go to x: (-180) y: (-120)\n end\n if <(letter (6) of (cloneID)) = [4]> then\n go to x: (180) y: (-120)\n end\n show\n repeat until <(size) > [99.5]>\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (6)\n end\n delete this clone\nend\n\nwhen I receive [\(intro\) beat v]\nwait (3) seconds\nset [var v] to [1]\nClone [M.Bt]\nrepeat (4)\n wait (0.35) seconds\n Clone (join [C.bt ] (var))\n change [var v] by (1)\nend\nwait (0.33) seconds\nset [var v] to [1]\nbroadcast (\(Intro\) PFP Beat v)\nClone [M.Bt]\nrepeat (2)\n wait (0.35) seconds\n Clone (join [C.bt ] (var))\n change [var v] by (1)\nend\nwait (0.33) seconds\nbroadcast (\(Intro\) PFP Beat v)\nClone [M.Bt]\nset [var v] to [1]\nbroadcast (\(Intro\) PFP Beat v)\nClone [M.Bt]\nrepeat (4)\n wait (0.35) seconds\n Clone (join [C.bt ] (var))\n change [var v] by (1)\nend\nwait (0.33) seconds\nset [var v] to [1]\nbroadcast (\(Intro\) PFP Beat v)\nClone [M.Bt]\nrepeat (2)\n wait (0.35) seconds\n Clone (join [C.bt ] (var))\n change [var v] by (1)\nend\n\nwhen I receive [\(intro\) pfp beat v]\nif <(cloneID) = [PFP]> then\n set size to (150) %\nend\n\nwhen I receive [intro v]\nset [ghost v] effect to (68)\n\nwhen flag clicked\nset [score v] to [0]\n\n | RECORD GOES TO...\n@whatsupeepomar,\n@Brtersigni,\nand @KingHannibal\n\nWelcome to my new platformer!\n- Use the arrow keys or WASD\n- Avoid spikes and Lava\n- Complete all the 10 levels quickly to get a score\n- Deaths Fixed\nNotes and credits \n- Thank you cooltext.com for thumbnail text\n- Thank you ME for the epic intro!\n- Thank you Youtube for some sounds\n- music by ParagonX9 - Chaoz Fantasy\\n-I May unshare.\n-3000 views maybe?!!!?!?!??!?\n-Check out my other projects here: @TH3_B1G_h3R0\n\n\nMany people are saying that i changed nothing. but there was a time glitch and i added deaths\n\nAlso: Follow me for 69 years of good luck! |
☁ Cloud Platformer Race ⚔️ | #games #all #cloud | @Stage\n\nwhen flag clicked\nswitch backdrop to (bg v)\n\nset [☁ p1 v] to [11111111111111111111111111111111111111111111111111111111111110]\nset [☁ p2 v] to [11111111111111111111111111111111111111111111111111111111111110]\nset [☁ p3 v] to [11111111111111111111111111111111111111111111111111111111111110]\nset [☁ p4 v] to [11111111111111111111111111111111111111111111111111111111111110]\nset [☁ p5 v] to [11111111111111111111111111111111111111111111111111111111111110]\nset [☁ p6 v] to [11111111111111111111111111111111111111111111111111111111111110]\nset [☁ p7 v] to [11111111111111111111111111111111111111111111111111111111111110]\nset [☁ p8 v] to [11111111111111111111111111111111111111111111111111111111111110]\nset [☁ map v] to [1]\n\nwhen I receive [new round v]\nswitch backdrop to (background v)\n\nwhen I receive [singleplayer game start v]\nswitch backdrop to (background v)\n\n@ \n\nwhen flag clicked\nif <(kicked) = [1]> then\n stop [all v]\nend\n\nset [kicked v] to [0]\n\n@thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\n show\nend\n\n@lag\n\nwhen I receive [slot full v]\ngo to [front v] layer\nswitch costume to (cst2 v)\nshow\ngo to x: (0) y: (0)\nstop [all v]\n\nwhen I receive [loop v]\nhide\nforever\n reset timer\n set [fps v] to [0]\n repeat (30)\n change [fps v] by (1)\n end\n if <([abs v] of ((timer) - (1)) ) > [0.8]> then\n go to [front v] layer\n switch costume to (cst v)\n show\n go to x: (0) y: (0)\n stop [all v]\n end\nend\n\nwhen flag clicked\nhide\n\n@player\n\nwhen flag clicked\nset [_ v] to [0]\nset [_coin v] to [0]\nset [round played v] to [0]\nhide\n\nwhen I receive [new round v]\ndelete all of [coords v]\nforever\n add (join (join ([floor v] of (((P: x) + (240)) / (100)) ) (join ([floor v] of ((((P: x) + (240)) mod (100)) / (10)) ) (((P: x) + (240)) mod (10)))) (join (join ([floor v] of (((P: y) + (180)) / (100)) ) (join ([floor v] of ((((P: y) + (180)) mod (100)) / (10)) ) (((P: y) + (180)) mod (10)))) [])) to [coords v]\n wait (0.02) seconds\nend\n\nwhen I receive [new round v]\nchange [round played v] by (1)\ndelete all of [coords v]\ngo to x: (-220) y: (-60)\nshow\nset [vy v] to [0]\nset [vx v] to [0]\nforever\n if <(anyPlayerGoalReached?) = [0]> then\n switch costume to (join [oppo] (((P: id) - (1)) mod (4)))\n player tick\n if <(length of [active player id v]) > [1]> then\n change [racing-hour v] by (1)\n if <(racing-hour) > [299.5]> then\n change [racing-hour v] by (-300)\n change [_coin v] by (5)\n end\n end\n if <<(inSpectator?) = [0]> and <touching (goal v)?>> then\n set [p: goalreached v] to [1]\n hide\n broadcast (goal reached! v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [loop v]\nset [racing-hour v] to [0]\nset [round played v] to [0]\nbroadcast (new round v)\n\nwhen I receive [singleplayer game start v]\ngo to x: (-220) y: (-60)\nshow\nset [vy v] to [0]\nset [vx v] to [0]\nforever\n switch costume to (oppo0 v)\n player tick\n if <touching (goal v)?> then\n go to x: (-220) y: (-60)\n broadcast (singleplayer next map v)\n end\nend\n\ndefine player tick\nset [p: x v] to ([floor v] of (x position) )\nset [p: y v] to ([floor v] of (y position) )\nset [z-leftarr v] to <<key (left arrow v) pressed?> or <key (a v) pressed?>>\nset [z-rightarr v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nset [z-uparr v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nif <(z-rightArr) = [1]> then\n if <(-player-speedBoost) = [1]> then\n change [vx v] by (1)\n else\n change [vx v] by (0.6)\n end\nend\nif <(z-leftArr) = [1]> then\n if <(-player-speedBoost) = [1]> then\n change [vx v] by (-1)\n else\n change [vx v] by (-0.6)\n end\nend\nset [vx v] to ((vx) * (0.9))\nchange x by (vx)\nif <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change x by ((vx) * (-1))\n change y by (-5)\n set [vx v] to [0]\n end\n end\n end\n end\n end\nend\nchange [vy v] by (-1)\nchange y by (vy)\nif <touching (platformer v)?> then\n change y by ((-1) * (vy))\n set [vy v] to [0]\nend\nchange y by (-3)\nif <touching (platformer v)?> then\n if <(z-upArr) = [1]> then\n if <(-player-jumpBoost) = [1]> then\n set [vy v] to [13]\n else\n set [vy v] to [9]\n end\n end\nend\nchange y by (3)\nif <(y position) < [-95]> then\n go to x: (-220) y: (-58)\nend\n\n@opponent\n\nwhen I start as a clone\nshow\nset [last timing v] to [-1]\nset [update? v] to [1]\n\nglide (0.003) secs to x: ((join (letter (1) of (item (id) of [fulldecoded v])) (join (letter (2) of (item (id) of [fulldecoded v])) (letter (3) of (item (id) of [fulldecoded v])))) - (240)) y: ((join (letter (4) of (item (id) of [fulldecoded v])) (join (letter (5) of (item (id) of [fulldecoded v])) (letter (6) of (item (id) of [fulldecoded v])))) - (180))\nglide (0.003) secs to x: ((join (letter (10) of (item (id) of [fulldecoded v])) (join (letter (11) of (item (id) of [fulldecoded v])) (letter (12) of (item (id) of [fulldecoded v])))) - (240)) y: ((join (letter (13) of (item (id) of [fulldecoded v])) (join (letter (14) of (item (id) of [fulldecoded v])) (letter (15) of (item (id) of [fulldecoded v])))) - (180))\nglide (0.003) secs to x: ((join (letter (16) of (item (id) of [fulldecoded v])) (join (letter (17) of (item (id) of [fulldecoded v])) (letter (18) of (item (id) of [fulldecoded v])))) - (240)) y: ((join (letter (19) of (item (id) of [fulldecoded v])) (join (letter (20) of (item (id) of [fulldecoded v])) (letter (21) of (item (id) of [fulldecoded v])))) - (180))\n\nwhen flag clicked\nhide\nset [id v] to [0]\nrepeat (8)\n change [id v] by (1)\n create clone of (_myself_ v)\n wait (0) seconds\nend\nset [id v] to [0]\n\nwhen I receive [tick v]\nswitch costume to (join [oppo] (((id) - (1)) mod (4)))\nif <(frame cycle) = [0]> then\n if <<not <(last timing) = (join (letter (7) of (item (id) of [fulldecoded v])) (join (letter (8) of (item (id) of [fulldecoded v])) (letter (9) of (item (id) of [fulldecoded v]))))>> and <not <(letter (1) of (item (id) of [fulldecoded v])) = [9]>>> then\n set [update? v] to [1]\n go to x: ((join (letter (1) of (item (id) of [fulldecoded v])) (join (letter (2) of (item (id) of [fulldecoded v])) (letter (3) of (item (id) of [fulldecoded v])))) - (240)) y: ((join (letter (4) of (item (id) of [fulldecoded v])) (join (letter (5) of (item (id) of [fulldecoded v])) (letter (6) of (item (id) of [fulldecoded v])))) - (180))\n set [last timing v] to (join (letter (7) of (item (id) of [fulldecoded v])) (join (letter (8) of (item (id) of [fulldecoded v])) (letter (9) of (item (id) of [fulldecoded v]))))\n else\n set [update? v] to [0]\n end\nelse\n if <(frame cycle) = [1]> then\n if <(update?) = [1]> then\n go to x: ((join (letter (10) of (item (id) of [fulldecoded v])) (join (letter (11) of (item (id) of [fulldecoded v])) (letter (12) of (item (id) of [fulldecoded v])))) - (240)) y: ((join (letter (13) of (item (id) of [fulldecoded v])) (join (letter (14) of (item (id) of [fulldecoded v])) (letter (15) of (item (id) of [fulldecoded v])))) - (180))\n end\n else\n if <(update?) = [1]> then\n go to x: ((join (letter (16) of (item (id) of [fulldecoded v])) (join (letter (17) of (item (id) of [fulldecoded v])) (letter (18) of (item (id) of [fulldecoded v])))) - (240)) y: ((join (letter (19) of (item (id) of [fulldecoded v])) (join (letter (20) of (item (id) of [fulldecoded v])) (letter (21) of (item (id) of [fulldecoded v])))) - (180))\n end\n end\nend\nif <<<[active player id v] contains (id)?> and <not <<(P: id) = (id)> and <(inSpectator?) = [0]>>>> and <not <(letter (1) of (item (id) of [fulldecoded v])) = [9]>>> then\n show\nelse\n hide\nend\n\n@blackout\n\nwhen flag clicked\nset [roundend? v] to [0]\nhide\n\nwhen I receive [goal reached! v]\nif <(☁ map) < (-max-map)> then\n change [☁ map v] by (1)\nelse\n set [☁ map v] to [1]\nend\nset [roundend? v] to [1]\ngo to [front v] layer\nshow\nwait (1) seconds\nprocess\n\nwhen I receive [player goal reached! v]\nset [roundend? v] to [1]\ngo to [front v] layer\nshow\nprocess\n\ndefine process\nwait (9) seconds\nset [anyplayergoalreached? v] to [0]\nset [p: goalreached v] to [0]\nhide\nset [roundend? v] to [0]\nbroadcast (new round v)\nstop [this script v]\n\nwhen I receive [bypass v]\nset [anyplayergoalreached? v] to [0]\nset [p: goalreached v] to [0]\nhide\nset [roundend? v] to [0]\nbroadcast (new round v)\nstop [other scripts in sprite v]\nstop [this script v]\n\n@menu\n\nwhen flag clicked\nshow\nwait (1) seconds\ngo to x: (0) y: (20)\nset [yv v] to [10]\npoint in direction (90)\nrepeat (20)\n turn right (18) degrees\n change y by (yv)\n change [yv v] by (-1)\nend\nwait (0.5) seconds\nbroadcast (intro off v)\nwait (0.5) seconds\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [intro off v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\n@platform\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (-13)\nshow\n\nwhen I receive [intro off v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\n\n@cloud\n\ndefine encode datastream\nset [index v] to [1]\nset [stock_encoded v] to []\nrepeat (length of [fulldecoded v])\n set [stock_encoded v] to (join (stock_Encoded) (item (index) of [fulldecoded v]))\n change [index v] by (1)\nend\nset [fullencoded v] to (stock_Encoded)\n\ndefine clear encoding\nset [fullencoded v] to []\n\ndefine decode (datastream copy)\ndelete all of [fulldecoded v]\ndelete all of [username v]\ndelete all of [status v]\nset [index2 v] to [1]\nset [stockdecoded v] to []\nrepeat until <(index2) > (length of (datastream copy))>\n set [stockdecoded v] to (join (stockDecoded) (letter (index2) of (datastream copy)))\n if <(length of (stockDecoded)) = [21]> then\n set [temp stock v] to (stockDecoded)\n get string (datastream copy) from ((index2) + (1)) : ((index2) + (40))\n decode nonprompt (_r)\n add (temp stock) to [fulldecoded v]\n add (_r: username) to [username v]\n add (letter ((index2) + (41)) of (datastream copy)) to [status v]\n set [stockdecoded v] to []\n change [index2 v] by (41)\n end\n change [index2 v] by (1)\nend\n\ndefine get index of letter (s) in (str)\ndelete all of [_ v]\nset [_ v] to [1]\nrepeat (length of (str))\n add (letter (_) of (str)) to [_ v]\n change [_ v] by (1)\nend\nset [_r v] to (item # of (s) in [_ v])\n\ndefine get string (s) from (i1) : (i2)\nset [_r v] to []\nif <(i1) = []> then\n set [_ v] to [1]\n if <(i2) = []> then\n set [_r v] to (s)\n else\n repeat (((i2) - (1)) + (1))\n set [_r v] to (join (_r) (letter (_) of (s)))\n change [_ v] by (1)\n end\n end\nelse\n set [_ v] to (i1)\n if <(i2) = []> then\n repeat (((length of (s)) - (i1)) + (1))\n set [_r v] to (join (_r) (letter (_) of (s)))\n change [_ v] by (1)\n end\n else\n repeat (((i2) - (i1)) + (1))\n set [_r v] to (join (_r) (letter (_) of (s)))\n change [_ v] by (1)\n end\n end\nend\n\ndefine count (s) in (str)\nset [_ v] to [1]\nset [_r v] to [0]\nrepeat (length of (str))\n if <(letter (_) of (str)) = (s)> then\n change [_r v] by (1)\n end\n change [_ v] by (1)\nend\n\ndefine get index of word (substr) in (str)\nif <(length of (substr)) = [1]> then\n get index of letter (substr) in (str)\nelse\n set [_r v] to [0]\n if < (str) contains (substr)?> then\n set [_ v] to [-100]\n set [_r v] to [0]\n set [z.temp v] to (str)\n set [z.temp2 v] to [0]\n repeat until <(_) = (length of (substr))>\n change [z.temp2 v] by (_r)\n get string (z.temp) from ((_r) + (1)) : []\n set [z.temp v] to (_r)\n get index of letter (letter (1) of (substr)) in (_r)\n set [_ v] to [1]\n repeat until <(_) > ((length of (substr)) - (1))>\n if <not <(letter ((_) + (1)) of (substr)) = (letter ((_r) + (_)) of (z.temp))>> then\n set [_ v] to ((length of (substr)) + (1))\n end\n change [_ v] by (1)\n end\n end\n change [z.temp2 v] by (_r)\n set [_r v] to (z.temp2)\n end\nend\n\ndefine update encode to cloud\nif <(length of [active player id v]) = [1]> then\n change [lag delay counter v] by (1)\n if <(lag delay counter) > [1]> then\n set player data (P: id) (P: my data)\n set [lag delay counter v] to [0]\n end\nelse\n set player data (P: id) (P: my data)\n set [lag delay counter v] to [0]\nend\n\ndefine check active players\ndelete all of [active player id v]\nset [index4 v] to [1]\nrepeat (length of [fulldecoded v])\n if <<(P: id) = (index4)> or <(item (index4) of [backup check active player id v]) = [1]>> then\n add (index4) to [active player id v]\n end\n change [index4 v] by (1)\nend\n\ndefine join as player\nset [last data v] to (join (join (join (join (join (join (join (☁ P1) (☁ P2)) (☁ P3)) (☁ P4)) (☁ P5)) (☁ P6)) (☁ P7)) (☁ P8))\nset [p: id v] to [0]\njoin as player rwsr1\nwait (1) seconds\njoin as player rwsr2\nif <<[status v] contains [91]?> or <[status v] contains [11]?>> then\n set [_status v] to [3]\n repeat until <not <<[status v] contains [91]?> or <[status v] contains [11]?>>>\n set [last data v] to (join (join (join (join (join (join (join (☁ P1) (☁ P2)) (☁ P3)) (☁ P4)) (☁ P5)) (☁ P6)) (☁ P7)) (☁ P8))\n set [p: id v] to [0]\n join as player rwsr1\n wait (1) seconds\n join as player rwsr2\n end\nend\nif <not <[active player id v] contains [1]?>> then\n set [p: id v] to [1]\nelse\n if <not <[active player id v] contains [2]?>> then\n set [p: id v] to [2]\n else\n if <not <[active player id v] contains [3]?>> then\n set [p: id v] to [3]\n else\n if <not <[active player id v] contains [4]?>> then\n set [p: id v] to [4]\n else\n if <not <[active player id v] contains [5]?>> then\n set [p: id v] to [5]\n else\n if <not <[active player id v] contains [6]?>> then\n set [p: id v] to [6]\n else\n if <not <[active player id v] contains [7]?>> then\n set [p: id v] to [7]\n else\n if <not <[active player id v] contains [8]?>> then\n set [p: id v] to [8]\n else\n broadcast (slot full v)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine copy fullDecoded\ndelete all of [last fulldecoded v]\nset [index4 v] to [1]\nrepeat (length of [fulldecoded v])\n add (item (index4) of [fulldecoded v]) to [last fulldecoded v]\n change [index4 v] by (1)\nend\n\ndefine check backup active\nset [index4 v] to [1]\nrepeat (length of [backup check active player id v])\n if <((500) - ([abs v] of (([abs v] of ((join (letter (7) of (item (index4) of [last fulldecoded v])) (join (letter (8) of (item (index4) of [last fulldecoded v])) (letter (9) of (item (index4) of [last fulldecoded v])))) - (join (letter (7) of (item (index4) of [fulldecoded v])) (join (letter (8) of (item (index4) of [fulldecoded v])) (letter (9) of (item (index4) of [fulldecoded v]))))) ) - (500)) )) > [0.5]> then\n if <(join (letter (7) of (item (index4) of [fulldecoded v])) (join (letter (8) of (item (index4) of [fulldecoded v])) (letter (9) of (item (index4) of [fulldecoded v])))) > (join (letter (7) of (item (index4) of [last fulldecoded v])) (join (letter (8) of (item (index4) of [last fulldecoded v])) (letter (9) of (item (index4) of [last fulldecoded v]))))> then\n replace item (index4) of [backup check active player id v] with [1]\n else\n if <(((join (letter (7) of (item (index4) of [fulldecoded v])) (join (letter (8) of (item (index4) of [fulldecoded v])) (letter (9) of (item (index4) of [fulldecoded v])))) + (1000)) - (join (letter (7) of (item (index4) of [last fulldecoded v])) (join (letter (8) of (item (index4) of [last fulldecoded v])) (letter (9) of (item (index4) of [last fulldecoded v]))))) > [0.5]> then\n replace item (index4) of [backup check active player id v] with [1]\n else\n replace item (index4) of [backup check active player id v] with [0]\n end\n end\n else\n replace item (index4) of [backup check active player id v] with [0]\n end\n change [index4 v] by (1)\nend\n\ndefine clouds\nif <((P: mytick) mod (5)) = [4]> then\n check backup active\nend\ncheck active players\nif <((P: mytick) mod (5)) = [2]> then\n copy fullDecoded\nend\nclear encoding\ndecode (join (join (join (join (join (join (join (☁ P1) (☁ P2)) (☁ P3)) (☁ P4)) (☁ P5)) (☁ P6)) (☁ P7)) (☁ P8))\nadd activeness to status\nif <not <<(item (P: id) of [username v]) = (username)> or <(inSpectator?) = [1]>>> then\n stop [all v]\nend\nif <(item (P: id) of [status v]) = [21]> then\n set [kicked v] to [1]\n stop [all v]\nend\nif <[status v] contains [91]?> then\n set [player reached goal v] to (item # of [91] in [status v])\n if <<<<not <(P: id) = (player reached goal)>> and <(last anyPlayerStatus) = [0]>> and <(anyPlayerGoalReached?) = [0]>> and <(P: goalReached) = [0]>> then\n set [anyplayergoalreached? v] to [1]\n broadcast (player goal reached! v)\n end\n set [last anyplayerstatus v] to [1]\nelse\n set [last anyplayerstatus v] to [0]\nend\nif <(length of (P: my data)) = [21]> then\n encode username (username)\n if <(P: goalReached) = [1]> then\n set [p: my data v] to (join (join (join (join [999999] (join (letter (7) of (P: my data)) (join (letter (8) of (P: my data)) (letter (9) of (P: my data))))) [999999999999]) (stock_Encoded)) [9])\n else\n if <(roundEnd?) = [1]> then\n set [p: my data v] to (join (join (join (join [999999] (join (letter (7) of (P: my data)) (join (letter (8) of (P: my data)) (letter (9) of (P: my data))))) [999999999999]) (stock_Encoded)) [1])\n else\n set [p: my data v] to (join (join (P: my data) (stock_Encoded)) [0])\n end\n end\nend\nif <(inSpectator?) = [0]> then\n update encode to cloud\nend\nchange [p: mytick v] by (1)\n\nwhen I receive [loop v]\nset [player reached goal v] to [0]\nset [frame cycle v] to [0]\nset [p: my data v] to []\nset [lag delay counter v] to [0]\nset [p: goalreached v] to [0]\nset [anyplayergoalreached? v] to [0]\nset [roundend? v] to [0]\nforever\n broadcast (tick v)\n wait (0.02) seconds\nend\n\ndefine player tick\nif <not <(length of [coords v]) = [0]>> then\n if <(frame cycle) = [0]> then\n set [p: my data v] to (join (item (length of [coords v]) of [coords v]) (join ([floor v] of ((([floor v] of ((days since 2000) * (1000000)) ) mod (1000)) / (100)) ) (join (([floor v] of ((([floor v] of ((days since 2000) * (1000000)) ) mod (1000)) / (10)) ) mod (10)) (([floor v] of ((days since 2000) * (1000000)) ) mod (10)))))\n else\n set [p: my data v] to (join (P: my data) (item (length of [coords v]) of [coords v]))\n end\n delete (length of [coords v]) of [coords v]\n change [frame cycle v] by (1)\n if <(frame cycle) > [2.5]> then\n clouds\n set [frame cycle v] to [0]\n end\nend\n\nwhen I receive [loop v]\nforever\n set [people online v] to (join (length of [active player id v]) [ player\(s\) online])\nend\n\ndefine encode username (username)\nset [stock_encoded v] to []\nset [index5 v] to [1]\nrepeat (length of (username))\n set [stock_encoded v] to (join (stock_Encoded) (join ([floor v] of ((item # of (letter (index5) of (username)) in [supporting string v]) / (10)) ) ((item # of (letter (index5) of (username)) in [supporting string v]) mod (10))))\n change [index5 v] by (1)\nend\nrepeat ((20) - (length of (username)))\n set [stock_encoded v] to (join (stock_Encoded) [00])\nend\n\ndefine decode nonprompt (data\(len 40\))\nset [stockdecoding v] to []\nset [stockdecoded v] to []\nset [index5 v] to [1]\nset [_r: username v] to []\nrepeat (length of (data\(len 40\)))\n set [stockdecoding v] to (join (stockDecoding) (letter (index5) of (data\(len 40\))))\n if <((index5) mod (2)) = [0]> then\n if <not <(stockDecoding) = [0]>> then\n set [stockdecoded v] to (join (stockDecoded) (item (stockDecoding) of [supporting string v]))\n end\n if <((index5) mod (40)) = [0]> then\n set [_r: username v] to (stockDecoded)\n set [stockdecoded v] to []\n end\n set [stockdecoding v] to []\n end\n change [index5 v] by (1)\nend\n\nset [__status v] to [0]\n\ndefine set player data (id) (data)\nif <(id) = [1]> then\n set [☁ p1 v] to (data)\nelse\n if <(id) = [2]> then\n set [☁ p2 v] to (data)\n else\n if <(id) = [3]> then\n set [☁ p3 v] to (data)\n else\n if <(id) = [4]> then\n set [☁ p4 v] to (data)\n else\n if <(id) = [5]> then\n set [☁ p5 v] to (data)\n else\n if <(id) = [6]> then\n set [☁ p6 v] to (data)\n else\n if <(id) = [7]> then\n set [☁ p7 v] to (data)\n else\n set [☁ p8 v] to (data)\n end\n end\n end\n end\n end\n end\nend\n\ndelete all of [coords' v]\nadd (P: my data) to [coords' v]\n\ndefine join as player rwsr1\ndecode (join (join (join (join (join (join (join (☁ P1) (☁ P2)) (☁ P3)) (☁ P4)) (☁ P5)) (☁ P6)) (☁ P7)) (☁ P8))\ncopy fullDecoded\n\ndefine join as player rwsr2\ndecode (join (join (join (join (join (join (join (☁ P1) (☁ P2)) (☁ P3)) (☁ P4)) (☁ P5)) (☁ P6)) (☁ P7)) (☁ P8))\ncheck backup active\ncheck active players\nadd activeness to status\n\nwhen I receive [tick v]\nplayer tick\n\ndefine check if ID in used\ndelete all of [last fulldecoded v]\nset [p: mytick v] to [0]\nset [id in used? v] to [0]\nrepeat (10)\n check if ID in used rwsr1\n wait (0.06) seconds\n check if ID in used rwsr2\nend\n\ndefine check if ID in used rwsr1\nencode username (username)\nset [p: my data v] to (join [999999] (join (join (join (pick random (0) to (9)) (pick random (0) to (9))) (pick random (0) to (9))) [999999999999]))\nset player data (P: id) (join (join (P: my data) (stock_Encoded)) [0])\n\ndefine check if ID in used rwsr2\ndecode (join (join (join (join (join (join (join (☁ P1) (☁ P2)) (☁ P3)) (☁ P4)) (☁ P5)) (☁ P6)) (☁ P7)) (☁ P8))\nif <not <(P: my data) = (item (P: id) of [fulldecoded v])>> then\n set [id in used? v] to [1]\nend\n\nwhen I receive [start game v]\nset [p: id v] to [0]\nset [people online v] to [-]\ndelete all of [active player id v]\ndelete all of [backup check active player id v]\nrepeat (8)\n add [1] to [backup check active player id v]\nend\nswitch costume to (none v)\nhide\nset [_status v] to [1]\nwait (1) seconds\nset [_status v] to [2]\njoin as player\nset [_status v] to [4]\ncheck if ID in used\nif <(id in used?) = [0]> then\n set [_status v] to [6]\n delete all of [last fulldecoded v]\n set [p: mytick v] to [0]\nelse\n repeat until <(id in used?) = [0]>\n set [_status v] to [5]\n wait ((pick random (1) to (5)) * (0.3)) seconds\n join as player\n check if ID in used\n end\n set [_status v] to [6]\n delete all of [last fulldecoded v]\n set [p: mytick v] to [0]\nend\nbroadcast (loop v)\n\ndefine add activeness to status\nset [index7 v] to [1]\nrepeat (length of [status v])\n replace item (index7) of [status v] with (join (item (index7) of [status v]) (<<[active player id v] contains (index7)?> = [1]> + (0)))\n change [index7 v] by (1)\nend\n\ndefine count (status) in status list\nset [index8 v] to [1]\nset [_r v] to [0]\nrepeat (length of [status v])\n change [_r v] by (<(item (index8) of [status v]) = (status)> + (0))\n change [index8 v] by (1)\nend\n\nwhen [space v] key pressed\nif <(username) = [jenniferandjim]> then\n ask [] and wait\n if <not <(answer) = []>> then\n set player data (answer) [11111111111111111111111111111111111111111111111111111111111112]\n end\nend\n\nwhen flag clicked\nset [inspectator? v] to [0]\n\nwhen [p v] key pressed\nif <(username) = [jenniferandjim]> then\n set [inspectator? v] to [1]\nend\n\nwhen I receive [countdown v]\nset [bypass-countdown? v] to [0]\nwait (0.5) seconds\nrepeat until <<not <[status v] contains [91]?>> or <(roundEnd?) = [1]>>\n set [last data v] to (join (join (join (join (join (join (join (☁ P1) (☁ P2)) (☁ P3)) (☁ P4)) (☁ P5)) (☁ P6)) (☁ P7)) (☁ P8))\n join as player rwsr1\n wait (1) seconds\n join as player rwsr2\nend\nif <(roundEnd?) = [0]> then\n set [bypass-countdown? v] to [1]\nend\n\n@margin\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [forward v] (100) layers\n\n@typewriter\n\ndefine sucessive:print (text) size (size) at (x) (y) speed(0=default) (speed) align(left=default) (align)\nif <(align) = [center]> then\n get half width of text (text) (size)\n sucessive:print (text) size (size) at ((x) - (TEXTWIDTH)) (y) speed(0=default) (speed) align(left=default) []\nelse\n if <not <<(x) = []> and <(y) = []>>> then\n go to x: (x) y: (y)\n end\n set size to ((size) * (100)) %\n set [color v] effect to (color)\n set [brightness v] effect to (brightness)\n set [ghost v] effect to (transparent)\n set [textingiter v] to [1]\n repeat (length of (text))\n switch costume to ( v)\n switch costume to (item (item # of (letter (TEXTINGITER) of (text)) in [caps v]) of [caps v])\n create clone of (_myself_ v)\n change [textingiter v] by (1)\n set [prev_x v] to ((x position) + ((item (costume [number v]) of [text width v]) * ((size) / (100))))\n switch costume to (item (item # of (letter ((TEXTINGITER) + (1)) of (text)) in [caps v]) of [caps v])\n if <((prev_x) + (item (costume [number v]) of [text width v])) > [235]> then\n change y by ((0) - (((size) * (1.5)) / (10)))\n set x to (-235)\n else\n set x to (prev_x)\n end\n if <not <(speed) = [0]>> then\n wait (speed) seconds\n end\n end\nend\n\ndefine init\nhide\nset [color v] to [0]\nset [brightness v] to [0]\nset [transparent v] to [0]\nbroadcast (del v)\ngo to x: (-235) y: (150)\n\ndefine block:print (text) size (size) at (x) (y) align(left=default) (align)\nif <(align) = [center]> then\n get half width of text (text) (size)\n sucessive:print (text) size (size) at ((x) - (TEXTWIDTH)) (y) speed(0=default) [0] align(left=default) []\nelse\n sucessive:print (text) size (size) at (x) (y) speed(0=default) [0] align(left=default) []\nend\n\ndefine set colormode: Color: (color) Bright: (bright) Fade: (fade)\nset [color v] to (color)\nset [transparent v] to (fade)\nset [brightness v] to (bright)\n\ndefine colorShuffle\nset colormode: Color: (pick random (1) to (200)) Bright: [80] Fade: [0]\n\nwhen I receive [del v]\ndelete this clone\n\nwhen I start as a clone\nset [isclone v] to [1]\ngo to [front v] layer\nshow\n\ndefine dialog (text) (size)\nsucessive:print (text) size (size) at [] [] speed(0=default) [0] align(left=default) []\n\nwhen I receive [new round v]\ninit\nwait (0.2) seconds\nforever\n set [last active player id v] to (active player ID)\n set [last username v] to (username)\n set [last coin v] to (_coin)\n print\n wait (0.1) seconds\n wait until <not <<<(last active player ID) = (active player ID)> and <(last username) = (username)>> and <(last coin) = (_coin)>>>\nend\n\ndefine print\nbroadcast (del v)\nblock:print (_coin) size [1.8] at [-200] [150] align(left=default) []\nset [index6 v] to [1]\nrepeat (length of [active player id v])\n if <<(item (item (index6) of [active player id v]) of [username v]) = [jenniferandjim]> and <(zz-_meetTheDev-flag) = [0]>> then\n broadcast (_meetTheDev v)\n set [zz-_meetthedev-flag v] to [1]\n end\n if <(index6) < [4.5]> then\n block:print (join (letter ((((item (index6) of [active player id v]) - (1)) mod (4)) + (1)) of [<>\[\]]) (item (item (index6) of [active player id v]) of [username v])) size [1.5] at [-230] (((index6) * (-15)) - (105)) align(left=default) []\n else\n block:print (join (letter ((((item (index6) of [active player id v]) - (1)) mod (4)) + (1)) of [<>\[\]]) (item (item (index6) of [active player id v]) of [username v])) size [1.5] at [0] ((((index6) - (4)) * (-15)) - (105)) align(left=default) []\n end\n change [index6 v] by (1)\nend\nif <(length of [active player id v]) = [1]> then\n block:print [waiting for other players to join] size [1.3] at [15] [-170] align(left=default) []\nend\n\nwhen flag clicked\nset [isclone v] to [0]\ninit\n\ndefine get half width of text (text) (size)\nset size to ((size) * (100)) %\nset [textwidth v] to [0]\nset [textingiter v] to [1]\nrepeat (length of (text))\n switch costume to ( v)\n switch costume to (item (item # of (letter (TEXTINGITER) of (text)) in [caps v]) of [caps v])\n change [textwidth v] by ((item (costume [number v]) of [text width v]) * ((size) / (100)))\n change [textingiter v] by (1)\nend\nset [textwidth v] to ((TEXTWIDTH) / (2))\n\ndefine clear\nbroadcast (del v)\n\nwhen I receive [start game v]\ninit\nset colormode: Color: [0] Bright: [200] Fade: [0]\nwait until <(_STATUS) < [1.5]>\nclear\nblock:print [Waiting for connecting] size [2.5] at [0] [0] align(left=default) [center]\nwait until <(_STATUS) > [1.5]>\nclear\nblock:print [Joining as player] size [2.5] at [0] [0] align(left=default) [center]\nwait until <(_STATUS) > [2.5]>\nclear\nblock:print [Waiting until round ends] size [2.5] at [0] [0] align(left=default) [center]\nwait until <(_STATUS) > [3.5]>\nclear\nblock:print [Checking if ID in used] size [2.5] at [0] [0] align(left=default) [center]\nwait until <(_STATUS) > [4.5]>\nclear\nblock:print [Trying other ID] size [2.5] at [0] [0] align(left=default) [center]\nwait until <(_STATUS) > [5.5]>\nclear\n\nwhen I receive [goal reached! v]\nstop [other scripts in sprite v]\nif <(isClone) = [1]> then\n delete this clone\nelse\n wait (0.1) seconds\n init\n block:print [You have reached the goal] size [2.5] at [0] [0] align(left=default) [center]\n if <(length of [active player id v]) > [1]> then\n change [_coin v] by (30)\n end\n wait (3.9) seconds\n broadcast (countdown v)\nend\n\nwhen I receive [player goal reached! v]\nstop [other scripts in sprite v]\nif <(isClone) = [1]> then\n delete this clone\nelse\n wait (0.1) seconds\n init\n block:print (join (item (player reached goal) of [username v]) [ has reached the goal]) size [2.5] at [0] [0] align(left=default) [center]\n wait (2.9) seconds\n broadcast (countdown v)\nend\n\nwhen I receive [countdown v]\ninit\nwait (1) seconds\nblock:print [Game starting in 5] size [2] at [0] [0] align(left=default) [center]\nwait (1) seconds\ninit\nblock:print [Game starting in 4] size [2] at [0] [0] align(left=default) [center]\nwait (1) seconds\ninit\nblock:print [Game starting in 3] size [2] at [0] [0] align(left=default) [center]\nwait (1) seconds\ninit\nblock:print [Game starting in 2] size [2] at [0] [0] align(left=default) [center]\nwait (1) seconds\ninit\nblock:print [Game starting in 1] size [2] at [0] [0] align(left=default) [center]\n\nwhen I receive [loop v]\nset [zz-_meetthedev-flag v] to [0]\n\nwhen I receive [countdown v]\ninit\nwait (1) seconds\nwait until <(bypass-countdown?) = [1]>\nif <(P: goalReached) = [0]> then\n stop [other scripts in sprite v]\n broadcast (bypass v)\nend\n\n@goal\n\nwhen flag clicked\nhide\n\nwhen I receive [new round v]\nshow\nset goal (☁ map)\n\nwhen I receive [player goal reached! v]\nhide\n\nwhen I receive [goal reached! v]\nhide\n\nwhen I receive [singleplayer game start v]\nwait (0) seconds\nshow\nset goal (singleplayer: current map)\n\ndefine set goal (level)\nif <(level) = [1]> then\n go to x: (235) y: (62)\nend\nif <(level) = [2]> then\n go to x: (-214) y: (103)\nend\nif <(level) = [3]> then\n go to x: (217) y: (45)\nend\nif <(level) = [4]> then\n go to x: (-187) y: (102)\nend\nif <(level) = [5]> then\n go to x: (-126) y: (54)\nend\nif <(level) = [6]> then\n go to x: (235) y: (62)\nend\nif <(level) = [7]> then\n go to x: (-214) y: (98.5)\nend\n\nwhen I receive [singleplayer next map v]\nwait (0) seconds\nshow\nset goal (singleplayer: current map)\n\nwhen I receive [loop v]\nforever\n set goal (☁ map)\nend\n\n@platformer\n\nwhen I receive [goal reached! v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [new round v]\ngo to x: (0) y: (0)\nswitch costume to (☁ map)\nshow\n\nset [-max-map v] to [7]\n\nwhen I receive [player goal reached! v]\nhide\n\nset [☁ map v] to [1]\n\nwhen I receive [start game v]\nhide\ndelete this clone\n\nwhen I receive [singleplayer next map v]\nnext costume\nset [singleplayer: current map v] to (costume [number v])\n\nwhen I receive [singleplayer game start v]\ngo to x: (0) y: (0)\nset [singleplayer: current map v] to [1]\nswitch costume to (singleplayer: current map)\nshow\n\nwhen I receive [tick v]\nif <<(roundEnd?) = [0]> and <(anyPlayerGoalReached?) = [0]>> then\n switch costume to (☁ map)\nend\n\n@platformer2\n\nwhen I receive [goal reached! v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [new round v]\ngo to x: (0) y: (0)\nswitch costume to (☁ map)\ngo [backward v] (200) layers\nshow\n\nwhen I receive [player goal reached! v]\nhide\n\nwhen I receive [singleplayer next map v]\nwait (0) seconds\nnext costume\nset [singleplayer: current map v] to (costume [number v])\n\nwhen I receive [singleplayer game start v]\ngo to x: (0) y: (0)\nwait (0) seconds\nswitch costume to (singleplayer: current map)\nshow\n\nwhen I receive [tick v]\nif <<(roundEnd?) = [0]> and <(anyPlayerGoalReached?) = [0]>> then\n switch costume to (☁ map)\nend\n\n@music\n\nwhen flag clicked\nset volume to (20) %\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@title\n\nwhen flag clicked\nhide\n\nwhen I receive [intro off v]\nwait (0.5) seconds\ngo to x: (-120) y: (30)\nset size to (100) %\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [singleplayer game start v]\nhide\n\n@select\n\nwhen flag clicked\nhide\n\nwhen I receive [intro off v]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nswitch costume to (1 v)\ngo to x: (80) y: (20)\nset size to (130) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (singleplayer game start v)\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I start as a clone\nwait (0.5) seconds\nswitch costume to (2 v)\ngo to x: (80) y: (20)\nset size to (130) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (start game v)\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [singleplayer game start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@coin icon\n\nwhen I receive [loop v]\ngo to x: (-220) y: (155)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n@speed boost\n\nwhen flag clicked\nset [-player-speedboost v] to [0]\nhide\n\nwhen I receive [loop v]\nset [-player-speedboost v] to [0]\ngo to x: (165) y: (155)\ngo to [front v] layer\nshow\nforever\n if <<<touching (mouse-pointer v)?> or <key (z v) pressed?>> or <(-player-speedBoost) = [1]>> then\n set [ghost v] effect to (30)\n if <<<<mouse down?> or <key (z v) pressed?>> and <(-player-speedBoost) = [0]>> and <not <(_coin) < [30]>>> then\n set [-player-speedboost v] to [1]\n change [_coin v] by (-30)\n broadcast (speed v)\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [speed v]\nwait (10) seconds\nset [-player-speedboost v] to [0]\n\nwhen I receive [player goal reached! v]\nset [-player-speedboost v] to [0]\n\nwhen I receive [goal reached! v]\nset [-player-speedboost v] to [0]\n\n@jump boost\n\nwhen flag clicked\nset [-player-jumpboost v] to [0]\nhide\n\nwhen I receive [loop v]\nset [-player-jumpboost v] to [0]\ngo to x: (215) y: (155)\ngo to [front v] layer\nshow\nforever\n if <<<touching (mouse-pointer v)?> or <key (x v) pressed?>> or <(-player-jumpBoost) = [1]>> then\n set [ghost v] effect to (30)\n if <<<<mouse down?> or <key (x v) pressed?>> and <(-player-jumpBoost) = [0]>> and <not <(_coin) < [30]>>> then\n set [-player-jumpboost v] to [1]\n change [_coin v] by (-30)\n broadcast (jump boost v)\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [jump boost v]\nwait (10) seconds\nset [-player-jumpboost v] to [0]\n\nwhen I receive [player goal reached! v]\nset [-player-jumpboost v] to [0]\n\nwhen I receive [goal reached! v]\nset [-player-jumpboost v] to [0]\n\nset [_coin v] to [8000]\n\n@ad\n\nwhen I receive [loop v]\nforever\n wait (30) seconds\n go to x: (10) y: (155)\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (5) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n wait (30) seconds\nend\n\nwhen flag clicked\nhide\n\n@special\n\nwhen flag clicked\nhide\n\nwhen I receive [_meetthedev v]\nshow\ngo to [front v] layer\ngo to x: (365) y: (150)\nglide (1) secs to x: (95) y: (150)\nwait (3) seconds\nglide (1) secs to x: (365) y: (150)\nhide\n\n | ⚔️ Welcome to ☁ Cloud Platformer Race! ⚔️\n\n⚡ Choose [Multiplayer] to play online.\n⚡ [WASD] or [Arrow Keys] to move.\n⚡ [Z] for speed power-up; [X] for jump power-up.\n⚡ Be the first one to reach the goal!\n\n⚡ Buy boosts by clicking the icon, or by the shortcut keys: [Z]/[X], they both cost 30 coins.\n⚡ Coins can be earned by winning games(+30) and by playing with other players(+5 per 10 sec); But if only any other players are online and connected.\n\n⚡ Cloud projects won't work for new scratchers.\n⚡ Up to 8 players! If you can't join multiplayer games, it might be full.\n\n⚡ Please report bugs and players in my profile.\n-------------------------------------------------------------\nIt took months to finish this project. Cloud projects are hard to make and annoying to debug. You might be tired of seeing people begging for loves, but dropping the love/fav really makes my day :)\n-------------------------------------------------------------\nFrequently Asked Questions:\nQ: Why can't I join/why does it take so long to join?\nA: Maybe because the slot is full, or the round isn't ending that fast; It might also be the game's glitch.\n\nQ: I joined, but there are no players at all!\nA: You might be a new scratcher, or you have accidentally clicked "See Inside". It might be caused by lag, but it is also possible that there's no player at all for real.\n\nQ: Some players keep disappearing.\nA: This is caused by the game's lag.\n\nQ: Some players are jumping high/moving faster than normal.\nA: The player might use the power-ups.\n\nQ: Too much lag! (Kill screen)\nA: Close turbo mode; If you are not in turbo mode, try to rejoin the server later.\n\nQ: [insert player name here] is hacking!\nA: Please report any players hacking or bugs in my profile, not in the comment. And before you actually saying someone's hacking, noted that these data are just numbers- it will be hard to modify the data to make a player looks like they actually have a good skill at the game. Most time it's just bugged. Modifying cloud data isn't that easy.\n\nQ: Some players are flying, it looks like they are jumping on an invisible platformer.\nA: You two are on different maps. It is usually to happen when you enter your first round. But if it keeps happening, please report it on my profile.\n\nQ: I am randomly sent to the thumbnail?\nA: It might be the developer's updating the game and stop the server, or you are inactive on the cloud, and another player who tried to join the server tracked you as inactive hence took your spot. In that case please refresh. If it keeps happening, try it in a few minutes.\n\nQ; The maps randomly change mid-game.\nA: It is a lag. Please stop playing and refresh that page. If it still happens, try again in a few minutes.\n\nQ: Players don't spawn at the same time.\nA: If it wasn't lag, players will spawn almost at the same time.\n\nQ: I won but didn't earn any coin.\nA: You are probably not connected.\n\nQ: May you see my project?\nA: No.\n-------------------------------------------------------------\nPropose this project to be featured:\nhttps://scratch.mit.edu/studios/4228481/comments/\n------------------------------------------------------------\nCode / Art / Design - @jenniferandjim\nText Engine: @jenniferandjim\nCloud Engine: @jenniferandjim\nArt Inspiration:\nhttps://www.kenney.nl/assets/abstract-platformer\nLevel Creation: @jenniferandjim\nInspiration - @MaxyBrian\nBig thanks to the @griffpatch cloud project tutorial.\nMusic - "Vexento - Pixel Party"\n\nBeta Testers - \n@B-S-code @_-cloud- @PMJ_MJBCS27\n@Jamnik-Klembus @mastertymw @AK356\n@Netoper @Anastazja_454 @Spider058\n\n#games #trending #all #games #trending #all\n#games #trending #all #games #trending #all\n\nThank you for playing! :D\n------------------------------------------------------------\nChangelog v21.1.5\n- Kicking now forces players to refresh the page\n- Winners now have a little delay\n- New maps\n- Bypass the waiting time when lag happens\nChangelog v.21.1.4\n- Fix character's color bug for >4 players\n- Lag / Turbo mode detector is back\n- Error screen when slot is full\n------------------------------------------------------------\nNote: This project was started before @MaxyBrian's Tower of Scratch released. I did not use any of their code or art. But the project inspired me a lot.\n---\n800/3000/7000/11000/17000/21000 |
Covid-19 | platformer | entry | @Stage\n\nwhen flag clicked\nwait (0.05) seconds\nforever\n play sound [Summit v] until done\nend\n\n@Player\n\ndefine Reset\nset [sy v] to [0]\nset [sx v] to [0]\nset [falling? v] to [0]\nset [jump key v] to [0]\nset [die v] to []\nhide variable [level v]\nhide variable [die v]\nhide variable [jump key v]\nhide variable [falling? v]\nhide variable [sx v]\nhide variable [sy v]\nset size to (50) %\nclear graphic effects\nshow\n\nwhen flag clicked\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n go to x: (-225) y: (-130)\n repeat until <(Die) > []>\n Code\n end\n if <(Die) = [next]> then\n change [level v] by (1)\n end\nend\n\nwhen I receive [reset v]\ngo to [front v] layer\n\nwhen I receive [setup v]\nhide\nReset\n\ndefine Code\nif <<(sy) < [4]> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n change [sy v] by (-1)\nelse\n change [sy v] by (-2)\nend\nchange y by (sy)\nTouch Ground <(sy) > [0]>\nif <([abs v] of (sx) ) > [0.5]> then\n Walk (sx)\nend\nset [sx v] to ((sx) * (0.8))\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [sx v] by (-1)\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(falling?) < [4]> then\n if <(jump key) = [0]> then\n start sound [Jump v]\n set [sy v] to [10]\n set [jump key v] to [10]\n end\n end\nelse\n set [jump key v] to [0]\nend\nif <<touching (spikes v)?> or <<touching (cannon v)?> or <<touching (enemy v)?> or <(y position) < [-179]>>>> then\n set [die v] to [die]\nend\nif <touching (portal v)?> then\n set [die v] to [next]\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (platform 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 [sy v] to [0]\nend\n\ndefine Walk (speed)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (platform v)?>>>\n change [slope v] by (1)\n change y by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <([abs v] of (sx) ) > [3]>> then\n if <(sx) > [0]> then\n set [sx v] to [-7]\n else\n set [sx v] to [7]\n end\n set [sy v] to [9]\n set [falling? v] to [0]\n else\n set [sx v] to [0]\n end\nend\n\n@Platform\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nswitch costume to (Level)\nshow\n\n@Spikes\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (Level)\n\n@Portal\n\nwhen I receive [setup v]\nswitch costume to (Level)\nreset timer\nshow\n\nwhen flag clicked\nforever\n go to x: (0) y: (([cos v] of ((timer) * (200)) ) * (3))\nend\n\n@Cannon\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [clone # v] to [1]\nif <(Level) = [2]> then\n Clone at x [0] y [190]\nelse\n if <(Level) = [6]> then\n Clone at x [-200] y [190]\n Clone at x [200] y [190]\n Clone at x [-100] y [190]\n Clone at x [100] y [190]\n Clone at x [0] y [190]\n else\n if <(Level) = [9]> then\n Clone at x [-288] y [167]\n else\n if <(Level) = [10]> then\n Clone at x [0] y [180]\n else\n if <(Level) = [12]> then\n Clone at x [-234] y [85]\n end\n end\n end\n end\nend\n\ndefine Clone at x (x) y (y)\ngo to x: (x) y: (y)\nset [clone id v] to [1]\nchange [clone # v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n show\n switch costume to (costume1 v)\n set [timer v] to ((Clone #) * (10))\n go to [back v] layer\n repeat until <(Die) > []>\n point towards (player v)\n change [timer v] by (1)\n if <(timer) > [50]> then\n set [clone id v] to [5]\n create clone of (_myself_ v)\n set [timer v] to [0]\n end\n end\n delete this clone\nelse\n show\n switch costume to (costume2 v)\n set size to (85) %\n repeat (10)\n move (12) steps\n if <touching (platform v)?> then\n delete this clone\n end\n end\n repeat until <<touching (_edge_ v)?> or <<touching (player v)?> or <touching (platform v)?>>>\n move (12) steps\n go to [back v] layer\n end\n delete this clone\nend\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nif <(Level) = [4]> then\n Clone at x [50] y [0]\n Clone at x [160] y [0]\nelse\n if <(Level) = [5]> then\n Clone at x [118] y [-116]\n else\n if <(Level) = [7]> then\n Clone at x [0] y [60]\n Clone at x [69] y [-60]\n Clone at x [-69] y [-91]\n else\n if <(Level) = [12]> then\n Clone at x [64] y [-127]\n end\n end\n end\nend\n\ndefine Clone at x (x) y (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset size to (50) %\nswitch costume to (costume1 v)\nrepeat until <(Die) > []>\n change [sy v] by (-1)\n change y by (sy)\n Touch Ground <(sy) > [0]>\n if <([x position v] of [player v]) > (x position)> then\n change [sx v] by (0.7)\n end\n if <(x position) > ([x position v] of [player v])> then\n change [sx v] by (-0.7)\n end\n set [sx v] to ((sx) * (0.8))\n Walk (sx) wall jump when <<<([y position v] of [player v]) > (y position)> or <<([abs v] of ([x position v] of [player v]) ) > (x position)> and <(slope) = [8]>>> and <(distance to [player v]) < [300]>>\n if <([y position v] of [player v]) > (y position)> then\n if <(falling?) < [4]> then\n set [sy v] to [4]\n end\n end\nend\ndelete this clone\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (platform v)?> or <touching (spikes v)?>>>\n if <up?> then\n change y by (-1)\n else\n set [falling? v] to [0]\n change y by (1)\n end\n set [sy v] to [0]\nend\n\ndefine Walk (sx) wall jump when <thing>\nchange x by (sx)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (platform v)?> or <touching (spikes v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (sx))\n change y by ((0) - (slope))\n if <thing> then\n if <([x position v] of [player v]) > (x position)> then\n set [sx v] to [-4]\n else\n set [sx v] to [4]\n end\n set [sy v] to [8]\n set [falling? v] to [0]\n else\n set [sx v] to [0]\n end\nend\n\n@Text\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nswitch costume to (Level)\nshow\n\n@tb\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | ◑ Instructions \ 指示 ◐\n Arrows \ Mobile | 矢印\モバイル\n Dodge The Green Germs and Covid-19 Cannons\n 緑の細菌とCovid-19キャノンをかわす\n\n ◑ Credits \ クレジット ◐\n@griffpatch for the basic platformer engine (modified by me) Me for the Enemy and Cannon code\nMusic is Summit by @-XAF-\n基本的なプラットフォーマーエンジンの @griffpatch(私が変更)敵と大砲のコードの私\n音楽は@ -XAF-によるサミットです |
<PC & Mobile> 100% Pen Platformer | @Stage\n\n@Pen\n\nwhen flag clicked\nリセット\nset [くりあ? v] to [0]\nforever\n if <(くりあ?) = [0]> then\n change [加速 v] by (<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> - <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>)\n change [x v] by (加速)\n 当たり判定&描写\n if <<[当たった v] contains [18943]?> or <[当たった v] contains [2490283]?>> then\n change [x v] by (() - (加速))\n set [加速 v] to [0]\n end\n set [加速 v] to ((加速) * (0.8))\n change [重力 v] by (-0.5)\n change [y v] by (重力)\n 当たり判定&描写\n if <[当たった v] contains [18943]?> then\n change [y v] by (() - (重力))\n set [重力 v] to [0]\n end\n if <[当たった v] contains [16711680]?> then\n change [y v] by (() - (重力))\n set [重力 v] to [20]\n set [色 v] to [50]\n repeat until <(y) < [-200]>\n 当たり判定&描写\n change [重力 v] by (-1.5)\n change [y v] by (重力)\n change [カメラy v] by (((y) - (カメラy)) / (6.5))\n end\n repeat (25)\n 当たり判定&描写\n change [重力 v] by (-1.5)\n change [y v] by (重力)\n change [カメラy v] by (((y) - (カメラy)) / (6.5))\n end\n リセット\n end\n if <[当たった v] contains [2490283]?> then\n change [y v] by (() - (重力))\n set [重力 v] to [18]\n end\n change [y v] by (-5)\n 当たり判定&描写\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> and <[当たった v] contains [18943]?>> then\n set [重力 v] to [13]\n end\n change [y v] by (5)\n if <(y) < [-200]> then\n change [繰り返し v] by (1)\n if <[25] < (繰り返し)> then\n リセット\n end\n else\n change [カメラx v] by (((x) - (カメラx)) / (6.5))\n change [カメラy v] by (((y) - (カメラy)) / (6.5))\n set [繰り返し v] to [0]\n end\n 当たり判定&描写\n if <[当たった v] contains [16776960]?> then\n broadcast (メッセージ1 v)\n set [くりあ? v] to [1]\n end\n end\nend\n\ndefine 当たり判定&描写\ngo to x: (0) y: (0)\nset pen size to (10000000)\nset pen color to (#000000)\npen down\npen up\ndelete all of [当たった v]\nset [番号 v] to [1]\nrepeat (length of [x1 v])\n 四角形 x1 (item (番号) of [x1 v]) x2 (item (番号) of [x2 v]) y1 (item (番号) of [y1 v]) y2 (item (番号) of [y2 v]) 色 (item (番号) of [色 v]) 太さ (item (番号) of [太さ v])\n insert (item (番号) of [色 v]) at <<([abs v] of ((item (番号) of [x中心 v]) - (x)) ) < ((item (番号) of [x長さ v]) + (((25) + (item (番号) of [太さ v])) / (2)))> and <([abs v] of ((item (番号) of [y中心 v]) - (y)) ) < ((item (番号) of [y長さ v]) + (((40) + (item (番号) of [太さ v])) / (2)))>> of [当たった v] \n change [番号 v] by (1)\nend\n人間\n\ndefine 四角形 x1 (x1) x2 (x2) y1 (y1) y2 (y2) 色 (色) 太さ (太さ)\nset pen color to (色)\nset pen size to (太さ)\ngo to x: ((x1) - (カメラx)) y: ((y1) - (カメラy))\npen down\nset x to ((x2) - (カメラx))\nset y to ((y2) - (カメラy))\nset x to ((x1) - (カメラx))\nset y to ((y1) - (カメラy))\npen up\n\ndefine 人間\nset pen color to (#7dffff)\nset pen size to (30)\nset pen (color v) to ((50) - (色))\ngo to x: ((x) - (カメラx)) y: (((y) + (-5)) - (カメラy))\npen down\nset pen size to (5)\n\ndefine リセット\nset [x v] to [0]\nset [y v] to [0]\nset [加速 v] to [0]\nset [重力 v] to [0]\nset [色 v] to [0]\n\nwhen I receive [メッセージ1 v]\nstop [all v]\n\nwhen flag clicked\nforever\n play sound [BGM v] until done\nend\n\ndelete all of [x1 v]\ndelete all of [x2 v]\ndelete all of [y1 v]\ndelete all of [y2 v]\ndelete all of [x長さ v]\ndelete all of [y長さ v]\ndelete all of [x中心 v]\ndelete all of [y中心 v]\ndelete all of [色 v]\ndelete all of [太さ v]\nブロック追加 x1 [-100] x2 [100] y1 [-50] y2 [-100] 色 [18943] 太さ [10]\nブロック追加 x1 [250] x2 [300] y1 [-10] y2 [-60] 色 [18943] 太さ [10]\nブロック追加 x1 [450] x2 [500] y1 [20] y2 [-30] 色 [18943] 太さ [10]\nブロック追加 x1 [650] x2 [700] y1 [60] y2 [10] 色 [18943] 太さ [10]\nブロック追加 x1 [850] x2 [900] y1 [60] y2 [10] 色 [18943] 太さ [10]\nブロック追加 x1 [1050] x2 [1250] y1 [60] y2 [10] 色 [2490283] 太さ [10]\nブロック追加 x1 [1350] x2 [1600] y1 [200] y2 [250] 色 [2490283] 太さ [10]\nブロック追加 x1 [1800] x2 [1900] y1 [340] y2 [390] 色 [2490283] 太さ [10]\nブロック追加 x1 [1350] x2 [1600] y1 [540] y2 [590] 色 [18943] 太さ [10]\nブロック追加 x1 [1350] x2 [1500] y1 [690] y2 [740] 色 [18943] 太さ [10]\nブロック追加 x1 [1450] x2 [1600] y1 [840] y2 [890] 色 [18943] 太さ [10]\nブロック追加 x1 [1450] x2 [1500] y1 [990] y2 [1040] 色 [18943] 太さ [10]\nブロック追加 x1 [1450] x2 [1500] y1 [1140] y2 [1190] 色 [18943] 太さ [10]\nブロック追加 x1 [1450] x2 [1500] y1 [1290] y2 [1340] 色 [18943] 太さ [10]\nブロック追加 x1 [1650] x2 [1900] y1 [1390] y2 [1340] 色 [18943] 太さ [10]\nブロック追加 x1 [2050] x2 [2100] y1 [1340] y2 [1390] 色 [16711680] 太さ [10]\nブロック追加 x1 [2150] x2 [2300] y1 [1340] y2 [1390] 色 [18943] 太さ [10]\nブロック追加 x1 [2450] x2 [2500] y1 [1340] y2 [1390] 色 [16711680] 太さ [10]\nブロック追加 x1 [2550] x2 [2700] y1 [1340] y2 [1390] 色 [18943] 太さ [10]\nブロック追加 x1 [2900] x2 [3200] y1 [1440] y2 [1490] 色 [18943] 太さ [10]\nブロック追加 x1 [3160] x2 [3200] y1 [1490] y2 [1590] 色 [16776960] 太さ [10]\n\ndefine ブロック追加 x1 (x1) x2 (x2) y1 (y1) y2 (y2) 色 (色) 太さ (太さ)\nadd (x1) to [x1 v]\nadd (x2) to [x2 v]\nadd (y1) to [y1 v]\nadd (y2) to [y2 v]\nadd ([abs v] of ((x1) - (((x1) + (x2)) / (2))) ) to [x長さ v]\nadd ([abs v] of ((y1) - (((y1) + (y2)) / (2))) ) to [y長さ v]\nadd (((x1) + (x2)) / (2)) to [x中心 v]\nadd (((y1) + (y2)) / (2)) to [y中心 v]\nadd (色) to [色 v]\nadd (太さ) to [太さ v]\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\n\n | I worked very hard on it, so please give me ❤︎ and ☆ and comments!! ^^\n続編➡︎ https://scratch.mit.edu/projects/469515246/\n========================================\nThis is the first 100% Pen piece I made. I'm sure it has a lot of bugs, so please comment your thoughts :)\n\nArrow keys. We are trying to make the program lighter, but if it is too heavy, please leave a comment!\n\nThe work referred to is written in the credits section below.\n\nIt took a lot of time because it was my first time with 100%Pen...!\n\n矢印キーで動きます。一応軽くなるように工夫したのですが重くなっていたらすみません!\n\n参考にした作品については下に書いてあります。\n |
<PC & Mobile> 100% Pen Platformer 2 | @Stage\n\n@Pen\n\ndelete all of [x1 v]\ndelete all of [x2 v]\ndelete all of [y1 v]\ndelete all of [y2 v]\ndelete all of [x長さ v]\ndelete all of [y長さ v]\ndelete all of [x中心 v]\ndelete all of [y中心 v]\ndelete all of [色 v]\ndelete all of [太さ v]\nブロック追加 x1 [-100] x2 [100] y1 [-50] y2 [-100] 色 [18943] 太さ [10]\nブロック追加 x1 [250] x2 [300] y1 [-200] y2 [-250] 色 [18943] 太さ [10]\nブロック追加 x1 [400] x2 [450] y1 [-150] y2 [-100] 色 [18943] 太さ [10]\nブロック追加 x1 [550] x2 [600] y1 [-50] y2 [0] 色 [18943] 太さ [10]\nブロック追加 x1 [400] x2 [450] y1 [50] y2 [100] 色 [2490283] 太さ [10]\nブロック追加 x1 [400] x2 [450] y1 [200] y2 [250] 色 [2490283] 太さ [10]\nブロック追加 x1 [550] x2 [600] y1 [350] y2 [400] 色 [18943] 太さ [10]\nブロック追加 x1 [625] x2 [675] y1 [350] y2 [400] 色 [16711680] 太さ [10]\nブロック追加 x1 [700] x2 [750] y1 [350] y2 [400] 色 [18943] 太さ [10]\nブロック追加 x1 [850] x2 [900] y1 [350] y2 [400] 色 [2490283] 太さ [10]\nブロック追加 x1 [1000] x2 [1050] y1 [350] y2 [500] 色 [16711680] 太さ [10]\nブロック追加 x1 [1100] x2 [1200] y1 [350] y2 [450] 色 [18943] 太さ [10]\nブロック追加 x1 [1250] x2 [1325] y1 [350] y2 [475] 色 [16711680] 太さ [10]\nブロック追加 x1 [1375] x2 [1500] y1 [425] y2 [450] 色 [18943] 太さ [10]\nブロック追加 x1 [1550] x2 [1675] y1 [525] y2 [550] 色 [18943] 太さ [10]\nブロック追加 x1 [1375] x2 [1500] y1 [625] y2 [650] 色 [18943] 太さ [10]\nブロック追加 x1 [1375] x2 [1500] y1 [725] y2 [950] 色 [16711680] 太さ [10]\nブロック追加 x1 [1600] x2 [1725] y1 [675] y2 [700] 色 [18943] 太さ [10]\nブロック追加 x1 [1825] x2 [1950] y1 [725] y2 [750] 色 [18943] 太さ [10]\nブロック追加 x1 [1600] x2 [1725] y1 [800] y2 [825] 色 [18943] 太さ [10]\nブロック追加 x1 [1500] x2 [1550] y1 [850] y2 [900] 色 [2490283] 太さ [10]\nブロック追加 x1 [1350] x2 [1200] y1 [800] y2 [850] 色 [18943] 太さ [10]\nブロック追加 x1 [1100] x2 [900] y1 [800] y2 [850] 色 [18943] 太さ [10]\nブロック追加 x1 [900] x2 [950] y1 [850] y2 [1050] 色 [16776960] 太さ [10]\n\ndefine ブロック追加 x1 (x1) x2 (x2) y1 (y1) y2 (y2) 色 (色) 太さ (太さ)\nadd (x1) to [x1 v]\nadd (x2) to [x2 v]\nadd (y1) to [y1 v]\nadd (y2) to [y2 v]\nadd ([abs v] of ((x1) - (((x1) + (x2)) / (2))) ) to [x長さ v]\nadd ([abs v] of ((y1) - (((y1) + (y2)) / (2))) ) to [y長さ v]\nadd (((x1) + (x2)) / (2)) to [x中心 v]\nadd (((y1) + (y2)) / (2)) to [y中心 v]\nadd (色) to [色 v]\nadd (太さ) to [太さ v]\n\nwhen flag clicked\nリセット\nset [くりあ? v] to [0]\nforever\n if <(くりあ?) = [0]> then\n change [加速 v] by (<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> - <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>)\n change [x v] by (加速)\n 当たり判定&描写\n if <<[当たった v] contains [18943]?> or <[当たった v] contains [2490283]?>> then\n change [x v] by (() - (加速))\n set [加速 v] to [0]\n end\n set [加速 v] to ((加速) * (0.8))\n change [重力 v] by (-0.75)\n change [y v] by (重力)\n 当たり判定&描写\n if <[当たった v] contains [18943]?> then\n change [y v] by (() - (重力))\n set [重力 v] to [0]\n end\n if <[当たった v] contains [16711680]?> then\n change [y v] by (() - (重力))\n set [重力 v] to [20]\n set [色 v] to [50]\n repeat until <(y) < [-200]>\n 当たり判定&描写\n change [重力 v] by (-1.5)\n change [y v] by (重力)\n change [カメラy v] by (((y) - (カメラy)) / (6.5))\n end\n repeat (25)\n 当たり判定&描写\n change [重力 v] by (-1.5)\n change [y v] by (重力)\n change [カメラy v] by (((y) - (カメラy)) / (6.5))\n end\n リセット\n end\n if <[当たった v] contains [2490283]?> then\n change [y v] by (() - (重力))\n set [重力 v] to [18]\n end\n change [y v] by (-5)\n 当たり判定&描写\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> and <[当たった v] contains [18943]?>> then\n set [重力 v] to [13]\n end\n change [y v] by (5)\n if <(y) < [-200]> then\n change [繰り返し v] by (1)\n if <[25] < (繰り返し)> then\n リセット\n end\n else\n change [カメラx v] by (((x) - (カメラx)) / (6.5))\n change [カメラy v] by (((y) - (カメラy)) / (6.5))\n set [繰り返し v] to [0]\n end\n 当たり判定&描写\n if <[当たった v] contains [16776960]?> then\n broadcast (メッセージ1 v)\n set [くりあ? v] to [1]\n end\n end\nend\n\ndefine 当たり判定&描写\ngo to x: (0) y: (0)\nset pen size to (10000000)\nset pen color to (#000000)\npen down\npen up\ndelete all of [当たった v]\nset [番号 v] to [1]\nrepeat (length of [x1 v])\n 四角形 x1 (item (番号) of [x1 v]) x2 (item (番号) of [x2 v]) y1 (item (番号) of [y1 v]) y2 (item (番号) of [y2 v]) 色 (item (番号) of [色 v]) 太さ (item (番号) of [太さ v])\n insert (item (番号) of [色 v]) at <<([abs v] of ((item (番号) of [x中心 v]) - (x)) ) < ((item (番号) of [x長さ v]) + (((25) + (item (番号) of [太さ v])) / (2)))> and <([abs v] of ((item (番号) of [y中心 v]) - (y)) ) < ((item (番号) of [y長さ v]) + (((40) + (item (番号) of [太さ v])) / (2)))>> of [当たった v] \n change [番号 v] by (1)\nend\n人間\n\ndefine 四角形 x1 (x1) x2 (x2) y1 (y1) y2 (y2) 色 (色) 太さ (太さ)\nset pen color to (色)\nset pen size to (太さ)\ngo to x: ((x1) - (カメラx)) y: ((y1) - (カメラy))\npen down\nset x to ((x2) - (カメラx))\nset y to ((y2) - (カメラy))\nset x to ((x1) - (カメラx))\nset y to ((y1) - (カメラy))\npen up\n\ndefine 人間\nset pen color to (#fcff7d)\nset pen size to (30)\ngo to x: ((x) - (カメラx)) y: (((y) + (-5)) - (カメラy))\npen down\n\ndefine リセット\nset [x v] to [0]\nset [y v] to [0]\nset [加速 v] to [0]\nset [重力 v] to [0]\nset [色 v] to [0]\n\nwhen I receive [メッセージ1 v]\nstop [all v]\n\nwhen flag clicked\nforever\n play sound [Goodbye v] until done\nend\n\n@サムネ\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\n\n | 100% Pen専門スタジオ\n➡︎ https://scratch.mit.edu/studios/28456052/\n前編➡︎ https://scratch.mit.edu/projects/469466094/\n========================================\n<How to play/遊び方>\nArrow keys or tap to the screen.\n矢印キーか、画面をタップすることで動きます!\n\nYellow area is goal! 黄色い所がゴールです!\n |
Find and Seek Platformer | @Stage\n\nwhen flag clicked\nset [objects found v] to [0]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [nextlevel v]\nnext backdrop\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [4]> then\n if <(Objects found) = [3]> then\n switch backdrop to (backdrop5 v)\n stop [all v]\n else\n switch backdrop to (backdrop6 v)\n stop [all v]\n end\n end\nend\n\n@Ball\n\nwhen I receive [nextlevel v]\nhide\n\nwhen this sprite clicked\nchange [objects found v] by (1)\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n play sound [Dubstep v] until done\nend\n\n@Apple\n\nwhen flag clicked\nhide\ngo to x: (-19) y: (-39)\nforever\n if <(backdrop [number v]) = [2]> then\n show\n if <mouse down?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen this sprite clicked\nchange [objects found v] by (1)\nhide\n\nwhen I receive [nextlevel v]\nhide\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-195) y: (-42)\npoint in direction (90)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#2ad042)?> then\n change y by (1)\n if <touching color (#2ad042)?> then\n change y by (1)\n if <touching color (#2ad042)?> then\n change y by (1)\n if <touching color (#2ad042)?> then\n change y by (1)\n if <touching color (#2ad042)?> then\n change y by (1)\n if <touching color (#2ad042)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (Change)\n end\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [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 (Yv)\n if <touching color (#2ad042)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#2ad042)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n if <<touching color (#ff0000)?> or <(y position) < [-180]>> then\n go to x: (-195) y: (-44)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n end\n if <(x position) > [240]> then\n broadcast (nextlevel v)\n go to x: (-195) y: (-44)\n end\n if <touching color (#ff9400)?> then\n hide\n stop [all v]\n end\n change y by (1)\nend\n\n@Baseball\n\nwhen flag clicked\nhide\ngo to x: (50) y: (-123)\nforever\n if <(backdrop [number v]) = [3]> then\n show\n if <mouse down?> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [nextlevel v]\nhide\n\nwhen this sprite clicked\nchange [objects found v] by (1)\nhide\n\n | Instructions: Use arrow keys to move and click on sprites that don't belong example the ball in this picture. Complete the platformer while finding the sprites that don't belong to win.\n |
100% Pen Platformer | @Stage\n\nwhen flag clicked\nset [☁ test v] to [1]\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Undertale - Spider Dance v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@PTE\n\nwhen flag clicked\nhide\nswitch costume to ( v)\nset size to (108000) %\nswitch costume to (a v)\n\ndefine INTERNAL | printChar (index) (x) (y) (i.x) (i.y) (j.x) (j.y)\nchange [_x v] by ((i.x) * (item (index) of [_char_width v]))\nchange [_y v] by ((i.y) * (item (index) of [_char_width v]))\nset [_i3 v] to (item (index) of [_char_index v])\nrepeat (item ((_i3) - (1)) of [_font_data v])\n go to x: ((x) + (((i.x) * (item (_i3) of [_font_data v])) + ((j.x) * (item ((_i3) + (1)) of [_font_data v])))) y: ((y) + (((i.y) * (item (_i3) of [_font_data v])) + ((j.y) * (item ((_i3) + (1)) of [_font_data v]))))\n pen down\n change [_i3 v] by (3)\n repeat (item ((_i3) - (1)) of [_font_data v])\n go to x: ((x) + (((i.x) * (item (_i3) of [_font_data v])) + ((j.x) * (item ((_i3) + (1)) of [_font_data v])))) y: ((y) + (((i.y) * (item (_i3) of [_font_data v])) + ((j.y) * (item ((_i3) + (1)) of [_font_data v]))))\n change [_i3 v] by (2)\n end\n pen up\nend\nchange [_i3 v] by (1)\nchange pen size by (1)\nrepeat (item ((_i3) - (1)) of [_font_data v])\n go to x: ((x) + (((i.x) * (item (_i3) of [_font_data v])) + ((j.x) * (item ((_i3) + (1)) of [_font_data v])))) y: ((y) + (((i.y) * (item (_i3) of [_font_data v])) + ((j.y) * (item ((_i3) + (1)) of [_font_data v]))))\n pen down\n pen up\n change [_i3 v] by (2)\nend\nchange pen size by (-1)\n\ndefine Set Pen Color to RGBA (r) (g) (b) (a)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (round (a))))))))\n\ndefine Print | Pos (x) (y) Size (size) Transform (i.x) (i.y) (j.x) (j.y) Spacing (cspace) Weight (weight) Underline (ul.left) (ul.right) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to (((<(size) = []> * (12)) + (size)) / (100))\nset pen size to ((0.125) * ((<(weight) = []> + (weight)) * ((100) * (_i0))))\nset [_i1 v] to ((_i0) * (<(i.x) = []> + (i.x)))\nset [_i2 v] to ((_i0) * ((1) * (i.y)))\nset [_i3 v] to (<(cspace) = []> + (cspace))\nset [_i4 v] to ((-1) * ((<(al.x) = [r]> + (<(al.x) = [c]> * (0.5))) + (al.x)))\nset [_i5 v] to ((-1) * ((<(al.y) = [t]> + (<(al.y) = [c]> * (0.5))) + (al.y)))\nINTERNAL | printText (text) ((1) * (x)) ((1) * (y)) (_i1) (_i2) ((_i0) * ((1) * (j.x))) ((_i0) * (<(j.y) = []> + (j.y))) ((30) * ((_i3) * (_i1))) ((30) * ((_i3) * (_i2))) (ul.left) (ul.right) ((0.125) * ((<(ul.weight) = []> + (ul.weight)) * ((100) * (_i0)))) (_i4) (_i5)\n\ndefine INTERNAL | printText (text) (x) (y) (i.x) (i.y) (j.x) (j.y) (cs.x) (cs.y) (ul.left) (ul.right) (ul.weight) (al.x) (al.y)\nset [_x v] to ((x) + ((100) * ((al.y) * (j.x))))\nset [_y v] to ((y) + ((100) * ((al.y) * (j.y))))\nif <not <(al.x) = [0]>> then\n set [_i0 v] to [1]\n set [_i1 v] to [0]\n set [_i2 v] to [0]\n repeat (length of (text))\n switch costume to ( v)\n switch costume to (letter (_i0) of (text))\n change [_i1 v] by (((i.x) * (item (costume [number v]) of [_char_width v])) + (cs.x))\n change [_i2 v] by (((i.y) * (item (costume [number v]) of [_char_width v])) + (cs.y))\n change [_i0 v] by (1)\n end\n change [_x v] by ((al.x) * ((_i1) - (cs.x)))\n change [_y v] by ((al.x) * ((_i2) - (cs.y)))\nend\nset [_i1 v] to ((_x) + (((100) * ((ul.left) * (j.x))) - ((0.3) * (cs.x))))\nset [_i2 v] to ((_y) + (((100) * ((ul.left) * (j.y))) - ((0.3) * (cs.y))))\nset [_i0 v] to [1]\nrepeat (length of (text))\n switch costume to ( v)\n switch costume to (letter (_i0) of (text))\n INTERNAL | printChar (costume [number v]) (_x) (_y) (i.x) (i.y) (j.x) (j.y)\n change [_x v] by (cs.x)\n change [_y v] by (cs.y)\n change [_i0 v] by (1)\nend\nif <not <<(ul.left) = []> or <(ul.right) = []>>> then\n set pen size to (ul.weight)\n go to x: ((_x) + (((100) * ((ul.right) * (j.x))) - ((0.7) * (cs.x)))) y: ((_y) + (((100) * ((ul.right) * (j.y))) - ((0.7) * (cs.y))))\n pen down\n go to x: (_i1) y: (_i2)\n pen up\nend\n\ndefine INTERNAL | printWW (x) (y) (i.x) (i.y) (j.x) (j.y) (cs.x) (cs.y) (ls.x) (ls.y) (ul.left) (ul.right) (ul.weight) (al.x) (al.y)\nswitch costume to (a v)\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nrepeat (length of [_tmp1 v])\n set [_x v] to (((x) + ((ls.x) * ((_i0) - (al.y)))) - ((al.x) * ((i.x) * (item (_i0) of [_tmp1 v]))))\n set [_y v] to (((y) + ((ls.y) * ((_i0) - (al.y)))) - ((al.x) * ((i.y) * (item (_i0) of [_tmp1 v]))))\n repeat (item (_i0) of [_tmp2 v])\n INTERNAL | printChar (item (_i1) of [_tmp0 v]) (_x) (_y) (i.x) (i.y) (j.x) (j.y)\n change [_x v] by (cs.x)\n change [_y v] by (cs.y)\n change [_i1 v] by (1)\n end\n change [_i0 v] by (1)\n change [_i1 v] by (1)\nend\nif <not <<(ul.left) = []> or <(ul.right) = []>>> then\n set pen size to (ul.weight)\n set [_i0 v] to [1]\n repeat (length of [_tmp1 v])\n set [_x v] to ((x) + ((ls.x) * ((_i0) - (al.y))))\n set [_y v] to ((y) + ((ls.y) * ((_i0) - (al.y))))\n set [_i1 v] to (item (_i0) of [_tmp1 v])\n go to x: (((_x) - ((al.x) * ((i.x) * (_i1)))) + (((100) * ((ul.left) * (j.x))) - ((0.3) * (cs.x)))) y: (((_y) - ((al.x) * ((i.y) * (_i1)))) + (((100) * ((ul.left) * (j.y))) - ((0.3) * (cs.y))))\n pen down\n go to x: (((_x) - (((al.x) - (1)) * ((i.x) * (_i1)))) + (((100) * ((ul.right) * (j.x))) + ((0.3) * (cs.x)))) y: (((_y) - (((al.x) - (1)) * ((i.y) * (_i1)))) + (((100) * ((ul.right) * (j.y))) + ((0.3) * (cs.y))))\n pen up\n change [_i0 v] by (1)\n end\nend\nset [_x v] to ((x) + ((ls.x) * ((_i0) - (al.y))))\nset [_y v] to ((y) + ((ls.y) * ((_i0) - (al.y))))\n\ndefine INTERNAL | calcWW (text) (length) (extlen) (cspace) (emptyline) (emptyword)\ndelete all of [_tmp0 v]\ndelete all of [_tmp1 v]\ndelete all of [_tmp2 v]\nset [_i0 v] to [1]\nset [_i1 v] to (emptyword)\nset [_i2 v] to [0]\nset [_i3 v] to (emptyline)\nset [_i4 v] to [0]\nrepeat (length of (text))\n if <(letter (_i0) of (text)) = [ ]> then\n if <((_i3) + (_i1)) > (length)> then\n if <(((_i2) - (1)) - (_i4)) > [0]> then\n add (_i3) to [_tmp1 v]\n add (((_i2) - (1)) - (_i4)) to [_tmp2 v]\n set [_i3 v] to ((_i1) + (emptyline))\n set [_i4 v] to (_i2)\n end\n else\n change [_i3 v] by (_i1)\n end\n set [_i1 v] to (emptyword)\n add [1] to [_tmp0 v]\n set [_i2 v] to (length of [_tmp0 v])\n else\n switch costume to ( v)\n switch costume to (letter (_i0) of (text))\n set [_i5 v] to ((item (costume [number v]) of [_char_width v]) + (cspace))\n if <((_i1) + (_i5)) > (extlen)> then\n if <((_i2) - (_i4)) > [0]> then\n add (_i3) to [_tmp1 v]\n add (((_i2) - (1)) - (_i4)) to [_tmp2 v]\n end\n add ((emptyline) + (_i1)) to [_tmp1 v]\n add ((length of [_tmp0 v]) - (_i2)) to [_tmp2 v]\n add [1] to [_tmp0 v]\n set [_i3 v] to (emptyline)\n set [_i1 v] to ((emptyword) + (_i5))\n set [_i2 v] to (length of [_tmp0 v])\n set [_i4 v] to (_i2)\n else\n change [_i1 v] by (_i5)\n end\n add (costume [number v]) to [_tmp0 v]\n end\n change [_i0 v] by (1)\nend\nif <not <(_i4) = (length of [_tmp0 v])>> then\n if <(_i2) = (length of [_tmp0 v])> then\n add (_i3) to [_tmp1 v]\n add ((length of [_tmp0 v]) - (_i4)) to [_tmp2 v]\n else\n if <((_i3) + (_i1)) > (length)> then\n if <(((_i2) - (1)) - (_i4)) > [0]> then\n add (_i3) to [_tmp1 v]\n add (((_i2) - (1)) - (_i4)) to [_tmp2 v]\n end\n add ((emptyline) + (_i1)) to [_tmp1 v]\n add ((length of [_tmp0 v]) - (_i2)) to [_tmp2 v]\n else\n add ((_i3) + (_i1)) to [_tmp1 v]\n add ((length of [_tmp0 v]) - (_i4)) to [_tmp2 v]\n end\n end\nend\n\ndefine WW Print | Pos (x) (y) Size (size) Length (length) Transform (i.x) (i.y) (j.x) (j.y) Spacing (cspace) (lspace.y) (lspace.x) Weight (weight) Underline (ul.left) (ul.right) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to ((<(size) = []> * (12)) + (size))\nset pen size to ((0.125) * ((<(weight) = []> + (weight)) * (_i0)))\nset [_i1 v] to (<(cspace) = []> + (cspace))\nset [_i2 v] to ((((100) / (_i0)) * ((<(length) = []> * (460)) + (length))) / ([sqrt v] of (((<(i.x) = []> + (i.x)) * (<(i.x) = []> + (i.x))) + ((i.y) * (i.y))) ))\nINTERNAL | calcWW (text) (_i2) ((_i2) + (((30) * (_i1)) + (20))) ((30) * (_i1)) ((-1) * (((60) * (_i1)) + (20))) (((30) * (_i1)) + (20))\nset [_i0 v] to (((<(size) = []> * (12)) + (size)) / (100))\nset [_i1 v] to ((_i0) * (<(i.x) = []> + (i.x)))\nset [_i2 v] to ((_i0) * ((1) * (i.y)))\nset [_i3 v] to ((_i0) * ((1) * (j.x)))\nset [_i4 v] to ((_i0) * (<(j.y) = []> + (j.y)))\nset [_i5 v] to (<(cspace) = []> + (cspace))\nset [_i6 v] to (<(lspace.y) = []> + (lspace.y))\nset [_i0 v] to (((<(al.y) = [b]> * (length of [_tmp1 v])) + ((<(al.y) = [c]> * (((length of [_tmp1 v]) + (((0.7) * (_i6)) / ((1) + ((0.7) * (_i6))))) / (2))) + (<(al.y) = [t]> * (((0.7) * (_i6)) / ((1) + ((0.7) * (_i6))))))) + (<(al.y) = []> + (al.y)))\nset [_i6 v] to ((-100) - ((70) * (_i6)))\nINTERNAL | printWW ((1) * (x)) ((1) * (y)) (_i1) (_i2) (_i3) (_i4) ((30) * ((_i5) * (_i1))) ((30) * ((_i5) * (_i2))) (((_i3) * (_i6)) - ((_i6) * ((_i1) * (lspace.x)))) (((_i4) * (_i6)) - ((_i6) * ((_i2) * (lspace.x)))) (ul.left) (ul.right) ((0.125) * ((<(ul.weight) = []> + (ul.weight)) * ((<(size) = []> * (12)) + (size)))) ((<(al.x) = [r]> + (<(al.x) = [c]> * (0.5))) + (al.x)) (_i0)\ndelete all of [_tmp0 v]\n\ndefine Move Down | Lines (lines) Size (size) Transform (i.x) (i.y) (j.x) (j.y) Spacing (lspace.y) (lspace.x)\nset [_i0 v] to (((<(size) = []> * (12)) + (size)) / (100))\nset [_i1 v] to ((_i0) * (<(i.x) = []> + (i.x)))\nset [_i2 v] to ((_i0) * ((1) * (i.y)))\nset [_i3 v] to ((_i0) * ((1) * (j.x)))\nset [_i4 v] to ((_i0) * (<(j.y) = []> + (j.y)))\nset [_i5 v] to ((-100) - ((70) * (<(lspace.y) = []> + (lspace.y))))\nset [_i6 v] to (<(lines) = []> + (lines))\nchange [_x v] by ((_i6) * (((_i3) * (_i5)) - ((_i5) * ((_i1) * (lspace.x)))))\nchange [_y v] by ((_i6) * (((_i4) * (_i5)) - ((_i5) * ((_i2) * (lspace.x)))))\n\nwhen I receive [tn v]\nset pen color to (#ffffff)\nPrint | Pos [-170] [140] Size [20] Transform [] [] [] [] Spacing [1.5] Weight [] Underline [] [] [] Align [] [] Text [100% Pen Platformer]\nPrint | Pos [-50] [110] Size [20] Transform [] [] [] [] Spacing [1.5] Weight [] Underline [] [] [] Align [] [] Text [Engine]\n\nwhen I receive [win v]\nerase all\nset pen color to (#ffffff)\nPrint | Pos [-200] [-20] Size [60] Transform [] [] [] [] Spacing [1.5] Weight [] Underline [] [] [] Align [] [] Text (win text)\n\nset pen size to (100)\n\n@TextEngine\n\ndefine _calcWW (text) (width) (firstwidth) (cspace) (spacewidth)\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\nset [_i3 v] to [1]\nset [_i4 v] to [0]\nset [_i5 v] to [0]\nset [_i6 v] to [0]\nset [_i7 v] to (firstwidth)\nrepeat (length of (text))\n if <(letter (_i3) of (text)) = [ ]> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to [0]\n else\n switch costume to (blank v)\n switch costume to (join (letter (_i3) of (text)) [_])\n set [_i9 v] to ((costume [number v]) - (1))\n if <(_i9) > [0]> then\n set [_i8 v] to (item (_i9) of [_chwidth v])\n if <((_i5) + (_i8)) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n add ((_i5) - (cspace)) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i4)) to [_ww2 v]\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to ((_i8) + (cspace))\n set [_i6 v] to (_i4)\n set [_i7 v] to ((-1) * ((cspace) + (spacewidth)))\n else\n change [_i5 v] by ((_i8) + (cspace))\n end\n add (_i9) to [_ww0 v]\n end\n end\n change [_i3 v] by (1)\nend\nif <(length of [_ww0 v]) > (_i6)> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add (_i7) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i6)) to [_ww2 v]\nend\n\nwhen flag clicked\npen up\nhide\nswitch costume to (blank v)\nset size to (100000) %\nswitch costume to ( _ v)\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [don't rotate v]\n\ndefine Clear | Character Data\nswitch costume to (blank v)\nswitch costume to ((costume [number v]) - (1))\nif <((costume [number v]) - (1)) > (length of [_chindex v])> then\n set [_i0 v] to ((costume [number v]) - (1))\nelse\n set [_i0 v] to (length of [_chindex v])\nend\ndelete all of [_chindex v]\ndelete all of [_chwidth v]\ndelete all of [_chdata0 v]\ndelete all of [_chdata1 v]\ndelete all of [_chdata2 v]\ndelete all of [_chdata3 v]\nrepeat (_i0)\n add [__] to [_chdata0 v]\n add [none] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n add ((length of [_chdata0 v]) + (1)) to [_chindex v]\n add ((1) * (0)) to [_chwidth v]\n repeat (25)\n add [] to [_chdata0 v]\n add [] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n end\nend\nadd [__] to [_chdata0 v]\nadd [none] to [_chdata1 v]\nadd [] to [_chdata2 v]\nadd [] to [_chdata3 v]\n\ndefine Load | Font (fontname)\nset [_i0 v] to (item # of (fontname) in [_fontname v])\nif <(_i0) < [1]> then\n stop [this script v]\nend\nset [_i0 v] to (item (_i0) of [_fontindex v])\nset [_i1 v] to (item (_i0) of [_fontdata v])\nchange [_i0 v] by (2)\nrepeat (item ((_i0) - (1)) of [_fontdata v])\n set [_i2 v] to (item (_i0) of [_fontdata v])\n replace item (_i2) of [_chwidth v] with (item ((_i0) + (1)) of [_fontdata v])\n set [_i3 v] to (item (_i2) of [_chindex v])\n if <not <(item ((_i3) - (1)) of [_chdata1 v]) = (_i1)>> then\n replace item ((_i3) - (1)) of [_chdata1 v] with (_i1)\n replace item ((_i3) - (1)) of [_chdata2 v] with []\n replace item ((_i3) - (1)) of [_chdata3 v] with []\n _unpackDef (_i2) (_i3) (item ((_i0) + (2)) of [_fontdata v])\n end\n change [_i0 v] by (3)\nend\n\ndefine Set Pen Color | RGBA (r) (g) (b) (a)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (round (a))))))))\n\ndefine _unpackDef (id) (idx) (d)\nset [_i5 v] to (length of (d))\nset [_i6 v] to (idx)\nset [_i7 v] to [1]\nset [_i8 v] to [0]\nrepeat until <(_i7) > (_i5)>\n if <(item (_i6) of [_chdata0 v]) = [__]> then\n insert [] at (_i6) of [_chdata0 v] \n insert [] at (_i6) of [_chdata1 v] \n insert [] at (_i6) of [_chdata2 v] \n insert [] at (_i6) of [_chdata3 v] \n change [_i8 v] by (1)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata0 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata0 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata1 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata1 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata2 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata2 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata3 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata3 v] with (_i9)\n end\n change [_i6 v] by (1)\nend\nif <(_i8) > [0]> then\n set [_i5 v] to (id)\n repeat ((length of [_chindex v]) - (_i5))\n change [_i5 v] by (1)\n replace item (_i5) of [_chindex v] with ((item (_i5) of [_chindex v]) + (_i8))\n end\nend\n\ndefine _getWidth (text) (size) (cspace)\nset [_width v] to [0]\nset [_i0 v] to [1]\nset [_i1 v] to [0]\nrepeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n set [_i2 v] to ((costume [number v]) - (1))\n if <(_i2) > [0]> then\n change [_width v] by (((size) * (item (_i2) of [_chwidth v])) + (cspace))\n change [_i1 v] by (1)\n end\n change [_i0 v] by (1)\nend\nif <(_i1) > [0]> then\n change [_width v] by ((-1) * (cspace))\nend\n\ndefine New Lines | Number (lines) Size (size) Space (lspace)\nchange [_y v] by (((lines) + <(lines) = []>) * (((size) + ((12) * <(size) = []>)) * ((-1) - ((0.7) * ((lspace) + <(lspace) = []>)))))\n\ndefine Print | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) Space (cspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i8) > [0]>> then\n set [_x v] to ((1) * (x))\n set [_y v] to ((1) * (y))\n switch costume to ( _ v)\n stop [this script v]\nend\nset [_i7 v] to (((width) + <(width) = []>) * (_i8))\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\nset [_i2 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i3 v] to ((al.y) + (((0.5) * <(al.y) = [c]>) + <(al.y) = [t]>))\nset [_i4 v] to (((cspace) + <(cspace) = []>) * ((0.27) * (_i8)))\nset pen size to ((0.125) * (((weight) + <(weight) = []>) * (_i8)))\n_printText (text) ((1) * (x)) ((y) - ((_i3) * (_i8))) ((xmin) + (<(xmin) = []> * ((-1) / (0)))) ((xmax) + (<(xmax) = []> * ((1) / (0)))) (_i4) (ul.height) (((weight) + <(weight) = []>) * ((ul.weight) + <(ul.weight) = []>)) ((-1) * (_i2))\n\ndefine Get Width | Size (size) (width) Space (cspace) Text (text)\n_getWidth (text) (((size) + ((12) * <(size) = []>)) * ((width) + <(width) = []>)) (((cspace) + <(cspace) = []>) * ((0.27) * ((size) + ((12) * <(size) = []>))))\n\ndefine Print WW | Pos (x) (y) Size (size) (width) Bounds (xmin) (xmax) (ymax) (ymin) Space (cspace) (lspace) Style (weight) (slant) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to ((size) + ((12) * <(size) = []>))\nif <not <(_i0) > [0]>> then\n set [_x v] to ((1) * (x))\n set [_y v] to ((1) * (y))\n switch costume to ( _ v)\n stop [this script v]\nend\nset [_i0 v] to (((width) + <(width) = []>) * (_i0))\nset [_i1 v] to ((xmin) + ((-230) * <(xmin) = []>))\nset [_i2 v] to ((xmax) + ((230) * <(xmax) = []>))\nset [_i3 v] to (item (1) of [_chwidth v])\nset [_i4 v] to (((0.27) * ((cspace) + <(cspace) = []>)) / ((width) + <(width) = []>))\n_calcWW (text) (((_i2) - (_i1)) / (_i0)) (<not <(x) = []>> * (((x) - (_i1)) / (_i0))) (_i4) ((_i4) + (_i3))\nset [_i7 v] to (_i0)\nset [_i8 v] to ((size) + ((12) * <(size) = []>))\nset [_i3 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i0 v] to ((lspace) + <(lspace) = []>)\nif <(al.y) = []> then\n set [_i4 v] to [1]\nelse\n if <(al.y) = ((1) * (al.y))> then\n set [_i4 v] to (al.y)\n else\n if <(al.y) = [b]> then\n set [_i4 v] to ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)\n else\n if <(al.y) = [c]> then\n set [_i4 v] to ((0.5) * ((((0.7) * (_i0)) / (((0.7) * (_i0)) + (1))) + ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)))\n else\n set [_i4 v] to (((0.7) * (_i0)) / (((0.7) * (_i0)) + (1)))\n end\n end\n end\nend\nset [_i5 v] to ((0.1) * ((((ul.weight) + <(ul.weight) = []>) * ((weight) + <(weight) = []>)) * (_i8)))\nif <(ymax) = []> then\n set [_i6 v] to ((1) / (0))\nelse\n set [_i6 v] to ((ymax) - (_i0))\nend\nset [_i9 v] to (([tan v] of (slant) ) * (_i8))\n_printWW ((((1) - (_i3)) * (_i1)) + ((_i3) * (_i2))) (x) ((1) - <(x) = []>) ((1) * (y)) (_i6) ((ymin) + (<(ymin) = []> * ((-1) / (0)))) (((cspace) + <(cspace) = []>) * ((0.27) * (_i8))) ((_i8) * ((-1) - ((0.7) * (_i0)))) ((0.125) * (((weight) + <(weight) = []>) * (_i8))) ((ul.height) * (_i8)) (_i5) ((ul.height) * (_i9)) <not <(ul.height) = []>> ((-1) * ((_i3) * (_i7))) (_i4)\n\ndefine _printText (text) (x) (y) (xmin) (xmax) (cspace) (ul.height) (ul.weight) (al.x)\nset [_x v] to (x)\nset [_y v] to (y)\nif <not <(al.x) = [0]>> then\n set [_width v] to [0]\n _getWidth (text) (_i7) (cspace)\n change [_x v] by ((al.x) * (_width))\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nset [_i0 v] to [1]\nif <<(xmin) = ((-1) / (0))> and <(xmax) = ((1) / (0))>> then\n if <(_i9) = [0]> then\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n _printCh ((costume [number v]) - (1))\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\n else\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n _printChSl ((costume [number v]) - (1))\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\n end\nelse\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n if <not <<(_x) < (xmin)> or <((_x) + ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))) > (xmax)>>> then\n _printChSl ((costume [number v]) - (1))\n else\n change [_x v] by ((_i7) * (item ((costume [number v]) - (1)) of [_chwidth v]))\n end\n change [_x v] by (cspace)\n end\n change [_i0 v] by (1)\n end\nend\nswitch costume to ( _ v)\nif <not <(ul.height) = []>> then\n set pen size to ((0.1) * (((ul.weight) + <(ul.weight) = []>) * (_i8)))\n set [_i1 v] to ((x) + ((al.x) * (_width)))\n if <(_i1) < (xmin)> then\n set [_i1 v] to (xmin)\n end\n go to x: (((_i1) + ((_i9) * (ul.height))) - ((0.13) * (_i7))) y: ((y) + ((ul.height) * (_i8)))\n pen down\n set [_i2 v] to ((_x) - (cspace))\n if <(_i2) > (xmax)> then\n set [_i2 v] to (xmax)\n end\n set x to (((_i2) + ((_i9) * (ul.height))) + ((0.13) * (_i7)))\n pen up\nend\n\ndefine _printWW (x) (firstx) (firstline) (y) (ymax) (ymin) (cspace) (lspace) (wt) (ul.height) (ul.weight) (ul.offset) <undl> (al.x) (al.y)\nswitch costume to ( _ v)\nset [_x v] to (x)\nset [_y v] to ((y) - (((al.y) - (1)) * (lspace)))\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nif <(item (1) of [_ww2 v]) = [0]> then\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n if <(firstline) = [1]> then\n change [_y v] by (lspace)\n end\nend\nrepeat until <<not <(_y) > (ymax)>> or <(_i0) > (length of [_ww1 v])>>\n change [_i1 v] by ((item (_i0) of [_ww2 v]) + (1))\n change [_i0 v] by (1)\n change [_y v] by (lspace)\nend\nset [_bq v] to ([ceiling v] of (((0.075) * ([sqrt v] of ((_i7) * (_i8)) )) + (0.5)) )\nset [_bq2 v] to ((4) * ((_bq) * (_bq)))\nrepeat until <<(_y) < (ymin)> or <(_i0) > (length of [_ww1 v])>>\n if <(_i0) = (firstline)> then\n set [_x v] to (firstx)\n else\n set [_x v] to ((x) + ((al.x) * (item (_i0) of [_ww1 v])))\n end\n set pen size to (wt)\n if <(_i9) = [0]> then\n repeat (item (_i0) of [_ww2 v])\n _printCh (item (_i1) of [_ww0 v])\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n else\n repeat (item (_i0) of [_ww2 v])\n _printChSl (item (_i1) of [_ww0 v])\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n end\n if <undl> then\n set pen size to (ul.weight)\n if <(_i0) = (firstline)> then\n go to x: (((firstx) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n else\n go to x: ((((x) + ((al.x) * (item (_i0) of [_ww1 v]))) + (ul.offset)) - ((0.13) * (_i7))) y: ((_y) + (ul.height))\n end\n pen down\n set x to ((((_x) - (cspace)) + (ul.offset)) + ((0.13) * (_i7)))\n pen up\n end\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n change [_y v] by (lspace)\nend\nif <((length of [_ww1 v]) - <(item (1) of [_ww2 v]) = [0]>) > [0]> then\n change [_y v] by ((-1) * (lspace))\nend\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\n\ndefine _printCh (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n if <(item (_i2) of [_chdata0 v]) = [L]> then\n go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata1 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n else\n set [_i3 v] to (((_i7) * (item (_i2) of [_chdata0 v])) / (_bq2))\n set [_i4 v] to ((((_i7) * (item (_i2) of [_chdata1 v])) / (_bq)) + ((_i3) / (2)))\n set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n repeat (_bq)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n end\n end\n end\n pen up\n end\nelse\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n go to x: ((x position) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n end\n pen up\n end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + ((_i7) * (item (_i2) of [_chdata0 v]))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\ndefine _printChSl (id)\nset [_i2 v] to (item (id) of [_chindex v])\nif <(item (_i2) of [_chdata1 v]) = [Q]> then\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n if <(item (_i2) of [_chdata0 v]) = [L]> then\n go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata2 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata2 v])))\n else\n set [_i3 v] to ((((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata2 v]))) / (_bq2))\n set [_i4 v] to (((((_i7) * (item (_i2) of [_chdata1 v])) + ((_i9) * (item (_i2) of [_chdata3 v]))) / (_bq)) + ((_i3) / (2)))\n set [_i5 v] to (((_i8) * (item (_i2) of [_chdata2 v])) / (_bq2))\n set [_i6 v] to ((((_i8) * (item (_i2) of [_chdata3 v])) / (_bq)) + ((_i5) / (2)))\n repeat (_bq)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n go to x: ((x position) + (_i4)) y: ((y position) + (_i6))\n change [_i4 v] by (_i3)\n change [_i6 v] by (_i5)\n end\n end\n end\n pen up\n end\nelse\n repeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n repeat (item (_i2) of [_chdata2 v])\n change [_i2 v] by (1)\n go to x: ((x position) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((y position) + ((_i8) * (item (_i2) of [_chdata1 v])))\n end\n pen up\n end\nend\nchange [_i2 v] by (1)\nchange pen size by (1)\nrepeat (item (_i2) of [_chdata0 v])\n change [_i2 v] by (1)\n go to x: ((_x) + (((_i7) * (item (_i2) of [_chdata0 v])) + ((_i9) * (item (_i2) of [_chdata1 v])))) y: ((_y) + ((_i8) * (item (_i2) of [_chdata1 v])))\n pen down\n pen up\nend\nchange pen size by (-1)\nchange [_x v] by ((_i7) * (item (id) of [_chwidth v]))\n\nwhen I receive [win v]\nerase all\nset pen color to (#ffffff)\nPrint | Pos [-195] [-20] Size [60] [] Bounds [] [] Space [1.5] Style [2] [] Underline [] [] Align [] [] Text (win text)\n\nwhen I receive [tn v]\nset pen color to (#ffffff)\nPrint | Pos [-170] [140] Size [20] [] Bounds [] [] Space [1.5] Style [2] [] Underline [] [] Align [] [] Text [100% Pen Platformer]\nPrint | Pos [-50] [110] Size [20] [] Bounds [] [] Space [1.5] Style [2] [] Underline [] [] Align [] [] Text [Engine]\n\nwhen flag clicked\nforever\n set pen size to (5)\nend\n\n@Render\n\ndefine Render\ndelete all of [platform-type v]\ndelete all of [platform-height v]\ndelete all of [platform-length v]\ndelete all of [platform-x v]\ndelete all of [platform-y v]\nRender Grid\nPlatforms\nLava\nGravitiy\nBouncy\nWin\nDraw Player // Width: (Player width) X: (Player X) Y: (Player Y) Size: [10]\nbroadcast (tick v)\n\nwhen flag clicked\nbroadcast (Scripts v)\nbroadcast (reset v) and wait\nforever\n Loop\n if <(Dead) = [1]> then\n stop [other scripts in sprite v]\n broadcast (Scripts v)\n broadcast (reset v) and wait\n end\n if <[1] = (win)> then\n repeat until <<(round (item (item # of [w] in [platform-type v]) of [platform-x v])) = (round (Player X))> and <(round (item (item # of [w] in [platform-type v]) of [platform-y v])) = (round (Player Y))>>\n change [player x v] by (((item (item # of [w] in [platform-type v]) of [platform-x v]) - (Player X)) / (5))\n change [player y v] by (((item (item # of [w] in [platform-type v]) of [platform-y v]) - (Player Y)) / (5))\n set [cam x v] to (Player X)\n set [cam y v] to (Player Y)\n change [player width v] by (-0.3)\n erase all\n Render\n end\n set [win text v] to [You Win!]\n broadcast (win v) and wait\n stop [this script v]\n end\nend\n\ndefine Draw Player // Width: (width) X: (x) Y: (y) Size: (size)\nset pen color to (#00f2ff)\nLine // X: ((x) - (width)) Y: ((y) + (width)) X2: ((x) + (width)) Y2: ((y) + (width)) Size: (size)\nLine // X: ((x) + (width)) Y: ((y) + (width)) X2: ((x) + (width)) Y2: ((y) - (width)) Size: (size)\nLine // X: ((x) + (width)) Y: ((y) - (width)) X2: ((x) - (width)) Y2: ((y) - (width)) Size: (size)\nLine // X: ((x) - (width)) Y: ((y) - (width)) X2: ((x) - (width)) Y2: ((y) + (width)) Size: (size)\n\ndefine Line // X: (x) Y: (y) X2: (x2) Y2: (y2) Size: (size)\nset pen size to (size)\npen up\ngo to x: ((x) - (Cam X)) y: ((y) - (Cam Y))\npen down\ngo to x: ((x2) - (Cam X)) y: ((y2) - (Cam Y))\npen up\n\ndefine Physics // Move Speed: (speed) Jump Height: (jump)\ngo to x: ((Player X) - (Cam X)) y: ((Player Y) - (Cam Y))\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > ((x position) + (10))> and <mouse down?>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) - (10))> and <mouse down?>>> then\n change [xvel v] by ((0) - (speed))\nend\nset [xvel v] to ((xvel) * (0.9))\nif <([abs v] of (xvel) ) > [0.9]> then\n Change X // Change: (round (xvel))\nend\nchange [yvel v] by (-2)\nif <(in air) < [6]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (x position)> and <mouse down?>>> then\n set [yvel v] to (jump)\n end\nend\nif <[collisions v] contains [b]?> then\n set [yvel v] to [30]\nend\nChange Y // Change: (yvel)\nif <<<[collisions v] contains [l]?> or <(Player Y) < [-300]>> or <(Player Y) > [800]>> then\n set [dead v] to [1]\nend\nchange [cam x v] by (((Player X) - (Cam X)) / (5))\nchange [cam y v] by (((Player Y) - (Cam Y)) / (5))\nCollisions // Width: (Collision Width)\nif <[collisions v] contains [w]?> then\n set [win v] to [1]\nend\n\ndefine Change X // Change: (change)\nchange [player x v] by (change)\nCollisions // Width: (Collision Width)\nif <[collisions v] contains [p]?> then\n repeat (8)\n change [player y v] by (1)\n Collisions // Width: (Collision Width)\n if <not <[collisions v] contains [p]?>> then\n stop [this script v]\n end\n end\n change [player y v] by (-8)\n repeat until <not <[collisions v] contains [p]?>>\n Collisions // Width: (Collision Width)\n if <(change) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n end\nend\n\nwhen I receive [reset v]\nReset\n\ndefine Render Grid\nset pen color to (#191919)\nset pen size to (10)\ngo to x: (((-240) - (((Cam X) * (0.5)) mod (Grid Length))) + (() mod (Grid Length))) y: (-180)\nrepeat (13)\n pen down\n set y to (180)\n pen up\n change x by (40)\n set y to (-180)\nend\ngo to x: (-240) y: (((-180) - (((Cam Y) * (0.5)) mod (Grid Length))) + (() mod (Grid Length)))\nrepeat (10)\n pen down\n set x to (240)\n pen up\n change y by (40)\n set x to (-240)\nend\n\ndefine Draw Platform // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [p] to [platform-type v]\nset pen color to (#0050ff)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#0050ff)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Platforms\nDraw Platform // X: [2] Y: [-40] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [394] Y: [-40] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [606] Y: [60] Length: (((1) * (Grid Length)) / (2)) Height: ((3.5) * (Grid Length))\nDraw Platform // X: [706] Y: [430] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1130] Y: [430] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1400] Y: [100] Length: ((3) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [1792] Y: [100] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [2070] Y: [200] Length: ((2) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2185] Y: [400] Length: ((5) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2800] Y: [400] Length: ((5) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [2680] Y: [200] Length: ((2) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [3000] Y: [200] Length: ((2) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [3200] Y: [500] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [3550] Y: [580] Length: ((1) * (Grid Length)) Height: ((3) * (Grid Length))\nDraw Platform // X: [3700] Y: [380] Length: ((2.5) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Platform // X: [4100] Y: [560] Length: ((7) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [4000] Y: [700] Length: ((7) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [4500] Y: [400] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [4500] Y: [700] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [4700] Y: [300] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [5105] Y: [300] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [5305] Y: [300] Length: ((1) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [5510] Y: [500] Length: ((6) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Platform // X: [6000] Y: [500] Length: ((2) * (Grid Length)) Height: ((0.5) * (Grid Length))\n\ndefine Change Y // Change: (change)\nif <(Reverse?) = [0]> then\n change [player y v] by (change)\nelse\n change [player y v] by ((0) - (change))\nend\nchange [in air v] by (1)\nCollisions // Width: (Collision Width)\nrepeat until <not <[collisions v] contains [p]?>>\n Collisions // Width: (Collision Width)\n set [yvel v] to [0]\n if <(Reverse?) = [1]> then\n if <((0) - (change)) > [0]> then\n change [player y v] by (-1)\n set [in air v] to [0]\n else\n change [player y v] by (1)\n end\n else\n if <(change) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [in air v] to [0]\n end\n end\nend\n\ndefine Collisions // Width: (width)\ndelete all of [collisions v]\nset [i v] to [0]\nrepeat (length of [platform-x v])\n change [i v] by (1)\n if <not <(Player X) > (((item (i) of [platform-x v]) + (item (i) of [platform-length v])) + (width))>> then\n if <not <(Player Y) > (((item (i) of [platform-y v]) + (item (i) of [platform-height v])) + (width))>> then\n if <not <(Player X) < (((item (i) of [platform-x v]) - (item (i) of [platform-length v])) - (width))>> then\n if <not <(Player Y) < (((item (i) of [platform-y v]) - (item (i) of [platform-height v])) - (width))>> then\n add (item (i) of [platform-type v]) to [collisions v]\n end\n end\n end\n end\nend\n\ndefine Loop\nerase all\nRender\nPhysics // Move Speed: [1.5] Jump Height: [16]\n\ndefine Draw Bounce // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [b] to [platform-type v]\nset pen color to (#ffdd00)\nset pen (brightness v) to (80)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#ffdc00)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Draw Lava // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd (([abs v] of (height) ) + ((0) - (pen tick))) to [platform-height v]\nadd [l] to [platform-type v]\nset pen color to (#ff0000)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 2)\nset pen color to (#ff0000)\nLine // X: ((x) - (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + ((height) + ((0) - (pen tick)))) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + ((height) + ((0) - (pen tick)))) Size: (Size 1)\n\nwhen I receive [scripts v]\nforever\n change [pen tick v] by (1)\n if <(pen tick) > [20]> then\n repeat until <(pen tick) < [1]>\n change [pen tick v] by (-1)\n end\n end\nend\n\nwhen I receive [scripts v]\nforever\n set [reverse? v] to [0]\n wait until <not <[collisions v] contains [r]?>>\n wait until <[collisions v] contains [r]?>\n set [reverse? v] to [1]\n wait until <not <[collisions v] contains [r]?>>\n wait until <[collisions v] contains [r]?>\n set [reverse? v] to [0]\nend\n\ndefine Draw Gravity Switch // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd (length) to [platform-length v]\nadd (height) to [platform-height v]\nadd [r] to [platform-type v]\nset pen color to (#2aff00)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#2aff00)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\ndefine Lava\nDraw Lava // X: [218] Y: [-40] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [1616] Y: [100] Length: ((2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [1930] Y: [100] Length: ((1) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [2900] Y: [475] Length: ((1.2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [2900] Y: [475] Length: ((1.2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [3345] Y: [500] Length: ((1.2) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Lava // X: [4000] Y: [605] Length: ((0.1) * (Grid Length)) Height: ((0.3) * (Grid Length))\nDraw Lava // X: [4150] Y: [605] Length: ((0.1) * (Grid Length)) Height: ((0.3) * (Grid Length))\nDraw Lava // X: [4575] Y: [400] Length: ((0.5) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Lava // X: [4990] Y: [307] Length: ((1.5) * (Grid Length)) Height: ((0.7) * (Grid Length))\n\ndefine Gravitiy\nDraw Gravity Switch // X: [682] Y: [160] Length: ((01) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Gravity Switch // X: [1306] Y: [430] Length: ((01) * (Grid Length)) Height: ((1) * (Grid Length))\nDraw Gravity Switch // X: [2110] Y: [250] Length: ((01) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Gravity Switch // X: [2700] Y: [350] Length: ((01) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Gravity Switch // X: [3750] Y: [450] Length: ((01) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Gravity Switch // X: [4100] Y: [505] Length: ((6) * (Grid Length)) Height: ((0.5) * (Grid Length))\nDraw Gravity Switch // X: [3820] Y: [650] Length: ((1.5) * (Grid Length)) Height: ((0.4) * (Grid Length))\nDraw Gravity Switch // X: [5600] Y: [200] Length: ((1.5) * (Grid Length)) Height: ((0.4) * (Grid Length))\n\ndefine Reset\ndelete all of [platform-type v]\ndelete all of [platform-height v]\ndelete all of [platform-length v]\ndelete all of [platform-x v]\ndelete all of [platform-y v]\ndelete all of [collisions v]\nset [reverse? v] to [0]\nset [dead v] to [0]\nset [collision width v] to [23]\nset [grid length v] to [40]\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [player x v] to [0]\nset [player y v] to [50]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [player width v] to [15]\nset [win v] to [0]\n\ndefine Bouncy\nDraw Bounce // X: [530] Y: [-20] Length: ((1) * (Grid Length)) Height: (((1) * (Grid Length)) / (2))\nDraw Bounce // X: [2320] Y: [345] Length: ((1) * (Grid Length)) Height: (((1) * (Grid Length)) / (2))\nDraw Bounce // X: [3135] Y: [200] Length: ((1) * (Grid Length)) Height: (((1) * (Grid Length)) / (2))\nDraw Bounce // X: [3450] Y: [480] Length: ((1) * (Grid Length)) Height: (((1) * (Grid Length)) / (2))\nDraw Bounce // X: [4835] Y: [300] Length: ((2) * (Grid Length)) Height: (((1) * (Grid Length)) / (2))\n\ndefine Win\nDraw Win // X: [6000] Y: [400] Length: ((0.5) * (Grid Length)) Height: ((0.5) * (Grid Length))\n\ndefine Draw Win // X: (x) Y: (y) Length: (length) Height: (height)\nadd (x) to [platform-x v]\nadd (y) to [platform-y v]\nadd ([abs v] of (length) ) to [platform-length v]\nadd ([abs v] of (height) ) to [platform-height v]\nadd [w] to [platform-type v]\nset pen color to (#ff00e9)\nset pen (brightness v) to (60)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 2)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 2)\nset pen color to (#ff00e7)\nLine // X: ((x) - (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) + (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) + (height)) X2: ((x) + (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) + (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) - (height)) Size: (Size 1)\nLine // X: ((x) - (length)) Y: ((y) - (height)) X2: ((x) - (length)) Y2: ((y) + (height)) Size: (Size 1)\n\nwhen [timer v] > (0.01)\nerase all\nset [player x v] to [0]\nset [player y v] to [25]\nset [cam x v] to [0]\nset [cam y v] to [40]\nset [player width v] to [15]\nRender Grid\nPlatforms\nLava\nGravitiy\nBouncy\nWin\nDraw Player // Width: (Player width) X: (Player X) Y: (Player Y) Size: [10]\nbroadcast (tn v)\n\nwhen I receive [scripts v]\nforever\n reset timer\nend\n\nstop [other scripts in sprite v]\n\n@Blank\n\n | Use Arrows to move.\nHope you like this.\nBLUE are the platforms that you can walk on RED will kill you YELLOW is Trampolines GREEN changes gravity. \nThanks to @-zerx- for the engine\nThe music is Spider Dance!! (Remix of a song from Undertale) |
List scrolling platformer [FIXED] | @Stage\n\ndefine convert (list) to string\nset [str return v] to []\nrepeat (length of [str v])\n set [str return v] to (join (str return) (item (1) of [str v]))\n delete (1) of [str v]\nend\n\ndefine convert (text) to list\ndelete all of [str v]\nset [list counter v] to [1]\nrepeat (length of (text))\n add (letter (list counter) of (text)) to [str v]\n change [list counter v] by (1)\nend\n\ndefine setup render\ndelete all of [mitdk's list platformer v]\nrepeat (13)\n add [_________________________________________________________________] to [mitdk's list platformer v]\nend\nreplace item (6) of [mitdk's list platformer v] with [________________________________🙂________________________________]\nrender\nif <(item (1) of [spaces v]) < [-260]> then\n delete all of [mitdk's list platformer v]\n repeat (13)\n add [] to [mitdk's list platformer v]\n end\n replace item (1) of [mitdk's list platformer v] with [ You Win!]\n replace item (2) of [mitdk's list platformer v] with [ Thanks for playing!]\n replace item (3) of [mitdk's list platformer v] with [ 🙂]\n stop [all v]\nend\n\nwhen flag clicked\ngenerate world\nforever\n if <(item (1) of [rows v]) < [-45]> then\n generate world\n end\n if <(letter (34) of (item (7) of [mitdk's list platformer v])) = [~]> then\n if <[0] < (y vel)> then\n change [y vel v] by (-0.2)\n set [in air? v] to [1]\n change y by y vel\n end\n set [y vel v] to [0]\n set [in air? v] to [0]\n else\n change [y vel v] by (-0.1)\n set [in air? v] to [1]\n change y by y vel\n end\n if <(letter (34) of (item (7) of [mitdk's list platformer v])) = [∆]> then\n generate world\n end\n if <(letter (34) of (item (7) of [mitdk's list platformer v])) = [=]> then\n set [y vel v] to [0]\n set [y vel v] to [1.2]\n end\n if <(letter (34) of (item (5) of [mitdk's list platformer v])) = [~]> then\n set [y vel v] to [-0.1]\n change y by y vel\n end\n if <(letter (35) of (item (6) of [mitdk's list platformer v])) = [~]> then\n change x by [3]\n end\n if <(letter (32) of (item (6) of [mitdk's list platformer v])) = [~]> then\n change x by [-3]\n end\n if <key (right arrow v) pressed?> then\n change x by [-3]\n end\n if <key (left arrow v) pressed?> then\n change x by [3]\n end\n setup render\n wait (0) seconds\n if <<key (up arrow v) pressed?> and <(in air?) = [0]>> then\n set [y vel v] to [0.8]\n end\nend\n\ndefine add platform (starting y) (spaces) (content)\nadd (starting y) to [rows v]\nadd (spaces) to [spaces v]\nadd (content) to [content v]\n\ndefine generate world\ndelete all of [content v]\ndelete all of [rows v]\ndelete all of [spaces v]\nset [in air? v] to [0]\nset [y vel v] to [0]\nadd platform [13] [26] [~~~~~~~~~~~~~~~~]\nadd platform [17] [45] [~~~~~~~~~~~~~~~~]\nadd platform [21] [50] [∆∆∆∆∆~~~~~~~~~~~_____________________________>>>_________________________>>>]\nadd platform [26] [80] [===============]\nadd platform [27] [80] [~~~~~~~~~~~~~~~]\nadd platform [31] [96] [_____________________________________~~~~~~~~~~~~~~~~~~∆∆∆∆∆~~~~~~~~~~~∆∆∆∆∆∆∆∆∆∆]\nadd platform [34] [180] [~~~~~~~]\nadd platform [37] [190] [~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~∆∆∆∆∆∆∆∆~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~∆∆∆∆∆∆∆∆∆∆~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~∆∆∆∆∆∆∆∆~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~]\n\ndefine change y by y vel\nset [counter v] to [1]\nrepeat (length of [rows v])\n if <<((item (counter) of [rows v]) + (y vel)) < [7]> and <[7] < (item (counter) of [rows v])>> then\n if <<[33] > (item (counter) of [spaces v])> and <[33] < ((item (counter) of [spaces v]) + (length of (item (counter) of [content v])))>> then\n set [y vel v] to ((item (counter) of [rows v]) - (7.8))\n replace item (counter) of [rows v] with ((item (counter) of [rows v]) + (y vel))\n change [counter v] by (1)\n else\n replace item (counter) of [rows v] with ((item (counter) of [rows v]) + (y vel))\n change [counter v] by (1)\n end\n else\n replace item (counter) of [rows v] with ((item (counter) of [rows v]) + (y vel))\n change [counter v] by (1)\n end\nend\n\ndefine change x by (x)\nset [counter v] to [1]\nrepeat (length of [spaces v])\n replace item (counter) of [spaces v] with ((item (counter) of [spaces v]) + (x))\n change [counter v] by (1)\nend\n\ndefine render\nset [counter v] to [1]\nrepeat (length of [rows v])\n set [space v] to []\n repeat (item (counter) of [spaces v])\n set [space v] to (join (space) [_])\n end\n replace item (item (counter) of [rows v]) of [mitdk's list platformer v] with (join (space) (item (counter) of [content v]))\n if <(item (counter) of [spaces v]) < [0]> then\n convert (item (item (counter) of [rows v]) of [mitdk's list platformer v]) to list\n repeat ([abs v] of (item (counter) of [spaces v]) )\n delete (1) of [str v]\n end\n convert (str) to string\n replace item (item (counter) of [rows v]) of [mitdk's list platformer v] with (str return)\n end\n set [space v] to []\n repeat ((65) - (length of (item (item (counter) of [rows v]) of [mitdk's list platformer v])))\n set [space v] to (join (space) [_])\n end\n replace item (item (counter) of [rows v]) of [mitdk's list platformer v] with (join (item (item (counter) of [rows v]) of [mitdk's list platformer v]) (space))\n if <[65] < (item (item (counter) of [rows v]) of [mitdk's list platformer v])> then\n convert (item (item (counter) of [rows v]) of [mitdk's list platformer v]) to list\n repeat ((length of (item (item (counter) of [rows v]) of [mitdk's list platformer v])) - (<(item (counter) of [rows v]) < [10]> + (64)))\n delete (join [last] []) of [str v]\n end\n convert (str) to string\n replace item (item (counter) of [rows v]) of [mitdk's list platformer v] with (str return)\n end\n if <([floor v] of (item (counter) of [rows v]) ) = [6]> then\n convert (item (item (counter) of [rows v]) of [mitdk's list platformer v]) to list\n replace item (33) of [str v] with [🙂]\n convert (str) to string\n replace item (item (counter) of [rows v]) of [mitdk's list platformer v] with (str return)\n end\n change [counter v] by (1)\nend\n\n | Hi, after making my list platformer, i set my mind on making a scrolling version of it. So, here it is, my list scrolling platformer! use the arrow keys to move. Since i am using characters, the platformer can be a bit confusing so here is a quick explanation:\n\n'~' = ground\n'∆' = spikes\n'=' = trampoline\n'_' = empty space\n'>' / '<' = does nothing, telling you to go that way\n\nThat's all! Enjoy! |
Levels Of Platformers || A Platformer | @Stage\n\n@player\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-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 <<key (down arrow v) pressed?> or < or <key (s v) pressed?>>> then\n switch costume to (costume3 v)\nelse\n switch costume to (costume1 v)\nend\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\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) = [7]> then\n switch costume to (button3-b3 v)\n show\n else\n if <(level) = [2]> then\n switch costume to (button3-b v)\n show\n else\n if <(level) = [10]> then\n switch costume to (button3-b4 v)\n show\n else\n if <(level) = [12]> then\n switch costume to (button3-b4 v)\n show\n else\n hide\n end\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\nshow\n\nif <(level) = [6]> then\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\ngo to [back v] layer\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@saw\n\nwhen flag clicked\ngo to [front v] layer\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 switch costume to (saw v)\n show\n go to x: (50) y: (-122)\n else\n if <(level) = [3]> then\n show\n go to x: (-30) y: (-21)\n else\n if <(level) = [5]> then\n switch costume to (saw2 v)\n show\n go to x: (-30) y: (-53)\n else\n if <(level) = [6]> then\n switch costume to (saw2 v)\n show\n go to x: (-155) y: (27)\n else\n if <(level) = [7]> then\n switch costume to (saw3 v)\n show\n go to x: (-140) y: (200)\n else\n if <(level) = [8]> then\n switch costume to (saw3 v)\n show\n go to x: (-140) y: (140)\n else\n if <(level) = [9]> then\n switch costume to (saw3 v)\n show\n go to x: (0) y: (0)\n else\n if <(level) = [10]> then\n switch costume to (saw4 v)\n show\n go to x: (0) y: (0)\n else\n if <(level) = [12]> then\n switch costume to (saw4 v)\n show\n go to x: (0) y: (37)\n else\n hide\n end\n end\n end\n end\n end\n end\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\nwhen flag clicked\nforever\n if <(level) = [2]> then\n change x by ((([sin v] of ((timer) * (200)) ) * (30)) + (0))\n else\n if <(level) = [3]> then\n change x by ((([sin v] of ((timer) * (200)) ) * (30)) + (0))\n else\n if <(level) = [5]> then\n change y by ((([sin v] of ((timer) * (200)) ) * (30)) + (0))\n else\n if <(level) = [6]> then\n change y by ((([sin v] of ((timer) * (200)) ) * (30)) + (0))\n else\n if <(level) = [7]> then\n change y by ((([sin v] of ((timer) * (200)) ) * (30)) + (0))\n else\n if <(level) = [8]> then\n change x by ((([sin v] of ((timer) * (200)) ) * (30)) + (0))\n change y by ((([sin v] of ((timer) * (200)) ) * (30)) + (0))\n else\n if <(level) = [9]> then\n change x by ((([sin v] of ((timer) * (200)) ) * (30)) + (0))\n change y by ((([sin v] of ((timer) * (200)) ) * (30)) + (0))\n change size by ((([sin v] of ((timer) * (200)) ) * (2)) + (0))\n else\n if <(level) = [10]> then\n change x by ((([sin v] of ((timer) * (200)) ) * (30)) + (0))\n change y by ((([sin v] of ((timer) * (200)) ) * (30)) + (0))\n change size by ((([sin v] of ((timer) * (200)) ) * (2)) + (0))\n else\n if <(level) = [12]> then\n change x by ((([sin v] of ((timer) * (200)) ) * (30)) + (0))\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nchange x by ((([sin v] of ((timer) * (200)) ) * (30)) + (0))\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@thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n | |
Field ‖ Mobile Friendly -A 100%Pen Scrolling Platformer - #all #PenPlatformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Illenium - Let You Go \(ft v] until done\nend\n\n@Back\n\n@さむねいる\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nhide\n\nerase all\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\n\n@Pen\n\ndefine 判定\ndelete all of [判定 v]\nset [i v] to [-5]\nrepeat ((length of [軽量化:ステージ:情報 v]) / (5))\n change [i v] by (5)\n if <<([abs v] of (((cx) + (Player-x)) - (item ((i) + (1)) of [軽量化:ステージ:情報 v])) ) < (((item ((i) + (3)) of [軽量化:ステージ:情報 v]) + (40)) / (2))> and <([abs v] of (((cy) + (Player-y)) - (item ((i) + (2)) of [軽量化:ステージ:情報 v])) ) < (((item ((i) + (4)) of [軽量化:ステージ:情報 v]) + (40)) / (2))>> then\n insert (item ((i) + (5)) of [軽量化:ステージ:情報 v]) at (1) of [判定 v] \n end\nend\n\ndefine 追加 (x) (y) (nx) (ny) (s)\nadd (x) to [ステージ:情報 v]\nadd (y) to [ステージ:情報 v]\nadd (nx) to [ステージ:情報 v]\nadd (ny) to [ステージ:情報 v]\nadd (s) to [ステージ:情報 v]\n\nwhen flag clicked\nset size to ((7) / ()) %\nforever\n 描画\nend\n\ndefine ステージ\ndelete all of [ステージ:情報 v]\n追加 [1750] [-300] [100] [500] [5]\n追加 [1550] [-300] [100] [500] [5]\n追加 [1350] [-300] [100] [500] [5]\n追加 [1150] [-300] [100] [500] [5]\n追加 [950] [-300] [100] [500] [5]\n追加 [200] [-300] [200] [500] [5]\n追加 [0] [-300] [200] [500] [1]\n追加 [0] [-50] [200] [10] [2]\n追加 [0] [-40] [200] [10] [3]\n追加 [-350] [-200] [600] [700] [1]\n追加 [-350] [150] [600] [10] [2]\n追加 [-350] [160] [600] [10] [3]\n追加 [600] [-300] [600] [500] [1]\n追加 [600] [-50] [600] [10] [2]\n追加 [600] [-40] [600] [10] [3]\n追加 [500] [-100] [50] [200] [1]\n追加 [500] [0] [50] [10] [2]\n追加 [500] [10] [50] [10] [3]\n追加 [650] [-70] [50] [200] [1]\n追加 [650] [30] [50] [10] [2]\n追加 [650] [40] [50] [10] [3]\n追加 [800] [-40] [50] [200] [1]\n追加 [800] [60] [50] [10] [2]\n追加 [800] [70] [50] [10] [3]\n追加 [1050] [-300] [100] [500] [1]\n追加 [1050] [-50] [100] [10] [2]\n追加 [1050] [-40] [100] [10] [3]\n追加 [1250] [-300] [100] [500] [1]\n追加 [1250] [-50] [100] [10] [2]\n追加 [1250] [-40] [100] [10] [3]\n追加 [1450] [-300] [100] [500] [1]\n追加 [1450] [-50] [100] [10] [2]\n追加 [1450] [-40] [100] [10] [3]\n追加 [1650] [-300] [100] [500] [1]\n追加 [1650] [-50] [100] [10] [2]\n追加 [1650] [-40] [100] [10] [3]\n追加 [2200] [-300] [800] [500] [1]\n追加 [2200] [-50] [800] [10] [2]\n追加 [2200] [-40] [800] [10] [3]\n追加 [3000] [0] [800] [800] [1]\n追加 [3000] [400] [800] [10] [2]\n追加 [3000] [410] [800] [10] [3]\n\nステージ\n\ndefine 描画\nset pen size to ((7) / ())\ngo to x: (0) y: (0)\nset pen color to (#0090ff)\nset pen (transparency v) to (50)\npen down\npen up\nset pen (transparency v) to (0)\n☁︎\n描画範囲内確認\nset [ii v] to [-5]\nset pen size to (2)\nrepeat ((length of [軽量化:ステージ:情報 v]) / (5))\n change [ii v] by (5)\n if <(item ((ii) + (5)) of [軽量化:ステージ:情報 v]) = [1]> then\n 普通の地面描画\n else\n if <(item ((ii) + (5)) of [軽量化:ステージ:情報 v]) = [2]> then\n 地面の上(下)描画\n else\n if <(item ((ii) + (5)) of [軽量化:ステージ:情報 v]) = [3]> then\n 地面の上(上)描画\n else\n if <(item ((ii) + (5)) of [軽量化:ステージ:情報 v]) = [4]> then\n else\n if <(item ((ii) + (5)) of [軽量化:ステージ:情報 v]) = [5]> then\n マグマ描画\n end\n end\n end\n end\n end\nend\n\ndefine (x) (y) に行く\ngo to x: ((x) - (cx)) y: ((y) - (cy))\n\ndefine Player (x) (y) (d)\nset pen (transparency v) to (50)\nset pen size to (20)\nset pen color to (#000000)\ngo to x: ((x) + (10)) y: ((y) + (10))\npen down\ngo to x: ((x) - (10)) y: ((y) + (10))\ngo to x: ((x) - (10)) y: ((y) - (10))\ngo to x: ((x) + (10)) y: ((y) - (10))\ngo to x: ((x) + (10)) y: ((y) + (10))\npen up\nset pen size to (27.5)\nset pen color to (#ffffff)\ngo to x: (x) y: (y)\npen down\npen up\ngo to x: ((x) + ((d) * (5))) y: (y)\nset pen color to (#000000)\nset pen size to (15)\npen down\npen up\ngo to x: ((x) + ((d) * (7))) y: ((y) + (3))\nset pen color to (#ffffff)\nset pen size to (7)\npen down\npen up\n\ndefine 描画範囲内確認\ndelete all of [軽量化:ステージ:情報 v]\nset [iii v] to [-5]\nrepeat ((length of [ステージ:情報 v]) / (5))\n change [iii v] by (5)\n if <<([abs v] of (((item ((iii) + (1)) of [ステージ:情報 v]) + ((item ((iii) + (3)) of [ステージ:情報 v]) / (2))) - (cx)) ) < [300]> or <<([abs v] of (((item ((iii) + (1)) of [ステージ:情報 v]) - ((item ((iii) + (3)) of [ステージ:情報 v]) / (2))) - (cx)) ) < [300]> or <<([abs v] of (((item ((iii) + (2)) of [ステージ:情報 v]) + ((item ((iii) + (4)) of [ステージ:情報 v]) / (2))) - (cy)) ) < [250]> or <([abs v] of (((item ((iii) + (2)) of [ステージ:情報 v]) - ((item ((iii) + (4)) of [ステージ:情報 v]) / (2))) - (cy)) ) < [250]>>>> then\n add (item ((iii) + (1)) of [ステージ:情報 v]) to [軽量化:ステージ:情報 v]\n add (item ((iii) + (2)) of [ステージ:情報 v]) to [軽量化:ステージ:情報 v]\n add (item ((iii) + (3)) of [ステージ:情報 v]) to [軽量化:ステージ:情報 v]\n add (item ((iii) + (4)) of [ステージ:情報 v]) to [軽量化:ステージ:情報 v]\n add (item ((iii) + (5)) of [ステージ:情報 v]) to [軽量化:ステージ:情報 v]\n end\nend\n\ndefine 普通の地面描画\n((item ((ii) + (1)) of [軽量化:ステージ:情報 v]) + ((item ((ii) + (3)) of [軽量化:ステージ:情報 v]) / (2))) ((item ((ii) + (2)) of [軽量化:ステージ:情報 v]) + ((item ((ii) + (4)) of [軽量化:ステージ:情報 v]) / (2))) に行く\nset pen size to (11)\nset pen color to (join [0x] [800000])\nset [塗り潰し v] to [-5]\nrepeat ([ceiling v] of (((item ((ii) + (3)) of [軽量化:ステージ:情報 v]) - (5)) / (10)) )\n change [塗り潰し v] by (10)\n ((塗り潰し) + ((item ((ii) + (1)) of [軽量化:ステージ:情報 v]) - ((item ((ii) + (3)) of [軽量化:ステージ:情報 v]) / (2)))) ((item ((ii) + (2)) of [軽量化:ステージ:情報 v]) + ((item ((ii) + (4)) of [軽量化:ステージ:情報 v]) / (2))) に行く\n pen down\n ((塗り潰し) + ((item ((ii) + (1)) of [軽量化:ステージ:情報 v]) - ((item ((ii) + (3)) of [軽量化:ステージ:情報 v]) / (2)))) ((item ((ii) + (2)) of [軽量化:ステージ:情報 v]) - ((item ((ii) + (4)) of [軽量化:ステージ:情報 v]) / (2))) に行く\n pen up\nend\n\nerase all\n描画\n\ndefine 地面の上(下)描画\nset pen size to (10)\nset pen color to (#3daf00)\n((item ((ii) + (1)) of [軽量化:ステージ:情報 v]) + ((item ((ii) + (3)) of [軽量化:ステージ:情報 v]) / (2))) (item ((ii) + (2)) of [軽量化:ステージ:情報 v]) に行く\npen down\n((item ((ii) + (1)) of [軽量化:ステージ:情報 v]) - ((item ((ii) + (3)) of [軽量化:ステージ:情報 v]) / (2))) (item ((ii) + (2)) of [軽量化:ステージ:情報 v]) に行く\npen up\n\ndefine 地面の上(上)描画\nset pen size to (10)\nset pen color to (#58ff00)\n((item ((ii) + (1)) of [軽量化:ステージ:情報 v]) + ((item ((ii) + (3)) of [軽量化:ステージ:情報 v]) / (2))) (item ((ii) + (2)) of [軽量化:ステージ:情報 v]) に行く\npen down\n((item ((ii) + (1)) of [軽量化:ステージ:情報 v]) - ((item ((ii) + (3)) of [軽量化:ステージ:情報 v]) / (2))) (item ((ii) + (2)) of [軽量化:ステージ:情報 v]) に行く\npen up\n\ndefine プログラム\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<[50] < (mouse x)> and <mouse down?>>>> then\n set [player-d v] to [90]\n change [xv v] by (1)\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < [-50]> and <mouse down?>>>> then\n set [player-d v] to [-90]\n change [xv v] by (-1)\nend\nset [xv v] to ((xv) * (0.88))\nchange [player-x v] by (xv)\nrepeat (8)\n 判定\n if <<[判定 v] contains [3]?> or <<[判定 v] contains [2]?> or <[判定 v] contains [1]?>>> then\n change [player-y v] by (1)\n end\nend\n判定\nif <<[判定 v] contains [3]?> or <<[判定 v] contains [2]?> or <[判定 v] contains [1]?>>> then\n change [player-x v] by (() - (xv))\n change [player-y v] by (-8)\nend\nchange [player-y v] by (-1)\n判定\nif <<[判定 v] contains [3]?> or <<[判定 v] contains [2]?> or <[判定 v] contains [1]?>>> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<[50] < (mouse y)> and <mouse down?>>>> then\n set [yv v] to [15]\n end\nend\nchange [player-y v] by (1)\nchange [yv v] by (-1)\nchange [player-y v] by (yv)\n判定\nif <<[判定 v] contains [3]?> or <<[判定 v] contains [2]?> or <[判定 v] contains [1]?>>> then\n change [player-y v] by (() - (yv))\n set [yv v] to [0]\nend\n\nwhen flag clicked\nforever\n プログラム\nend\n\ndefine 初期化\nset [cx v] to [0]\nset [cy v] to [50]\nset [dx v] to [0]\nset [dy v] to [50]\nset [player-x v] to [0]\nset [player-y v] to [50]\nset [xv v] to [0]\nset [yv v] to [0]\nset [player-d v] to [90]\n\nwhen flag clicked\n初期化\nforever\n Player (Player-x) (Player-y) ((Player-d) / ([abs v] of (Player-d) ))\n if <<(cy) < [-500]> or <[判定 v] contains [5]?>> then\n 初期化\n end\nend\n\ndefine マグマ描画\nset pen color to (#ff0000)\nset pen size to (10)\nset pen shade to (50)\nset [xi v] to (((item ((ii) + (1)) of [軽量化:ステージ:情報 v]) - ((item ((ii) + (3)) of [軽量化:ステージ:情報 v]) / (2))) + (5))\nrepeat ((item ((ii) + (3)) of [軽量化:ステージ:情報 v]) / (10))\n (xi) ((([cos v] of (((xi) * (2)) + ((timer) * (210))) ) * (10)) + (((item ((ii) + (2)) of [軽量化:ステージ:情報 v]) + ((item ((ii) + (4)) of [軽量化:ステージ:情報 v]) / (2))) - (10))) に行く\n pen down\n (xi) ((item ((ii) + (2)) of [軽量化:ステージ:情報 v]) - ((item ((ii) + (4)) of [軽量化:ステージ:情報 v]) / (2))) に行く\n pen up\n change [xi v] by (10)\nend\n\nwhen flag clicked\nforever\n change [dx v] by ((Player-x) - ((dx) - (cx)))\n change [dy v] by ((Player-y) - (((dy) - (cy)) - (50)))\n change [cx v] by (round (((dx) - (cx)) / (9)))\n change [cy v] by (round (((dy) - (cy)) / (9)))\n set [player-x v] to ((dx) - (cx))\n set [player-y v] to (((dy) - (cy)) - (50))\nend\n\nステージ\n\nステージ\n\nwhen flag clicked\n\nwait (pick random (1) to (2)) seconds\n\nwhen flag clicked\n☁︎入れる\n\nforever\nend\n\ndefine ☁︎\nset [iiii v] to [-2]\nset pen color to (#ffffff)\nset pen size to (40)\nset pen (transparency v) to (50)\nrepeat ((length of [☁︎ v]) / (2))\n change [iiii v] by (2)\n ((item ((iiii) + (1)) of [☁︎ v]) + (50)) ((item ((iiii) + (2)) of [☁︎ v]) + (20)) に行く\n pen down\n ((item ((iiii) + (1)) of [☁︎ v]) - (50)) ((item ((iiii) + (2)) of [☁︎ v]) + (20)) に行く\n pen up\n ((item ((iiii) + (1)) of [☁︎ v]) + (80)) ((item ((iiii) + (2)) of [☁︎ v]) - (20)) に行く\n pen down\n ((item ((iiii) + (1)) of [☁︎ v]) - (20)) ((item ((iiii) + (2)) of [☁︎ v]) - (20)) に行く\n pen up\nend\n\nwhen flag clicked\nforever\n ☁︎\nend\n\n☁︎\n\nforever\nend\n\ndefine ☁︎入れる\ndelete all of [☁︎ v]\nrepeat (10)\n add (pick random (-200) to (3000)) to [☁︎ v]\n add (pick random (100) to (300)) to [☁︎ v]\nend\n\ngo to x: (0) y: (0)\n\n@Pen Text\n\nwhen flag clicked\nPTE_//\n\nPTE\n\ndefine PTE_//\ndelete all of [pte_// v]\nadd [1] to [pte_// v]\nadd [2] to [pte_// v]\nadd [3] to [pte_// v]\nadd [4] to [pte_// v]\nadd [5] to [pte_// v]\nadd [6] to [pte_// v]\nadd [7] to [pte_// v]\nadd [8] to [pte_// v]\nadd [9] to [pte_// v]\nadd [a] to [pte_// v]\n\nwhen flag clicked\nset size to ((7) / ()) %\n\ndefine PTE\ndelete all of [pte v]\ninsert [00__5aa0--23__83] at (1) of [pte v] \ninsert [75__15101a7a--10__7092937597987a] at (2) of [pte v] \ninsert [a7__7a3a07033070a3] at (3) of [pte v] \ninsert [1a__106093976a1a] at (4) of [pte v] \ninsert [9a__1a1090--15__95] at (5) of [pte v] \ninsert [9a__1a10--15__75] at (6) of [pte v] \ninsert [a7__7a3a07033070a3a0a373] at (7) of [pte v] \ninsert [1a__10--15__95--9a__90] at (8) of [pte v] \ninsert [5a__50--30__70--3a__7a] at (9) of [pte v] \ninsert [8a__83614123] at (10) of [pte v] \ninsert [2a__20--8a__24--35__80] at (11) of [pte v] \ninsert [2a__2080] at (12) of [pte v] \ninsert [10__1a529a90] at (13) of [pte v] \ninsert [10__1a909a] at (14) of [pte v] \ninsert [a7__7a3a07033070a3a7] at (15) of [pte v] \ninsert [20__2a7a88877525] at (16) of [pte v] \ninsert [a7__7a3a07033070a3a7--a0__73] at (17) of [pte v] \ninsert [20__2a7a888775255580] at (18) of [pte v] \ninsert [88__6a4a28268482604022] at (19) of [pte v] \ninsert [1a__9a--5a__50] at (20) of [pte v] \ninsert [1a__123070929a] at (21) of [pte v] \ninsert [1a__509a] at (22) of [pte v] \ninsert [0a__205a80aa] at (23) of [pte v] \ninsert [2a__80--8a__20] at (24) of [pte v] \ninsert [2a__548a5450] at (25) of [pte v] \ninsert [1a__9a1090] at (26) of [pte v] \ninsert [40__6082846646242240--82__90] at (27) of [pte v] \ninsert [40__6082846646242a242240] at (28) of [pte v] \ninsert [84__66462422406082] at (29) of [pte v] \ninsert [40__60828a846646242240] at (30) of [pte v] \ninsert [23__838466462422406081] at (31) of [pte v] \ninsert [79__695850--35__75] at (32) of [pte v] \ninsert [74__766747363443637471604031] at (33) of [pte v] \ninsert [2a__202547678580] at (34) of [pte v] \ninsert [57__--50__55] at (35) of [pte v] \ninsert [79__--77__71604031] at (36) of [pte v] \ninsert [3a__30--76__324370] at (37) of [pte v] \ninsert [5a__5260] at (38) of [pte v] \ninsert [06__000415455450546595a4a0] at (39) of [pte v] \ninsert [35__303344647370] at (40) of [pte v] \ninsert [84__6646242240608284] at (41) of [pte v] \ninsert [36__303676847232] at (42) of [pte v] \ninsert [76__707636243272] at (43) of [pte v] \ninsert [36__3034456574] at (44) of [pte v] \ninsert [76__674736347371604031] at (45) of [pte v] \ninsert [57__50--35__75] at (46) of [pte v] \ninsert [35__3140607175] at (47) of [pte v] \ninsert [35__5075] at (48) of [pte v] \ninsert [05__205580a5] at (49) of [pte v] \ninsert [36__70--76__30] at (50) of [pte v] \ninsert [36__53--76__30] at (51) of [pte v] \ninsert [36__763070] at (52) of [pte v] \ninsert [2a__20808a2a80] at (53) of [pte v] \ninsert [38__5a503070] at (54) of [pte v] \ninsert [17__293a7a8997951090] at (55) of [pte v] \ninsert [1a__8a999685158594918010] at (56) of [pte v] \ninsert [93__136a60] at (57) of [pte v] \ninsert [9a__1a15959010] at (58) of [pte v] \ninsert [9a__1a10909515] at (59) of [pte v] \ninsert [17__1a9a50] at (60) of [pte v] \ninsert [15__10909a1a1595] at (61) of [pte v] \ninsert [10__909a1a1595] at (62) of [pte v] \ninsert [35__75] at (63) of [pte v] \ninsert [20__80] at (64) of [pte v] \ninsert [] at (65) of [pte v] \n\ndefine Text: (text) x: (x) y: (y) size: (size) color (color) stack: (stack) (stack color)\npen up\nset pen (transparency v) to (0)\nif <(stack) = [2]> then\n set pen color to (join [0x] (stack color))\n set pen size to ((((size) / (100)) * (25)) * (1.5))\n TEXT: (text) X: (x) Y: (y) SIZE: (size)\n set pen color to (join [0x] (color))\n set pen size to ((((size) / (100)) * (25)) * (0.5))\n TEXT: (text) X: (x) Y: (y) SIZE: (size)\nelse\n set pen color to (join [0x] (color))\n set pen size to ((((size) / (100)) * (25)) * (1.5))\n TEXT: (text) X: (x) Y: (y) SIZE: (size)\nend\n\nText: [ABCD] x: [0] y: [100] size: [10] color [ff0000] stack: [] []\n\nrepeat ()\n\ndefine TEXT: (text) X: (x) Y: (y) SIZE: (size)\ndelete (all) of [deta v]\nset [pen text: i v] to [0]\nrepeat (length of (text))\n change [pen text: i v] by (1)\n switch costume to (letter (Pen Text: i) of (text))\n insert (join (item (costume [number v]) of [pte v]) [--55]) at (Pen Text: i) of [deta v] \nend\nif <not <(text) = []>> then\n set [i2 v] to [0]\n repeat (length of (text))\n change [i2 v] by (1)\n set [pen text: i v] to [-2]\n repeat (((length of (item (i2) of [deta v])) - (1)) / (2))\n change [pen text: i v] by (2)\n if <[--] = (join (letter ((Pen Text: i) + (1)) of (item (i2) of [deta v])) (letter ((Pen Text: i) + (2)) of (item (i2) of [deta v])))> then\n pen up\n else\n if <[__] = (join (letter ((Pen Text: i) + (1)) of (item (i2) of [deta v])) (letter ((Pen Text: i) + (2)) of (item (i2) of [deta v])))> then\n pen down\n else\n go to x: (((() + ((x) - (((((length of (text)) + (1)) * (1.2)) / (2)) * (((size) / (100)) * (200))))) + ((((size) / (100)) * (200)) * ((i2) * (1.2)))) + (((item # of (letter ((Pen Text: i) + (1)) of (item (i2) of [deta v])) in [pte_// v]) - (5)) * ((20) * ((size) / (100))))) y: ((y) + (((item # of (letter ((Pen Text: i) + (2)) of (item (i2) of [deta v])) in [pte_// v]) - (5)) * ((20) * ((size) / (100)))))\n end\n end\n end\n pen up\n end\nelse\n stop [this script v]\nend\n\nerase all\n\nerase all\nText: [0123456789-_] x: [0] y: [0] size: [10] color [000000] stack: [] []\n\nwhen flag clicked\n\nTEXT: [GOAL] X: [0] Y: [] SIZE: []\n\nText: [] x: (username) y: [0] size: [25] color [ffffff] stack: [2] [000000]\n\nwhen flag clicked\nforever\n Text: [GOAL] x: ((2300) - (cx)) y: ((150) - (cy)) size: [60] color [ffffff] stack: [2] [000000]\nend\n\nerase all\n\ngo to x: (0) y: (0)\n\n | |
NATURE || A Scrolling Platformer | @Stage\n\n@Blades\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: [-88]\n Clone at x: [600] y: [-88]\n Clone at x: [720] y: [-88]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [486] y: [17]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3-1 v)\n Clone at x: [320] y: [0]\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to [back v] layer\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\npoint in direction (([cos v] of ((Effect) * (120)) ) * (200))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Bounce\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <touching (player v)?> then\n switch costume to (close flag2 v)\nelse\n switch costume to (close flag v)\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setip v]\nhide\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [888] y: [-78]\n Clone at x: [1347] y: [-28]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [403] y: [25]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [-122] y: [-74]\n Clone at x: [226] y: [20]\n Clone at x: [582] y: [-68]\n Clone at x: [1144] y: [-75]\n else\n Clone at x: [1720] y: [-75]\n Clone at x: [1951] y: [-75]\n end\n end\nend\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nrepeat (2)\n next costume\nend\nrepeat (2)\n switch costume to ((costume [number v]) - (1))\nend\n\nswitch costume to (close flag v)\n\nwait (0.1) seconds\nswitch costume to (close flag3 v)\nwait (0.1) seconds\nswitch costume to (close flag4 v)\n\nswitch costume to (close flag v)\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECT MAX)> then\n broadcast (Open exit v)\n end\n delete this clone\nend\n\nwhen I receive [setip v]\nhide\nset [collected v] to [0]\nset [collect max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n Clone at x: [-15] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [451] y: [59]\n Clone at x: [608] y: [121]\n Clone at x: [676] y: [121]\n Clone at x: [811] y: [-52]\n Clone at x: [990] y: [142]\n Clone at x: [1108] y: [7]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x: [-212] y: [33]\n Clone at x: [6] y: [-22]\n Clone at x: [130] y: [79]\n Clone at x: [251] y: [-11]\n Clone at x: [251] y: [200]\n Clone at x: [526] y: [200]\n Clone at x: [595] y: [-56]\n Clone at x: [780] y: [-17]\n Clone at x: [932] y: [-17]\n Clone at x: [1070] y: [137]\n Clone at x: [1170] y: [138]\n else\n if <(LEVEL) = [3]> then\n switch costume to (dot v)\n Clone at x: [-217] y: [62]\n Clone at x: [-50] y: [259]\n Clone at x: [221] y: [196]\n Clone at x: [399] y: [119]\n Clone at x: [565] y: [150]\n Clone at x: [911] y: [40]\n Clone at x: [1191] y: [113]\n Clone at x: [1020] y: [205]\n Clone at x: [856] y: [310]\n Clone at x: [1072] y: [313]\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collect max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n set [display value v] to (join (COLLECTED) (join [ / ] (COLLECT MAX)))\nend\n\nwhen [space v] key pressed\nset [mesee v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [Win]\nend\n\nwhen I receive [setip v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [1144] y: [184]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [936] y: [90]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [861] y: [418]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n set [x v] to [-99999]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open exit v]\nswitch costume to (open v)\n\ndelete this clone\n\n@Level\n\nwhen I start as a clone\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n forever\n repeat (150)\n change [x v] by (2)\n end\n repeat (150)\n change [x v] by (-2)\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (1 v)\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 ()\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\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 (1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2-1 v)\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 (3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n switch costume to (end v)\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\n\n forever\n repeat (120)\n change [x v] by (-2)\n end\n clear graphic effects\n repeat (120)\n change [x v] by (2)\n end\n end\nend\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\n\n forever\n repeat (120)\n change [x v] by (-3)\n end\n clear graphic effects\n repeat (120)\n change [x v] by (3)\n end\n end\nend\n\nset [scroll x v] to [0]\n\ncreate clone of (_myself_ v)\n\nif <(LEVEL) = [4]> then\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\n\n@Spikes\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 3-6 v)\n end\n end\n end\nend\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 [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n forever\n repeat (150)\n change [x v] by (2)\n end\n clear graphic effects\n repeat (150)\n change [x v] by (-2)\n end\n end\nend\n\n@Thumbnail\n\nwhen [timer v] > (0.01)\nclear graphic effects\nshow\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\ngo to [front v] layer\n\nwhen flag clicked\nforever\n hide\n set [ghost v] effect to (100)\n reset timer\n switch costume to (costume1 v)\n set size to (120) %\n switch costume to (dot3 v)\nend\n\n@water\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [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]\nelse\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]\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n repeat (20)\n change [y v] by (-0.5)\n end\n repeat (20)\n change [y v] by (0.5)\n end\nend\n\n@tree\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (10)\ngo to [back v] layer\nif <(LEVEL) = [1]> then\n switch costume to (1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2-1 v)\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 (3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (end v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(costume [number v]) = [12]> then\n forever\n go to [back v] layer\n repeat (150)\n change [x v] by (2)\n end\n clear graphic effects\n repeat (150)\n change [x v] by (-2)\n end\n end\nend\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@Grass\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [ghost v] effect to (30)\ngo to [front v] layer\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (end v)\n end\n end\n end\nend\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 [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n forever\n repeat (150)\n change [x v] by (2)\n end\n clear graphic effects\n repeat (150)\n change [x v] by (-2)\n end\n end\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\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 (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [-122]\nset [y v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (10) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (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 [speed y v] to [16]\n end\nend\nif <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <touching (water v)?> then\n set [speed y v] to [10]\n end\nend\nif <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n if <touching (water v)?> then\n set [speed y v] to [-10]\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) > [960]> then\n set [scroll x v] to [960]\nend\nif <touching (bounce v)?> then\n set [speed y v] to [26]\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 <<<touching (spikes v)?> or <touching (water v)?>> or <touching (blades v)?>> then\n set [exit v] to [Die]\nend\nchange [effect v] by (.02)\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (level v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (level v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n set [speed x v] to [0]\n repeat until <not <touching (level v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\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)\n broadcast (Tick v) and wait\nend\nset [exit v] to []\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\n broadcast (Tick v) and wait\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nwhen I receive [win v]\nif then\n hide\nend\nstop [other scripts in sprite v]\n\nwhen [r v] key pressed\nset [exit v] to [Die]\n\nif <(SCROLL Y) < [0]> then\n\nif <(LEVEL) = [5]> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nend\n\nwhen I start as a clone\nclear graphic effects\nset [brightness v] effect to (-100)\nrepeat (10)\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine Position (x) (y)\nset [brightness 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\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n play sound [marsmello v] until done\n set volume to (100) %\nend\n\n | ----------------------MOBILE FRIENDLY----------------------\n\nHello! This is my first scrolling platform game. My other platform games are not sliders but most of you know how to play the platform game. Played with the w-a-s-d keys and arrow keys. The water is killing, don't touch it! Sometimes the game may freeze but takes a few seconds at most. I hope you like it. I think 200 likes are enough :P Have fun... \n-Feel free to tell if there are mistakes. After all, it is my first scrolling platform game :)\n |
Adventure || A short platformer// New Land *Update* | @Stage\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [cave time yay v]\nswitch backdrop to (cave v)\n\nwhen flag clicked\nforever\n play sound [Kaled2 v] until done\nend\n\nwhen I receive [level 13 spikes v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [won v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [won v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [won v]\nclear graphic effects\n\n@dude \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 (up right 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 (up left v)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>> then\n switch costume to (up v)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> then\n switch costume to (right v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>> then\n switch costume to (left v)\n else\n switch costume to (center v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play game v]\nset size to (45) %\nset [level v] to [0]\nchange [☁ players v] by (1)\nshow\ngo to x: (-190) y: (20)\ngo to [front v] layer\nswitch backdrop to (1 v)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\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 (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n switch costume to (up v)\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\nend\n\nswitch costume to (right v)\n\nswitch costume to (left v)\n\nswitch costume to (up v)\n\nwhen flag clicked\nforever\n if <<touching (tramp v)?> or <<touching (tramp2 v)?> or <touching (tramp3 v)?>>> then\n set [yv v] to [21]\n end\n if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (center v)\n end\n if <(x position) > [239]> then\n broadcast (next level! v)\n end\nend\n\nwhen flag clicked\nhide\n\nbroadcast (Play Game v)\n\nwhen I receive [next level! v]\ngo to x: (-190) y: (20)\n\nforever\n\nwhen flag clicked\nforever\n if <touching (ded v)?> then\n go to x: (-190) y: (20)\n broadcast (ded v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n broadcast (outside cloud v)\n end\n if <(level) = [2]> then\n broadcast (outside cloud v)\n end\n if <(level) = [3]> then\n broadcast (outside cloud v)\n end\n if <(level) = [4]> then\n broadcast (cave time yay v)\n end\n if <(level) = [5]> then\n broadcast (cave time yay v)\n end\n if <(level) = [6]> then\n broadcast (cave time yay v)\n end\n if <(level) = [7]> then\n broadcast (cave time yay v)\n end\n if <(level) = [8]> then\n broadcast (outside cloud v)\n broadcast (won v)\n end\n if <(level) = [8]> then\n broadcast (outside cloud v)\n end\n if <(level) = [9]> then\n broadcast (outside cloud v)\n broadcast (won v)\n end\nend\n\nbroadcast (won v)\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\nend\n\nswitch costume to (up v)\n\nwhen I receive [restart v]\ngo to x: (-190) y: (20)\n\nshow\n\nchange [yv v] by (21)\n\nchange [color v] effect by (25)\n\nwhen I receive [cave time yay v]\nset [ghost v] effect to (75)\n\nwhen I receive [outside cloud v]\nclear graphic effects\n\nset [yv v] to [21]\n\nwhen flag clicked\nforever\n if <<<<touching (spikes level 2 v)?> or <<touching (spikes level 3 v)?> or <touching (spikes level 4 v)?>>> or <<<touching (spikes level 5 v)?> or <<touching (spikes level 6 v)?> or <touching (spikes level 7 v)?>>> or <touching (spikes level 8 v)?>>> or <<touching (spikes level 9 v)?> or <<touching (spikes level10 v)?> or <<touching (spikes level 11 v)?> or <<touching (spikes level 12 v)?> or >>>>> then\n go to x: (-190) y: (20)\n broadcast (ded v)\n end\nend\n\nwhen I receive [clear v]\nhide\n\nbroadcast (ded v)\n\nwhen I receive [ded v]\nplay sound [Crunch v] until done\n\nwhen flag clicked\n\nwhen I receive [level 13 spikes v]\nset [ghost v] effect to (70)\n\nwhen I receive [won v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nclear graphic effects\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [won v]\nclear graphic effects\n\n@tramp\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(level) = [4]> then\n Boing time. show\n end\nend\n\ndefine Boing time. show\ngo to [front v] layer\nshow\nforever\n if <touching (dude v)?> then\n start sound [Big Boing v]\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n wait until <not <touching (dude v)?>>\n end\n switch costume to (costume2 v)\nend\n\nif <(level) = [5]> then\nif <(level) = [6]> then\nif <(level) = [7]> then\n\nwhen I receive [tramp time v]\ngo to x: (-8) y: (-90)\nBoing time. show\n\nwhen flag clicked\nforever\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) = [6]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\nend\n\nwhen I receive [tramp time 2 v]\ngo to x: (34) y: (-90)\nBoing time. show\n\nif <(level) = [5]> then\n\nhide\n\nwhen I receive [tramp 3. <3> v]\ngo to x: (0) y: (-90)\nBoing time. show\n\ngo to x: (-8) y: (-90)\nBoing time. show\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n hide\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nif <(level) = [6]> then\n hide\nend\n\nwhen I receive [level 6 spikes v]\nhide\n\nwhen I receive [won v]\nhide\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [level 8 spikes v]\nhide\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [won v]\nclear graphic effects\n\n@@clouds\n\nwhen flag clicked\ndelete this clone\n\nwhen I start as a clone\nset size to (pick random (40) to (80)) %\nset [ghost v] effect to (pick random (40) to (80))\nswitch costume to (pick random (1) to (3))\nshow\nset y to (196)\nrepeat until <(y position) < [-179]>\n go to [back v] layer\n change y by (-4)\nend\ndelete this clone\n\ndefine Clone\ngo to x: (pick random (-240) to (240)) y: (180)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n hide\n Clone\n wait (.3) seconds\nend\n\nif <touching (level v)?> then\n delete this clone\nend\n\nwhen I start as a clone\n\nforever\nend\n\nwhen I receive [cave time yay v]\n\nhide\ndelete this clone\n\nwhen I receive [outside cloud v]\n\nwhen I receive [outside cloud v]\n\nwhen I receive [level 13 spikes v]\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [won v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [won v]\nclear graphic effects\n\n@Level\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(costume [number v]) = [1]> then\n set [level v] to [1]\n broadcast (outside cloud v)\n end\n if <(costume [number v]) = [2]> then\n set [level v] to [2]\n broadcast (outside cloud v)\n broadcast (level2 spikes v)\n end\n if <(costume [number v]) = [3]> then\n set [level v] to [3]\n broadcast (outside cloud v)\n broadcast (level 3 spikes v)\n end\n if <(costume [number v]) = [4]> then\n set [level v] to [4]\n broadcast (cave time yay v)\n broadcast (tramp time v)\n broadcast (level4 spikes v)\n end\n if <(costume [number v]) = [5]> then\n set [level v] to [5]\n broadcast (cave time yay v)\n broadcast (Tramp time 2 v)\n broadcast (Level 5 spikes v)\n end\n if <(costume [number v]) = [6]> then\n set [level v] to [6]\n broadcast (cave time yay v)\n broadcast (level 6 spikes v)\n end\n if <(costume [number v]) = [7]> then\n set [level v] to [7]\n broadcast (cave time yay v)\n broadcast (Tramp 3. <3> v)\n broadcast (level 7 spikes v)\n end\n if <(costume [number v]) = [8]> then\n set [level v] to [8]\n broadcast (outside cloud v)\n broadcast (level 8 spikes v)\n end\n if <(costume [number v]) = [9]> then\n set [level v] to [9]\n broadcast (outside cloud v)\n broadcast (level 9 spikes v)\n end\n if <(costume [number v]) = [10]> then\n set [level v] to [10]\n broadcast (outside cloud v)\n broadcast (Level 10 spikes v)\n end\n if <(costume [number v]) = [11]> then\n set [level v] to [11]\n broadcast (outside cloud v)\n broadcast (Level 11 spikes v)\n end\n if <(costume [number v]) = [12]> then\n set [level v] to [12]\n broadcast (outside cloud v)\n broadcast (Level 12 spikes v)\n end\n if <(costume [number v]) = [13]> then\n set [level v] to [13]\n broadcast (outside cloud v)\n broadcast (level 13 spikes v)\n end\nend\n\nbroadcast (won v)\n\nif <(costume [number v]) = [8]> then\n broadcast (move out v)\nend\n\nwhen flag clicked\ngo to x: (65) y: (27)\nswitch costume to (1 v)\nhide\n\nwhen I receive [play game v]\nset [level v] to [1]\nshow\n\nwhen I receive [next level! v]\nnext costume\n\nwhen I receive [next round v]\nnext costume\n\nchange [level v] by (1)\n\nwait (2) seconds\n\nwhen I receive [won v]\nset [ghost v] effect to (0)\n\nwhen I receive [level 13 spikes v]\nset [ghost v] effect to (70)\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [won v]\nclear graphic effects\n\n@ded\n\nwhen flag clicked\nset [ghost v] effect to (99)\ngo to x: (0) y: (0)\n\n@Cave background\n\nwhen flag clicked\nhide\n\nwhen I receive [cave time yay v]\nshow\n\nwhen I receive [outside cloud v]\nhide\n\n\n\nwhen I receive [won v]\nwait (2) seconds\nhide\nbroadcast (outro v)\n\nwhen I receive [outro v]\nhide\n\n@Sprite2\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\ngo to x: (-180) y: (-141)\ngo to x: (-197) y: (141)\ngo to x: (-196) y: (79)\nforever\n go to [front v] layer\n go [forward v] (999999999) layers\n repeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n else\n change size by (((50) - (size)) / (4))\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (next level! v)\n\nwhen flag clicked\nhide\nswitch costume to (ye v)\n\nrepeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n else\n change size by (((50) - (size)) / (4))\n end\nend\n\n@restart\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to [front v] layer\nshow\ngo to x: (-150) y: (-141)\ngo to x: (-163) y: (140)\ngo to x: (-212) y: (108)\ngo to x: (-212) y: (54)\nforever\n repeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n else\n change size by (((50) - (size)) / (4))\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (restart v)\n\n@title\n\nwhen flag clicked\nbroadcast (clear v)\nshow\ngo to x: (0) y: (0)\nforever\n forever\n set y to ((([sin v] of ((timer) * (100)) ) * (25)) + (50))\n set x to ((([sin v] of ((timer) * (50)) ) * (25)) + (0))\n point in direction ((([tan v] of ((timer) * (10)) ) * (50)) + (50))\n forever\n set y to ((([sin v] of ((timer) * (100)) ) * (5)) + (20))\n point in direction ((([sin v] of ((timer) * (50)) ) * (5)) + (90))\n set x to (20)\n forever\n set y to ((([sin v] of ((timer) * (100)) ) * (5)) + (0))\n point in direction ((([sin v] of ((timer) * (200)) ) * (5)) + (90))\n set x to (1)\n end\n end\n end\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\nforever\n repeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\n end\nend\n\n@play button/ play game @\n\nwhen this sprite clicked\nplay sound [pop v] until done\nbroadcast (Play Game v)\n\nwhen flag clicked\nshow\nforever\n repeat until <mouse down?>\n if <touching (mouse-pointer v)?> then\n change size by (((75) - (size)) / (3))\n else\n change size by (((50) - (size)) / (3))\n end\n end\nend\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\n\n@tramp2\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nhide\ngo to x: (0) y: (0)\n\ndefine Boing time. show\ngo to [front v] layer\nshow\nforever\n if <touching (dude v)?> then\n start sound [Big Boing v]\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n wait until <not <touching (dude v)?>>\n end\n switch costume to (costume2 v)\nend\n\nwhen flag clicked\nforever\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) = [6]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\nend\n\nhide\n\nwhen I receive [tramp 3. <3> v]\ngo to x: (-105) y: (-90)\nBoing time. show\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n hide\n end\nend\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [level 8 spikes v]\nhide\n\n@tramp3\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nhide\ngo to x: (0) y: (0)\n\ndefine Boing time. show\ngo to [front v] layer\nshow\nforever\n if <touching (dude v)?> then\n start sound [Big Boing v]\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n wait until <not <touching (dude v)?>>\n end\n switch costume to (costume2 v)\nend\n\nwhen flag clicked\nforever\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) = [6]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\nend\n\nwhen I receive [tramp 3. <3> v]\ngo to x: (105) y: (-90)\nBoing time. show\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [level 8 spikes v]\nhide\n\n@follow thingy\n\nwhen flag clicked\nhide\n\nwhen I receive [cave time yay v]\nshow\nforever\n go to (dude v)\nend\n\nwhen I receive [outside cloud v]\nhide\n\nwait (0.05) seconds\n\nwhen I receive [clear v]\nhide\n\n@Spikes level 2 \n\nwhen flag clicked\nhide\n\nforever\n if <(level) = [2]> then\n else\n hide\n end\nend\n\nwhen I receive [level2 spikes v]\nshow\n\nwhen I receive [level 3 spikes v]\nhide\n\nwhen I receive [clear v]\nhide\n\n@Spikes level 3\n\nwhen flag clicked\nhide\n\nwhen I receive [level 3 spikes v]\nshow\n\nwhen I receive [level4 spikes v]\nhide\n\nwhen I receive [clear v]\nhide\n\n@Spikes level 4\n\nwhen flag clicked\nhide\n\nwhen I receive [level4 spikes v]\nshow\n\nwhen I receive [level 5 spikes v]\nhide\n\nwhen I receive [clear v]\nhide\n\n@Spikes level 5\n\nwhen flag clicked\n\nwhen I receive [level 5 spikes v]\nshow\n\nwhen I receive [level 6 spikes v]\nhide\n\nwhen I receive [clear v]\nhide\n\n@Spikes level 6\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 spikes v]\nshow\n\nwhen I receive [level 7 spikes v]\nhide\n\nwhen I receive [clear v]\nhide\n\n@Spikes level 7\n\nwhen flag clicked\nhide\n\nwhen I receive [level 7 spikes v]\nshow\n\nwhen I receive [won v]\nhide\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [level 8 spikes v]\nhide\n\n@nailthumb\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Spikes level 8\n\nwhen flag clicked\nhide\n\nwhen I receive [level 8 spikes v]\nshow\n\nwhen I receive [level 9 spikes v]\nhide\n\nwhen I receive [clear v]\nhide\n\n@Spikes level 9\n\nwhen flag clicked\nhide\n\nwhen I receive [level 9 spikes v]\nshow\n\nwhen I receive [level 10 spikes v]\nhide\n\nwhen I receive [clear v]\nhide\n\n@Spikes level10\n\nwhen flag clicked\nhide\n\nwhen I receive [level 9 spikes v]\nhide\n\nwhen I receive [level 10 spikes v]\nshow\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [level 11 spikes v]\nhide\n\n@Spikes level 11\n\nwhen flag clicked\nhide\n\nwhen I receive [level 9 spikes v]\nhide\n\nwhen I receive [level 11 spikes v]\nshow\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [level 12 spikes v]\nhide\n\n@Spikes level 12\n\nwhen flag clicked\nhide\n\nwhen I receive [level 9 spikes v]\nhide\n\nwhen I receive [level 12 spikes v]\nshow\n\nwhen I receive [clear v]\nhide\n\nwhen I receive [level 13 spikes v]\nhide\n\n | Hello welcome to ADVENTURE.\nThis is a platformer made by me\nThis project has around 1000 blocks\nEnjoy\nPls like and fav for a chance of a follow and a shoutout\nComment "On Trending" if this project is on trending\n2100 veiws |
700 Follower Platformer Engine and Tutorial || #games #all #tutorial #art | @Stage\n\nwhen flag clicked\nforever\n play sound [Goodbye v] until done\nend\n\n@Player\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (17)\n change [ghost v] effect by (13)\n change size by (-7)\nend\ndelete this clone\n\ndefine |Platforming| Acceleration: (acceleration) Jump Height: (jump height) Gravity: (gravity) Wall jump Strength: (wall jump) Slope: (slope)\nswitch costume to (hitbox v)\nchange [yv v] by ((gravity) * (-1))\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (acceleration)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by ((acceleration) * (-1))\nend\nset [xv v] to ((xv) * (0.9))\nchange x by (xv)\nif <touching (ground v)?> then\n repeat (slope)\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n change y by ((slope) * (-1))\n repeat until <not <touching (ground v)?>>\n if <(xv) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to ((jump height) - (2))\n if <([abs v] of (xv) ) = (xv)> then\n set [xv v] to ((wall jump) * (-1))\n else\n set [xv v] to (wall jump)\n end\n else\n set [xv v] to [0]\n end\n end\nend\nchange y by (yv)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n if <(yv) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(yv) < [0]>> then\n set [yv v] to (jump height)\n else\n set [yv v] to [0]\n end\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\ngo to x: (-215) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n |Platforming| Acceleration: [1.1] Jump Height: [13] Gravity: [1] Wall jump Strength: [8] Slope: [12]\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (Trail v)\n stop [this script v]\n end\nend\n\nwhen I receive [trail v]\nset [ghost v] effect to (0)\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [230]> then\n broadcast (Next Level v)\n go to x: (-215) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n go to x: (-215) y: (0)\n end\nend\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Next Level Screen\n\nwhen I receive [next level v]\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.01) seconds\nend\nhide\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Cloud\n\nwhen flag clicked\nset [level v] to [0]\nset [☁ log v] to (pick random (1) to (1000000000000000))\n\n | This is a thanks for 700 followers!! For this milestone I made a tutorial/engine. Explanation of how everything works inside. PLEASE credit if you use it. ENGINE NOT GAME\n\nThis engine includes: \n-Player Trail\n-Level code\n-Death Code\n-Hitbox\n-Changeable Values\n-Walljump (credit to @corpcooga)\n-Slope detection\n-Platforming\n\nCredits:\nHuge thanks to @corpcooga for wall jump and part of code.\nInspiration of code from nowadays platformers.\nMusic: @-Xaf- - Goodbye\n\n\n#games #all #tutorial #art #enigne #platformer #700 #follower #special |
Colour a platformer | @Stage\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [color v] effect by (25)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [color v] effect by (25)\nend\n\nwhen I receive [new costume v]\nnext costume\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\n\nwhen I receive [stop but... v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [color v] effect by (25)\nend\n\nwhen flag clicked\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 (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n if <touching (sprite2 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 (sprite2 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (sprite2 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 (sprite1 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 [Alan Walker - Play \(Lyrics\) ft v] until done\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [color v] effect by (25)\nend\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\n\nwhen I receive [new costume v]\nnext costume\n\n@Sprite4\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 : Colour 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 » |
Submerged - a scrolling platformer collab! #games #all | @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 flag clicked\n\nwhen flag clicked\nset [play music v] to [yes]\nforever\n if <(play music) = [yes]> then\n if <(music on?) = [yes]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\n end\nend\n\nwhen flag clicked\nstop all sounds\nclear sound effects\n\nwhen I receive [official start v]\nforever\n play sound [Amadeus - Euphoria v] until done\n play sound [Amadeus - Legendary v] until done\n play sound [capitol v] until done\n play sound [Vexento - Forever v] until done\n play sound [Amadeus- Dominance v] until done\n play sound [bensound-summer v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [official start v]\nforever\n if <(got to final level) = [not yet]> then\n if <([costume # v] of [cube v]) = [18]> then\n switch backdrop to (underwater 4 v)\n else\n switch backdrop to (underwater 4 v)\n end\n else\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen I receive [final level v]\nset [play music v] to [no]\nrepeat (50)\n change volume by (-2)\nend\n\nwhen I receive [setup next world v]\nif <(music on?) = [yes]> then\n repeat (50)\n change volume by (2)\n end\nend\nset [play music v] to [yes]\n\n@blank\n\n@Cube\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nTest Die\nif <<touching (sprite1 v)?> or <touching (collectibles12 v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (sprite1 v)?> or <touching (collectibles12 v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <not <touching (collectibles3 v)?>>> 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 >\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\nforever\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(speed 5) < [10]> then\n if <<(costume [number v]) < [7]> or <<(costume [number v]) = [11]> or <<(costume [number v]) = [12]> or <<(costume [number v]) = [17]> or <(costume [number v]) = [18]>>>>> then\n if <(speed 5) > [2.5]> then\n change [speed 5 v] by (0.5)\n else\n change [speed 5 v] by (1.5)\n end\n else\n if <(speed 5) > [2.5]> then\n change [speed 5 v] by (0.5)\n else\n set [speed 5 v] to [3]\n end\n end\n end\n else\n if <key (down arrow v) pressed?> then\n set [speed 5 v] to [-5]\n else\n repeat until <(speed 5) < [-2]>\n change [speed 5 v] by (-0.3)\n end\n set [speed 5 v] to [-2]\n end\n end\nend\n\nwhen I receive [flag v]\nset size to (100) %\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to (world)\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n broadcast (Tick v)\n Tick\n end\n if <(EXIT) = [win]> then\n broadcast (win 2 v)\n Game - win\n else\n Game - Die\n end\nend\n\ndefine Game on\nhide\nset size to (72) %\nset [sx v] to [0]\nset [lives v] to [3]\nif <not <(costume [number v]) = [12]>> then\n set [x v] to [0]\n set [y v] to [500]\nelse\n set [x v] to [0]\n set [y v] to [0]\nend\nset [in air v] to [0]\nset [sy v] to [0]\nset [speed x v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n if <touching (water v)?> then\n if <<(costume [number v]) = [3]> or <<(costume [number v]) = [7]> or <<(costume [number v]) = [8]> or <<(costume [number v]) = [9]> or <<(costume [number v]) = [10]> or <<(costume [number v]) = [11]> or <<(costume [number v]) = [12]> or <<(costume [number v]) = [17]> or <<(costume [number v]) = [18]> or <(costume [number v]) = [19]>>>>>>>>>> then\n change [speed x v] by (-1)\n else\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [4]> or <<(costume [number v]) = [5]> or <<(costume [number v]) = [6]> or <<(costume [number v]) = [13]> or <<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or >>>>>>>> then\n change [speed x v] by (-2)\n end\n end\n else\n if <<(costume [number v]) = [3]> or <<(costume [number v]) = [7]> or <<(costume [number v]) = [8]> or <<(costume [number v]) = [9]> or <<(costume [number v]) = [10]> or <<(costume [number v]) = [11]> or <<(costume [number v]) = [12]> or <<(costume [number v]) = [17]> or <(costume [number v]) = [18]>>>>>>>>> then\n change [speed x v] by (-1.5)\n else\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [4]> or <<(costume [number v]) = [5]> or <<(costume [number v]) = [6]> or <<(costume [number v]) = [13]> or <<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <(costume [number v]) = [16]>>>>>>>>> then\n change [speed x v] by (-2)\n else\n change [speed x v] by (-2)\n end\n end\n end\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n if <touching (water v)?> then\n if <<(costume [number v]) = [3]> or <<(costume [number v]) = [7]> or <<(costume [number v]) = [8]> or <<(costume [number v]) = [9]> or <<(costume [number v]) = [10]> or <<(costume [number v]) = [11]> or <<(costume [number v]) = [12]> or <<(costume [number v]) = [17]> or <<(costume [number v]) = [18]> or <(costume [number v]) = [19]>>>>>>>>>> then\n change [speed x v] by (1)\n else\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [4]> or <<(costume [number v]) = [5]> or <<(costume [number v]) = [6]> or <<(costume [number v]) = [13]> or <<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <(costume [number v]) = [16]>>>>>>>>> then\n change [speed x v] by (2)\n else\n change [speed x v] by (1)\n end\n end\n else\n if <<(costume [number v]) = [3]> or <<(costume [number v]) = [7]> or <<(costume [number v]) = [8]> or <<(costume [number v]) = [9]> or <<(costume [number v]) = [10]> or <<(costume [number v]) = [11]> or <<(costume [number v]) = [12]> or <<(costume [number v]) = [17]> or <(costume [number v]) = [18]>>>>>>>>> then\n change [speed x v] by (1.5)\n else\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [4]> or <<(costume [number v]) = [5]> or <<(costume [number v]) = [6]> or <<(costume [number v]) = [13]> or <<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <(costume [number v]) = [16]>>>>>>>>> then\n change [speed x v] by (2)\n else\n change [speed x v] by (2)\n end\n end\n end\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) + (20))>>> then\n if <(in air) < [4]> then\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <<(costume [number v]) = [5]> or <<(costume [number v]) = [6]> or <<(costume [number v]) = [11]> or <<(costume [number v]) = [12]> or <<(costume [number v]) = [17]> or <<(costume [number v]) = [19]> or <(costume [number v]) = [18]>>>>>>>>>>> then\n set [sy v] to [16]\n else\n set [sy v] to [20]\n end\n end\nend\nif <<touching (sprite1 v)?> or <touching (collectibles10 v)?>> then\nif then\n set [sy v] to (speed 5)\nend\nif <touching (collectibles9 v)?> then\nif <touching (collectibles9 v)?> then\nif <(sy) > [-15]> then\n change [sy v] by (-2)\nend\nif <(sy) > [0]> then\n set [jump through v] to [yes boiz]\nelse\n set [jump through v] to [no whyyy]\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\nif <(SCROLL X) > [5795]> then\n set [scroll x v] to [5795]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [-1800]> then\n set [scroll y v] to [0]\nend\nif <(SCROLL Y) > [580]> then\n set [scroll y v] to [580]\nend\nif <(y) < [-2000]> then\n set [exit v] to [restart]\nend\nchange [x v] by (8)\nchange [x v] by (-8)\n\n\nif <touching (collectibles4 v)?> then\n set [sy v] to [40]\nend\n\nPosition\n\nif <key (space v) pressed?> then\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 (sprite1 v)?> or <touching (collectibles12 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\nrepeat until <not <<touching (sprite1 v)?> or <touching (collectibles12 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)\n\nchange [x v] by (sx)\nPosition\nTest Die\nif <<touching (sprite1 v)?> or <<touching (collectibles10 v)?> or <touching (collectibles8 v)?>>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (sprite1 v)?> or <<touching (collectibles10 v)?> or <touching (collectibles8 v)?>>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (sprite1 v)?> or <<touching (collectibles10 v)?> or <touching (collectibles8 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 (20)\n change [ghost v] effect by (5)\nend\n\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\n\nwait (0.5) seconds\n\nshow\n\nchange size by (-)\n\ndefine Game - win\nrepeat (50)\n point towards (sprite3 v)\n turn right (65) degrees\n move ((distance to [sprite3 v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (1)\nend\nbroadcast (home screen v)\nhide\nchange [level v] by (1)\n\nif <(in air) < [4]> then\n set [sy v] to [16]\nend\n\ndefine tick 2\n\nbroadcast (Tick v) and wait\n\nswitch costume to (cu v)\n\nwhen flag clicked\nforever\n\nif <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<<mouse down?> and <(x position) > (mouse x)>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n if <not <<<(costume [number v]) = [9]> or <(costume [number v]) = [10]>> or <(costume [number v]) = [13]>>> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n end\n end\nelse\n point in direction (90)\nend\n\nwhen I receive [hide home screen v]\n\nbroadcast (Flag v) and wait\nbroadcast (Play game v) and wait\n\ndefine win\nplay sound [Win v] until done\n\nwhen I receive [win 2 v]\nset volume to (100) %\nif <(EXIT) = [win]> then\n if <(sound effects) = [on]> then\n win\n end\nend\n\nwhen I receive [crystal v]\nif <(sound effects) = [on]> then\n set volume to (100) %\n play sound [Collect v] until done\nend\n\nbroadcast (home screen v)\n\nwhen I receive [jump v]\nset [sy v] to [40]\n\nwhen flag clicked\nswitch costume to (costume10 v)\n\nwhen flag clicked\nhide\nswitch costume to (costume10 v)\n\nwhen flag clicked\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume10 v)\nclear graphic effects\n\nwhen I receive [1 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume2 v)\nclear graphic effects\n\nwhen I receive [2 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume3 v)\nclear graphic effects\n\nwhen I receive [3 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume4 v)\nclear graphic effects\n\nwhen I receive [4 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume5 v)\nclear graphic effects\n\nwhen I receive [5 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume6 v)\nclear graphic effects\n\nwhen I receive [6 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume7 v)\nclear graphic effects\n\nwhen I receive [7 v]\nset [effect 2 v] to [off]\nset [effect v] to [on]\nswitch costume to (costume8 v)\nrepeat until <(effect) = [off]>\n change [color v] effect by (3)\nend\n\nwhen I receive [8 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume9 v)\nclear graphic effects\n\nwhen I receive [9 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume11 v)\nclear graphic effects\n\nwhen I receive [10 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume12 v)\nclear graphic effects\n\nwhen I receive [11 v]\nset [effect v] to [off]\nset [effect 2 v] to [on]\nswitch costume to (costume10 v)\nclear graphic effects\n\nwhen I receive [12 v]\nset [effect v] to [off]\nset [effect 2 v] to [off]\nswitch costume to (costume13 v)\nclear graphic effects\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\nend\n\nif <key (space v) pressed?> then\n set [ghost v] effect to (80)\n set [can get hurt v] to [false]\nelse\n clear graphic effects\n set [can get hurt v] to [true]\nend\n\nwhen I receive [jump 2 v]\nset [sy v] to [20]\n\nwhen I receive [14 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (costume10 v)\nclear graphic effects\n\nwhen I receive [13 v]\nset [effect 2 v] to [off]\nset [effect v] to [off]\nswitch costume to (box v)\nclear graphic effects\n\nwhen flag clicked\nrepeat until <touching (collectibles v)?>\n go to [back v] layer\n set [last check point x v] to [0]\n set [last checkpoint y v] to [0]\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (8) layers\nend\n\ngo [backward v] (0) layers\n\nwhen flag clicked\nforever\n set [x position v] to (x)\n set [y position v] to (y)\nend\n\nwhen flag clicked\nforever\n\nif <(lives) = [0]> then\n set [exit v] to [restart]\nend\n\nwhen flag clicked\nforever\n if <<<touching (danger4 v)?> or <<touching (collectibles3 v)?> or <<touching (collectibles5 v)?> or <<<touching (collectibles7 v)?> and <(touching lazers?) = [yes]>> or <<<touching (collectibles4 v)?> or <touching (collectibles6 v)?>> or <touching (collectibles9 v)?>>>>>> and <[] < (join [apple ] [banana])>> then\n if <(can get hurt) = [true]> then\n broadcast (show v)\n change [lives v] by (-1)\n broadcast (refresh v)\n repeat (2)\n set [ghost v] effect to (50)\n wait (0.5) seconds\n set [ghost v] effect to (0)\n wait (0.5) seconds\n end\n end\n end\n if <not <<<(costume [number v]) = [12]> and <touching (water v)?>> or <<<touching (danger4 v)?> or <<touching (collectibles3 v)?> or <<touching (danger2 v)?> or <<touching (sprite12 v)?> and <(LEVEL) = [4]>>>>> and <not <(costume [number v]) = [12]>>>>> then\n if <not <(costume [number v]) = [17]>> then\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n change [color v] effect by (3)\n else\n set [color v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [17]> then\n set [can get hurt v] to [false]\n else\n set [can get hurt v] to [true]\n end\nend\n\nif <key (space v) pressed?> then\n\ndefine Test Die\nif <(lives) = [0]> then\n set [exit v] to [restart]\nend\n\nwhen flag clicked\nset [can get hurt v] to [true]\nset [coins v] to [0]\n\nwhen flag clicked\nset [1 v] to []\nset [2 v] to []\nset [3 v] to []\nset [4 v] to []\nset [5 v] to []\nset [6 v] to []\nset [7 v] to []\nset [8 v] to []\nset [9 v] to []\nset [10 v] to []\nset [11 v] to []\nset [12 v] to []\nset [13 v] to []\nset [14 v] to []\nset [15 v] to []\nset [16 v] to []\nset [17 v] to []\nset [18 v] to []\nset [costume # v] to [19]\nforever\n switch costume to (costume #)\nend\n\nset [x v] to (last check point x)\nset [y v] to (last checkpoint y)\n\nwhen flag clicked\nforever\n set [lazer count v] to [0]\n wait (2) seconds\n set [lazer count v] to [1]\n wait (2) seconds\nend\n\nwhen I receive [official start v]\nset [got to final level v] to [not yet]\nshow\nbroadcast (Flag v) and wait\nbroadcast (Play game v) and wait\n\nwhen flag clicked\nset [costume # v] to [19]\n\nset [speed 5 v] to [3]\n\nwhen I receive [setup next world v]\nset [exit v] to [restart]\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n if <<(in air) > [10]> and <(got to final level) = [yes]>> then\n set [sy v] to [20]\n wait until <(touching ground) = [yes]>\n end\n end\nend\n\nwhen I receive [final level v]\nforever\n go to [front v] layer\n go [backward v] (120) layers\nend\n\nwhen flag clicked\nforever\n if <(got to final level) = [50]> then\n go to [back v] layer\n end\nend\n\nwhen I start as a clone\nswitch costume to (box v)\nset [ghost v] effect to (100)\nforever\n if <touching (sprite1 v)?> then\n go to x: (x pos) y: (y pos)\n set [touching ground v] to [yes]\n else\n go to x: (x pos) y: (y pos)\n set [touching ground v] to [nope]\n end\nend\n\nwhen flag clicked\nforever\n set [x pos v] to (x position)\n set [y pos v] to (y position)\nend\n\nif <key (up arrow v) pressed?> then\n set [sy v] to [5]\nelse\n set [sy v] to [-0.2]\nend\n\nwhen I receive [setup next world v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n if <(lives) > [3]> then\n set [lives v] to [3]\n end\nend\n\n@collectibles2\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nif <(attracting) = [nope]> then\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nbroadcast (Tick v) and wait\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\n\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nwhen flag clicked\nforever\n\nwhen I receive [setup v]\n\nClone at x: [5700] y: [270]\nClone at x: [5700] y: [225]\nClone at x: [5650] y: [225]\nClone at x: [5650] y: [270]\n\nClone at x: [100000] y: [40]\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(Reduce lag?) = [no]> then\n if <(costume [number v]) = [17]> then\n switch costume to (coin v)\n else\n next costume\n end\n end\n go [backward v] (34) layers\nend\n\nif <not <touching (cube v)?>> then\n switch costume to (coin v)\n repeat (15)\nend\n\nwhen [space v] key pressed\n\ndelete this clone\n\nwhen I receive [setup v]\n\nClone at x: [-28] y: [-50]\nClone at x: [-28] y: [-100]\nClone at x: [-28] y: [-150]\nClone at x: [-28] y: [-200]\nClone at x: [-28] y: [-250]\nClone at x: [-28] y: [-300]\nClone at x: [-28] y: [-350]\n\nClone at x: [450] y: [-475]\nClone at x: [650] y: [-400]\nClone at x: [750] y: [-500]\nClone at x: [9999999] y: [9999999]\n\nClone at x: [455] y: [-325]\nClone at x: [555] y: [-325]\nClone at x: [655] y: [-325]\nClone at x: [755] y: [-325]\nClone at x: [855] y: [-325]\n\nwhen this sprite clicked\nClone at x: [455] y: [-500]\n\nwhen I receive [1 v]\n\nClone at x: [3150] y: [-750]\n\nClone at x: [3100] y: [-700]\n\ndefine attract (speed)\n\nattract (distance to [cube v])\n\npoint towards (cube v)\nrepeat (20)\n move (10) steps\nend\n\nrepeat until <touching (cube v)?>\n\nif <not <touching (cube v)?>> then\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I start as a clone\nset [attracting v] to [nope]\nforever\n if <<touching (cube v)?> or <touching (sprite10 v)?>> then\n if <(size) = [350]> then\n set [mosaic effect v] to [10]\n repeat until <(mosaic effect) = [0]>\n change [mosaic v] effect by (mosaic effect)\n change [mosaic effect v] by (-1)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n if <touching (sprite10 v)?> then\n set [attracting v] to [yes]\n glide (0.5) secs to (cube v)\n set [attracting v] to [nope]\n end\n if <(size) = [100]> then\n change [coins v] by (1)\n else\n if <(size) = [180]> then\n change [coins v] by (100)\n else\n change [coins v] by (500)\n end\n end\n start sound [Collect v]\n repeat (20)\n if <(size) = [100]> then\n switch costume to (+1 v)\n else\n switch costume to (+100 v)\n end\n change [ghost v] effect by (5)\n change [y v] by (2)\n end\n delete this clone\n end\n clear sound effects\nend\n\nClone at x: [3250] y: [650]\nClone at x: [3300] y: [650]\nClone at x: [3150] y: [-700]\n\nClone at x: [3350] y: [650]\nClone at x: [3400] y: [650]\nClone at x: [3450] y: [650]\nClone at x: [3500] y: [650]\nClone at x: [3550] y: [650]\n\nClone at x: [3000] y: [650]\nClone at x: [3050] y: [650]\nClone at x: [3100] y: [650]\nClone at x: [3150] y: [650]\nClone at x: [3200] y: [650]\nClone at x: [999999999] y: [0]\n\nClone at x: [3210] y: [550]\n\nwhen I receive [official start v]\nset [checkpoints v] to [yes]\nswitch costume to (green flag v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nif <(got to final level) = [not yet]> then\n Clone at x: [-28] y: [300]\n Clone at x: [-28] y: [200]\n Clone at x: [-28] y: [100]\n Clone at x: [-28] y: [0]\n Clone at x: [-28] y: [-100]\n Clone at x: [-28] y: [200]\n Clone at x: [-28] y: [300]\n Clone at x: [-28] y: [400]\n Clone at x: [155] y: [-325]\n Clone at x: [255] y: [-325]\n Clone at x: [355] y: [-325]\n Clone at x: [455] y: [-400]\n Clone at x: [555] y: [-500]\n Clone at x: [655] y: [-500]\n Clone at x: [755] y: [-500]\n Clone at x: [750] y: [580]\n Clone at x: [800] y: [590]\n Clone at x: [850] y: [600]\n Clone at x: [900] y: [608]\n Clone at x: [950] y: [614]\n Clone at x: [1000] y: [615]\n Clone at x: [1050] y: [618]\n Clone at x: [1100] y: [620]\n Clone at x: [1150] y: [624]\n Clone at x: [1200] y: [624]\n Clone at x: [1250] y: [626]\n Clone at x: [1300] y: [628]\n Clone at x: [1350] y: [630]\n Clone at x: [1400] y: [632]\n Clone at x: [1450] y: [634]\n Clone at x: [1500] y: [636]\n Clone at x: [1550] y: [638]\n Clone at x: [1600] y: [642]\n Clone at x: [1650] y: [645]\n Clone at x: [1700] y: [648]\n Clone at x: [1750] y: [650]\n Clone at x: [1800] y: [650]\n Clone at x: [1400] y: [-105]\n Clone at x: [1450] y: [-105]\n Clone at x: [1500] y: [-105]\n Clone at x: [1550] y: [-105]\n Clone at x: [1600] y: [-105]\n Clone at x: [1650] y: [-105]\n Clone at x: [1700] y: [-105]\n Clone at x: [1750] y: [-105]\n Clone at x: [1800] y: [-105]\n Clone at x: [1850] y: [-105]\n Clone at x: [2950] y: [-800]\n Clone at x: [3000] y: [-800]\n Clone at x: [3050] y: [-800]\n Clone at x: [3100] y: [-800]\n Clone at x: [3150] y: [-800]\n Clone at x: [2950] y: [-750]\n Clone at x: [3000] y: [-750]\n Clone at x: [3050] y: [-750]\n Clone at x: [3100] y: [-750]\n Clone at x: [2950] y: [-700]\n Clone at x: [3000] y: [-700]\n Clone at x: [3050] y: [-700]\n Clone at x: [3000] y: [650]\n Clone at x: [3050] y: [650]\n Clone at x: [3100] y: [650]\n Clone at x: [3150] y: [650]\n Clone at x: [3200] y: [650]\n Clone at x: [3010] y: [600]\n Clone at x: [3060] y: [600]\n Clone at x: [3110] y: [600]\n Clone at x: [3160] y: [600]\n Clone at x: [3210] y: [550]\n Clone at x: [3010] y: [550]\n Clone at x: [3060] y: [550]\n Clone at x: [3110] y: [550]\n Clone at x: [3160] y: [550]\n Clone at x: [3210] y: [550]\n Clone at x: [3010] y: [500]\n Clone at x: [3060] y: [500]\n Clone at x: [3110] y: [500]\n Clone at x: [3160] y: [500]\n Clone at x: [3210] y: [500]\n Clone at x: [3000] y: [450]\n Clone at x: [3050] y: [450]\n Clone at x: [3100] y: [450]\n Clone at x: [3150] y: [450]\n Clone at x: [3200] y: [450]\n Clone at x: [3000] y: [400]\n Clone at x: [3050] y: [400]\n Clone at x: [3100] y: [400]\n Clone at x: [3150] y: [400]\n Clone at x: [3200] y: [400]\n Clone at x: [3000] y: [350]\n Clone at x: [3050] y: [350]\n Clone at x: [3100] y: [350]\n Clone at x: [3150] y: [350]\n Clone at x: [3200] y: [350]\n Clone at x: [3000] y: [300]\n Clone at x: [3050] y: [300]\n Clone at x: [3100] y: [300]\n Clone at x: [3150] y: [300]\n Clone at x: [3200] y: [300]\n change size by (80)\n Clone at x: [3447] y: [-781]\n Clone at x: [999999999] y: [0]\nelse\nend\n\nwhen I receive [setup next world v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@collectibles3\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nif <touching (cube v)?> then\n set [exit v] to [restart]\nend\n\nbroadcast (Tick v) and wait\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [back v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [backward v] (40) layers\nend\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I receive [setup v]\nset [checkpoints v] to [yes]\nswitch costume to (green flag v)\ngo to [back v] layer\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nif <(got to final level) = [not yet]> then\n Clone at x: [-120] y: [250]\n Clone at x: [-120] y: [50]\n Clone at x: [-120] y: [-150]\n Clone at x: [-120] y: [-350]\n Clone at x: [60] y: [350]\n Clone at x: [60] y: [150]\n Clone at x: [60] y: [-50]\n Clone at x: [60] y: [-250]\n Clone at x: [999999999] y: [50]\nend\n\nClone at x: [5120] y: [175]\n\nwhen I start as a clone\nforever\n if <(Reduce lag?) = [no]> then\n turn right (5) degrees\n end\nend\n\nClone at x: [-130] y: [-330]\n\nClone at x: [4350] y: [5]\nClone at x: [4545] y: [-90]\nClone at x: [5020] y: [300]\nClone at x: [5220] y: [300]\nClone at x: [5320] y: [175]\nClone at x: [4920] y: [175]\nClone at x: [5020] y: [50]\nClone at x: [5220] y: [50]\nClone at x: [100000] y: [-75]\n\nClone at x: [-120] y: [350]\nClone at x: [-120] y: [250]\nClone at x: [-120] y: [150]\n\nwhen flag clicked\nhide\n\n@Sprite4\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\n\nstop [this script v]\n\nwhen I receive [show v]\n\nset [menu v] to [no]\nnext costume\nbroadcast (clone v)\nSmooth Glide x: (0) y: (240) speed: (4)\nwait until <touching (mouse-pointer v)?>\nswitch costume to (costume1 v)\nbroadcast (close v)\nSmooth Glide x: (0) y: (280) speed: (5)\nset [menu v] to [yes]\n\nwhen I receive [front layer v]\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n go to [front v] layer\n go [forward v] (1000000000) layers\n end\nend\n\nwhen I receive [official start v]\nwait (0.1) seconds\nset [print v] to [no]\nset [menu v] to [yes]\nswitch costume to (costume1 v)\ngo to x: (0) y: (280)\nforever\n set [ghost v] effect to (20)\n if <<(menu) = [yes]> and <(show menu) = [yes]>> then\n if <touching (mouse-pointer v)?> then\n next costume\n broadcast (clone v)\n set [print v] to [yes]\n Smooth Glide x: (0) y: (240) speed: (4)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n broadcast (close v)\n set [print v] to [no]\n Smooth Glide x: (0) y: (280) speed: (5)\n end\n end\nend\n\nwhen I receive [official start v]\nforever\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen I receive [official start v]\nshow\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n go to [front v] layer\n go [forward v] (1000000000) layers\n broadcast (front layer v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [final level v]\nswitch costume to (costume1 v)\nhide\nbroadcast (close v)\nset [print v] to [no]\nSmooth Glide x: (0) y: (280) speed: (5)\n\nwhen I receive [setup next world v]\nshow\n\nset [print v] to [no]\nSmooth Glide x: (0) y: (280) speed: (5)\n\nwhen I receive [win v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [close v]\ndelete this clone\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <not <<(costume [number v]) = [4]> or <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>>>> then\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n if <(size) = [100]> then\n if <(sound) = [yes]> then\n start sound [Touch v]\n end\n end\n repeat until <(size) = [110]>\n change size by (5)\n change [brightness v] effect by (5)\n end\n set size to (110) %\n set [brightness v] effect to (10)\n else\n repeat until <(size) = [100]>\n change size by (-5)\n change [brightness v] effect by (-5)\n end\n set size to (100) %\n set [brightness v] effect to (0)\n end\n end\nend\n\nwait until <touching (mouse-pointer v)?>\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I receive [clone v]\nclone icon at x: [-215] y: [152] icon number [1]\nclone icon at x: [-160] y: [152] icon number [2]\nclone icon at x: [-75] y: [152] icon number [3]\nif <(lives) = [1]> then\n clone icon at x: [15] y: [152] icon number [4]\nend\nif <(lives) = [2]> then\n clone icon at x: [15] y: [152] icon number [5]\nend\nif <(lives) = [3]> then\n clone icon at x: [15] y: [152] icon number [6]\nend\n\nclone icon at x: [215] y: [152] icon number [6]\n\ndefine clone icon at x: (x) y: (y) icon number (icon)\nswitch costume to (icon)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen [space v] key pressed\n\nset size to (110) %\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (settings v)\nend\nif <(costume [number v]) = [2]> then\n set [exit v] to [restart]\n stop [this script v]\nend\nif <(costume [number v]) = [3]> then\n broadcast (open shop v)\n stop [this script v]\nend\n\nwhen flag clicked\nset [music on? v] to [yes]\nset [sound v] to [yes]\n\nrepeat (2)\n\nwhen I receive [refresh v]\nbroadcast (menu v)\n\nwhen I receive [setup v]\nbroadcast (refresh v)\n\nwhen I start as a clone\nforever\n wait (0.1) seconds\n if <<(costume [number v]) = [4]> or <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>>> then\n if <(lives) = [3]> then\n switch costume to (6 v)\n else\n if <(lives) = [2]> then\n switch costume to (5 v)\n else\n switch costume to (4 v)\n end\n end\n end\nend\n\nswitch costume to (5 v)\nset [sound v] to [no]\nstop [this script v]\n\n@water\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (5) layers\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n set [ghost v] effect to (50)\n if <([costume # v] of [cube v]) = [18]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [official start v]\nshow\n\nwhen I receive [setup next world v]\nhide\n\nchange [coins v] by (500)\n\n@Sprite7\n\nwhen flag clicked\nforever\n front\n front\nend\n\ndefine front\ngo to [front v] layer\ngo [backward v] (2) layers\n\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [open shop v]\nset [ghost v] effect to (20)\nSmooth Glide x: (0) y: (-100) speed: (5)\nset [shop open? v] to [yes]\nwait (2) seconds\nwait until <not <touching (mouse-pointer v)?>>\nset [shop open? v] to [no]\nbroadcast (close shop v)\nSmooth Glide x: (0) y: (-310) speed: (4)\nrepeat (2)\n change [ghost v] effect by (40)\nend\n\nwhen flag clicked\nset [shop open? v] to [no]\ngo to x: (0) y: (-310)\nset [ghost v] effect to (100)\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\n@Sprite8\n\ndefine clone (item) at x: (x) y: (y)\nswitch costume to (item)\ngo to x: (x) y: (y)\nset [clone id v] to [item]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [open shop v]\nclone [1] at x: [-190] y: [5]\nclone [2] at x: [-115] y: [5]\nclone [3] at x: [-40] y: [5]\nclone [4] at x: [35] y: [5]\nclone [5] at x: [110] y: [5]\nclone [6] at x: [185] y: [5]\nclone [7] at x: [-190] y: [-70]\nclone [8] at x: [-115] y: [-70]\nclone [9] at x: [-40] y: [-70]\nclone [10] at x: [35] y: [-70]\nclone [11] at x: [110] y: [-70]\nclone [12] at x: [185] y: [-70]\nclone [13] at x: [-190] y: [-145]\nclone [14] at x: [-115] y: [-145]\nclone [15] at x: [-40] y: [-145]\nclone [16] at x: [35] y: [-145]\nclone [17] at x: [110] y: [-145]\nclone [18] at x: [185] y: [-145]\nclone info\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nforever\n go to [front v] layer\nend\n\ngo [forward v] (160) layers\n\nwhen I receive [close shop v]\ndelete this clone\n\nwhen I start as a clone\nif <(clone ID) = [item]> then\n forever\n if <touching (mouse-pointer v)?> then\n if <(size) = [100]> then\n if <(sound) = [yes]> then\n set volume to (100) %\n start sound [Touch v]\n end\n end\n repeat until <(size) = [110]>\n change size by (5)\n change [brightness v] effect by (5)\n end\n set size to (110) %\n set [brightness v] effect to (10)\n else\n repeat until <(size) = [100]>\n change size by (-5)\n change [brightness v] effect by (-5)\n end\n set size to (100) %\n set [brightness v] effect to (0)\n end\n end\nend\n\ngo to [front v] layer\n\nwhen I start as a clone\nif <(clone ID) = [item]> then\n forever\n if <(costume [number v]) = [3]> then\n change [color v] effect by (3)\n else\n if <(costume [number v]) = [17]> then\n repeat (5)\n set [ghost v] effect to (pick random (0) to (50))\n wait (pick random (0) to (0.1)) seconds\n end\n wait (pick random (0) to (0.5)) seconds\n else\n if <(costume [number v]) = [4]> then\n go [backward v] (1) layers\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(clone ID) = [item]> then\n forever\n check if touching mouse\n end\nend\n\ndefine check if touching mouse\nif <touching (mouse-pointer v)?> then\n set [item v] to (costume [name v])\nend\n\nwhen I start as a clone\nforever\n if <touching (sprite16 v)?> then\n set [touching mouse? v] to [yes]\n else\n set [touching mouse? v] to [no]\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n if <(1) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [9]> then\n change [coins v] by (-10)\n set [costume # v] to (costume [number v])\n set [1 v] to [bought]\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n if <(2) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [9]> then\n change [coins v] by (-10)\n set [costume # v] to (costume [number v])\n set [2 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [3]> then\n if <(3) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [9]> then\n change [coins v] by (-10)\n set [costume # v] to (costume [number v])\n set [3 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [4]> then\n if <(4) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [9]> then\n change [coins v] by (-10)\n set [costume # v] to (costume [number v])\n set [4 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [5]> then\n if <(5) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [9]> then\n change [coins v] by (-10)\n set [costume # v] to (costume [number v])\n set [5 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [6]> then\n if <(6) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [9]> then\n change [coins v] by (-10)\n set [costume # v] to (costume [number v])\n set [6 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [7]> then\n if <(7) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [19]> then\n change [coins v] by (-20)\n set [costume # v] to (costume [number v])\n set [7 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [8]> then\n if <(8) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [19]> then\n change [coins v] by (-20)\n set [costume # v] to (costume [number v])\n set [8 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [9]> then\n if <(9) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [19]> then\n change [coins v] by (-20)\n set [costume # v] to (costume [number v])\n set [9 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [10]> then\n if <(10) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [19]> then\n change [coins v] by (-20)\n set [costume # v] to (costume [number v])\n set [10 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [11]> then\n if <(11) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [19]> then\n change [coins v] by (-20)\n set [costume # v] to (costume [number v])\n set [11 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [12]> then\n if <(12) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [19]> then\n change [coins v] by (-20)\n set [costume # v] to (costume [number v])\n set [12 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [13]> then\n if <(13) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [49]> then\n change [coins v] by (-50)\n set [costume # v] to (costume [number v])\n set [13 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [14]> then\n if <(14) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [49]> then\n change [coins v] by (-50)\n set [costume # v] to (costume [number v])\n set [14 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [15]> then\n if <(15) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [49]> then\n change [coins v] by (-50)\n set [costume # v] to (costume [number v])\n set [15 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [16]> then\n if <(16) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [49]> then\n change [coins v] by (-50)\n set [costume # v] to (costume [number v])\n set [16 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [17]> then\n if <(17) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [199]> then\n change [coins v] by (-200)\n set [costume # v] to (costume [number v])\n set [17 v] to [bought]\n end\n end\n else\n if <(costume [number v]) = [18]> then\n if <(18) > []> then\n set [costume # v] to (costume [number v])\n else\n if <(coins) > [199]> then\n change [coins v] by (-200)\n set [costume # v] to (costume [number v])\n set [18 v] to [bought]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine clone info\nset [clone id v] to [info]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clone ID) = [info]> then\n forever\n go to x: ((mouse x) + (50)) y: ((mouse y) + (50))\n set [ghost v] effect to (20)\n go to [front v] layer\n costume #\n end\nend\n\ndefine costume #\nswitch costume to ((item) + (18))\n\nset [1 v] to [bought]\n\n@Sprite14\n\ndefine print\nbroadcast (delete v)\nset [element v] to [1]\nif <(length of (coins)) < [3]> then\n go to x: (((length of [22]) * (152)) / (2)) y: (152)\nelse\n go to x: (((length of [22]) * (138)) / (2)) y: (152)\nend\nrepeat (length of (coins))\n switch costume to (letter (element) of (coins))\n create clone of (_myself_ v)\n if <(length of (coins)) < [3]> then\n change x by (25)\n else\n change x by (20)\n end\n change [element v] by (1)\nend\n\nwhen I receive [delete v]\ndelete this clone\n\nwhen I start as a clone\nif <(length of (coins)) < [3]> then\n set size to (100) %\nelse\n set size to (75) %\nend\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [close v]\nbroadcast (delete v)\n\nset size to (100) %\n\nset size to (75) %\n\nwhen I receive [official start v]\nset [print v] to [no]\nforever\n if <(print) = [yes]> then\n print\n wait (0.05) seconds\n end\nend\n\n@Sprite16\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (mouse-pointer v)\nend\n\n@Sprite18\n\nwhen flag clicked\nshow\nforever\n go to (cube v)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1000) layers\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [cube v]) = [11]> then\n show\n else\n hide\n end\nend\n\n@Sprite17\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume1 v)\nClone at x: [360] y: [0]\nClone at x: [500] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [0] y: [500]\nClone at x: [360] y: [-500]\nClone at x: [600] y: [500]\nClone at x: [-240] y: [-500]\nClone at x: [360] y: [0]\nClone at x: [360] y: [100]\nClone at x: [360] y: [0]\nClone at x: [500] y: [0]\nClone at x: [500] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [999999999] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (40) layers\nend\n\n@collectibles13\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n broadcast (win v)\nend\ndelete this clone\n\nbroadcast (Tick v) and wait\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (115) layers\n set size to (100) %\nend\n\nwhen I receive [open v]\n\nwhen I receive [setup v]\nset [checkpoints v] to [yes]\nswitch costume to (key v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nif <(got to final level) = [yes]> then\n Clone at x: [1100] y: [550]\nend\nClone at x: [1000000] y: [0m]\n\nClone at x: [2832] y: [-825]\nClone at x: [5665] y: [258]\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nwait (1) seconds\nforever\n go to [front v] layer\n front layer\n front layer\n front layer\n front layer\n set size to (100) %\nend\n\nwhen I start as a clone\nforever\n go to x: ((mouse x) + (50)) y: ((mouse y) - (-25))\nend\n\ndefine front layer\ngo to [front v] layer\ngo to [front v] layer\n\ndefine check item\ngo to [front v] layer\nif <<(y position) < [60]> and <(shop open?) = [yes]>> then\n go to [front v] layer\n front layer\n set [ghost v] effect to (20)\n switch costume to (item)\nelse\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (costume3 v)\n wait until <(y position) < [60]>\nend\n\nif <(touching) = [yes]> then\nswitch costume to (costume3 v)\n\nwhen I start as a clone\nforever\n check item\nend\n\nwhen I receive [open shop v]\ncreate clone of (_myself_ v)\n\nwhen I receive [close v]\ndelete this clone\n\n@Sprite2\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume1 v)\nif <(got to final level) = [not yet]> then\n Clone at x: [360] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [500]\n Clone at x: [360] y: [-500]\n Clone at x: [600] y: [500]\n Clone at x: [-240] y: [-500]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\n Clone at x: [360] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [360] y: [0]\nelse\n switch costume to (costume18 v)\n Clone at x: [10000] y: [0]\n Clone at x: [10000] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (150) layers\nend\n\nwhen flag clicked\nif <(costume [number v]) = [20]> then\n forever\n repeat (100)\n change [y v] by (2)\n end\n repeat (100)\n change [y v] by (-2)\n end\n end\nend\n\nClone at x: [360] y: [0]\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume1 v)\nif <(got to final level) = [not yet]> then\n Clone at x: [360] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [2200] y: [-500]\n Clone at x: [99999999] y: [0]\nelse\n switch costume to (costume7 v)\n Clone at x: [0] y: [360]\n Clone at x: [500] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [10000] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (115) layers\nend\n\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [0] y: [500]\nClone at x: [360] y: [-500]\nClone at x: [600] y: [500]\nClone at x: [-240] y: [-500]\nClone at x: [360] y: [0]\nClone at x: [360] y: [100]\nClone at x: [360] y: [0]\nClone at x: [500] y: [0]\nClone at x: [500] y: [0]\nClone at x: [360] y: [0]\n\nwhen flag clicked\nhide\n\nwhen [1 v] key pressed\nset [got to final level v] to [yes]\n\nwhen [2 v] key pressed\nchange [lives v] by (1)\nwait until <not <key (2 v) pressed?>>\n\nClone at x: [360] y: [0]\n\n@danger4\n\nwhen I receive [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 (costume5 v)\nClone at x: [360] y: [0]\nClone at x: [500] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [500] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [forward v] (50) layers\nend\n\nwhen flag clicked\nhide\n\n@collectibles4\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nif <touching (cube v)?> then\n set [exit v] to [restart]\nend\n\nbroadcast (Tick v) and wait\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [back v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [backward v] (40) layers\nend\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I receive [setup v]\nset [checkpoints v] to [yes]\nswitch costume to (green flag v)\ngo to [back v] layer\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nif <(got to final level) = [not yet]> then\n Clone at x: [500] y: [-550]\n Clone at x: [700] y: [-550]\n Clone at x: [900] y: [-550]\n Clone at x: [1100] y: [-550]\n Clone at x: [9999999] y: [0]\nend\n\nwhen I start as a clone\nforever\n if <(Reduce lag?) = [no]> then\n turn right (5) degrees\n end\nend\n\nClone at x: [-130] y: [-330]\n\nClone at x: [4350] y: [5]\nClone at x: [4545] y: [-90]\nClone at x: [5020] y: [300]\nClone at x: [5220] y: [300]\nClone at x: [5320] y: [175]\nClone at x: [4920] y: [175]\nClone at x: [5020] y: [50]\nClone at x: [5220] y: [50]\nClone at x: [100000] y: [-75]\n\nClone at x: [-120] y: [350]\nClone at x: [-120] y: [250]\nClone at x: [-120] y: [150]\n\nwhen I start as a clone\nforever\n repeat (80)\n change [y v] by (4)\n end\n repeat (80)\n change [y v] by (-4)\n end\nend\n\nClone at x: [500] y: [-550]\nClone at x: [600] y: [-550]\nClone at x: [700] y: [-550]\nClone at x: [600] y: [-550]\nClone at x: [-120] y: [-150]\nClone at x: [-120] y: [-350]\nClone at x: [60] y: [350]\nClone at x: [60] y: [150]\nClone at x: [60] y: [-50]\nClone at x: [60] y: [-250]\nClone at x: [999999999] y: [50]\nClone at x: [5120] y: [175]\n\nwhen flag clicked\nhide\n\n@collectibles5\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nif <touching (cube v)?> then\n set [exit v] to [restart]\nend\n\nbroadcast (Tick v) and wait\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [back v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go [backward v] (40) layers\nend\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I receive [setup v]\nset [checkpoints v] to [yes]\nswitch costume to (green flag v)\ngo to [back v] layer\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nif <(got to final level) = [not yet]> then\n Clone at x: [600] y: [-250]\n Clone at x: [800] y: [-250]\n Clone at x: [1000] y: [-250]\n Clone at x: [1200] y: [-250]\n Clone at x: [9999999] y: [0]\nend\n\nwhen I start as a clone\nforever\n turn right (5) degrees\nend\n\nClone at x: [-130] y: [-330]\n\nClone at x: [4350] y: [5]\nClone at x: [4545] y: [-90]\nClone at x: [5020] y: [300]\nClone at x: [5220] y: [300]\nClone at x: [5320] y: [175]\nClone at x: [4920] y: [175]\nClone at x: [5020] y: [50]\nClone at x: [5220] y: [50]\nClone at x: [100000] y: [-75]\n\nClone at x: [-120] y: [350]\nClone at x: [-120] y: [250]\nClone at x: [-120] y: [150]\n\nwhen I start as a clone\nforever\n repeat (80)\n change [y v] by (-4)\n end\n repeat (80)\n change [y v] by (4)\n end\nend\n\nClone at x: [500] y: [-550]\nClone at x: [600] y: [-550]\nClone at x: [700] y: [-550]\nClone at x: [600] y: [-550]\nClone at x: [-120] y: [-150]\nClone at x: [-120] y: [-350]\nClone at x: [60] y: [350]\nClone at x: [60] y: [150]\nClone at x: [60] y: [-50]\nClone at x: [60] y: [-250]\nClone at x: [999999999] y: [50]\nClone at x: [5120] y: [175]\n\nwhen flag clicked\nhide\n\n@collectibles6\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nif <touching (cube v)?> then\n set [exit v] to [restart]\nend\n\nbroadcast (Tick v) and wait\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [back v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n if <(got to final level) = [not yet]> then\n go to [front v] layer\n go [backward v] (175) layers\n else\n go to [front v] layer\n go [backward v] (50) layers\n end\nend\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I receive [setup v]\nset [checkpoints v] to [yes]\nswitch costume to (green flag v)\ngo to [back v] layer\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nif <(got to final level) = [not yet]> then\n clear graphic effects\n Clone at x: [775] y: [175]\n Clone at x: [975] y: [175]\n Clone at x: [1175] y: [175]\n Clone at x: [5120] y: [175]\n Clone at x: [2450] y: [-70]\n Clone at x: [2650] y: [-30]\n Clone at x: [99999] y: [0]\nelse\n set [brightness v] effect to (-100)\n Clone at x: [450] y: [310]\n Clone at x: [650] y: [310]\n Clone at x: [999999] y: [0]\nend\n\nwhen I start as a clone\nforever\n\nClone at x: [-130] y: [-330]\n\nClone at x: [4350] y: [5]\nClone at x: [4545] y: [-90]\nClone at x: [5020] y: [300]\nClone at x: [5220] y: [300]\nClone at x: [5320] y: [175]\nClone at x: [4920] y: [175]\nClone at x: [5020] y: [50]\nClone at x: [5220] y: [50]\nClone at x: [100000] y: [-75]\n\nturn right (5) degrees\n\nwhen I start as a clone\nif <(got to final level) = [yes]> then\n set [brightness v] effect to (-100)\nend\nwait (pick random (0) to (2)) seconds\nforever\n repeat (20)\n change [y v] by (-10)\n end\n repeat (50)\n change [y v] by (4)\n end\n wait (pick random (0) to (2)) seconds\nend\n\nClone at x: [1175] y: [140]\n\nwhen flag clicked\nhide\n\n@collectibles7\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwait (0.05) seconds\n\nif <touching (cube v)?> then\n set [exit v] to [restart]\nend\n\nbroadcast (Tick v) and wait\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [back v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (141) layers\nend\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I receive [setup v]\nif <(got to final level) = [not yet]> then\n set [checkpoints v] to [yes]\n switch costume to (green flag v)\n go to [back v] layer\n clear sound effects\n hide\n set [x v] to [0]\n set [collected max v] to [0]\n set [y v] to [0]\n set size to (100) %\n switch costume to (2 v)\n Clone at x: [2050] y: [520]\n switch costume to (4 v)\n Clone at x: [3115] y: [-500]\n Clone at x: [9999999] y: [0]\nend\n\nClone at x: [2050] y: [280]\n\nClone at x: [-130] y: [-330]\n\nClone at x: [4350] y: [5]\nClone at x: [4545] y: [-90]\nClone at x: [5020] y: [300]\nClone at x: [5220] y: [300]\nClone at x: [5320] y: [175]\nClone at x: [4920] y: [175]\nClone at x: [5020] y: [50]\nClone at x: [5220] y: [50]\nClone at x: [100000] y: [-75]\n\nClone at x: [-120] y: [350]\nClone at x: [-120] y: [250]\nClone at x: [-120] y: [150]\n\nClone at x: [500] y: [-550]\nClone at x: [600] y: [-550]\nClone at x: [700] y: [-550]\nClone at x: [600] y: [-550]\nClone at x: [-120] y: [-150]\nClone at x: [-120] y: [-350]\nClone at x: [60] y: [350]\nClone at x: [60] y: [150]\nClone at x: [60] y: [-50]\nClone at x: [60] y: [-250]\nClone at x: [999999999] y: [50]\nClone at x: [5120] y: [175]\n\nClone at x: [800] y: [-250]\nClone at x: [1000] y: [-250]\nClone at x: [1200] y: [-250]\n\nwhen I start as a clone\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n switch costume to (1 v)\n set [touching lazers? v] to [yes]\n wait (2) seconds\n switch costume to (2 v)\n set [touching lazers? v] to [no]\n wait (2) seconds\n end\nend\n\nset [touching lazers? v] to [yes]\n\nwhen I start as a clone\nforever\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n switch costume to ((lazer count) + (3))\n end\nend\n\nwait (2) seconds\nswitch costume to (4 v)\nwait (2) seconds\n\nwhen flag clicked\nhide\n\n@collectibles8\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n if <not <(lives) = [3]>> then\n change [lives v] by (1)\n end\n repeat (10)\n change [ghost v] effect by (10)\n change [y v] by (3)\n end\n delete this clone\nend\nif <touching (cube v)?> then\n delete this clone\nend\n\nif <(size) = [100]> then\n change [coins v] by (1)\nelse\n change [coins v] by (100)\nend\n\nbroadcast (Tick v) and wait\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I receive [setup v]\n\nClone at x: [5700] y: [270]\nClone at x: [5700] y: [225]\nClone at x: [5650] y: [225]\nClone at x: [5650] y: [270]\n\nClone at x: [100000] y: [40]\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (50) layers\n next costume\nend\n\nif <not <touching (cube v)?>> then\n switch costume to (coin v)\n repeat (15)\nend\n\nwhen [space v] key pressed\n\ndelete this clone\n\nwhen I receive [setup v]\nif <(got to final level) = [not yet]> then\n set [checkpoints v] to [yes]\n switch costume to (green flag v)\n clear sound effects\n hide\n set [x v] to [0]\n set [collected max v] to [0]\n set [y v] to [0]\n set size to (100) %\n Clone at x: [695] y: [100]\n Clone at x: [2150] y: [570]\n Clone at x: [3358] y: [-870]\n Clone at x: [800] y: [-450]\n Clone at x: [3000] y: [-248]\n Clone at x: [99999999999] y: [0]\nend\n\nClone at x: [-28] y: [-50]\nClone at x: [-28] y: [-100]\nClone at x: [-28] y: [-150]\nClone at x: [-28] y: [-200]\nClone at x: [-28] y: [-250]\nClone at x: [-28] y: [-300]\nClone at x: [-28] y: [-350]\n\nClone at x: [450] y: [-475]\nClone at x: [650] y: [-400]\nClone at x: [750] y: [-500]\nClone at x: [9999999] y: [9999999]\n\nClone at x: [455] y: [-325]\nClone at x: [555] y: [-325]\nClone at x: [655] y: [-325]\nClone at x: [755] y: [-325]\nClone at x: [855] y: [-325]\n\nClone at x: [-28] y: [300]\nClone at x: [-28] y: [200]\nClone at x: [-28] y: [100]\nClone at x: [-28] y: [0]\nClone at x: [-28] y: [-100]\nClone at x: [-28] y: [200]\nClone at x: [-28] y: [300]\nClone at x: [-28] y: [400]\nClone at x: [155] y: [-325]\nClone at x: [255] y: [-325]\nClone at x: [355] y: [-325]\nClone at x: [455] y: [-400]\nClone at x: [455] y: [-500]\nClone at x: [555] y: [-500]\nClone at x: [655] y: [-500]\nClone at x: [755] y: [-500]\nClone at x: [700] y: [560]\nClone at x: [750] y: [580]\nClone at x: [800] y: [590]\nClone at x: [850] y: [600]\nClone at x: [900] y: [608]\nClone at x: [950] y: [614]\nClone at x: [1000] y: [615]\nClone at x: [1050] y: [618]\nClone at x: [1100] y: [620]\nClone at x: [1150] y: [624]\nClone at x: [1200] y: [624]\nClone at x: [1250] y: [626]\nClone at x: [1300] y: [628]\nClone at x: [1350] y: [630]\nClone at x: [1400] y: [632]\nClone at x: [1450] y: [634]\nClone at x: [1500] y: [636]\nClone at x: [1550] y: [638]\nClone at x: [1600] y: [642]\nClone at x: [1650] y: [645]\nClone at x: [1700] y: [648]\nClone at x: [1750] y: [650]\nClone at x: [1800] y: [650]\nClone at x: [1400] y: [-105]\nClone at x: [1450] y: [-105]\nClone at x: [1500] y: [-105]\nClone at x: [1550] y: [-105]\nClone at x: [1600] y: [-105]\nClone at x: [1650] y: [-105]\nClone at x: [1700] y: [-105]\nClone at x: [1750] y: [-105]\nClone at x: [1800] y: [-105]\nClone at x: [1850] y: [-105]\nClone at x: [999999999] y: [0]\n\nClone at x: [618] y: [50]\nClone at x: [9999999999] y: [0]\n\nClone at x: [200] y: [-350]\nClone at x: [99999999] y: [0]\n\nClone at x: [3108] y: [-450]\n\nClone at x: ([x v] of [cube v]) y: ([y v] of [cube v])\nClone at x: [99999999999] y: [0]\n\nwhen flag clicked\nhide\n\n@collectibles9\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nif <touching (cube v)?> then\n set [exit v] to [restart]\nend\n\nbroadcast (Tick v) and wait\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [back v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (80) layers\nend\n\ngo [backward v] (60) layers\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nwhen flag clicked\nforever\n\nwhen I receive [setup v]\nset [checkpoints v] to [yes]\nswitch costume to (green flag v)\ngo to [back v] layer\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nif <(got to final level) = [not yet]> then\n Clone at x: [2960] y: [-851]\n Clone at x: [999999999] y: [0]\nelse\n Clone at x: [99999999] y: []\nend\n\nClone at x: [600] y: [-250]\nClone at x: [800] y: [-250]\nClone at x: [1000] y: [-250]\nClone at x: [1200] y: [-250]\nClone at x: [9999999] y: [0]\n\nClone at x: [4350] y: [5]\nClone at x: [4545] y: [-90]\nClone at x: [5020] y: [300]\nClone at x: [5220] y: [300]\nClone at x: [5320] y: [175]\nClone at x: [4920] y: [175]\nClone at x: [5020] y: [50]\nClone at x: [5220] y: [50]\nClone at x: [100000] y: [-75]\n\nClone at x: [-120] y: [350]\nClone at x: [-120] y: [250]\nClone at x: [-120] y: [150]\n\nwhen I start as a clone\nforever\n repeat (90)\n change [x v] by (2)\n end\n repeat (90)\n change [x v] by (-2)\n end\nend\n\nClone at x: [500] y: [-550]\nClone at x: [600] y: [-550]\nClone at x: [700] y: [-550]\nClone at x: [600] y: [-550]\nClone at x: [-120] y: [-150]\nClone at x: [-120] y: [-350]\nClone at x: [60] y: [350]\nClone at x: [60] y: [150]\nClone at x: [60] y: [-50]\nClone at x: [60] y: [-250]\nClone at x: [999999999] y: [50]\nClone at x: [5120] y: [175]\n\nClone at x: [2960] y: [-850]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@collectibles10\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n\nbroadcast (Tick v) and wait\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\n\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I receive [setup v]\n\nClone at x: [100000] y: [40]\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (20) layers\nend\n\nif <not <touching (cube v)?>> then\n switch costume to (coin v)\n repeat (15)\nend\n\nwhen [space v] key pressed\n\ndelete this clone\n\nwhen I receive [setup v]\n\nClone at x: [-28] y: [-50]\nClone at x: [-28] y: [-100]\nClone at x: [-28] y: [-150]\nClone at x: [-28] y: [-200]\nClone at x: [-28] y: [-250]\nClone at x: [-28] y: [-300]\nClone at x: [-28] y: [-350]\n\nClone at x: [455] y: [-325]\nClone at x: [555] y: [-325]\nClone at x: [655] y: [-325]\nClone at x: [755] y: [-325]\nClone at x: [855] y: [-325]\n\nwhen this sprite clicked\nClone at x: [455] y: [-500]\n\nwhen I receive [1 v]\n\nClone at x: [3150] y: [-750]\n\nClone at x: [3100] y: [-700]\n\nClone at x: [3150] y: [-700]\n\nnext costume\n\ndelete this clone\n\nif <(size) = [100]> then\n change [coins v] by (1)\nelse\n change [coins v] by (100)\nend\n\nwhen I start as a clone\nforever\n if <(distance to [cube v]) < [150]> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait until <not <(distance to [cube v]) < [150]>>\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n set [ghost v] effect to (0)\nend\n\nClone at x: [450] y: [-475]\nClone at x: [650] y: [-400]\nClone at x: [750] y: [-500]\nClone at x: [9999999] y: [9999999]\n\nClone at x: [5700] y: [270]\nClone at x: [5700] y: [225]\nClone at x: [5650] y: [225]\nClone at x: [5650] y: [270]\n\nClone at x: [892] y: [538]\n\nnext costume\n\nwhen flag clicked\nClone at x: [2855] y: [-795]\nClone at x: [999999] y: [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [official start v]\nset [checkpoints v] to [yes]\nswitch costume to (green flag v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nswitch costume to (costume3 v)\nif <(got to final level) = [not yet]> then\n Clone at x: [3365] y: [-880]\n Clone at x: [3462] y: [-795]\n Clone at x: [2839] y: [-804]\n Clone at x: [999999999] y: [0]\n Clone at x: [999999999] y: [0]\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (thumbnail v)\npoint in direction (90)\ngo to x: (-400) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (thumbnail v)\npoint in direction (90)\ngo to x: (-400) y: (0)\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n change x by (((0) - (x position)) / (2))\nend\nset x to (0)\n\n@Sprite5\n\nwhen flag clicked\nset size to (120) %\nrepeat (5)\n create clone of (_myself_ v)\n next costume\nend\nhide\nforever\n turn right (5) degrees\n go to [front v] layer\n go [backward v] (20) layers\nend\n\nwhen I start as a clone\nset size to (120) %\nforever\n turn left ((costume [number v]) * (2)) degrees\n go to [front v] layer\n go [backward v] (20) layers\nend\n\nwhen I start as a clone\nforever\n if <([costume # v] of [cube v]) = [18]> then\n show\n else\n hide\n end\nend\n\ngo to (cube v)\ngo to (cube v)\n\nwhen I start as a clone\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (-180)\nend\n\n@fire\n\nwhen flag clicked\nforever\n switch costume to (1 v)\n repeat (10)\n next costume\n wait (0.05) seconds\n end\n if <([costume # v] of [cube v]) = [12]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n if <(shop open?) = [no]> then\n if <([costume # v] of [cube v]) = [18]> then\n go to x: ([x position v] of [cube v]) y: (([y position v] of [cube v]) + (25))\n go to [front v] layer\n show\n go [backward v] (10) layers\n else\n go to [back v] layer\n hide\n end\n else\n show\n go to [front v] layer\n go [forward v] (100) layers\n go to x: (185) y: (-100)\n end\nend\n\nwhen I start as a clone\nif <(shop open?) = [no]> then\n set y to (([x position v] of [cube v]) - (10))\nend\nmove (pick random (-20) to (20)) steps\nset size to (75) %\nswitch costume to (12 v)\nset [speed y v] to (pick random (0.5) to (1.5))\nrepeat (100)\n change y by (speed y)\n change [ghost v] effect by (1)\n change size by (-0.5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (81) layers\nend\n\nwhen flag clicked\nforever\n\nwhen I receive [open shop v]\nset [shop opened? v] to [yes]\nforever\n if <(shop opened?) = [yes]> then\n go to [front v] layer\n end\n go to [back v] layer\nend\n\nwhen I receive [close shop v]\nset [shop opened? v] to [no]\n\n@Sprite9\n\nwhen flag clicked\nset size to (120) %\nrepeat (5)\n create clone of (_myself_ v)\n next costume\nend\nhide\nforever\n turn right (5) degrees\n go to [front v] layer\n go [backward v] (20) layers\nend\n\nwhen I start as a clone\nset size to (120) %\nforever\n turn left ((costume [number v]) * (2)) degrees\n go to [front v] layer\n go [backward v] (20) layers\nend\n\nwhen I start as a clone\nforever\n if <([costume # v] of [cube v]) = [17]> then\n show\n else\n hide\n end\nend\n\ngo to (cube v)\ngo to (cube v)\n\nwhen I start as a clone\nforever\n go to (cube v)\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (-180)\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\nset size to (120) %\nswitch costume to (costume1 v)\nrepeat (5)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (costume5 v)\nforever\n turn right (5) degrees\n go to x: ([x position v] of [cube v]) y: (([y position v] of [cube v]) + (55))\n go to [front v] layer\n go [backward v] (20) layers\nend\n\nwhen I start as a clone\nset size to (175) %\nforever\n turn left ((costume [number v]) * (1.2)) degrees\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen I start as a clone\nforever\n if <([costume # v] of [cube v]) = [12]> then\n show\n else\n hide\n end\nend\n\ngo to (cube v)\ngo to (cube v)\n\nwhen I start as a clone\nforever\n go to (cube v)\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [cube v]) = [12]> then\n show\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen I start as a clone\nshow\nset size to (pick random (50) to (150)) %\nset [ghost v] effect to (50)\nchange x by (pick random (-10) to (10))\nif <([costume # v] of [cube v]) = [5]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\nrepeat until <(y position) > [150]>\n change [ghost v] effect by (-1)\n change y by ((size) / (120))\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(pick random (0) to (1)) = [1]> then\n repeat (pick random (5) to (20))\n change x by (pick random (0.2) to (0.5))\n end\n else\n repeat (pick random (5) to (20))\n change x by (pick random (-0.2) to (-0.5))\n end\n end\nend\n\ndefine change x\n\nchange x\n\nwhen I receive [official start v]\nhide\nforever\n go to (cube v)\n if <not <([costume # v] of [cube v]) = [18]>> then\n wait (pick random (0) to (5)) seconds\n if <(got to final level) = [not yet]> then\n create clone of (_myself_ v)\n end\n end\nend\n\n@Thanks!\n\nwhen flag clicked\nwait (0.05) seconds\nswitch costume to (costume1 v)\nwait until <<(item (1) of [detect v]) = [1]> and <(item (2) of [detect v]) = [1]>>\ngo to x: (0) y: (-180)\nswitch costume to (costume2 v)\nSmooth Glide x: (0) y: (-120) speed: (5)\nwait (2) seconds\nSmooth Glide x: (0) y: (-180) speed: (5)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nswitch costume to (thanks! v)\nwait (2) seconds\nswitch costume to (nothing 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\n@Sprite11\n\nwhen flag clicked\nforever\n front\n front\nend\n\ndefine front\ngo to [front v] layer\ngo [backward v] (2) layers\n\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [settings v]\nset [ghost v] effect to (20)\nSmooth Glide x: (-20) y: (0) speed: (5)\nwait (2) seconds\nwait until <not <touching (mouse-pointer v)?>>\nbroadcast (close settings page v)\nSmooth Glide x: (-150) y: (0) speed: (4)\nrepeat (2)\n change [ghost v] effect by (40)\nend\n\nwhen flag clicked\nset [shop open? v] to [no]\ngo to x: (0) y: (-310)\nset [ghost v] effect to (100)\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\n@Sprite12\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [close settings page v]\ndelete this clone\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <[0] = [0]> then\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (5)\n change [brightness v] effect by (5)\n end\n set size to (110) %\n set [brightness v] effect to (10)\n else\n repeat until <(size) = [100]>\n change size by (-5)\n change [brightness v] effect by (-5)\n end\n set size to (100) %\n set [brightness v] effect to (0)\n end\n end\nend\n\nwait until <touching (mouse-pointer v)?>\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I receive [settings v]\nif <(music on?) = [yes]> then\n clone icon at x: [-118] y: [50] icon number [2]\nelse\n clone icon at x: [-118] y: [50] icon number [1]\nend\nif <(sound) = [yes]> then\n clone icon at x: [-118] y: [-10] icon number [4]\nelse\n clone icon at x: [-118] y: [-10] icon number [3]\nend\nif <(show coordinates) = [yes]> then\n clone icon at x: [-118] y: [-70] icon number [6]\nelse\n clone icon at x: [-118] y: [-70] icon number [5]\nend\nif <(Reduce lag?) = [yes]> then\n clone icon at x: [-118] y: [-130] icon number [8]\nelse\n clone icon at x: [-118] y: [-130] icon number [7]\nend\n\ndefine clone icon at x: (x) y: (y) icon number (icon)\nswitch costume to (icon)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen [space v] key pressed\n\nset size to (110) %\n\nwhen this sprite clicked\nif <(sound effects) = [yes]> then\n start sound [Touch v]\nend\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <(costume [number v]) = [1]> then\n switch costume to (2 v)\n set [music on? v] to [yes]\n else\n switch costume to (1 v)\n set [music on? v] to [nope]\n end\nend\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n if <(costume [number v]) = [3]> then\n switch costume to (4 v)\n set [sound effects v] to [no]\n else\n switch costume to (3 v)\n set [sound effects v] to [yes]\n end\nend\nif <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n if <(costume [number v]) = [5]> then\n switch costume to (6 v)\n set [show coordinates v] to [yes]\n else\n switch costume to (5 v)\n set [show coordinates v] to [no]\n end\n wait until <not <mouse down?>>\nend\nif <<(costume [number v]) = [7]> or <(costume [number v]) = [8]>> then\n if <(costume [number v]) = [7]> then\n switch costume to (8 v)\n set [reduce lag? v] to [yes]\n else\n switch costume to (7 v)\n set [reduce lag? v] to [no]\n end\n wait until <not <mouse down?>>\nend\n\nwhen flag clicked\nset [music on? v] to [yes]\nset [sound v] to [yes]\n\nrepeat (2)\n\nwhen I receive [refresh v]\nbroadcast (menu v)\n\nwhen I receive [setup v]\nbroadcast (refresh v)\n\nswitch costume to (3 v)\nset [sound v] to [no]\nstop [this script v]\n\nwhen flag clicked\nset [reduce lag? v] to [no]\n\n@Sprite13\n\nwhen flag clicked\nset [ghost v] effect to (20)\nforever\n if <(show coordinates) = [yes]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [cube v]) y: (([y position v] of [cube v]) + (50))\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <<([x v] of [cube v]) < [0]> and <([y v] of [cube v]) < [0]>> then\n switch costume to (costume2 v)\n else\n if <<([x v] of [cube v]) < [0]> and <([y v] of [cube v]) > [0]>> then\n switch costume to (costume3 v)\n else\n if <<([x v] of [cube v]) > [0]> and <([y v] of [cube v]) < [0]>> then\n switch costume to (costume4 v)\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\n@x coordinates\n\ndefine print\nbroadcast (delete 2 v)\nset [element 2 v] to [1]\ngo to x: ((((length of [22]) * (-38)) / (2)) + ([x position v] of [cube v])) y: (([y position v] of [cube v]) + (74))\nif <([x v] of [cube v]) < [0]> then\n repeat ((length of ([x v] of [cube v])) - (1))\n switch costume to (letter (element 2) of ([abs v] of ([x v] of [cube v]) ))\n create clone of (_myself_ v)\n change x by (15)\n change [element 2 v] by (1)\n end\nelse\n repeat (length of ([x v] of [cube v]))\n switch costume to (letter (element 2) of ([abs v] of ([x v] of [cube v]) ))\n create clone of (_myself_ v)\n change x by (15)\n change [element 2 v] by (1)\n end\nend\n\nwhen I receive [delete 2 v]\ndelete this clone\n\nwhen I start as a clone\nset size to (50) %\nshow\nforever\n go to [front v] layer\nend\n\nset size to (100) %\n\nset size to (75) %\n\nwhen I receive [official start v]\nset [show coordinates v] to [no]\nforever\n if <<(show coordinates) = [yes]> and <(show menu) = [yes]>> then\n print\n end\nend\n\nwhen flag clicked\nset [show coordinates v] to [no]\nforever\n if <(show coordinates) = [no]> then\n broadcast (delete 2 v)\n end\nend\n\nwait (0.05) seconds\n\nwhen I receive [final level v]\nbroadcast (delete 2 v)\n\n@x coordinates2\n\ndefine print\nbroadcast (delete 3 v)\nset [element 3 v] to [1]\ngo to x: ((((length of [22]) * (62)) / (2)) + ([x position v] of [cube v])) y: (([y position v] of [cube v]) + (74))\nif <([y v] of [cube v]) < [0]> then\n repeat ((length of (round ([y v] of [cube v]))) - (1))\n switch costume to (letter (element 3) of ([abs v] of ([y v] of [cube v]) ))\n create clone of (_myself_ v)\n change x by (15)\n change [element 3 v] by (1)\n end\nelse\n repeat (length of (round ([y v] of [cube v])))\n switch costume to (letter (element 3) of ([abs v] of (round ([y v] of [cube v])) ))\n create clone of (_myself_ v)\n change x by (15)\n change [element 3 v] by (1)\n end\nend\n\nwhen I receive [delete 3 v]\ndelete this clone\n\nwhen I start as a clone\nset size to (50) %\nshow\nforever\n go to [front v] layer\nend\n\nset size to (100) %\n\nset size to (75) %\n\nwhen I receive [official start v]\nset [show coordinates v] to [no]\nforever\n if <<(show coordinates) = [yes]> and <(show menu) = [yes]>> then\n print\n end\nend\n\nwhen flag clicked\nset [show coordinates v] to [no]\nforever\n if <(show coordinates) = [no]> then\n broadcast (delete 3 v)\n end\nend\n\nwait (0.05) seconds\n\nwhen I receive [final level v]\nbroadcast (delete 3 v)\n\n@collectibles15\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n broadcast (win v)\n delete this clone\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen flag clicked\nhide\n\ndefine attract (speed)\n\nwhen I receive [setup next world v]\nset [checkpoints v] to [yes]\nswitch costume to (green flag v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nClone at x: [1100] y: [550]\nClone at x: [99999999] y: [999999]\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (115) layers\n set size to (100) %\nend\n\n@Sprite19\n\nwhen flag clicked\nhide\n\nwhen I receive [submerged v]\nset [start effect v] to [-10]\nswitch costume to (costume1 v)\nshow\ncreate clone of (_myself_ v)\nrepeat (50)\n set x to (pick random (start effect) to ([abs v] of (start effect) ))\n set y to (pick random (start effect) to ([abs v] of (start effect) ))\n change [start effect v] by (0.2)\nend\nwait (2) seconds\nbroadcast (fade out v)\nwait (2) seconds\nbroadcast (official start v)\nhide\nbroadcast (delete clone v)\n\nwhen I start as a clone\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (costume3 v)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [fade out v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [delete clone v]\ndelete this clone\n\n@Sprite20\n\nwhen flag clicked\nhide\n\nwhen I receive [official start v]\n\nswitch costume to (costume23 v)\n\nwhen I receive [introduction v]\ngo to [front v] layer\nwait (2) seconds\nshow\nswitch costume to (costume7 v)\nset [brightness v] effect to (0)\nbroadcast (transition v)\nrepeat (28)\n next costume\n wait (0.01) seconds\nend\nwait (2) seconds\nnext costume\nbroadcast (star thingy v)\nwait (4) seconds\nhide\nbroadcast (Submerged v)\n\nswitch costume to (costume2 v)\n\nnext costume\nwait (5) seconds\n\n@Sprite21\n\nwhen flag clicked\nhide\n\nwhen I receive [transition v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (2)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.8) seconds\nhide\n\nwhen I receive [introduction v]\nshow\nforever\n go to [front v] layer\nend\n\n@Sprite22\n\nwhen flag clicked\nhide\ngo to x: (-10) y: (100)\n\nwhen I receive [star thingy v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nrepeat (80)\n change y by (-1)\nend\nhide\n\nhide\n\n@collectibles11\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (cube v)?> then\n set [ghost v] effect to (0)\n if <(got to final level) = [not yet]> then\n broadcast (final level v)\n set [got to final level v] to [yes]\n end\nend\n\nbroadcast (Tick v) and wait\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\nwhen I start as a clone\nforever\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (50) layers\n set size to (100) %\nend\n\nwhen I receive [open v]\n\nwhen flag clicked\nset [checkpoints v] to [yes]\nswitch costume to (key v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nClone at x: [2832] y: [-825]\nClone at x: [5665] y: [258]\n\nwhen I start as a clone\nset [ghost v] effect to (20)\nforever\n change [color v] effect by (3)\nend\n\n@Sprite23\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [final level v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [final level v]\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (14) layers\nend\n\nwhen I receive [give reward v]\nchange [coins v] by (100)\nwait (1) seconds\nnext costume\nwait (1) seconds\nbroadcast (setup next world v)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [show menu v] to [yes]\n\n@Sprite24\n\nwhen I start as a clone\nset y to (-125)\nset size to (0) %\nswitch costume to (id)\nrepeat (300)\n show\n set [brightness v] effect to (100)\n change size by (((size) - (80)) / (-3))\n change [ghost v] effect by (0.5)\n change y by (1)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [final level v]\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [final level v]\nwait (1) seconds\nwait (1) seconds\nswitch costume to (black v)\nwait (0.2) seconds\nhide\nset [id v] to [0]\nrepeat (4)\n change [id v] by (1)\n create clone of (_myself_ v)\n wait (2) seconds\nend\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nwait (5.5) seconds\nbroadcast (clone buttons v)\nwait (0.5) seconds\n\n@Sprite28\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset size to (100) %\nforever\n go to [front v] layer\nend\n\nwhen I receive [win v]\nset volume to (0) %\nshow\nset [start effect v] to [-10]\nswitch costume to (win screen v)\nrepeat (50)\n set x to (pick random (start effect) to ([abs v] of (start effect) ))\n set y to (pick random (start effect) to ([abs v] of (start effect) ))\n change [start effect v] by (0.2)\n change [ghost v] effect by (-2)\nend\nwait (0.5) seconds\nprint\nswitch costume to (win screen v)\ngo to x: (0) y: (0)\nwait (10) seconds\nstop [all v]\n\nwhen flag clicked\nset [seconds v] to [0]\nforever\n change [seconds v] by (1)\n wait (1) seconds\nend\n\ndefine print\nset [digit v] to [1]\nset [clone v] to [1]\nrepeat (length of (seconds))\n switch costume to (letter (digit) of (seconds))\n create clone of (_myself_ v)\n change x by (25)\n change [digit v] by (1)\n set [clone v] to (digit)\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\ngo to x: (250) y: (-110)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nSmooth Glide x: ((-35) + ((clone) * (25))) y: (-110) speed: (5)\ngo to x: ((-35) + ((clone) * (25))) y: (-110)\n\nwhen [space v] key pressed\ndelete this clone\n\n@Sprite26\n\nwhen flag clicked\nhide\n\nwhen I receive [setup next world v]\nshow\ngo to [front v] layer\nforever\n go to x: (([x position v] of [cube v]) / (2)) y: (([y position v] of [cube v]) / (2))\nend\n\nwhen I receive [setup next world v]\nforever\n if <(costume #) = [11]> then\n set [ghost v] effect to (30)\n else\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (10) layers\nend\n\n@Sprite27\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume1 v)\nif <(got to final level) = [not yet]> then\n Clone at x: [360] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [2200] y: [-500]\n Clone at x: [99999999] y: [0]\nelse\n switch costume to (costume7 v)\n Clone at x: [0] y: [360]\n Clone at x: [500] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [10000] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (100) layers\nend\n\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [0] y: [500]\nClone at x: [360] y: [-500]\nClone at x: [600] y: [500]\nClone at x: [-240] y: [-500]\nClone at x: [360] y: [0]\nClone at x: [360] y: [100]\nClone at x: [360] y: [0]\nClone at x: [500] y: [0]\nClone at x: [500] y: [0]\nClone at x: [360] y: [0]\n\nwhen flag clicked\nhide\n\nwhen [1 v] key pressed\nset [got to final level v] to [yes]\n\nwhen [2 v] key pressed\nchange [lives v] by (1)\nwait until <not <key (2 v) pressed?>>\n\nClone at x: [360] y: [0]\n\nwhen [space v] key pressed\nset [coins v] to [100]\n\n@collectibles12\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (Tick v) and wait\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (50) layers\n set size to (100) %\nend\n\nwhen I receive [open v]\n\nwhen I receive [setup v]\nset [checkpoints v] to [yes]\nswitch costume to (key v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nif <(got to final level) = [yes]> then\n Clone at x: [894] y: [306]\n Clone at x: [999999] y: [0]\nend\nClone at x: [1000000] y: [0m]\n\nClone at x: [2832] y: [-825]\nClone at x: [5665] y: [258]\n\nwhen I receive [unlock v]\ndelete this clone\n\n@collectibles14\n\nwhen I receive [flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nbroadcast (Tick v) and wait\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nchange [collected max v] by (1)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nClone at x: [892] y: [538]\n\nClone at x: [650] y: [367]\nClone at x: [893] y: [510]\nClone at x: [885] y: [556]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nClone at x: [978] y: [210]\nClone at x: [997] y: [220]\nClone at x: [1020] y: [229]\nClone at x: [1050] y: [211]\nClone at x: [1092] y: [204]\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\n\ndelete this clone\n\nplay sound [Coin v] until done\n\nclear sound effects\n\nwhen flag clicked\nforever\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (50) layers\n set size to (100) %\nend\n\nwhen I receive [open v]\n\nwhen I receive [setup v]\nset [checkpoints v] to [yes]\nswitch costume to (key v)\nclear sound effects\nhide\nset [x v] to [0]\nset [collected max v] to [0]\nset [y v] to [0]\nset size to (100) %\nif <(got to final level) = [yes]> then\n Clone at x: [894] y: [306]\n Clone at x: [999999] y: [0]\nend\nClone at x: [1000000] y: [0m]\n\nClone at x: [2832] y: [-825]\nClone at x: [5665] y: [258]\n\nwhen I start as a clone\nset [answering v] to [no]\nforever\n if <<touching (cube v)?> and <(answering) = [no]>> then\n set [answering v] to [yes]\n ask [Enter code] and wait\n wait until <not <(answer) = []>>\n check answer\n wait (1) seconds\n set [answering v] to [no]\n end\nend\n\ndefine check answer\nif <(answer) = [5082]> then\n broadcast (unlock v)\nend\n\nwhen I receive [unlock v]\ndelete this clone\n\n@Sprite25\n\nwhen flag clicked\nhide\n\nwhen I receive [final level v]\nwait (10) seconds\n\ndefine Make buttons\nswitch costume to (costume3 v)\ngo to x: (-50) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\ngo to x: (50) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\ngo to x: (-50) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ngo to x: (50) y: (0)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (75)\nset [ghost v] effect to (100)\nshow\nswitch costume to (costume5 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\ngo to x: (-100) y: (0)\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [brightness v] to [-100]\nforever\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [4]>> then\n if <touching (mouse-pointer v)?> then\n repeat until <(brightness) > [-1]>\n change [brightness v] by (10)\n set [brightness v] effect to (brightness)\n end\n else\n repeat until <(brightness) < [-100]>\n change [brightness v] by (-10)\n set [brightness v] effect to (brightness)\n end\n end\n end\nend\n\nset size to (120) %\n\nset size to (100) %\n\nset size to (120) %\n\nset size to (100) %\n\nwhen flag clicked\nset [show menu v] to [yes]\n\nwhen I receive [final level v]\nset [show menu v] to [no]\n\nwhen this sprite clicked\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n broadcast (give reward v)\nelse\n ask [] and wait\n if <(answer) = [yes]> then\n stop [all v]\n end\nend\n\nwhen I receive [give reward v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [clone buttons v]\nMake buttons\n\nwhen I receive [final level v]\nforever\n go to [front v] layer\nend\n\n@cloud\n\nwhen flag clicked\nreset timer\nhide\n\nwhen flag clicked\n\nwait until <<(timer) > [7.2]> or <key (space v) pressed?>>\n\nwhen I receive [connected :d v]\nstop [other scripts in sprite v]\nstart sound [wadasdalan woooooo v]\nrepeat (10)\n change size by (((size) - (250)) / (-3))\n change [ghost v] effect by (10)\nend\nhide\nwait (0.4) seconds\nbroadcast (introduction v)\n\nwhen I receive [start game v]\nshow\ngo to x: (0) y: (0)\nset size to (200) %\nset [ghost v] effect to (100)\nrepeat (100)\n change size by (((size) - (100)) / (-3))\n change [f v] by (1)\n if <[29] < (f)> then\n set [f v] to [1]\n end\n switch costume to (join [f] (f))\n change [ghost v] effect by (-10)\nend\nbroadcast (Connected :D v)\n\n@Intro for @bookdog17\n\nwhen flag clicked\n@bookdog17 Intro\n\ndefine @bookdog17 Intro\nset [sequence v] to [1]\nset [i v] to [0]\nset [i2 v] to [0]\nhide\nclear graphic effects\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (100) %\nset volume to (200) %\nstart sound [Xaf - Inferno v]\nswitch costume to (dot v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [2]>\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nswitch costume to (logo2 v)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nswitch costume to (logo3 v)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nswitch costume to (logo4 v)\ncreate clone of (_myself_ v)\nwait (0.7) seconds\nset [sequence v] to [3]\nwait (2.9) seconds\nset [sequence v] to [5]\nswitch costume to (complete logo v)\ncreate clone of (_myself_ v)\nswitch costume to (circle :p v)\ncreate clone of (_myself_ v)\nswitch costume to (flash v)\ncreate clone of (_myself_ v)\nParticles UwU\nwait (1.15) seconds\nset [sequence v] to [6]\nwait until <(Sequence) = [7]>\nswitch costume to (bars v)\ngo to x: (0) y: (-135)\nrepeat (5)\n create clone of (_myself_ v)\n change y by (72)\n wait (.05) seconds\nend\ngo to x: (0) y: (0)\nwait until <(Sequence) = [8]>\ngo to x: (-170) y: (0)\nswitch costume to (name v)\nrepeat (5)\n create clone of (_myself_ v)\n change x by (85)\n next costume\n wait (.05) seconds\nend\ngo to x: (0) y: (0)\nwait until <(Sequence) = [10]>\nswitch costume to (filler v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [11]>\nbroadcast (Start Game v)\n\nwhen I start as a clone\nif <(costume [number v]) < [5]> then\n show\n go to x: (240) y: (0)\n point in direction (45)\n set size to (0) %\n set [ghost v] effect to (100)\n repeat until <(Sequence) = [3]>\n change [ghost v] effect by (-5)\n set [i v] to (((i) * (.8)) + (((90) - (direction)) / (5)))\n turn right (i) degrees\n change size by (((75) - (size)) / (5))\n change x by (((0) - (x position)) / (5))\n end\n repeat (20)\n set [i v] to (((i) * (.8)) + (((100) - (size)) / (5)))\n change size by (i)\n turn right (((100) - (direction)) / (5)) degrees\n end\n if <(costume [number v]) = [1]> then\n set [i v] to [10]\n set [i2 v] to [10]\n repeat (40)\n turn right ((x position) / (40)) degrees\n change [ghost v] effect by (3)\n change x by (i2)\n set [i2 v] to ((i2) * (.9))\n change y by (i)\n change [i v] by (-1)\n change size by (-1)\n end\n set [sequence v] to [4]\n delete this clone\n else\n if <(costume [number v]) = [2]> then\n set [i v] to [15]\n set [i2 v] to [5]\n repeat (40)\n turn right ((x position) / (40)) degrees\n change [ghost v] effect by (3)\n change x by (i2)\n set [i2 v] to ((i2) * (.9))\n change y by (i)\n change [i v] by (-1)\n change size by (-1)\n end\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n set [i v] to [10]\n set [i2 v] to [20]\n repeat (40)\n turn right ((x position) / (40)) degrees\n change [ghost v] effect by (3)\n change x by (i2)\n set [i2 v] to ((i2) * (.9))\n change y by (i)\n change [i v] by (-1)\n change size by (-1)\n end\n delete this clone\n else\n set [i v] to [15]\n set [i2 v] to [-5]\n repeat (40)\n turn right ((x position) / (40)) degrees\n change [ghost v] effect by (3)\n change x by (i2)\n set [i2 v] to ((i2) * (.9))\n change y by (i)\n change [i v] by (-1)\n change size by (-1)\n end\n delete this clone\n end\n end\n end\nend\nif <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n hide\n switch costume to (dot v)\n set size to (50) %\n set [ghost v] effect to (100)\n go to x: (0) y: (50)\n point in direction (90)\n show\n set [i v] to [8]\n repeat (40)\n if <not <(y position) < [0]>> then\n change [ghost v] effect by (-10)\n change y by (i)\n change [i v] by (-1)\n end\n end\n set y to (0)\n repeat (15)\n switch costume to (sizehackie v)\n set size to (i) %\n change size by (((1400) - (size)) / (3))\n set [i v] to (size)\n switch costume to (dot v)\n end\n set [sequence v] to [2]\n wait until <(Sequence) = [4]>\n repeat (15)\n set size to (i) %\n change size by (((50) - (size)) / (2.3))\n set [i v] to (size)\n switch costume to (dot v)\n end\n set [i v] to [12.5]\n repeat (40)\n change [ghost v] effect by (8)\n change size by (-0.4)\n change y by (i)\n change [i v] by (-2)\n end\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (120)\n set [ghost v] effect to (100)\n repeat until <(Sequence) = [6]>\n change [ghost v] effect by (-10)\n set [i v] to (((i) * (.8)) + (((90) - (direction)) / (5)))\n turn right (i) degrees\n set y to ((10) * ([cos v] of (((timer) - (1)) * (200)) ))\n set [i2 v] to (((i2) * (.8)) + (((100) - (size)) / (5)))\n change size by (i2)\n end\n set [ghost v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n change size by (((0) - (size)) / (5))\n set [i v] to (((i) * (.8)) + (((45) - (direction)) / (5)))\n turn right (i) degrees\n end\n set [sequence v] to [7]\n delete this clone\nend\nif <<(costume [number v]) = [8]> or <(costume [number v]) = [9]>> then\n hide\n set size to (20) %\n set [ghost v] effect to (80)\n set [i2 v] to [5]\n show\n repeat (50)\n switch costume to (another size hack v)\n set size to (i) %\n change size by (i2)\n set [i v] to (size)\n change [i2 v] by (2)\n switch costume to (circle :p v)\n end\nend\nif <(costume [number v]) = [10]> then\n hide\n set [ghost v] effect to (0)\n set [brightness v] effect to (-100)\n go to x: (0) y: (0)\n point in direction (90)\n go to [front v] layer\n show\n repeat (40)\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(costume [number v]) = [11]> then\n show\n go [backward v] (2) layers\n set size to (pick random (80) to (120)) %\n set [i v] to (pick random (-20) to (20))\n set [i2 v] to (pick random (10) to (20))\n set [ghost v] effect to (pick random (10) to (40))\n set [brightness v] effect to (pick random (-20) to (20))\n repeat until <touching (_edge_ v)?>\n change [ghost v] effect by (2)\n change x by (i)\n change y by (i2)\n change [i2 v] by (-2)\n end\n delete this clone\nend\nif <(costume [number v]) = [12]> then\n show\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 (0.5) seconds\n repeat until <(round (x position)) = [465]>\n change x by (((465) - (x position)) / (5))\n change [ghost v] effect by (5)\n end\n set [sequence v] to [8]\n delete this clone\nend\nif <<(costume [number v]) > [12]> and <[18] > (costume [number v])>> then\n show\n go to x: (x position) y: (-360)\n point in direction (45)\n set size to (0) %\n set [ghost v] effect to (100)\n repeat (60)\n change [ghost v] effect by (-5)\n set [i2 v] to (((i2) * (.8)) + (((0) - (y position)) / (5)))\n set [i v] to (((i2) * (.8)) + (((93) - (size)) / (5)))\n change size by (i)\n change y by (i2)\n turn right (((90) - (direction)) / (5)) degrees\n end\n set [sequence v] to [9]\n set [i v] to [0]\n set [i2 v] to [0]\n clear graphic effects\n go to x: (x position) y: (0)\n repeat (30)\n change [brightness v] effect by (5)\n change x by (((0) - (x position)) / (5))\n change size by (-1)\n end\n set [sequence v] to [10]\n delete this clone\nend\nif <(costume [number v]) = [18]> then\n go to x: (-500) y: (500)\n show\n clear graphic effects\n repeat (20)\n go to x: ((x position) / (1.2)) y: ((y position) / (1.2))\n end\n wait (.05) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (0.3) seconds\n set [sequence v] to [11]\n delete this clone\nend\n\ndefine Particles UwU\ngo [backward v] (1) layers\nswitch costume to (particle v)\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n | ----------------------------------------------------------------------------\ntop loved! 1-11-21\n----------------------------------------------------------------------------\nPlay his version!!! https://scratch.mit.edu/projects/469942287/\n----------------------------------------------------------------------------\nI dared @sterlon to love... And he did >:)\n----------------------------------------------------------------------------\nSubmerged - a scrolling platformer collab\n----------------------------------------------------------------------------\nFeatures:\n----------------------------------------------------------------------------\n includes fun levels, many cool obstacles, nice art and best of all, a super cool shop with unique skins (most of them lol), all of them having their own special powers like super speed, fast accelerating, rainbow effect, invincibility, the ability to evaporate water, and magnetism. Pro tip: get magnetism upgrade and find the coin jackpot. Trust me. It's so satisfying to attract them! Comment if you found the jackpot in the comment section below! #games #all\n----------------------------------------------------------------------------\nInfo:\n----------------------------------------------------------------------------\n-Use keys up, right, left and down\n-Collect coins to buy upgrades\n-Find the star (located in the cave) to win\n-Try to get the fastest time possible, comment you time below\n-Have fun!\n----------------------------------------------------------------------------\nStuck? Need a hint in game?\n----------------------------------------------------------------------------\nIn ocean:\nTurn on "coordinates" in settings, and go to about x: 2830 and y: -825\nIn cave:\nAt the spawning point, double jump to reveal a cave. If you continue up, you should find the code that will help you get out\n---------------------------------------------------------------------------- |
Journey - A Platformer | @Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nclear graphic effects\nswitch backdrop to (blue sky 2 v)\nforever\n play sound [Beach Bowl Galaxy v] until done\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [8]> then\n broadcast (show v)\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nset size to (60) %\nswitch costume to (player v)\nshow\ngo to x: (-210) y: (0)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (player left v)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (player right 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 if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (spikes v)?> then\n set rotation style [all around v]\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n turn right (15) degrees\n end\n clear graphic effects\n set rotation style [left-right v]\n point in direction (90)\n go to x: (-210) y: (0)\n set size to (60) %\n set [y v] to [0]\n set [x v] to [0]\n end\n if <(x position) > [217]> then\n broadcast (Next Level v)\n go to x: (-210) y: (0)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <touching (bouncer v)?> then\n set [y v] to [15]\n end\n if <<key (up arrow v) pressed?> and <touching (bouncer v)?>> then\n set [y v] to [20]\n end\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (player v)\n end\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (level 1 v)\n\n@Bouncer\n\nwhen I receive [next level v]\nhide\n\nwhen flag clicked\nshow\ngo to x: (-19) y: (-80)\nswitch costume to (level 1 v)\n\n@cloud 2\n\nwhen flag clicked\nshow\ngo to x: (15) y: (123)\n\nwhen I receive [next level v]\nhide\n\n@cloud 1\n\nwhen flag clicked\nshow\ngo to x: (-146) y: (123)\n\nwhen I receive [next level v]\nhide\n\n@sun\n\nwhen flag clicked\nshow\ngo to x: (226) y: (145)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Treasure Chest\n\nwhen flag clicked\nhide\n\nwhen I receive [show v]\ngo to [front v] layer\nshow\ngo to x: (115) y: (-67)\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n | You're going on an adventure to find a treasure chest.\nWill you ever find it?\nFull Screen has more clear graphics\nLike and Love if you think this game is good! \n |
2021 Platformer(プラットフォーマー!) | @Stage\n\nwhen I receive [栗 v]\nwait (0.3) seconds\nforever\n play sound [Tobu - Candyland \[NCS Release\].mp3 v] until done\nend\n\nwhen flag clicked\nplay sound [Jackpot--TheFatRat v] until done\n\nwhen I receive [栗 v]\nstop all sounds\n\n@プレイヤー\n\nwhen flag clicked\nhide\nif <touching (端よう v)?> then\n wait (1) seconds\n move (-5) steps\nend\n\nwhen I receive [次のステージ v]\ngo to x: (-147) y: (-56)\nwait (1) seconds\n\nwhen I receive [動け v]\ngo to x: (-147) y: (-56)\nset [動力\(x\) v] to [0]\nset [動力\(y\) v] to [0]\nshow\nset size to (030) %\npoint in direction (90)\nforever\n set [動力\(x\) v] to ((動力\(x\)) * (0.9))\n if <key (any v) pressed?> then\n change [動力\(x\) v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n point in direction ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (90))\n else\n change [動力\(x\) v] by (<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>)\n point in direction ((<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>) * (90))\n end\n change x by (動力\(x\))\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change x by ((動力\(x\)) * (-1))\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(動力\(x\)) > [0]> then\n set [動力\(x\) v] to [-7]\n else\n set [動力\(x\) v] to [7]\n end\n set [動力\(y\) v] to [10]\n else\n set [動力\(x\) v] to [0]\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [動力\(y\) v] to [15]\n end\n end\n if <touching (バックパック 大ジャンプ v)?> then\n set [動力\(y\) v] to [10]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [動力\(y\) v] to [20]\n end\n end\n change y by (1)\n change [動力\(y\) v] by (-1)\n change y by (動力\(y\))\n if <touching (地面 v)?> then\n change y by ((動力\(y\)) * (-1))\n set [動力\(y\) v] to [0]\n end\n if <(x position) > [230]> then\n 初期設定\n broadcast (次のステージ v)\n end\n if <(y position) < [-170]> then\n 初期設定\n end\n if <touching (障害物 v)?> then\n 初期設定\n end\n if <touching (トゲ v)?> then\n 初期設定\n end\n if <touching color (#d61010)?> then\n 初期設定\n end\n if <touching (トゲ2 v)?> then\n 初期設定\n end\n if <[-230] > (x position)> then\n change x by (10)\n end\nend\n\ndefine 初期設定\nset [動力\(y\) v] to [0]\nset [動力\(x\) v] to [0]\ngo to x: (-147) y: (-56)\n\nchange [☁ タイム! v] by (1)\n\nwhen I receive [p v]\nforever\n move (-50) steps\nend\n\n@地面\n\nwhen flag clicked\nset [タイム v] to [0]\nhide variable [タイム v]\nswitch costume to (1 v)\nhide variable [☁ 世界記録 v]\nhide\n\nwhen I receive [動け v]\nshow\nshow variable [タイム v]\nshow variable [☁ 世界記録 v]\ngo to x: (13) y: (5)\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen I receive [動け v]\nforever\n if <<(costume [name v]) = [クリア]> and <(☁ 世界記録) > (タイム)>> then\n set [☁ 世界記録 v] to (タイム)\n hide variable [☁ 世界記録 v]\n end\nend\n\nwhen I receive [動け v]\nforever\n if <(costume [name v]) = [クリア]> then\n set [☁ タイム! v] to (タイム)\n end\nend\n\nwhen I receive [動け v]\nforever\n repeat until <<(costume [name v]) = [クリア]> and <(☁ 世界記録) > (タイム)>>\n wait (1) seconds\n change [タイム v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n broadcast (ターボチェック v)\nend\n\nwhen I receive [ターボ感知 v]\nforever\n stop [all v]\nend\n\n@サムネ\n\nwhen flag clicked\nhide\ngo to x: (-86) y: (-91)\nset [ghost v] effect to (0)\n\nwhen I receive [初め v]\nwait (1) seconds\nrepeat (4)\n change [ghost v] effect by (25)\nend\nbroadcast (動け v)\n\nwhen I receive [栗 v]\nshow\n\nwhen I receive [動け v]\nforever\n hide\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\ngo to x: (3) y: (34)\nset [ghost v] effect to (0)\nswitch costume to (コスチューム1 v)\nset drag mode [not draggable v]\n\nwhen this sprite clicked\nnext costume\nwait (1) seconds\nrepeat (4)\n change [ghost v] effect by (25)\n wait (0.2) seconds\nend\nbroadcast (動け v)\n\nwhen I receive [栗 v]\nshow\n\n@背景\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set drag mode [not draggable v]\n go to [back v] layer\n show\nend\n\n@トゲ\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (-89) y: (-93)\nhide\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen I receive [動け v]\nshow\n\n@障害物\n\nwhen flag clicked\ngo to x: (-57) y: (-38)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen I receive [動け v]\nshow\n\n@スプライト7\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nset [color v] effect to (0)\ngo to [front v] layer\nswitch costume to (コスチューム2 v)\nrepeat (7)\n wait (1) seconds\n next costume\n change [color v] effect by (25)\nend\nturn right (15) degrees\nwait (0.1) seconds\nturn left (15) degrees\nwait (0.1) seconds\nturn left (15) degrees\nwait (0.1) seconds\nturn right (15) degrees\nwait (0.1) seconds\nwait (0.8) seconds\nbroadcast (メッセージ1 v)\ngo to [back v] layer\nset [color v] effect to (0)\nnext costume\n\nwhen I receive [栗 v]\nhide\n\nwhen this sprite clicked\nbroadcast (栗 v)\n\n@スプライト1\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (100) %\ngo to x: (0) y: (0)\nchange [ghost v] effect by (0)\nforever\n repeat (10)\n change size by (5)\n wait (0.2) seconds\n change size by (5)\n wait (0.2) seconds\n change size by (-5)\n wait (0.2) seconds\n change size by (-5)\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nforever\n turn right (5) degrees\n change [ghost v] effect by (30)\n wait (0.2) seconds\n turn left (5) degrees\n change [ghost v] effect by (-30)\n wait (0.2) seconds\n turn left (5) degrees\n change [color v] effect by (25)\n wait (0.2) seconds\n turn right (5) degrees\n change [color v] effect by (-25)\nend\n\nwhen I receive [栗 v]\nhide\n\nwhen this sprite clicked\nbroadcast (栗 v)\n\n@スプライト6\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n go to x: (pick random (-225) to (225)) y: (-147)\n forever\n wait (0.7) seconds\n repeat (10)\n repeat (10)\n repeat (10)\n change y by (20)\n if <(y position) > [170]> then\n go to x: (pick random (-225) to (225)) y: (-147)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [栗 v]\nhide\n\n@スプライト3\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n go to x: (pick random (-225) to (225)) y: (-147)\n forever\n wait (0.6) seconds\n repeat (10)\n repeat (10)\n repeat (10)\n change y by (20)\n if <(y position) > [170]> then\n go to x: (pick random (-225) to (225)) y: (-147)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [栗 v]\nhide\n\n@スプライト4\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n go to x: (pick random (-225) to (225)) y: (-147)\n forever\n wait (2.2) seconds\n repeat (10)\n repeat (10)\n repeat (10)\n change y by (20)\n if <(y position) > [170]> then\n go to x: (pick random (-225) to (225)) y: (-147)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [栗 v]\nhide\n\n@スプライト8\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n go to x: (pick random (-225) to (225)) y: (-147)\n forever\n repeat (10)\n repeat (10)\n repeat (10)\n change y by (20)\n if <(y position) > [170]> then\n go to x: (pick random (-225) to (225)) y: (-147)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [栗 v]\nhide\n\n@スプライト5\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n go to x: (pick random (-225) to (225)) y: (-147)\n forever\n wait (1) seconds\n repeat (10)\n repeat (10)\n repeat (10)\n change y by (20)\n if <(y position) > [170]> then\n go to x: (pick random (-225) to (225)) y: (-147)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [栗 v]\nhide\n\n@スプライト9\n\nwhen flag clicked\nshow\npoint in direction (90)\nswitch costume to (コスチューム1 v)\nchange [ghost v] effect by (100)\nset size to (100) %\n\nwhen I receive [メッセージ1 v]\nwait (0.5) seconds\nrepeat (4)\n wait (0.2) seconds\n change [ghost v] effect by (-25)\nend\nwait (3) seconds\nrepeat (4)\n wait (0.2) seconds\n change [ghost v] effect by (25)\nend\nnext costume\nrepeat (4)\n wait (0.2) seconds\n change [ghost v] effect by (-25)\nend\nwait (0.5) seconds\nchange size by (-10)\nwait (0.2) seconds\nchange size by (10)\nrepeat (4)\n wait (0.2) seconds\n change [ghost v] effect by (25)\nend\nnext costume\nturn right (15) degrees\nwait (0.1) seconds\nturn left (15) degrees\nwait (0.1) seconds\nturn right (15) degrees\nwait (0.1) seconds\nturn left (15) degrees\nwait (0.1) seconds\nturn left (15) degrees\nwait (0.1) seconds\nturn right (15) degrees\nwait (2.5) seconds\nrepeat (4)\n wait (0.2) seconds\n change [ghost v] effect by (-25)\nend\nbroadcast (栗 v)\nhide\n\nwhen I receive [栗 v]\nhide\n\n@Love fave\n\nwhen I receive [動け v]\nforever\n wait (1) seconds\n change [ghost v] effect by (25)\n wait (0.2) seconds\n change [ghost v] effect by (25)\n wait (0.2) seconds\n change [ghost v] effect by (25)\n wait (0.2) seconds\n change [ghost v] effect by (25)\n wait (0.2) seconds\n change [ghost v] effect by (-25)\n wait (0.2) seconds\n change [ghost v] effect by (-25)\n wait (0.2) seconds\n change [ghost v] effect by (-25)\n wait (0.2) seconds\n change [ghost v] effect by (-25)\n wait (0.2) seconds\n wait (1) seconds\nend\n\nwhen I receive [動け v]\nshow\n\nwhen flag clicked\ngo to x: (-303) y: (18)\nset [ghost v] effect to (0)\nhide\ngo to [front v] layer\nset size to (100) %\n\n@プレイヤー2\n\nwhen flag clicked\ngo to x: (-78) y: (-66)\nhide\n\nwhen I receive [次のステージ v]\ngo to x: (-155) y: (-103)\n\ndefine 初期設定\nset [動力\(y\) v] to [0]\nset [動力\(x\) v] to [0]\ngo to x: (-201) y: (-80)\n\nchange [☁ タイム! v] by (1)\n\nwhen I receive [栗 v]\nshow\n\nwhen I receive [動け v]\nforever\n hide\nend\n\n@トゲ2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nhide\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen I receive [動け v]\nshow\n\n@スプライト10\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (80)\nset size to (pick random (40) to (70)) %\nrepeat until \n change y by (((size) / (12)) * (-1))\n if <key ((<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>) v) pressed?> then\n change x by (((size) / (40)) * (2))\n end\n if <key ((<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>) v) pressed?> then\n change x by (((size) / (40)) * (-2))\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\nend\n\nwhen I receive [動け v]\nset [ghost v] effect to (80)\ngo to [front v] layer\ngo [backward v] (1) layers\nset size to (40) %\nforever\n set y to (180)\n set x to (pick random (-350) to (350))\n if <(x position) < [-240]> then\n set y to (pick random (-180) to (180))\n end\n if <[240] < (x position)> then\n set y to (pick random (-180) to (180))\n end\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\n@バックパック 大ジャンプ\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム2 v)\n\nwhen I receive [次のステージ v]\nnext costume\n\n@ターボを対策\n\nwhen I receive [最後 v]\nstop [all v]\n\nwhen I receive [動け v]\nset [ターボ対策 v] to [0]\nforever\n change [ターボ対策 v] by (10)\nend\n\nwhen I receive [動け v]\nforever\n wait (0.01) seconds\n set [ターボ対策 v] to [0]\nend\n\nwhen I receive [動け v]\nforever\n if <(ターボ対策) > [10000]> then\n broadcast (最後 v)\n end\nend\n\n | 傾向1ページのった!1/9\nターボモードなし\n1/1に出したかった(泣)\nタップでオープニングスキップ\npc=上下右左かクリック\nMobile=タップ\n世界記録… 20秒\nコメ欄に嘘書いてもバレます!\n\nhttps://scratch.mit.edu/projects/478078161\n\n\n |
2021 A Platformer | @Stage\n\nwhen flag clicked\nforever\n next backdrop\nend\n\nwhen flag clicked\nstart sound [DEAF KEV - Invincible \[NCS Release\] v]\n\n@Player\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (-210) y: (0)\nset rotation style [left-right v]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a 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 if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching (spike v)?> or <touching (waves v)?>> then\n set rotation style [all around v]\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n turn right (15) degrees\n end\n clear graphic effects\n set size to (100) %\n set rotation style [left-right v]\n point in direction (90)\n go to x: (-210) y: (0)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <(x position) > [222]> then\n broadcast (Next Level v)\n go to x: (-210) y: (0)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <touching (bouncer v)?> then\n set [y v] to [15]\n end\n if <<key (up arrow v) pressed?> and <touching (bouncer v)?>> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [next costume v]\nnext costume\n\nwhen flag clicked\nswitch costume to (player6 v)\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Spike\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (others v)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [others v]\nbroadcast (song' v)\nshow\ngo to [front v] layer\nwait (3) seconds\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (the list v)\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [the list v]\nbroadcast (arrows v)\nshow\ngo to [front v] layer\nwait (3) seconds\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [arrows v]\nshow\ngo to [front v] layer\nwait (3) seconds\nhide\n\nwhen this sprite clicked\nbroadcast (next costume v)\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [arrows v]\nshow\ngo to [front v] layer\nwait (3) seconds\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [song' v]\nshow\ngo to [front v] layer\nwait (3) seconds\nhide\n\nwhen this sprite clicked\nstop all sounds\nstart sound [Surfaces - Sunday Best v]\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [song' v]\nshow\ngo to [front v] layer\nwait (3) seconds\nhide\n\nwhen this sprite clicked\nstop all sounds\nstart sound [Tones and I - Dance Monkey \(1\) v]\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [song' v]\nshow\ngo to [front v] layer\nwait (3) seconds\nhide\n\nwhen this sprite clicked\nstop all sounds\nstart sound [Harry Styles - Watermelon Sugar v]\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [song' v]\nshow\ngo to [front v] layer\nwait (3) seconds\nhide\n\nwhen this sprite clicked\nstop all sounds\nstart sound [BTS \(방탄소년단\) - Dynamite v]\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (-5) y: (-2)\nset [ghost v] effect to (100)\n\n@Love and fave reminder\n\nwhen I receive [intro v]\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n wait (pick random (3) to (5)) seconds\n switch costume to (costume1 v)\n go to x: (-100) y: (105)\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 | use the Music icon change song\nuse the change avatar icon to change avatars color\nSay hello to 2021 yay no more 2020.\n2020 was a really tough year for me. comment down below on how was your 2020\n(Mobile Friendly) |
Demon's Journey - A Scrolling Platformer | @Stage\n\nwhen I receive [start animation v]\nforever\n play sound [Seventeen v] until done\nend\n\n@Blank\n\n@Flash\n\nwhen I receive [green flag v]\nrepeat (10)\n change [ghost v] effect by (17)\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\nstart sound [Three Days Grace - Fallen Angel Clip v]\nswitch costume to (1 v)\nrepeat (4)\n wait (0.1) seconds\n next costume\nend\nswitch costume to (6 v)\nwait (0.5) seconds\nrepeat (5)\n next costume\nend\nrepeat (7)\n wait (0.01) seconds\n next costume\n wait (0.01) seconds\nend\nswitch costume to (19 v)\nrepeat (8)\n next costume\nend\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Intro Ended v)\n\n@Start Menu\n\nwhen I receive [menu started v]\nhide\n\nwhen I receive [intro ended v]\nshow\n\n@Press Start\n\nwhen this sprite clicked\nchange [start clicked # v] by (1)\nif <(Start Clicked #) = [1]> then\n hide\n broadcast (Start Animation v)\n broadcast (Menu started v)\nelse\n if <(Start Clicked #) = [2]> then\n hide\n broadcast (Play Game v) and wait\n end\nend\n\nwhen I receive [intro ended v]\nset [start clicked # v] to [0]\nswitch costume to (press start v)\ngo to x: (0) y: (-130)\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (55) %\n wait (0.5) seconds\n else\n set size to (45) %\n end\nend\n\nwhen I receive [show start v]\nshow\nswitch costume to (press start2 v)\ngo to x: (0) y: (100)\n\nwhen flag clicked\nhide\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\n\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\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) %\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [sx v] by (-2)\nend\nif <<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 <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [17]\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)) / (9)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [end game v]\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]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [-5] y: [220]\n Clone at x: [400] y: [150]\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: [450] y: [1000]\n else\n if <(LEVEL) = [4]> then\n switch costume to (end v)\n broadcast (End Animation v)\n broadcast (End Game v)\n hide\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [700] y: [-180]\nClone at x: [6] y: [-30]\n\nClone at x: [450] y: [1000]\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [-5] y: [-5]\n else\n switch costume to (level 3 1 v)\n Clone at x: [1200] y: [350]\n Clone at x: [450] y: [1000]\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nforever\n go to [front v] layer\nend\n\n@Key Collector\n\nwhen I receive [tick v]\nswitch costume to (letter (1) of (COLLECTED))\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nshow\n\n@Key\n\nwhen I receive [green flag v]\nhide\n\nshow\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 start sound [Door Unlocking v]\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected max v] to [0]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (key v)\n Clone at x: [450] y: [90]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (key v)\n Clone at x: [400] y: [240]\n else\n if <(LEVEL) = [3]> then\n switch costume to (key v)\n Clone at x: [200] y: [340]\n end\n set [x v] to [-9999999999]\n end\n set [x v] to [-9999999999]\nend\nset [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 [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n hide variable [collected v]\nend\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [2]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [922] y: [21]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [-115] y: [350]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n end\n end\n end\nend\n\nClone at x: [920] y: [-28]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nClone at x: [99] y: [250]\n\nhide\n\n@Love, Fav, Follow\n\nwhen flag clicked\nhide\n\nwhen I receive [end animation v]\nhide\n\nwhen I receive [play game v]\nrepeat (100)\n set [ghost v] effect to (0)\n set [pixelate v] effect to (0)\n show\n wait (5) seconds\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\n end\n hide\n wait (15) seconds\nend\n\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\n@Animation\n\nwhen flag clicked\nset [end game v] to [not sent]\nhide\n\nwhen I receive [start animation v]\nshow\nswitch costume to (start; 1 v)\nrepeat (5)\n next costume\nend\nrepeat (8)\n wait (0.01) seconds\n next costume\nend\nrepeat (11)\n next costume\nend\nwait (1) seconds\nrepeat (4)\n wait (0.01) seconds\n next costume\nend\nwait (1) seconds\nrepeat (8)\n next costume\nend\nswitch costume to (start; 38 v)\nswitch costume to (start; 38 v)\nbroadcast (Show Start v)\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [end animation v]\nset [end game v] to [sent]\ngo to [front v] layer\ngo to [front v] layer\nswitch costume to (end; 1 v)\nshow\nnext costume\nwait (1) seconds\nrepeat (8)\n next costume\nend\nrepeat (14)\n wait (0.01) seconds\n next costume\nend\nswitch costume to (end; 24 v)\nwait (8) seconds\nstop [all v]\n\n | |
Platformer #SUP Tutorial ⍟⍟⍟⍟⍟ Mobile friendly platfomers games tutorial / lesson / 2021 | @Stage\n\nwhen stage clicked\nif <(mouse x) > [130]> then\n next backdrop\nend\nif <(mouse x) < [-120]> then\n switch backdrop to ((backdrop [number v]) - (1))\nend\n\nwhen flag clicked\nif <(backdrop [number v]) = [1]> then\n next backdrop\nend\n\nif <(mouse y) < [-130]> then\n\n@Platforms\n\nwhen flag clicked\n\nwhen I receive [level up v]\n\ngo to x: (0) y: (0)\n\nnext costume\n\nswitch costume to (1 v)\n\nshow\n\n@HERO\n\nwhen flag clicked\n\ngo to x: (-222) y: (-111)\n\nforever\n\nSensing\n\n\n\nchange y by (-4)\n\nchange y by (4)\n\nif <<key (left arrow v) pressed?> or <([direction v] of [joypad v]) < [-55]>> then\n\nchange x by (-5)\n\n\n\nSensing\n\nchange x by (5)\n\nif <<key (right arrow v) pressed?> or <([direction v] of [joypad v]) > [55]>> then\n\nchange x by (5)\n\n\n\nSensing\n\nchange x by (-5)\n\nchange y by (-4)\n\nwhen [up arrow v] key pressed\nif <touching (platforms v)?> then\n broadcast (Up v)\nend\n\ndefine Sensing\n\n\ngo to x: (-222) y: (-111)\n\n\n\ngo to x: (-222) y: (-111)\n\nbroadcast (Level Up v)\n\nwhen I receive [jump v]\n\n\n\nbroadcast (Up v)\n\nwhen I receive [up v]\n\nrepeat (14)\n\nchange y by (10)\n\n\n\nchange y by (-6)\n\nstop [this script v]\n\n@JoyPad\n\nwhen flag clicked\n\nset [ghost v] effect to (50)\n\nforever\nend\n\nhide\n\npoint in direction (0)\n\nif then\nend\n\nshow\n\npoint towards (mouse-pointer v)\n\nif <([abs v] of (direction) ) < [70]> then\nend\n\nbroadcast (Jump v)\n\n@Music\n\nwhen flag clicked\n\nforever\nend\n\nplay sound [Music v] until done\n\n@Tutorial\n\nwhen this sprite clicked\nstop all sounds\ngo to [back v] layer\nstop [other scripts in sprite v]\nif <(mouse x) > [130]> then\n next costume\nend\nif <(mouse x) < [-120]> then\n switch costume to ((costume [number v]) - (1))\nend\nif <(costume [number v]) < [3]> then\n forever\n play sound [#3 v] until done\n wait (1) seconds\n play sound [Repeat v] until done\n end\nend\nforever\n play sound (join [#] (costume [number v])) until done\n wait (1) seconds\n play sound [Repeat v] until done\nend\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (1) seconds\nnext costume\nplay sound [1&2 v] until done\nswitch costume to (3 v)\nforever\n play sound [#3 v] until done\n wait (1) seconds\n play sound [Repeat v] until done\nend\n\n | Platformer #SUP Tutorial - For my 32,000+ followers!\n\n❶ Turn on your sound ♫ \n❷ Click the green flag ⚐\n❸ Follow the simple steps☺\n________________________________________\n\n#SUP Tutorials - Simple, Ultimate and Pro!\n⍟Simple ⇒The EASIEST way to code!\n⍟Ultimate ⇒ ALL the CODE and SPRITES you need!\n⍟Pro ⇒I talk you through EVERY STEP!\n________________________________________\nFAQ\n\nIs #atomicTEACHER still active? Yes - for smaller bits of help and quicker tutorials. \n\nDid you invent #SUP tutorials? Yes! I spent ages working out how to make coding success REALLY EASY for EVERYONE!\n\nWhat inspired #SUP tutorials? I just want to say thank you to my 30,000 followers, and help them make their own dream projects as easily as possible.\n\nWill there be more #SUP tutorials? I think so! If you have any requests, just go to my profile and ask. \n\nWill you reply? I don't reply to every comment (I get around 1000 messages a day) but I do read them all!\n\nHow did you get the code to show so well in the tutorial sprite? I drew the code blocks in scratch vector.\n\n________________________________________\nTags\n#tutorial #lesson #platfomer #pro #simple #easy #fast #2021 #awesome #mobile #fun #learn #play #famous #atomicmagicnumber #atomicTEACHER #hack #video #audio #resources #teach #teaching #pupil #student #show #explain #ninja #games #game #music #help #sup #super #'sup #clever #jigsaw #voice #recording #uk #usa #school #senior #primary #secondary #elementary #middle #high #year #grade #5 #6 #7 #8 #9 #10 #11 #12 #computing #hashtag #lockdown #home #learning #home_learning #home_school #home_schooling #parents #help #best #show_me_how #clever #smart #support #teacher #teaching #boss #fame #2021 |
The Creative World // A Platformer #All #Games | @Stage\n\n@detector\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Geometry Dash - Base After Base All Coins v] until done\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\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))\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 flag clicked\nset [level v] to [1]\nhide\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [level v] to [1]\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (costume1 v)\ngo to x: (-208) y: (-10)\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [14]\n if <<<<touching (danger v)?> or <touching (zombie v)?>> or <touching (zombie 2 v)?>> or <touching (lasers v)?>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (-208) y: (-10)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n if <touching (trampoline v)?> then\n set [y vel v] to [20]\n end\n if <touching (water v)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [y vel v] by (-1)\n else\n change [y vel v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\ngo to x: (-198) y: (-10)\n\n@level\n\nwhen flag clicked\nshow\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\n@danger\n\nwhen flag clicked\nshow\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\nnext costume\n\n@end\n\nwhen flag clicked\nshow\ngo to x: (136) y: (-4)\nforever\n if <touching (player v)?> then\n broadcast (end v)\n end\nend\n\nwhen flag clicked\ngo to x: (136) y: (-4)\nforever\n if <(level) = [14]> then\n hide\n end\nend\n\nwhen I receive [king dead v]\nforever\n show\nend\n\n@blank\n\nwhen I receive [end v]\nchange [level v] by (1)\n\n@Trampoline\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen flag clicked\nforever\n if <<(level) = [4]> or <(level) = [9]>> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [5]> or <(level) = [10]>> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n repeat (3)\n wait (0.01) seconds\n next costume\n end\n start sound [Mario Jump - Gaming Sound Effect \(HD\) v]\n repeat (3)\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\n@water\n\nwhen flag clicked\ngo to x: (-2) y: (6)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n switch costume to (costume1 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [6]> or <(level) = [14]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n switch costume to (costume2 v)\n show\n end\nend\n\n@zombie\n\nwhen flag clicked\ngo to x: (205) y: (-41)\nhide\n\nwhen flag clicked\ngo to x: (205) y: (-41)\nswitch costume to (costume1 v)\nforever\n if <(level) = [6]> then\n switch costume to (costume1 v)\n show\n glide (3) secs to x: (-55) y: (-41)\n glide (3) secs to x: (205) y: (-41)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (205) y: (-41)\nforever\n if <(level) = [10]> then\n switch costume to (costume1 v)\n show\n glide (3) secs to x: (-55) y: (-41)\n glide (3) secs to x: (205) y: (-41)\n end\nend\n\nwhen flag clicked\ngo to x: (205) y: (-41)\nforever\n if <(level) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nrepeat until <(king attack) = [yes]>\n if <(level) = [14]> then\n switch costume to (king v)\n show\n go to x: (185) y: (-90)\n wait until <(king attack) = [yes]>\n show\n repeat (30)\n change x by (-8)\n end\n wait (0.50) seconds\n repeat (10)\n wait (1.5) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to (random position v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n end\n start sound [Tada v]\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n broadcast (King dead v)\n end\nend\n\nwhen flag clicked\nrepeat (2)\n if <(level) = [14]> then\n go to x: (205) y: (-100)\n switch costume to (costume1 v)\n show\n glide (3) secs to x: (-55) y: (-100)\n glide (3) secs to x: (205) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n hide\n stop [this script v]\n end\nend\n\nbroadcast (attack=done v)\n\nwhen I receive [king dead v]\nforever\n hide\n stop [this script v]\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (-3) y: (2)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@zombie 2\n\nwhen flag clicked\nset [king attack v] to [no]\ngo to x: (205) y: (-41)\nhide\n\nwhen flag clicked\ngo to x: (205) y: (-41)\nforever\n if <(level) = [10]> then\n show\n glide (1.3) secs to x: (-55) y: (-41)\n glide (1.3) secs to x: (205) y: (-41)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nrepeat until <(king attack) = [yes]>\n if <(level) = [14]> then\n show\n repeat (4)\n go to x: (205) y: (-100)\n glide (2) secs to x: (-240) y: (-100)\n glide (2) secs to x: (205) y: (-100)\n end\n broadcast (attack=done v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n hide\n end\nend\n\nwait (1.5) seconds\n\nwhen I receive [attack=done v]\nforever\n hide\n set [king attack v] to [yes]\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n hide\n stop [this script v]\n end\nend\n\n@lasers\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(level) = [11]> then\n wait (1.5) seconds\n show\n wait (1.5) seconds\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(level) = [12]> then\n hide\n end\nend\n\n@next level\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-1000)\nrepeat (40)\n change y by (((0) - (y position)) / (5))\nend\nset y to (1)\nrepeat (8)\n change y by (y position)\nend\nhide\n\n@volume button\n\nwhen flag clicked\nshow\nswitch costume to (on v)\ngo to x: (210) y: (155)\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n else\n if <(costume [number v]) = [2]> then\n set volume to (0) %\n end\n end\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n point in direction ((([sin v] of ((timer) * (1000)) ) * (4)) + (90))\nend\n\nwhen flag clicked\nshow\nforever\n play sound [Geometry Dash - Base After Base All Coins v] until done\nend\n\n | Welcome to my New Platformer : The Creative World\n- Use the Arrow keys or WASD\n- Avoid Lava, spikes, zombies and Defeat the KING!\n- Use the trampoline to bounce higher!\n- And win!\n- To defeat the King, you have to dodge the King.\n\nStory -\nYou are a player and have to defeat the King and the naughty zombies. You can swim in the water by pressing the up arrow key or W .\nPress down arrow key or S in the water to get down.\nAnd Good luck ;)\n |
Grass#Land/Platformer Mobile Friendly | @Stage\n\n@platform\n\nwhen flag clicked\n\n if <(Level) = [1]> then\n show\n switch costume to (1 v)\n end\n if <(Level) = [2]> then\n show\n switch costume to (2 v)\n end\n if <(Level) = [3]> then\n show\n switch costume to (3 v)\n end\n if <(Level) = [4]> then\n show\n switch costume to (4 v)\n end\n if <(Level) = [5]> then\n show\n switch costume to (5 v)\n end\n if <(Level) = [6]> then\n show\n switch costume to (6\(&\) v)\n end\n if <(Level) = [7]> then\n show\n switch costume to (7 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Treenan v] until done\nend\n\n@grass\n\nwhen flag clicked\nshow\n\n if <(Level) = [1]> then\n go to x: (2) y: (-40)\n show\n go to [front v] layer\n switch costume to (1 v)\n end\n if <(Level) = [2]> then\n go to x: (2) y: (-40)\n show\n go to [front v] layer\n switch costume to (2 v)\n end\n if <(Level) = [3]> then\n show\n go to [front v] layer\n switch costume to (3 v)\n end\n if <(Level) = [4]> then\n show\n go to [front v] layer\n switch costume to (4 v)\n end\n if <(Level) = [5]> then\n show\n go to [front v] layer\n switch costume to (5 v)\n end\n if <(Level) = [6]> then\n show\n go to [front v] layer\n switch costume to (6 v)\n end\n if <(Level) = [7]> then\n show\n go to [front v] layer\n switch costume to (7 v)\n end\nend\n\n@Player\n\ndefine Physics <up?>\nset [touch wall v] to [0]\nset [touch ground v] to [0]\nchange [y v] by (-1)\nchange y by (y)\nrepeat until <not <touching (platform v)?>>\n if <up?> then\n change y by (-1)\n else\n set [touch ground v] to <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>\n change y by (1)\n end\n set [y v] to [0]\n if <(touch ground) = [true]> then\n set [y v] to [15]\n end\nend\nchange [x v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nchange [x v] by (<key (d v) pressed?> - <key (a v) pressed?>)\nchange [x v] by (<<mouse down?> and <(mouse x) > (x position)>> - <<mouse down?> and <(x position) > (mouse x)>>)\nset [x v] to ((x) * (0.9))\nchange x by (x)\nrepeat until <not <touching (platform v)?>>\n change x by ((([abs v] of (x) ) / (x)) * (-1))\n set [touch wall v] to [1]\nend\nif <<(touch wall) = [1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\nend\nif <(x position) > [239]> then\n broadcast (next level v)\n change [level v] by (1)\nend\nif <<<touching (spike v)?> or <touching (lava v)?>> or <touching (mega spike v)?>> then\n broadcast (resstart v)\nend\n\nwhen flag clicked\nshow\nset [level v] to [1]\ngo to x: (-190) y: (94)\nforever\n Physics <(y) > [0]>\nend\n\nwhen I receive [next level v]\ngo to x: (-190) y: (94)\nif <(Level) = [7]> then\n go to x: (-8) y: (-32)\nend\n\nwhen I receive [resstart v]\ngo to x: (-190) y: (94)\n\n@spike\n\nwhen flag clicked\nshow\n\n if <(Level) = [1]> then\n show\n go to x: (18) y: (-40)\n switch costume to (1 v)\n end\n if <(Level) = [2]> then\n show\n go to x: (151) y: (96)\n switch costume to (2 v)\n end\n if <(Level) = [3]> then\n show\n switch costume to (3 v)\n end\n if <(Level) = [4]> then\n show\n go to x: (19) y: (-41)\n switch costume to (4 v)\n end\n if <(Level) = [5]> then\n show\n go to x: (19) y: (-41)\n switch costume to (5 v)\n end\n if <(Level) = [6]> then\n show\n go to x: (19) y: (-41)\n switch costume to (6 v)\n end\n if <(Level) = [7]> then\n hide\n end\nend\n\n@lava\n\nwhen flag clicked\n\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n show\n go to [back v] layer\n switch costume to (kostüm 1 v)\n go to x: (36) y: (28)\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n show\n go to [back v] layer\n switch costume to (kostüm 2 v)\n go to x: (36) y: (28)\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n hide\n end\nend\n\n@Love fave\n\nwhen flag clicked\nhide\nrepeat until <(Level) = [7]>\n wait (pick random (10) to (8)) seconds\n show\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@mega spike\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n show\n go to [back v] layer\n go to x: (-39) y: (-63)\n repeat until <<(Level) > [2]> or <(Level) < [2]>>\n turn right (10) degrees\n end\n else\n hide\n end\nend\n\n@Kukla 1\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\ngo to [front v] layer\ngo to x: (-26) y: (-84)\nforever\n if <(Level) = [7]> then\n hide\n go to [back v] layer\n end\n if <(Level) = [2]> then\n switch costume to (2 v)\n show\n go to [front v] layer\n go to x: (-26) y: (-84)\n end\n if <(Level) = [3]> then\n switch costume to (3 v)\n show\n go to [front v] layer\n go to x: (-26) y: (-84)\n end\n if <(Level) = [4]> then\n switch costume to (4 v)\n show\n go to [front v] layer\n go to x: (-26) y: (-84)\n end\n if <(Level) = [5]> then\n switch costume to (5 v)\n show\n go to [front v] layer\n go to x: (-26) y: (-84)\n end\n if <(Level) = [6]> then\n switch costume to (6 v)\n show\n go to [front v] layer\n go to x: (-26) y: (-84)\n end\nend\n\n@GraGras\n\nwhen flag clicked\nhide\n\n | trend#?\nMy other perfect game!\nhttps://scratch.mit.edu/projects/469860789\n\nEn:\nHi! \nWelcome my new platformer!\nI hope you like it.\nIt is mobile friendly!\nUse:\nWASD or Arrow Keys or Mobile Control!\nIf you like it dont forget love or fave!\n\nTR:\nMerhaba!\nYeni platform oyunuma hoşgeldin!\nUmarım beğenirsin.\nMobil dostu!\nKullanılabilir:\nWASD ya da Ok tuşları ya da Mobile Kontrol!\nEğer seversen kalp ve yıldız atmayı unutma!\n\n';=Credits=;'\n@4a0012 (for %90 codes and %85 art)\n@INorth (decor and main charecter art)\n@Canozen (%10 art and I joined his contest with this game)\n@PrimeGuy_1001 (for %5 codes)\n@Fenerle2 (for %5 codes)\n@345969 (for some sprite art.)\n\nTags:\n#all #games\n\nPlatformer Name:\nGrass#Land/Platformer Mobile Friendly\n\n@INorth love and have!\n@--AwesomeCode-- love!\n@345969 love!\n |
Comic Strips || A Platformer #Games | @Stage\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n play sound [TheFatRat - Prelude \(Jackpot EP Track 3\) v] until done\nend\n\n@Blank\n\n@INTRO \n\ndefine #Start intro [Type] (1 or 2) (type) [Username] (no symbols, in CAPITALS) (username) [Initials] (initials) [Initials' place] (spaces in between) (initals place) Accent hue (colour) Font (font)\nreset timer\nstop all sounds\nhide\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\ngo to x: () y: ()\npoint in direction (90)\nset [@intro v] to [1]\nhide variable [@intro v]\nset [intro.username v] to (username)\nif <not <<<(font) = [1]> or <(font) = [2]>> or <<(font) = [3]> or <(font) = [4]>>>> then\n set [intro.font v] to (pick random (1) to (4))\nelse\n set [intro.font v] to (font)\nend\nif <not <<(type) = [1]> or <(type) = [2]>>> then\n set [@intro-type v] to (pick random (1) to (2))\n start sound (join [Song] (@Intro-type))\nelse\n set [@intro-type v] to (type)\n start sound (join [Song] (@Intro-type))\nend\nif <(@Intro-type) = [1]> then\n if <(colour) = []> then\n set [color v] effect to (pick random (0.) to (240))\n else\n set [color v] effect to (colour)\n end\n set [cid v] to [Fill]\n create clone of (_myself_ v)\n set [cid v] to [Grid]\n create clone of (_myself_ v)\n set [cid v] to [Cover]\n create clone of (_myself_ v)\n set [cid v] to [CloneBars]\n create clone of (_myself_ v)\n set [cid v] to [Spiral]\n create clone of (_myself_ v)\n delete all of [initials v]\n set [i v] to [1]\n repeat (length of (initals place))\n if <not <(letter (i) of (initals place)) = [ ]>> then\n if <not <<(letter ((i) - (1)) of (initals place)) = [ ]> or <(i) = [1]>>> then\n replace item (length of [initials v]) of [initials v] with (join (item (length of [initials v]) of [initials v]) (letter (i) of (initals place)))\n else\n add (letter (i) of (initals place)) to [initials v]\n end\n end\n change [i v] by (1)\n end\n set [i v] to [1]\n set [displaylength v] to (length of (initials))\n if <not <((length of (initials)) / (2)) = ([floor v] of ((length of (initials)) / (2)) )>> then\n repeat (length of (initials))\n set [x v] to ((i) - (((length of (initials)) / (2)) + (.5)))\n switch costume to (join (letter (i) of (initials)) (Intro.font))\n set [cid v] to [Initials]\n create clone of (_myself_ v)\n change [i v] by (1)\n end\n else\n repeat (length of (initials))\n set [x v] to (((i) - (.5)) - ((length of (initials)) / (2)))\n switch costume to (join (letter (i) of (initials)) (Intro.font))\n set [cid v] to [Initials]\n create clone of (_myself_ v)\n change [i v] by (1)\n end\n end\nelse\n if <(colour) = []> then\n set [color v] effect to (pick random (0.) to (240))\n else\n set [color v] effect to (colour)\n end\n set [cid v] to [Fill2]\n create clone of (_myself_ v)\n set [cid v] to [Cover]\n create clone of (_myself_ v)\n set [cid v] to [ColouredCover]\n create clone of (_myself_ v)\n set [cid v] to [CloneParticles]\n create clone of (_myself_ v)\n set [cid v] to [Particle]\n set [i v] to [0]\n set [i0 v] to [10]\n set [i1 v] to [1]\n set [i2 v] to [1]\n set [i6 v] to [0]\n repeat (i0)\n create clone of (_myself_ v)\n change [i v] by (1)\n end\n set [i v] to [0]\n set [i1 v] to [2]\n repeat (i0)\n create clone of (_myself_ v)\n change [i v] by (1)\n end\n set [i v] to [0]\n set [i1 v] to [1]\n set [i2 v] to [2]\n repeat (i0)\n create clone of (_myself_ v)\n change [i v] by (1)\n end\n set [i v] to [0]\n set [i1 v] to [2]\n repeat (i0)\n create clone of (_myself_ v)\n change [i v] by (1)\n end\n set [i v] to [0]\n set [i1 v] to [0]\n set [i2 v] to [0]\n delete all of [initials v]\n set [i v] to [1]\n repeat (length of (initals place))\n if <not <(letter (i) of (initals place)) = [ ]>> then\n if <not <<(letter ((i) - (1)) of (initals place)) = [ ]> or <(i) = [1]>>> then\n replace item (length of [initials v]) of [initials v] with (join (item (length of [initials v]) of [initials v]) (letter (i) of (initals place)))\n else\n add (letter (i) of (initals place)) to [initials v]\n end\n end\n change [i v] by (1)\n end\n set [i v] to [1]\n set [displaylength v] to (length of (initials))\n if <not <((length of (initials)) / (2)) = ([floor v] of ((length of (initials)) / (2)) )>> then\n repeat (length of (initials))\n set [x v] to ((i) - (((length of (initials)) / (2)) + (.5)))\n switch costume to (join (letter (i) of (initials)) (Intro.font))\n set [cid v] to [Initials]\n create clone of (_myself_ v)\n change [i v] by (1)\n end\n else\n repeat (length of (initials))\n set [x v] to (((i) - (.5)) - ((length of (initials)) / (2)))\n switch costume to (join (letter (i) of (initials)) (Intro.font))\n set [cid v] to [Initials]\n create clone of (_myself_ v)\n change [i v] by (1)\n end\n end\nend\n\ndefine #Wait until intro is finished\nwait until <(@Intro) = [0]>\n\nwhen I start as a clone\nif <(@Intro-type) = [1]> then\n show\n if <not <<<(cID) = [Initials]> or <(cID) = [Letters]>> or <(cID) = [CloneBars]>>> then\n switch costume to (cID)\n end\n if <(cID) = [Fill]> then\n set [i v] to [0]\n set [i2 v] to [0]\n repeat until <(@Intro) = [0]>\n go to [back v] layer\n if <<(timer) > (item ((i) + (1)) of [song1 - keyframes v])> and <not <((i) + (1)) > (length of [song1 - keyframes v])>>> then\n change [i v] by (1)\n set [i2 v] to [10]\n end\n change [i2 v] by ((() - (i2)) / (3))\n set [brightness v] effect to (i2)\n end\n hide\n wait until <(@Intro) = [0]>\n show\n go to [front v] layer\n set [brightness v] effect to (100)\n switch costume to (fill2 v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(cID) = [Cover]> then\n set [zoom v] to [0]\n repeat until <(size) > [1850]>\n go to [front v] layer\n switch costume to (blank v)\n set size to (zoom) %\n change size by (((1900) - (size)) / (6))\n set [zoom v] to (size)\n switch costume to (cover v)\n end\n delete this clone\n else\n if <(cID) = [Initials]> then\n set size to (100) %\n set [i0 v] to (i)\n set [i v] to [0]\n set [i4 v] to [0]\n set [i2 v] to [0]\n set [i5 v] to [0]\n set [i6 v] to (costume [name v])\n repeat until <(timer) > [7.50]>\n go to [front v] layer\n set [zoom v] to ((300) - ((DisplayLength) * ((25) - ((DisplayLength) / (2)))))\n if <<(timer) > (item ((i) + (1)) of [song1 - keyframes v])> and <not <((i) + (1)) > (length of [song1 - keyframes v])>>> then\n change [i v] by (1)\n set [i2 v] to [70]\n change [i1 v] by (100)\n if <(direction) < [0.01]> then\n turn right (5) degrees\n else\n turn left (-5) degrees\n end\n end\n if <<(timer) > (item ((i4) + (1)) of [song1 - effects v])> and <not <((i4) + (1)) > (length of [song1 - effects v])>>> then\n change [i4 v] by (1)\n if <(i4) = [1]> then\n set [cid v] to [Cover2]\n create clone of (_myself_ v)\n set [cid v] to [Cover3]\n create clone of (_myself_ v)\n else\n if <(i4) = [2]> then\n set [i2 v] to [100]\n set [i1 v] to [100]\n set [i5 v] to [1]\n point in direction (-179)\n set [@intro v] to [2]\n Clone letters\n go [forward v] (1) layers\n set [i6 v] to (costume [name v])\n set [displaylength v] to (length of (Intro.Username))\n if <not <((length of (Intro.Username)) / (2)) = ([floor v] of ((length of (Intro.Username)) / (2)) )>> then\n set [x v] to ((item (i0) of [initials v]) - (((length of (Intro.Username)) / (2)) + (.5)))\n else\n set [x v] to (((item (i0) of [initials v]) - (.5)) - ((length of (Intro.Username)) / (2)))\n end\n end\n end\n end\n if <not <(i5) = [1]>> then\n set [i1 v] to (((i1) * (.6)) + (((zoom) - (size)) / (3)))\n change [i2 v] by ((() - (i2)) / (3))\n set [i3 v] to (((i3) * (.6)) + (((90) - (direction)) / (3)))\n set [brightness v] effect to (i2)\n change size by (i1)\n set [i7 v] to (size)\n switch costume to (blank v)\n set size to (Infinity) %\n switch costume to (i6)\n go to x: (([sin v] of (direction) ) * ((x) * ((i7) / (3)))) y: (([cos v] of (direction) ) * ((x) * ((i7) / (3))))\n turn right (i3) degrees\n set size to (i7) %\n else\n if <not <<(direction) > [60]> and <(direction) < [90]>>> then\n switch costume to (blank v)\n set [i1 v] to (((zoom) - (size)) / (3))\n change [i2 v] by ((() - (i2)) / (3))\n change size by (i1)\n set [brightness v] effect to (i2)\n go to x: (([sin v] of (direction) ) * ((((x) * ((i7) / (3))) - (x position)) / (3))) y: (([cos v] of (direction) ) * ((((x) * ((i7) / (3))) - (y position)) / (3)))\n turn right (((90) - (direction)) / (5)) degrees\n switch costume to (i6)\n else\n set size to (0) %\n set [i1 v] to [0]\n set [i5 v] to [0]\n end\n end\n go to [front v] layer\n end\n point in direction (90)\n set [i v] to [1]\n set [cid v] to [Circle]\n create clone of (_myself_ v)\n change [i v] by (1)\n create clone of (_myself_ v)\n change [i v] by (1)\n create clone of (_myself_ v)\n change [i v] by (1)\n set [i1 v] to (size)\n repeat (5)\n switch costume to (blank v)\n set size to (i1) %\n change size by (((2000) - (size)) / (5))\n set [i1 v] to (size)\n change [brightness v] effect by (10)\n change [ghost v] effect by (20)\n set [i7 v] to (size)\n switch costume to (blank v)\n set size to (Infinity) %\n go to x: (([sin v] of (direction) ) * ((x) * ((i7) / (3)))) y: (([cos v] of (direction) ) * ((x) * ((i7) / (3))))\n turn right (((180) - (direction)) / (5)) degrees\n switch costume to (i6)\n set size to (i7) %\n end\n delete this clone\n else\n if <(cID) = [Letters]> then\n hide\n switch costume to (i6)\n go to x: (0) y: (0)\n show\n set size to (0) %\n set [i1 v] to [0]\n set [i3 v] to [0]\n set [i4 v] to [0]\n set [i2 v] to [0]\n set [i5 v] to [1]\n set [i6 v] to (costume [name v])\n set [i2 v] to [100]\n set [i1 v] to [100]\n set [i5 v] to [1]\n point in direction (-179)\n repeat until <(timer) > [7.50]>\n go to [front v] layer\n set [zoom v] to ((300) - ((DisplayLength) * ((25) - ((DisplayLength) / (2)))))\n if <<(timer) > (item ((i) + (1)) of [song1 - keyframes v])> and <not <((i) + (1)) > (length of [song1 - keyframes v])>>> then\n change [i v] by (1)\n set [i2 v] to [70]\n change [i1 v] by (100)\n if <(direction) < [0.01]> then\n turn right (5) degrees\n else\n turn left (-5) degrees\n end\n end\n if <<(timer) > (item ((i4) + (1)) of [song1 - effects v])> and <not <((i4) + (1)) > (length of [song1 - effects v])>>> then\n change [i4 v] by (1)\n if <(i4) = [1]> then\n end\n if <not <(i5) = [1]>> then\n set [i1 v] to (((i1) * (.6)) + (((zoom) - (size)) / (3)))\n change [i2 v] by ((() - (i2)) / (3))\n set [i3 v] to (((i3) * (.6)) + (((90) - (direction)) / (3)))\n set [brightness v] effect to (i2)\n change size by (i1)\n set [i7 v] to (size)\n switch costume to (blank v)\n set size to (Infinity) %\n go to x: (([sin v] of (direction) ) * ((x) * ((i7) / (3)))) y: (([cos v] of (direction) ) * ((x) * ((i7) / (3))))\n turn right (i3) degrees\n switch costume to (i6)\n set size to (i7) %\n else\n if <not <<(direction) > [60]> and <(direction) < [90]>>> then\n switch costume to (blank v)\n set [i1 v] to (((zoom) - (size)) / (3))\n change [i2 v] by ((() - (i2)) / (3))\n change size by (i1)\n set [brightness v] effect to (i2)\n go to x: (([sin v] of (direction) ) * ((((x) * ((i7) / (3))) - (x position)) / (3))) y: (([cos v] of (direction) ) * ((((x) * ((i7) / (3))) - (y position)) / (3)))\n turn right (((90) - (direction)) / (5)) degrees\n switch costume to (i6)\n else\n set size to (0) %\n set [i1 v] to [0]\n set [i5 v] to [0]\n end\n end\n go to [front v] layer\n end\n point in direction (90)\n set [i1 v] to (size)\n set [@intro v] to [3]\n repeat (5)\n switch costume to (blank v)\n set size to (i1) %\n change size by (((2000) - (size)) / (5))\n set [i1 v] to (size)\n change [brightness v] effect by (10)\n change [ghost v] effect by (20)\n set [i7 v] to (size)\n switch costume to (blank v)\n set size to (Infinity) %\n go to x: (([sin v] of (direction) ) * ((x) * ((i7) / (3)))) y: (([cos v] of (direction) ) * ((x) * ((i7) / (3))))\n turn right (((180) - (direction)) / (5)) degrees\n switch costume to (i6)\n set size to (i7) %\n end\n delete this clone\n else\n if <(cID) = [Circle]> then\n go to [front v] layer\n set size to (0) %\n set [i1 v] to (size)\n set [i2 v] to [13]\n set [ghost v] effect to (0)\n set [brightness v] effect to (100)\n if <(i) = [1]> then\n go to x: (150) y: (40)\n repeat (i2)\n switch costume to (blank v)\n set size to (i1) %\n change size by (((600) - (size)) / (7))\n set [i1 v] to (size)\n switch costume to (circle v)\n end\n else\n if <(i) = [2]> then\n go to x: (-240) y: (-30)\n repeat (i2)\n switch costume to (blank v)\n set size to (i1) %\n change size by (((700) - (size)) / (7))\n set [i1 v] to (size)\n switch costume to (circle v)\n end\n else\n if <(i) = [3]> then\n go to x: (-100) y: (-180)\n repeat (i2)\n switch costume to (blank v)\n set size to (i1) %\n change size by (((300) - (size)) / (7))\n set [i1 v] to (size)\n switch costume to (circle v)\n end\n end\n end\n end\n set [@intro v] to [0]\n wait (0) seconds\n delete this clone\n else\n if <(cID) = [CloneBars]> then\n hide\n set [i v] to [0]\n set [i1 v] to [1]\n set [i2 v] to [1]\n repeat until <(timer) > [7.50]>\n if <<(timer) > (item ((i) + (1)) of [song1 - keyframes v])> and <not <((i) + (1)) > (length of [song1 - keyframes v])>>> then\n if <(i2) = [1]> then\n set [i2 v] to [2]\n change [i v] by (1)\n set [cid v] to [Bar]\n create clone of (_myself_ v)\n if <(i1) = [1]> then\n set [i1 v] to [2]\n else\n set [i1 v] to [1]\n end\n else\n set [i2 v] to [1]\n end\n end\n end\n delete this clone\n else\n if <(cID) = [Grid]> then\n set [i v] to [0]\n set [i2 v] to [0]\n repeat until <(timer) > [7.50]>\n if <<(timer) > (item ((i) + (1)) of [song1 - keyframes v])> and <not <((i) + (1)) > (length of [song1 - keyframes v])>>> then\n change [i v] by (1)\n set [i2 v] to [10]\n end\n change [i2 v] by ((() - (i2)) / (3))\n set [brightness v] effect to (i2)\n end\n delete this clone\n else\n if <(cID) = [Bar]> then\n if <(i1) = [1]> then\n show\n go [forward v] (2) layers\n set [brightness v] effect to (30)\n set size to (0) %\n set [i7 v] to [0]\n set [i1 v] to [10]\n set [i6 v] to (costume [name v])\n repeat until <<(timer) > [7.50]> or <(size) > [500]>>\n if <<(timer) > (item ((i) + (1)) of [song1 - keyframes v])> and <not <((i) + (1)) > (length of [song1 - keyframes v])>>> then\n change [i v] by (1)\n set [i1 v] to [50]\n set [i2 v] to [100]\n end\n if <<(timer) > (item (2) of [song1 - effects v])> and <((item (2) of [song1 - effects v]) + (.05)) > (timer)>> then\n change [i v] by (1)\n set [i1 v] to [50]\n set [i2 v] to [100]\n point in direction (-179)\n end\n switch costume to (blank v)\n set [i1 v] to ((i1) * (.8))\n set [i2 v] to (((30) - (i2)) / (5))\n set [brightness v] effect to (i2)\n change size by (i1)\n switch costume to (i6)\n turn right (((180) - (direction)) / (5)) degrees\n end\n else\n show\n go to [back v] layer\n set [brightness v] effect to (100)\n set size to (0) %\n set [i7 v] to [0]\n set [i1 v] to [10]\n set [i6 v] to (costume [name v])\n repeat until <<(timer) > [7.50]> or <(size) > [500]>>\n if <<(timer) > (item ((i) + (1)) of [song1 - keyframes v])> and <not <((i) + (1)) > (length of [song1 - keyframes v])>>> then\n change [i v] by (1)\n set [i1 v] to [50]\n set [i2 v] to [100]\n end\n if <<(timer) > (item (2) of [song1 - effects v])> and <((item (2) of [song1 - effects v]) + (.05)) > (timer)>> then\n change [i v] by (1)\n set [i1 v] to [50]\n set [i2 v] to [100]\n point in direction (-179)\n end\n switch costume to (blank v)\n set [i1 v] to ((i1) * (.8))\n change size by (i1)\n switch costume to (i6)\n turn right (((90) - (direction)) / (5)) degrees\n end\n end\n delete this clone\n else\n if <(cID) = [Spiral]> then\n hide\n set [i v] to [0]\n set [i2 v] to [0]\n set [ghost v] effect to (70)\n repeat until <(timer) > [7.50]>\n if <<(timer) > (item ((i) + (1)) of [song1 - keyframes v])> and <not <((i) + (1)) > (length of [song1 - keyframes v])>>> then\n if <(i2) = [4]> then\n set [i2 v] to [1]\n else\n change [i2 v] by (1)\n end\n set size to (200) %\n change [i v] by (1)\n set [cid v] to [Spiral2]\n create clone of (_myself_ v)\n end\n turn right (-5) degrees\n change size by (((100) - (size)) / (5))\n end\n delete this clone\n else\n if <(cID) = [Spiral2]> then\n if <(i2) = [1]> then\n go to x: (-100) y: (100)\n else\n if <(i2) = [2]> then\n go to x: (100) y: (100)\n else\n if <(i2) = [3]> then\n go to x: (100) y: (-100)\n else\n if <(i2) = [4]> then\n go to x: (-100) y: (-100)\n end\n end\n end\n end\n set [ghost v] effect to (0)\n set size to (10) %\n repeat (15)\n turn right (-5) degrees\n change [ghost v] effect by (7.5)\n change size by (20)\n end\n delete this clone\n else\n if <(cID) = [Cover2]> then\n point in direction (90)\n set size to (100) %\n go to x: (0) y: (4000)\n repeat (5)\n go to [front v] layer\n change y by (((20) - (y position)) / (2))\n end\n repeat until <(timer) > [7.50]>\n go to [front v] layer\n change y by (((90) - (y position)) / (3))\n end\n delete this clone\n else\n if <(cID) = [Cover3]> then\n point in direction (90)\n set size to (100) %\n go to x: (0) y: (-4000)\n repeat (5)\n go to [front v] layer\n change y by (((-20) - (y position)) / (2))\n end\n repeat until <(timer) > [7.50]>\n go to [front v] layer\n change y by (((-90) - (y position)) / (3))\n end\n delete this clone\n else\n if <(cID) = []> then\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(@Intro-type) = [2]> then\n if <not <(cID) = [CloneParticles]>> then\n show\n switch costume to (cID)\n end\n if <(cID) = [Cover]> then\n set [zoom v] to [0]\n repeat until <(size) > [1850]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((1900) - (size)) / (6))\n switch costume to (cover v)\n end\n delete this clone\n else\n if <(cID) = [Fill2]> then\n set [i v] to [0]\n set [i2 v] to [0]\n repeat until <(@Intro) = [0]>\n go to [back v] layer\n if <<(timer) > (item ((i) + (1)) of [song2 - keyframes v])> and <not <((i) + (1)) > (length of [song2 - keyframes v])>>> then\n change [i v] by (1)\n set [i2 v] to [10]\n end\n change [i2 v] by ((() - (i2)) / (3))\n set [brightness v] effect to (i2)\n end\n hide\n wait until <(@Intro) = [0]>\n show\n go to [front v] layer\n set [brightness v] effect to (100)\n switch costume to (fill2 v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(cID) = [Colouredcover]> then\n set [i v] to [0]\n set [i2 v] to [0]\n repeat until <(timer) > [7.50]>\n switch costume to (blank v)\n if <<(timer) > (item ((i) + (1)) of [song2 - keyframes v])> and <not <((i) + (1)) > (length of [song2 - keyframes v])>>> then\n Clone circles\n set [cid v] to [CircleEffect2]\n create clone of (_myself_ v)\n change [i v] by (1)\n set [i2 v] to [15]\n set size to (200) %\n end\n change [i2 v] by ((() - (i2)) / (3))\n set [brightness v] effect to (i2)\n change size by (((100) - (size)) / (3))\n switch costume to (colouredcover v)\n end\n delete this clone\n else\n if <(cID) = [CircleEffect]> then\n hide\n wait ((i6) / (20)) seconds\n show\n set size to (100) %\n set [ghost v] effect to (0)\n set [i v] to [1]\n repeat (10)\n switch costume to (blank v)\n set [i v] to ((i) * (1.2))\n change size by (i)\n switch costume to (circleeffect v)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(cID) = [CircleEffect2]> then\n go to [front v] layer\n set size to (100) %\n set [ghost v] effect to (0)\n set [i v] to [1]\n repeat (10)\n switch costume to (blank v)\n change size by (50)\n switch costume to (circleeffect2 v)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(cID) = [Initials]> then\n set size to (100) %\n set [i0 v] to (i)\n set [i v] to [0]\n set [i4 v] to [0]\n set [i2 v] to [0]\n set [i5 v] to [0]\n set [i6 v] to (costume [name v])\n repeat until <(timer) > [7.50]>\n go to [front v] layer\n set [zoom v] to ((300) - ((DisplayLength) * ((25) - ((DisplayLength) / (2)))))\n if <<(timer) > (item ((i) + (1)) of [song2 - keyframes v])> and <not <((i) + (1)) > (length of [song2 - keyframes v])>>> then\n change [i v] by (1)\n if <not <(i4) = [0]>> then\n change [i1 v] by (50)\n else\n change [i1 v] by (100)\n end\n set [i2 v] to [70]\n if <(direction) < [0.01]> then\n turn right (5) degrees\n else\n turn left (-5) degrees\n end\n end\n if <<(timer) > (item ((i4) + (1)) of [song2 - effects v])> and <not <((i4) + (1)) > (length of [song2 - effects v])>>> then\n change [i4 v] by (1)\n if <(i4) = [1]> then\n set [i2 v] to [100]\n set [i1 v] to [100]\n set [i5 v] to [1]\n point in direction (-179)\n set [@intro v] to [2]\n Clone letters\n go [forward v] (1) layers\n set [i6 v] to (costume [name v])\n set [displaylength v] to (length of (Intro.Username))\n if <not <((length of (Intro.Username)) / (2)) = ([floor v] of ((length of (Intro.Username)) / (2)) )>> then\n set [x v] to ((item (i0) of [initials v]) - (((length of (Intro.Username)) / (2)) + (.5)))\n else\n set [x v] to (((item (i0) of [initials v]) - (.5)) - ((length of (Intro.Username)) / (2)))\n end\n set [cid v] to [Cover2]\n create clone of (_myself_ v)\n set [cid v] to [Cover3]\n create clone of (_myself_ v)\n else\n if <(i4) = [2]> then\n end\n end\n if <not <(i5) = [1]>> then\n set [i1 v] to (((i1) * (.6)) + (((zoom) - (size)) / (3)))\n change [i2 v] by ((() - (i2)) / (3))\n set [i3 v] to (((i3) * (.6)) + (((90) - (direction)) / (3)))\n set [brightness v] effect to (i2)\n change size by (i1)\n set [i7 v] to (size)\n switch costume to (blank v)\n set size to (Infinity) %\n switch costume to (i6)\n go to x: (([sin v] of (direction) ) * ((x) * ((i7) / (3)))) y: (([cos v] of (direction) ) * ((x) * ((i7) / (3))))\n turn right (i3) degrees\n set size to (i7) %\n else\n if <not <<(direction) > [60]> and <(direction) < [90]>>> then\n switch costume to (blank v)\n set [i1 v] to (((zoom) - (size)) / (3))\n change [i2 v] by ((() - (i2)) / (3))\n change size by (i1)\n set [brightness v] effect to (i2)\n go to x: (([sin v] of (direction) ) * ((((x) * ((i7) / (3))) - (x position)) / (3))) y: (([cos v] of (direction) ) * ((((x) * ((i7) / (3))) - (y position)) / (3)))\n turn right (((90) - (direction)) / (5)) degrees\n switch costume to (i6)\n else\n set size to (0) %\n set [i1 v] to [0]\n set [i5 v] to [0]\n end\n end\n go to [front v] layer\n end\n point in direction (90)\n set [i v] to [1]\n set [cid v] to [Circle]\n create clone of (_myself_ v)\n change [i v] by (1)\n create clone of (_myself_ v)\n change [i v] by (1)\n create clone of (_myself_ v)\n change [i v] by (1)\n set [i1 v] to (size)\n repeat (5)\n switch costume to (blank v)\n set size to (i1) %\n change size by (((2000) - (size)) / (5))\n set [i1 v] to (size)\n change [brightness v] effect by (10)\n change [ghost v] effect by (20)\n set [i7 v] to (size)\n switch costume to (blank v)\n set size to (Infinity) %\n go to x: (([sin v] of (direction) ) * ((x) * ((i7) / (3)))) y: (([cos v] of (direction) ) * ((x) * ((i7) / (3))))\n turn right (((180) - (direction)) / (5)) degrees\n switch costume to (i6)\n set size to (i7) %\n end\n delete this clone\n else\n if <(cID) = [Letters]> then\n hide\n switch costume to (i6)\n go to x: (0) y: (0)\n show\n set size to (0) %\n set [i1 v] to [0]\n set [i3 v] to [0]\n set [i4 v] to [0]\n set [i2 v] to [0]\n set [i5 v] to [1]\n set [i6 v] to (costume [name v])\n set [i2 v] to [100]\n set [i1 v] to [100]\n set [i5 v] to [1]\n point in direction (-179)\n repeat until <(timer) > [7.50]>\n go to [front v] layer\n set [zoom v] to ((300) - ((DisplayLength) * ((25) - ((DisplayLength) / (2)))))\n if <<(timer) > (item ((i) + (1)) of [song2 - keyframes v])> and <not <((i) + (1)) > (length of [song2 - keyframes v])>>> then\n change [i v] by (1)\n set [i2 v] to [70]\n if <not <(i4) = [0]>> then\n change [i1 v] by (50)\n else\n change [i1 v] by (100)\n end\n if <(direction) < [0.01]> then\n turn right (5) degrees\n else\n turn left (-5) degrees\n end\n end\n if <<(timer) > (item ((i4) + (1)) of [song2 - effects v])> and <not <((i4) + (1)) > (length of [song2 - effects v])>>> then\n change [i4 v] by (1)\n if <(i4) = [1]> then\n end\n if <not <(i5) = [1]>> then\n set [i1 v] to (((i1) * (.6)) + (((zoom) - (size)) / (3)))\n change [i2 v] by ((() - (i2)) / (3))\n set [i3 v] to (((i3) * (.6)) + (((90) - (direction)) / (3)))\n set [brightness v] effect to (i2)\n change size by (i1)\n set [i7 v] to (size)\n switch costume to (blank v)\n set size to (Infinity) %\n go to x: (([sin v] of (direction) ) * ((x) * ((i7) / (3)))) y: (([cos v] of (direction) ) * ((x) * ((i7) / (3))))\n turn right (i3) degrees\n switch costume to (i6)\n set size to (i7) %\n else\n if <not <<(direction) > [60]> and <(direction) < [90]>>> then\n switch costume to (blank v)\n set [i1 v] to (((zoom) - (size)) / (3))\n change [i2 v] by ((() - (i2)) / (3))\n change size by (i1)\n set [brightness v] effect to (i2)\n go to x: (([sin v] of (direction) ) * ((((x) * ((i7) / (3))) - (x position)) / (3))) y: (([cos v] of (direction) ) * ((((x) * ((i7) / (3))) - (y position)) / (3)))\n turn right (((90) - (direction)) / (5)) degrees\n switch costume to (i6)\n else\n set size to (0) %\n set [i1 v] to [0]\n set [i5 v] to [0]\n end\n end\n go to [front v] layer\n end\n point in direction (90)\n set [i1 v] to (size)\n set [@intro v] to [3]\n repeat (5)\n switch costume to (blank v)\n set size to (i1) %\n change size by (((2000) - (size)) / (5))\n set [i1 v] to (size)\n change [brightness v] effect by (10)\n change [ghost v] effect by (20)\n set [i7 v] to (size)\n switch costume to (blank v)\n set size to (Infinity) %\n go to x: (([sin v] of (direction) ) * ((x) * ((i7) / (3)))) y: (([cos v] of (direction) ) * ((x) * ((i7) / (3))))\n turn right (((180) - (direction)) / (5)) degrees\n switch costume to (i6)\n set size to (i7) %\n end\n delete this clone\n else\n if <(cID) = [Cover2]> then\n set [brightness v] effect to (0)\n point in direction (90)\n set size to (100) %\n go to x: (0) y: (4000)\n repeat (5)\n go to [front v] layer\n change y by (((20) - (y position)) / (2))\n end\n repeat until <(timer) > [7.50]>\n go to [front v] layer\n change y by (((90) - (y position)) / (3))\n end\n delete this clone\n else\n if <(cID) = [Cover3]> then\n point in direction (90)\n set [brightness v] effect to (0)\n set size to (100) %\n go to x: (0) y: (-4000)\n repeat (5)\n go to [front v] layer\n change y by (((-20) - (y position)) / (2))\n end\n repeat until <(timer) > [7.50]>\n go to [front v] layer\n change y by (((-90) - (y position)) / (3))\n end\n delete this clone\n else\n if <(cID) = [Circle]> then\n go to [front v] layer\n set size to (0) %\n set [i1 v] to (size)\n set [i2 v] to [13]\n set [ghost v] effect to (0)\n set [brightness v] effect to (100)\n if <(i) = [1]> then\n go to x: (150) y: (40)\n repeat (i2)\n switch costume to (blank v)\n set size to (i1) %\n change size by (((600) - (size)) / (7))\n set [i1 v] to (size)\n switch costume to (circle v)\n end\n else\n if <(i) = [2]> then\n go to x: (-240) y: (-30)\n repeat (i2)\n switch costume to (blank v)\n set size to (i1) %\n change size by (((700) - (size)) / (7))\n set [i1 v] to (size)\n switch costume to (circle v)\n end\n else\n if <(i) = [3]> then\n go to x: (-100) y: (-180)\n repeat (i2)\n switch costume to (blank v)\n set size to (i1) %\n change size by (((300) - (size)) / (7))\n set [i1 v] to (size)\n switch costume to (circle v)\n end\n end\n end\n end\n set [@intro v] to [0]\n wait (0) seconds\n delete this clone\n else\n if <(cID) = [Particle]> then\n if <(i6) = [0]> then\n go to [front v] layer\n set [ghost v] effect to ((i) * (20))\n if <(i1) = [1]> then\n if <(i2) = [1]> then\n repeat until <(timer) > [7.50]>\n set [i2 v] to ((((timer) - ((i) / (20))) * (150)) mod (360))\n go to x: (((([sin v] of (i2) ) * ([sin v] of (45) )) * ((50) * (3))) + ((([cos v] of (i2) ) * ([cos v] of (45) )) * ((50) * (1)))) y: (((([cos v] of (i2) ) * ([sin v] of (45) )) * ((50) * (3))) + ((([sin v] of (i2) ) * ([cos v] of (45) )) * ((50) * (1))))\n end\n else\n repeat until <(timer) > [7.50]>\n set [i2 v] to (((((timer) - ((i) / (20))) * (150)) mod (360)) - (180))\n go to x: (((([sin v] of (i2) ) * ([sin v] of (45) )) * ((50) * (3))) + ((([cos v] of (i2) ) * ([cos v] of (45) )) * ((50) * (1)))) y: (((([cos v] of (i2) ) * ([sin v] of (45) )) * ((50) * (3))) + ((([sin v] of (i2) ) * ([cos v] of (45) )) * ((50) * (1))))\n end\n end\n else\n if <(i2) = [1]> then\n repeat until <(timer) > [7.50]>\n set [i2 v] to ((((timer) - ((i) / (20))) * (150)) mod (360))\n go to x: (((([sin v] of (i2) ) * ([sin v] of (-45) )) * ((50) * (3))) + ((([cos v] of (i2) ) * ([cos v] of (-45) )) * ((50) * (1)))) y: (((([cos v] of (i2) ) * ([sin v] of (-45) )) * ((50) * (3))) + ((([sin v] of (i2) ) * ([cos v] of (-45) )) * ((50) * (1))))\n end\n else\n repeat until <(timer) > [7.50]>\n set [i2 v] to (((((timer) - ((i) / (20))) * (150)) mod (360)) - (180))\n go to x: (((([sin v] of (i2) ) * ([sin v] of (-45) )) * ((50) * (3))) + ((([cos v] of (i2) ) * ([cos v] of (-45) )) * ((50) * (1)))) y: (((([cos v] of (i2) ) * ([sin v] of (-45) )) * ((50) * (3))) + ((([sin v] of (i2) ) * ([cos v] of (-45) )) * ((50) * (1))))\n end\n end\n end\n delete this clone\n else\n go to x: (-240) y: (pick random (180.) to (-180))\n set [i2 v] to (y position)\n set [i3 v] to (pick random (0.) to (5))\n set size to (pick random (30.) to (60)) %\n repeat until <<(x position) > [239.9]> or <(timer) > [7.50]>>\n if <<(timer) > (item ((i) + (1)) of [song2 - keyframes v])> and <not <((i) + (1)) > (length of [song2 - keyframes v])>>> then\n set [i1 v] to [10]\n change [i v] by (1)\n end\n change x by ((i1) * (2))\n set y to ((i2) + ((10) * ([cos v] of (((timer) - (i3)) * ((i1) * (20))) )))\n change [i1 v] by (((5) - (i1)) / (5))\n end\n delete this clone\n end\n else\n if <(cID) = [CloneParticles]> then\n set [i6 v] to [1]\n set [i v] to [0]\n set [i5 v] to [0]\n repeat until <(timer) > [7.50]>\n if <<(timer) > (item ((i) + (1)) of [song2 - keyframes v])> and <not <((i) + (1)) > (length of [song2 - keyframes v])>>> then\n change [i v] by (1)\n set [i0 v] to [1]\n set [cid v] to [Arrow]\n create clone of (_myself_ v)\n set [i0 v] to [2]\n create clone of (_myself_ v)\n set [i0 v] to [3]\n create clone of (_myself_ v)\n set [i0 v] to [4]\n create clone of (_myself_ v)\n set [i0 v] to [1]\n set [cid v] to [ScreenRay1]\n create clone of (_myself_ v)\n set [i0 v] to [2]\n create clone of (_myself_ v)\n set [i0 v] to [3]\n create clone of (_myself_ v)\n set [i0 v] to [4]\n create clone of (_myself_ v)\n end\n if <((i5) mod (3)) = [0]> then\n set [cid v] to [Particle]\n create clone of (_myself_ v)\n end\n change [i5 v] by (1)\n end\n delete this clone\n else\n if <(cID) = [Arrow]> then\n go to [front v] layer\n set size to (100) %\n if <(i0) = [1]> then\n go to x: (0) y: (50)\n point in direction (90)\n set [i0 v] to [10]\n repeat (10)\n change y by (i0)\n change size by (10)\n change [ghost v] effect by (10)\n end\n else\n if <(i0) = [2]> then\n go to x: (50) y: (0)\n point in direction (180)\n set [i0 v] to [10]\n repeat (10)\n change x by (i0)\n change size by (10)\n change [ghost v] effect by (10)\n end\n else\n if <(i0) = [3]> then\n go to x: (0) y: (-50)\n point in direction (-90)\n set [i0 v] to [10]\n repeat (10)\n change y by (() - (i0))\n change size by (10)\n change [ghost v] effect by (10)\n end\n else\n if <(i0) = [4]> then\n go to x: (-50) y: (0)\n point in direction (0)\n set [i0 v] to [10]\n repeat (10)\n change x by (() - (i0))\n change size by (10)\n change [ghost v] effect by (10)\n end\n end\n end\n end\n end\n delete this clone\n else\n if <(cID) = [ScreenRay1]> then\n set [brightness v] effect to (100)\n point in direction ((45) + ((i0) * (90)))\n set [i v] to [0]\n repeat (10)\n move (10) steps\n change [ghost v] effect by (10)\n switch costume to (join [ScreenRay] (i))\n change [i v] by (1)\n end\n delete this clone\n else\n if <(cID) = []> then\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Clone letters\nset [i v] to [1]\nset [displaylength v] to (length of (Intro.Username))\nif <not <((length of (Intro.Username)) / (2)) = ([floor v] of ((length of (Intro.Username)) / (2)) )>> then\n repeat (length of (Intro.Username))\n if <not <[initials v] contains (i)?>> then\n set [cid v] to [Letters]\n set [x v] to ((i) - (((length of (Intro.Username)) / (2)) + (.5)))\n set [i6 v] to (join (letter (i) of (Intro.Username)) (Intro.font))\n create clone of (_myself_ v)\n end\n change [i v] by (1)\n end\nelse\n repeat (length of (Intro.Username))\n if <not <[initials v] contains (i)?>> then\n set [cid v] to [Letters]\n set [x v] to (((i) - (.5)) - ((length of (Intro.Username)) / (2)))\n set [i6 v] to (join (letter (i) of (Intro.Username)) (Intro.font))\n create clone of (_myself_ v)\n end\n change [i v] by (1)\n end\nend\n\ndefine Clone circles\nset [cid v] to [CircleEffect]\nset [i6 v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change [i6 v] by (1)\nend\n\nwhen flag clicked\n#Start intro [Type] (1 or 2) [2] [Username] (no symbols, in CAPITALS) [JSHOOK2] [Initials] [JO] [Initials' place] (spaces in between) [1 5] Accent hue [240] Font [2]\n#Wait until intro is finished\nwait (1) seconds\nbroadcast (Start v)\n\nwhen [space v] key pressed\n\nif <not <(@Intro) = [0]>> then\n stop all sounds\n repeat (20)\n delete this clone\n end\n set [@intro v] to [0]\nend\n\ndefine Troubleshoot: Username (username) Initials (initials) Initial's place (initials place) Font (font)\nset [i v] to [1]\nrepeat (length of (username))\n switch costume to (join (letter (i) of (username)) (font))\n if <not <(costume [name v]) = (join (letter (i) of (username)) (font))>> then\n show variable [@intro v]\n set [@intro v] to [Your entered username seems to contain at least one character that is not supported or that is not capitalized. Please make sure that you have entered your username completely in capitals, and that you only user the following characters: ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789]\n stop [all v]\n end\n change [i v] by (1)\nend\ndelete all of [initials v]\nset [i v] to [1]\nrepeat (length of (initials place))\n if <not <(letter (i) of (initials place)) = [ ]>> then\n if <not <<(letter ((i) - (1)) of (initials place)) = [ ]> or <(i) = [1]>>> then\n replace item (length of [initials v]) of [initials v] with (join (item (length of [initials v]) of [initials v]) (letter (i) of (initials place)))\n else\n add (letter (i) of (initials place)) to [initials v]\n end\n end\n change [i v] by (1)\nend\nif <not <(length of [initials v]) = (length of (initials))>> then\n show variable [@intro v]\n set [@intro v] to [You seem to have either entered too many or too little values for the initial's place. Please make sure that you have put the corresponding digit place of every initial in the username, and that you have a space between every different input. For example, with a username of 'EDISONBOY', initials of 'EB', the initials place will be '1 7', because E is the first digit in the username, and B is the seventh.]\n stop [all v]\nend\nset [i v] to [1]\nrepeat (length of (initials))\n if <not < (username) contains (letter (i) of (initials))?>> then\n show variable [@intro v]\n set [@intro v] to [Your entered username does not contain the entered initials. Please make sure that you entered initials which are also in your username.]\n stop [all v]\n end\n change [i v] by (1)\nend\nset [i v] to [1]\nrepeat (length of [initials v])\n if <not <(letter (item (i) of [initials v]) of (username)) = (letter (i) of (initials))>> then\n show variable [@intro v]\n set [@intro v] to [At least one of your entered initial's place seem to be incorrect. Please make sure that you have put the corresponding digit place of every initial in the username, and that you have a space between every different input. For example, with a username of 'EDISONBOY', initials of 'EB', the initials place will be '1 7', because E is the first digit in the username, and B is the seventh.]\n stop [all v]\n end\n change [i v] by (1)\nend\n\nTroubleshoot: Username (username) Initials (initials) Initial's place (initals place) Font (font)\n\n@player\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)\nswitch costume to (1 v)\nset [dead v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (15) %\nshow\n\ndefine DEAD MEAT\nset [dead v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\nend\n:P\n\ndefine :D\ngo to x: (-210) y: (43)\ngo to [front v] layer\nset [level v] to [1]\nset [dead v] to [0]\nset size to (15) %\nwait (1) seconds\nshow\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 change [xv v] by (.7)\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 (-0.7)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n if <touching (platform v)?> then\n change y by (2)\n 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 (spikes 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 (sprite1 v)?> then\n set [yv v] to [13]\n end\n if <touching (sprite1 v)?> then\n set [yv v] to [13]\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\n if <touching (flag v)?> then\n hide\n wait (.2) seconds\n show\n go to x: (30) y: (20)\n else\n if <touching (flag2 v)?> then\n hide\n wait (.2) seconds\n show\n go to x: (-215) y: (-164)\n else\n if <touching (flag3 v)?> then\n hide\n wait (.2) seconds\n show\n go to x: (40) y: (-150)\n else\n if <touching (flag4 v)?> then\n hide\n wait (.2) seconds\n show\n change [level v] by (1)\n broadcast (Nl v)\n go to x: (-200) y: (30)\n end\n end\n end\n end\n if <<touching (spikes v)?> or <touching (saws v)?>> then\n hide\n wait (.2) seconds\n show\n go to x: (-210) y: (20)\n else\n if <<touching (spikes2 v)?> or <touching (spikes2 v)?>> then\n hide\n wait (.2) seconds\n show\n go to x: (20) y: (30)\n else\n if <<touching (spikes3 v)?> or <touching (spikes2 v)?>> then\n hide\n wait (.2) seconds\n show\n go to x: (-200) y: (-150)\n else\n if <<touching (spikes4 v)?> or <touching (spikes2 v)?>> then\n hide\n wait (.2) seconds\n go to x: (40) y: (-150)\n show\n end\n end\n end\n end\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 (right 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 [0]\n else\n set [xv v] to [0]\n end\n end\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]\n:D\n\ngo to x: (-215) y: (-164)\n\nwhen [r v] key pressed\ngo to x: (-219) y: (19)\n\n@Platform\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (99) %\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Flag\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n hide\n end\nend\n\n@Flag2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n hide\n end\nend\n\nwhen I receive [start v]\nshow\n\n@Flag3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n hide\n end\nend\n\n@Flag4\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n hide\n end\nend\n\n@Words\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset size to (100) %\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [nl v]\nnext costume\n\n@Spikes2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [nl v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume3 v)\nhide\n\n@Spikes3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [nl v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume3 v)\nhide\n\n@Spikes4\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [nl v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume3 v)\nhide\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <touching (player v)?> then\n repeat (6)\n next costume\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(Level) = [1]> then\n hide\n else\n if <(Level) = [2]> then\n show\n go to x: (90) y: (-170)\n else\n if <(Level) = [3]> then\n show\n go to x: (80) y: (16)\n else\n if <(Level) = [4]> then\n hide\n else\n if <(Level) = [5]> then\n end\n end\n end\n end\nend\n\nset [level v] to [3]\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Saws\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start 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: (-130) y: (57)\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\nend\n\n@Saws2\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nforever\n turn right (10) degrees\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\nend\n\nwhen flag clicked\nforever\n turn right (10) degrees\nend\n\n@Saws3\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nforever\n turn right (10) degrees\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\nend\n\n@Saws4\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nforever\n turn right (10) degrees\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\nend\n\n | @InfinityCode loved?!\nIf you find a glitch tell me it and press key R if you get stuck.\n\ndefinitely possible. 100% guaranteed.\n\nUse the arrow keys or WASD.\nPress flag 2 to 5 times for no lag.\nDon't touch gears and spikes.\nFullscreen not recommended.\n\nLOVE AND FAVE ARE appreciated\n |
Scrolling Platformer Engine #games #all | @Stage\n\n@Player\n\nwhen [u v] key pressed\nif <(volume) = [0]> then\n set volume to (100) %\nend\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nend\n\ndefine Game - Win\nset rotation style [all around 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\nchange [level v] by (1)\nwait (1) seconds\nclear graphic effects\nset rotation style [left-right v]\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\nend\nwait (0.5) seconds\n\nwhen I receive [tick v]\nset [color v] effect to (COLOR)\nif <(LEVEL) = [1]> then\n set [color v] to [0]\nend\nif <(LEVEL) = [2]> then\n set [color v] to [143]\nend\nif <(LEVEL) = [3]> then\n set [color v] to [75]\nend\nif <(LEVEL) = [4]> then\n set [color v] to [15]\nend\n\ndefine Clone (num)\nrepeat (num)\n create clone of (particles v)\nend\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Clone [20]\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 [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (60) %\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<<mouse down?> and <(x position) > (mouse x)>> and <(distance to [mouse-pointer v]) > [20]>>>> then\n switch costume to (left v)\n Change Player x by [-8]\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(distance to [mouse-pointer v]) > [20]>>>> then\n switch costume to (right v)\n Change Player x by [8]\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <<key (w v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> and <(distance to [mouse-pointer v]) > [20]>>>>> then\n switch costume to (up v)\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nPosition\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine 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 (15)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <<key (w v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> and <(distance to [mouse-pointer v]) > [20]>>>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <touching (bounce v)?> then\n set [sy v] to [22]\nend\n\nwhen flag clicked\nhide\n\nchange [sx v] by (-2)\n\nchange [sx v] by (2)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [-80] y: [400]\n Clone at x: [-470] y: [200]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [600] y: [-8]\n Clone at x: [600] y: [400]\n Clone at x: [640] y: [150]\n Clone at x: [400] y: [100]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [-8]\n Clone at x: [480] y: [250]\n Clone at x: [-250] y: [600]\n Clone at x: [-400] y: [400]\n Clone at x: [-300] y: [300]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nset [color v] effect to (COLOR)\nif <(LEVEL) = [1]> then\n set [color v] to [0]\nend\nif <(LEVEL) = [2]> then\n set [color v] to [143]\nend\nif <(LEVEL) = [3]> then\n set [color v] to [75]\nend\nif <(LEVEL) = [4]> then\n set [color v] to [15]\nend\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: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [-1000] y: [500]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [600] y: [0]\n Clone at x: [600] y: [400]\n Clone at x: [640] y: [150]\n Clone at x: [400] y: [100]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [-800] y: [1100]\n Clone at x: [-100] y: [600]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nset [color v] effect to (COLOR)\nif <(LEVEL) = [1]> then\n set [color v] to [0]\nend\nif <(LEVEL) = [2]> then\n set [color v] to [143]\nend\nif <(LEVEL) = [3]> then\n set [color v] to [75]\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n | My 400 follower special is a scrolling platformer engine.\n\nCredit to @griffpatch as always lol :P\n\nNOTE: THIS IS NOT A FULL GAME. IT IS A ENGINE.\n\nINSTRUCTIONS: \n\nUse arrow keys to move. Remix or backpack items with credit. Enjoy! |
Cave ll A Collab Platformer | @Stage\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [end]> then\n show variable [your time v]\n show variable [☁ fastest time v]\n else\n hide variable [your time v]\n hide variable [☁ fastest time v]\n end\nend\n\nwhen backdrop switches to [end v]\nif <(Your Time) < (☁ Fastest Time)> then\n set [☁ fastest time v] to (Your Time)\nend\n\nwhen I receive [end v]\nreset timer\nrepeat until <(backdrop [name v]) = [end]>\n set [your time v] to (timer)\nend\n\nwhen backdrop switches to [end v]\nif <(Deaths) = [0]> then\n wait (2.5) seconds\n next backdrop\nend\n\n@Proffesorxp\n\nwhen flag clicked\npoint in direction (90)\nswitch backdrop to (intro backdrop v)\nset size to (100) %\nshow\ngo to x: (0) y: (0)\nrepeat (24)\n turn right (15) degrees\nend\nrepeat (10)\n change size by (10)\nend\nrepeat (10)\n change size by (-10)\nend\nbroadcast (part 2 v)\nhide\n\nwhen I receive [part 4 v]\ngo to x: (-155) y: (0)\nshow\nwait (3) seconds\nhide\n\nwhen flag clicked\nplay sound [recording1 v] until done\n\nwhen this sprite clicked\nsay [Comment Yeet!]\n\n@GlizzyGobbler765\n\nwhen flag clicked\nhide\n\nwhen I receive [part 3 v]\npoint in direction (90)\nshow\ngo to x: (0) y: (0)\nrepeat (24)\n turn right (15) degrees\nend\nrepeat (10)\n change size by (10)\nend\nrepeat (10)\n change size by (-10)\nend\nbroadcast (part 4 v)\nhide\n\nwhen I receive [part 4 v]\ngo to x: (165) y: (0)\nshow\nwait (3) seconds\nhide\n\n@Pats196615\n\nwhen flag clicked\nhide\n\nwhen I receive [part 2 v]\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nrepeat (24)\n turn right (15) degrees\nend\nrepeat (10)\n change size by (10)\nend\nrepeat (10)\n change size by (-10)\nend\nbroadcast (part 3 v)\nhide\n\nwhen I receive [part 4 v]\ngo to x: (10) y: (0)\nshow\nwait (3) seconds\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [death v]\n\nwhen I receive [thumbnail show v]\nshow\nhide variable [your time v]\nhide variable [☁ fastest time v]\n\nwhen flag clicked\n\n@Text\n\nwhen I receive [part 4 v]\nshow\nset [clone # v] to [1]\ncreate clone of (_myself_ v)\nchange [clone # v] by (1)\ncreate clone of (_myself_ v)\ngo to x: (-155) y: (-65)\nswitch costume to (costume1 v)\nwait (3) seconds\nhide\nbroadcast (end v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(clone #) = [1]> then\n switch costume to (costume2 v)\n go to x: (10) y: (-95)\n wait (3) seconds\n hide\nelse\n switch costume to (costume3 v)\n go to x: (155) y: (-75)\n wait (3) seconds\n hide\nend\n\nwhen I receive [end v]\nswitch backdrop to (backdrop1 v)\n\n@Sprite2\n\nwhen flag clicked\nshow\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\n\n@Platform guy\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 color (#444444)?> or <<touching color (#777777)?> or <<touching color (#00a727)?> or <<touching color (#00ff3a)?> or <touching color (#8c5100)?>>>>>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <<touching color (#444444)?> or <<touching color (#777777)?> or <<touching color (#000000)?> or <<touching color (#00a727)?> or <<touching color (#00ff3a)?> or <touching color (#8c5100)?>>>>>>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen I receive [end v]\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 switch costume to (costume4 v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n switch costume to (costume3 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#444444)?> or <<touching color (#777777)?> or <touching color (#000000)?>>> then\n fast\n if <<touching color (#444444)?> or <<touching color (#777777)?> or <touching color (#000000)?>>> then\n xcoll\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <<touching color (#444444)?> or <<touching color (#777777)?> or <<touching color (#000000)?> or <<touching color (#00a727)?> or <<touching color (#00ff3a)?> or <touching color (#8c5100)?>>>>>> then\n ycoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(y) < [0]>> then\n set [y v] to [12]\n else\n set [y v] to [0]\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to (hitbox v)\n\nwhen I receive [end v]\nshow\n\nwhen I receive [next level v]\ngo to x: (-200) y: (0)\nnext backdrop\n\nwhen I receive [death v]\nchange [your time v] by (1)\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n if <(y position) = [-135]> then\n go to x: (-200) y: (0)\n end\nend\n\nwhen I receive [thumbnail show v]\nhide\n\nwhen flag clicked\nhide variable [your time v]\nhide variable [☁ fastest time v]\nset [deaths v] to [0]\n\nwhen flag clicked\nswitch costume to (costume4 v)\n\nwhen I receive [skip v]\ngo to x: (-177) y: (-129)\n\n@hitbox\n\nwhen flag clicked\nhide\nforever\n go to (platform guy v)\nend\n\nwhen I receive [end v]\nforever\n if <touching color (#ff0000)?> then\n broadcast (death v)\n end\n if <(x position) = [303]> then\n broadcast (next level v)\n end\nend\n\nwhen I receive [death v]\ngo to x: (-200) y: (0)\nchange [deaths v] by (1)\n\nwhen I receive [next level v]\ngo to x: (-117) y: (-131)\n\nwhen I receive [next level v]\ngo to x: (-117) y: (-131)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\ngo to x: (243) y: (-195)\nshow\n\nwhen this sprite clicked\nbroadcast (thumbnail show v)\nstop [all v]\n\nwhen I receive [thumbnail show v]\nhide\n\nwhen I receive [thumbnail show v]\nhide\n\n | ★★★New Platformer!★★★\nhttps://scratch.mit.edu/projects/475079649\n\n★★★Instructions★★★\n-Up Arrow & W - To Jump\n-Left Arrow & A - To Move Left\n-Right Arrow & D - To Move Right\nBe sure to ❤️ and ⭐\n\n★★★Trending★★★\nPropose This To Be Featured Here\nhttps://scratch.mit.edu/studios/4228481/\n#32 On Trending In Games\n\n★★★Collab★★★\nThis Was A Collab With @professorxp and @Pats196615 \nGo Check Out Their Versions And Follow Them!\n\n★★★Bugs★★★\nHighscore doesn't work\nThere are like invisible walls or something\nDuring the intro, it shows some variables |
Red Platformer | @Stage\n\n@Oyuncu\n\nwhen flag clicked\nshow\ngo to x: (-216) y: (-69)\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n if <touching color (#0015ff)?> then\n change [xv v] by (2)\n else\n if <touching color (#0cb900)?> then\n change [xv v] by (0.3)\n else\n change [xv v] by (0.7)\n end\n end\n end\n go to [front v] layer\n if <key (left arrow v) pressed?> then\n if <touching color (#0015ff)?> then\n change [xv v] by (-2)\n else\n if <touching color (#0cb900)?> then\n change [xv v] by (-0.3)\n else\n change [xv v] by (-0.7)\n end\n end\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 end\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) < [0]> then\n set [yv v] to [10]\n set [xv v] to [10]\n else\n set [yv v] to [10]\n set [xv v] to [-10]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <touching color (#000000)?> then\n set [yv v] to [8]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [14]\n end\n end\n if <(y position) = [-180]> then\n go to x: (-216) y: (-69)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <touching color (#ff0000)?> then\n go to x: (-216) y: (-69)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <(x position) = [241]> then\n broadcast (Sonraki Level v)\n go to x: (-216) y: (-69)\n set [yv v] to [0]\n set [xv v] to [0]\n end\nend\n\nwhen [s v] key pressed\nbroadcast (Sonraki Level v)\ngo to x: (-216) y: (-69)\nset [yv v] to [0]\nset [xv v] to [0]\nwait (1) seconds\n\nwhen flag clicked\nforever\n play sound [cat-vibing-to-ievan-polkka-official-video-hd-cat-vibing-to-music-cat-vibing-meme v] until done\nend\n\n@Kalppppppp\n\nwhen flag clicked\nhide\nforever\n wait (pick random (20) to (30)) seconds\n show\n go to x: (0) y: (50)\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@Kapak\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Kukla 1\n\nwhen I receive [sonraki level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n | Merhaba Bu Red Platformer Oyunu\nBu Oyunda Basamakları Geçerek Oyunu Kazanırsın\nEğer 90 Kalp 80 Yıldız Gelir 2.Bölüm Gelcek\nBu Oyunu Yaparkende Zevk Aldım Umarım Beğenirsin\nİyi Eğlenceler Dostum....\n⁚) |
Red Platformer 2 | @Stage\n\n@Kapak\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n play sound [cat-vibing-to-ievan-polkka-official-video-hd-cat-vibing-to-music-cat-vibing-meme v] until done\nend\n\n@Kukla 1\n\nwhen I receive [sonraki level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Oyuncu\n\nwhen flag clicked\nshow\ngo to x: (-216) y: (-69)\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n if <touching color (#0015ff)?> then\n change [xv v] by (2)\n else\n if <touching color (#0cb900)?> then\n change [xv v] by (0.3)\n else\n change [xv v] by (0.7)\n end\n end\n end\n go to [front v] layer\n if <key (left arrow v) pressed?> then\n if <touching color (#0015ff)?> then\n change [xv v] by (-2)\n else\n if <touching color (#0cb900)?> then\n change [xv v] by (-0.3)\n else\n change [xv v] by (-0.7)\n end\n end\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 end\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) < [0]> then\n set [yv v] to [10]\n set [xv v] to [10]\n else\n set [yv v] to [10]\n set [xv v] to [-10]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <touching color (#000000)?> then\n set [yv v] to [8]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [14]\n end\n end\n if <(y position) = [-180]> then\n go to x: (-216) y: (-69)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <touching color (#ff0000)?> then\n go to x: (-216) y: (-69)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <(x position) = [241]> then\n broadcast (Sonraki Level v)\n go to x: (-216) y: (-69)\n set [yv v] to [0]\n set [xv v] to [0]\n end\nend\n\nwhen [s v] key pressed\nbroadcast (Sonraki Level v)\ngo to x: (-216) y: (-69)\nset [yv v] to [0]\nset [xv v] to [0]\nwait (1) seconds\n\n@Kukla 2\n\n | Merhaba Bu Red Platformer Oyunu\nBu Oyunda Basamakları Geçerek Oyunu Kazanırsın\nEğer 45 Kalp 40 Yıldız Gelir 3.Bölüm Gelcek\nBu Oyunu Yaparkende Zevk Aldım Umarım Beğenirsin\nİyi Eğlenceler Dostum....\n⁚) |
Sea platformer 20 lvl | @Stage\n\nwhen I receive [play v]\nwait (2.5) seconds\nforever\n play sound [Murad - Run \(Inspired By Alan Walker\) NCN Release.mp3 v] until done\nend\n\n@terrain\n\nwhen flag clicked\nwait (2.5) seconds\nforever\n if <(niveau) = [4]> then\n broadcast (pièce 2 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\nforever\n if <(niveau) = [3]> then\n broadcast (pièce 1 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\nshow\nset [niveau v] to [1]\ngo to [back v] layer\nforever\n switch costume to (niveau)\nend\n\nwhen [b v] key pressed\nhide list [joueurs v]\nwait until <not <key (b v) pressed?>>\nshow list [joueurs v]\n\ngo to x: (5) y: (0)\n\n@danger\n\nwhen flag clicked\nshow\nforever\n switch costume to (niveau)\n go to [back v] layer\nend\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (0)\n go to [back v] layer\n set size to (100) %\n go to x: (0) y: (0)\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (-0.5)\n end\nend\n\nset [niveau v] to [16]\n\n@skip\n\nwhen flag clicked\nset [niveau v] to [1]\nforever\n go to [front v] layer\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n change size by (10)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (respawn v)\n change [niveau v] by (1)\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [respawn v]\nif <(niveau) = [8]> then\n stop [other scripts in sprite v]\n forever\n go to [front v] layer\n point in direction (90)\n switch costume to (costume1 v)\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (20)\n turn left (0.5) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\nforever\n go [forward v] (50) layers\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (2.5) seconds\nshow\ngo to x: (-192) y: (146)\npoint in direction (90)\ngo to [front v] layer\nforever\n repeat (20)\n turn right (0.5) degrees\n end\n repeat (40)\n turn left (0.5) degrees\n end\n repeat (20)\n turn right (0.5) degrees\n end\nend\n\n@trampoline\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (niveau)\nend\n\n@wather\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (25)\nforever\n set [fisheye v] effect to (([sin v] of ((timer) * (100)) ) * (30))\n set [whirl v] effect to (([sin v] of ((timer) * (75)) ) * (30))\nend\n\nwhen flag clicked\nset [pièce v] to [0]\nset [niveau v] to [1]\ngo to [front v] layer\nforever\n switch costume to (niveau)\nend\n\nwhen flag clicked\nforever\n if <[7] = (niveau)> then\n show\n go to x: (0) y: (-350)\n repeat until <not <(niveau) = [7]>>\n change y by (0.5)\n end\n hide\n end\n if <[16] = (niveau)> then\n show\n go to x: (0) y: (-350)\n repeat until <not <(niveau) = [16]>>\n change y by (0.5)\n end\n hide\n end\n if <[19] = (niveau)> then\n show\n go to x: (0) y: (-350)\n repeat until <not <(niveau) = [19]>>\n change y by (0.5)\n end\n hide\n end\n if <[20] = (niveau)> then\n show\n go to x: (0) y: (-350)\n repeat until <not <(niveau) = [20]>>\n change y by (0.5)\n end\n hide\n end\nend\n\nwhen I receive [recommence v]\ngo to x: (0) y: (-350)\n\n@Sprite1\n\nwhen flag clicked\nset size to (50) %\ngo to [back v] layer\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (25)\nforever\n repeat (100)\n change size by (1)\n end\n repeat (100)\n change size by (-1)\n end\nend\n\n@player\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (25)\n change size by (-6)\n switch costume to (costume2 v)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [recommence v]\ngo to x: (-207) y: (50)\nset [x v] to [0]\nset [y v] to [0]\n\ndefine spécial détéction\nif <touching (trampoline v)?> then\n change [y v] by (pick random (20) to (30))\nend\n\nwhen flag clicked\nforever\n spécial détéction\nend\n\nwhen flag clicked\nforever\n spécial death\nend\n\ndefine spécial death\nif <touching (laser2 v)?> then\n repeat (10)\n change [ghost v] effect by (8)\n end\n go to x: (-207) y: (-39)\n broadcast (Recommence v)\n repeat (10)\n change [ghost v] effect by (-8)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (2.5) seconds\nswitch costume to (a droite v)\ngo to [back v] layer\npoint in direction (90)\nset [yy v] to [15]\nset [xx -90 v] to [-1]\nset [xx 90 v] to [1]\ngo to [front v] layer\nshow\ngo to x: (-207) y: (-30)\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 switch costume to (a droite v)\n set [orientation de player v] to [a droite]\n change [x v] by (Xx 90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (a gauche v)\n set [orientation de player v] to [a gauche]\n change [x v] by (Xx -90)\n end\n change x by (x)\n if <touching (terrain v)?> then\n change y by (1)\n end\n if <touching (terrain v)?> then\n change y by (1)\n end\n if <touching (terrain v)?> then\n change y by (1)\n end\n if <touching (terrain v)?> then\n change y by (1)\n end\n if <touching (terrain 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 (terrain v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (terrain v)?>> or <<touching (terrain v)?> and <<mouse down?> and <(mouse y) > (y position)>>>> then\n change [y v] by (Yy)\n end\n change y by (1)\n if <<touching (danger v)?> or <touching (wather v)?>> then\n repeat (10)\n change [ghost v] effect by (8)\n end\n go to x: (-207) y: (-39)\n broadcast (Recommence v)\n repeat (10)\n change [ghost v] effect by (-8)\n end\n end\n if <[200] < (x position)> then\n change [niveau v] by (1)\n go to x: (-207) y: (-39)\n broadcast (Recommence v)\n end\n end\nend\n\nwhen flag clicked\nadd (username) to [joueurs v]\n\n@Sprite2\n\nwhen flag clicked\nwait (2.6) seconds\ngo to [back v] layer\nforever\n show\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (niveau)\n go to [back v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n | -----------Welcome in the sea platformer !-----------\n\nUse the Arrow key to move,\nComment, like, favorite and and follow !\n\n |
Ninja platformer! | @Stage\n\nwhen stage clicked\nif <(mouse x) > [130]> then\n next backdrop\nend\nif <(mouse x) < [-120]> then\n switch backdrop to ((backdrop [number v]) - (1))\nend\n\nwhen flag clicked\nif <(backdrop [number v]) = [1]> then\n next backdrop\nend\n\nif <(mouse y) < [-130]> then\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [level up v]\nnext costume\n\n@HERO\n\nwhen flag clicked\ngo to x: (-222) y: (-111)\nforever\n if <not <touching (platforms v)?>> then\n change y by (-4)\n end\n Sensing\n change y by (4)\n if <<key (left arrow v) pressed?> or <([direction v] of [joypad v]) < [-70]>> then\n change x by (-5)\n Sensing\n end\n if <touching (platforms v)?> then\n change x by (5)\n end\n if <<key (right arrow v) pressed?> or <([direction v] of [joypad v]) > [70]>> then\n change x by (5)\n Sensing\n end\n if <touching (platforms v)?> then\n change x by (-5)\n end\n change y by (-4)\nend\n\nwhen [up arrow v] key pressed\nif <touching (platforms v)?> then\n broadcast (Up v)\nend\n\ndefine Sensing\nif <touching color (#ff0000)?> then\n go to x: (-222) y: (-111)\nend\nif <touching color (#9966ff)?> then\n go to x: (-222) y: (-111)\n broadcast (Level Up v)\nend\n\nwhen I receive [jump v]\nif then\n broadcast (Up v)\nend\n\nwhen I receive [up v]\nrepeat (14)\n change y by (10)\nend\nchange y by (-6)\nif <touching (platforms v)?> then\n stop [this script v]\nend\n\n@JoyPad\n\nwhen flag clicked\nforever\n set [ghost v] effect to (50)\n hide\n if <mouse down?> then\n show\n point towards (mouse-pointer v)\n end\n if <([abs v] of (direction) ) < [60]> then\n broadcast (Jump v)\n end\nend\n\npoint in direction (0)\n\n@Music\n\nwhen flag clicked\nhide\nforever\n play sound [Music v] until done\nend\n\nshow\n\n | Use the arrow keys to move. |
Difficult Platformer | @Stage\n\n@Player 1\n\ndefine Move\nchange y by (y)\nif <touching (level v)?> then\n repeat ([abs v] of (y) )\n if <touching (level v)?> then\n change y by ((-1) * (([abs v] of (y) ) / (y)))\n end\n end\n if <<<key (z v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <not <(y) > [0]>>> then\n set [y v] to [15]\n else\n set [y v] to [0]\n end\nelse\n change [y v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\nend\nchange x by (x)\nif <touching (level v)?> then\n set [prev y v] to (y position)\n repeat (([abs v] of (y) ) + (1))\n if <touching (level v)?> then\n change y by (1)\n end\n end\n if <touching (level v)?> then\n set y to (Prev Y)\n repeat ([ceiling v] of ([abs v] of (x) ) )\n if <touching (level v)?> then\n change x by ((-1) * (([abs v] of (x) ) / (x)))\n end\n end\n end\nend\nset [x v] to ((x) * (0.9))\n\nwhen flag clicked\nforever\n Move\nend\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-194) y: (-166)\n\nwhen flag clicked\nforever\n if <touching (fireball1 l1 v)?> then\n if <(level) = [1]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lava1 v)?> then\n if <(level) = [1]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n if <touching (exit v)?> then\n broadcast (level 2 pls v)\n go to x: (-194) y: (-166)\n set [level v] to [2]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lava1 v)?> then\n if <(level) = [2]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (fireball1 l2 v)?> then\n if <(level) = [2]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n wait (0.7) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (fireball2 l2 v)?> then\n if <(level) = [2]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n if <touching (exit v)?> then\n broadcast (level 3 pls v)\n go to x: (-194) y: (-166)\n set [level v] to [3]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 1 l3 v)?> then\n if <<(level) = [3]> or <(level) = [8]>> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 2 l3 v)?> then\n if <<(level) = [3]> or <(level) = [8]>> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 3 l3 v)?> then\n if <<(level) = [3]> or <(level) = [8]>> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (fireball1 l3 v)?> then\n if <(level) = [3]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n if <touching (exit v)?> then\n broadcast (level 4 pls v)\n go to x: (-194) y: (-166)\n set [level v] to [4]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n if <touching (exit v)?> then\n broadcast (level 5 pls v)\n go to x: (-194) y: (-166)\n set [level v] to [5]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n if <(level) < [24]> then\n change [level v] by (1)\n wait (0.7) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n if <touching (sprite2 v)?> then\n set [1st boss hp v] to [15]\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n wait (0.7) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n if <touching (sprite3 v)?> then\n change [1st boss hp v] by (-5)\n wait (7) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (c v) pressed?> then\n next costume\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide variable [1st boss hp v]\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n if <touching (exit v)?> then\n go to x: (-194) y: (-166)\n set [level v] to [7]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite4 v)?> then\n if <(level) = [6]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (rock v)?> then\n if <(level) = [7]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [5]> or <<(level) = [10]> or <<(level) = [15]> or <(level) = [20]>>>> then\n play sound [\[Undertale Remix\] Megalovania 6 v] until done\n else\n if <(level) = [25]> then\n if <(is it flowey yet?) = [1]> then\n play sound [Undertale OST- 080 - Finale v] until done\n end\n else\n play sound [hollow-knight-ost-enter-hallownest-youtubemp3free v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n if <touching (exit v)?> then\n go to x: (-194) y: (-166)\n set [level v] to [8]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n if <touching (exit v)?> then\n go to x: (-194) y: (-166)\n set [level v] to [9]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n if <touching (exit v)?> then\n go to x: (-194) y: (-166)\n set [level v] to [10]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (rock2 v)?> then\n if <(level) = [10]> then\n set [2nd boss hp v] to [15]\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n wait (0.5) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n if <(level) = [9]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite7 v)?> then\n if <(level) = [9]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n go to x: (-194) y: (-166)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n if <touching (exit v)?> then\n go to x: (-194) y: (-166)\n set [level v] to [12]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n if <(level) = [11]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite7 v)?> then\n if <(level) = [11]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (fireball3 l2 v)?> then\n if <(level) = [2]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n play sound [sfx_level_announcer_knockout_0004 v] until done\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n play sound [sfx_level_announcer_knockout_0004 v] until done\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite9 v)?> then\n if <(level) = [12]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n if <touching (exit v)?> then\n go to x: (-194) y: (-166)\n set [level v] to [13]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite11 v)?> then\n if <(level) = [13]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n if <touching (exit v)?> then\n go to x: (-194) y: (-50)\n set [level v] to [14]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 1 l3 v)?> then\n if <(level) = [12]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 1 l3 v)?> then\n if <(level) = [13]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 2 l3 v)?> then\n if <(level) = [13]> then\n go to x: (-194) y: (-166)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 3 l3 v)?> then\n if <<(level) = [14]> or <(level) = [21]>> then\n go to x: (-220) y: (-50)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n go to x: (-220) y: (-50)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 1 l3 v)?> then\n if <<(level) = [14]> or <(level) = [21]>> then\n go to x: (-220) y: (-50)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 2 l3 v)?> then\n if <<(level) = [14]> or <(level) = [21]>> then\n go to x: (-220) y: (-50)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite7 v)?> then\n if <(level) = [14]> then\n go to x: (-220) y: (-50)\n change [deaths v] by (1)\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n if <touching (exit v)?> then\n go to x: (-194) y: (-50)\n set [level v] to [15]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite12 v)?> then\n if <(level) = [15]> then\n go to x: (-194) y: (-165)\n change [deaths v] by (1)\n wait (2) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite4 v)?> then\n if <(level) = [15]> then\n go to x: (-220) y: (-50)\n set [3rd boss hp v] to [15]\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n go to x: (-194) y: (-150)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 1 l3 v)?> then\n if <(level) = [16]> then\n go to x: (-194) y: (-160)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n if <(level) = [16]> then\n go to x: (-194) y: (-160)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite7 v)?> then\n if <(level) = [16]> then\n go to x: (-194) y: (-160)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n if <touching (exit v)?> then\n go to x: (-194) y: (-160)\n set [level v] to [17]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite4 v)?> then\n if <(level) = [15]> then\n go to x: (-194) y: (-166)\n set [3rd boss hp v] to [15]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n play sound [sfx_level_announcer_knockout_0004 v] until done\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 2 l3 v)?> then\n if <(level) = [17]> then\n go to x: (-220) y: (-160)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n if <(level) = [17]> then\n go to x: (-194) y: (-160)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lava1 v)?> then\n if <(level) = [17]> then\n go to x: (-194) y: (-160)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n if <touching (exit v)?> then\n go to x: (-194) y: (-160)\n set [level v] to [18]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [18]> then\n if <touching (exit v)?> then\n go to x: (-194) y: (-140)\n set [level v] to [19]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n stop all sounds\n play sound [sfx_level_announcer_knockout_0004 v] until done\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 1 l3 v)?> then\n if <(level) = [19]> then\n go to x: (-194) y: (-140)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 2 l3 v)?> then\n if <(level) = [19]> then\n go to x: (-194) y: (-140)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 3 l3 v)?> then\n if <(level) = [19]> then\n go to x: (-194) y: (-140)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [19]> then\n if <touching (exit v)?> then\n go to x: (-194) y: (-140)\n set [level v] to [20]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n hide variable [3rd boss hp v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n show variable [4th boss hp v]\n end\nend\n\nwhen flag clicked\nhide variable [4th boss hp v]\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n show variable [4th boss hp v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n go to x: (-194) y: (-150)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (pikpng v)?> then\n if <(level) = [20]> then\n go to x: (-194) y: (-160)\n change [deaths v] by (1)\n set [4th boss hp v] to [15]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n go to x: (-220) y: (-50)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite7 v)?> then\n if <(level) = [21]> then\n go to x: (-220) y: (-50)\n change [deaths v] by (1)\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (fireball1 l3 v)?> then\n if <(level) = [21]> then\n go to x: (-194) y: (-50)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n if <touching (exit v)?> then\n go to x: (-194) y: (-160)\n set [level v] to [22]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 1 l3 v)?> then\n if <(level) = [22]> then\n go to x: (-194) y: (-160)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (rock v)?> then\n if <(level) = [22]> then\n go to x: (-194) y: (-160)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite11 v)?> then\n if <(level) = [22]> then\n go to x: (-194) y: (-160)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n if <touching (exit v)?> then\n go to x: (-210) y: (-160)\n set [level v] to [23]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (rock v)?> then\n if <(level) = [23]> then\n go to x: (-194) y: (-160)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n if <(level) = [23]> then\n go to x: (-194) y: (-160)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite9 v)?> then\n if <(level) = [23]> then\n go to x: (-194) y: (-160)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [23]> then\n if <touching (exit v)?> then\n go to x: (-210) y: (-160)\n set [level v] to [24]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [24]> then\n go to x: (11) y: (-150)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [24]> then\n wait (1) seconds\n repeat (20)\n change size by (-3)\n end\n hide\n set [level v] to [25]\n end\nend\n\nwhen flag clicked\nset size to (100) %\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n if <(level) = [25]> then\n go to x: (-194) y: (-160)\n set size to (100) %\n go to [front v] layer\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [25]> then\n switch backdrop to (d7s4uas-103c2058-51f3-4f1c-9f1b-a1f009aa8081 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [25]> then\n stop all sounds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite16 v)?> then\n if <(level) = [25]> then\n go to x: (0) y: (-160)\n change [deaths v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite17 v)?> then\n if <(level) = [25]> then\n broadcast (switch! v)\n hide\n end\n end\nend\n\n@level\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n switch costume to (level 1 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n switch costume to (level 2 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n switch costume to (level 3 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n switch costume to (level 4 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n switch costume to (level 3 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n switch costume to (level 6 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n switch costume to (level7 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n switch costume to (level 8 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n switch costume to (level 9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n switch costume to (level 10 v)\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n switch costume to (level 11 v)\n switch backdrop to (pixel-art-wallpapers-top-free-pixel-art-backgrounds-pixel-art-background v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n switch costume to (level 12 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n switch costume to (level 13 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n switch costume to (level 14 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n switch costume to (level 15 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n switch backdrop to (pixel-art-wallpapers-top-free-pixel-art-backgrounds-pixel-art-background v)\n switch costume to (level 16 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n switch costume to (level 17 v)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <(level) = [18]> then\n switch costume to (level 18 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [18]> then\n change x by (70)\n wait (1) seconds\n change x by (-70)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(level) = [19]> then\n go to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n switch costume to (level 20 v)\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n switch costume to (level 20 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [19]> then\n switch costume to (level 19 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n switch costume to (level 21 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n switch costume to (level 21 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n switch costume to (level 22 v)\n end\nend\n\nwhen I receive [it's boss time! v]\nhide\n\nwhen flag clicked\nshow\n\n@exit\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n show\n go to x: (-206) y: (105)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n go to x: (196) y: (-160)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n go to x: (-206) y: (105)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n go to x: (-205) y: (43)\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n go to x: (196) y: (-160)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n switch backdrop to (backdrop2 v)\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n go to x: (-206) y: (97)\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n go to x: (200) y: (-160)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [18]> then\n go to x: (-10) y: (140)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [18]> then\n change x by (70)\n wait (1) seconds\n change x by (-70)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [19]> then\n go to x: (215) y: (102)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n go to x: (196) y: (-160)\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [24]> then\n hide\n end\nend\n\n@lava1\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n show\n switch costume to (level 1 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n show\n switch costume to (level 2 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n show\n switch costume to (level 17 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [18]> then\n hide\n stop [this script v]\n end\nend\n\n@fireball1 L1\n\nwhen flag clicked\nif <(level) = [1]> then\n go to x: (-25) y: (-191)\n point in direction (90)\n forever\n if <(level) = [1]> then\n show\n repeat (20)\n change y by (10)\n end\n turn right (180) degrees\n wait (0.1) seconds\n repeat (20)\n change y by (-10)\n end\n hide\n turn right (180) degrees\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n hide\n stop [this script v]\n end\nend\n\n@left edge\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n hide\n end\nend\n\n@fireball1 L2\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n go to x: (180) y: (-140)\n forever\n repeat (36)\n change x by (-10)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n if <touching (left edge v)?> then\n hide\n wait (1) seconds\n go to x: (180) y: (-140)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n if <touching (left edge v)?> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n hide\n end\nend\n\n@fireball2 L2\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n wait (0.2) seconds\n go to x: (180) y: (-50)\n forever\n repeat (36)\n change x by (-10)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n if <touching (left edge v)?> then\n hide\n wait (1) seconds\n go to x: (180) y: (-50)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n repeat (10)\n hide\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n wait (0.2) seconds\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n if <touching (left edge v)?> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n hide\n end\nend\n\n@fireball3 L2\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n wait (0.4) seconds\n go to x: (180) y: (150)\n forever\n repeat (36)\n change x by (-10)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n if <touching (left edge v)?> then\n hide\n wait (1) seconds\n go to x: (180) y: (150)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n repeat (10)\n hide\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n wait (0.4) seconds\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n if <touching (left edge v)?> then\n hide\n end\n end\nend\n\n@spike 1 L3\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n go to x: (-107) y: (-124)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n go to x: (-123) y: (-38)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n go to x: (-140) y: (-125)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n go to x: (-107) y: (-124)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n go to x: (-17) y: (119)\n switch costume to (costume2 v)\n show\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [19]> then\n go to x: (197) y: (-18)\n switch costume to (costume1 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n go to x: (-107) y: (-124)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n go to x: (140) y: (-158)\n switch costume to (costume2 v)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [23]> then\n hide\n end\nend\n\n@Spike 2 L3\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n go to x: (98) y: (-124)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n go to x: (15) y: (31)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n go to x: (150) y: (-126)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n go to x: (98) y: (-124)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n go to x: (0) y: (63)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [18]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [19]> then\n go to x: (-198) y: (38)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n go to x: (98) y: (-124)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n hide\n end\nend\n\n@Spike 3 L3\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n go to x: (1) y: (-123)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n go to x: (142) y: (126)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n go to x: (1) y: (-124)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [19]> then\n go to x: (170) y: (138)\n switch costume to (costume2 v)\n show\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n go to x: (1) y: (-123)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n hide\n end\nend\n\n@fireball1 L3\n\nwhen flag clicked\nforever\n if <<(level) = [3]> or <(level) = [21]>> then\n go to x: (180) y: (-40)\n forever\n repeat (36)\n change x by (-10)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n repeat (10)\n hide\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [3]> or <(level) = [21]>> then\n if <touching (left edge v)?> then\n hide\n wait (1) seconds\n go to x: (180) y: (-40)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n show variable [1st boss hp v]\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch backdrop to (pixel-art-wallpapers-top-free-pixel-art-backgrounds-pixel-art-background v)\n\nwhen flag clicked\nset [1st boss hp v] to [15]\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n switch costume to (tenor v)\n wait (0.1) seconds\n switch costume to (tenor2 v)\n wait (0.1) seconds\n switch costume to (tenor3 v)\n wait (0.1) seconds\n switch costume to (tenor4 v)\n wait (0.1) seconds\n switch costume to (tenor5 v)\n wait (0.1) seconds\n switch costume to (tenor6 v)\n wait (0.1) seconds\n switch costume to (tenor7 v)\n wait (0.1) seconds\n switch costume to (tenor8 v)\n wait (0.1) seconds\n switch costume to (tenor9 v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n if <(1st boss HP) = [0]> then\n change [level v] by (1)\n hide variable [1st boss hp v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n stop [other scripts in sprite v]\n hide\n switch backdrop to (pixel-art-wallpapers-top-free-pixel-art-backgrounds-pixel-art-background v)\n end\nend\n\nwhen I receive [this is going to be a swell battle! v]\nforever\n if <(level) = [5]> then\n forever\n broadcast (bones! v) and wait\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [bones! v]\ncreate clone of (_myself_ v)\nwait (0.7) seconds\n\nwhen I start as a clone\nshow\npoint towards (player 1 v)\nrepeat (30)\n move (10) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (level v)?> then\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(level) = [6]> then\n delete this clone\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n change y by (-5)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n if <touching (level v)?> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen I receive [this is going to be a swell battle! v]\nforever\n if <(level) = [5]> then\n repeat (3)\n wait (pick random (7) to (12)) seconds\n go to x: (pick random (-90) to (354)) y: (180)\n show\n end\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <<(level) = [6]> or <(level) = [15]>> then\n show\n turn right (5) degrees\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n switch costume to (costume1 v)\n stop [this script v]\n end\nend\n\n@rock\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\ngo to x: (pick random (-220) to (230)) y: (180)\nshow\nrepeat (36)\n change y by (-10)\nend\n\nwhen I start as a clone\nforever\n if <touching (level v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [23]> then\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n switch costume to (red_int v)\n show\n wait (0.2) seconds\n switch costume to (red_int1 v)\n wait (0.2) seconds\n switch costume to (red_int2 v)\n wait (0.2) seconds\n switch costume to (red_int3 v)\n wait (0.2) seconds\n switch costume to (ready v)\n wait (0.2) seconds\n switch costume to (ready1 v)\n wait (0.2) seconds\n switch costume to (ready2 v)\n hide\n broadcast (this is going to be a swell battle! v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen flag clicked\nforever\n if <(level) = [5]> then\n play sound [sfx_level_announcer_0001_b v] until done\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n switch costume to (red_int v)\n show\n wait (0.2) seconds\n switch costume to (red_int1 v)\n wait (0.2) seconds\n switch costume to (red_int2 v)\n wait (0.2) seconds\n switch costume to (red_int3 v)\n wait (0.2) seconds\n switch costume to (ready v)\n wait (0.2) seconds\n switch costume to (ready1 v)\n wait (0.2) seconds\n switch costume to (ready2 v)\n hide\n broadcast (this is going to be a swell battle! v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n play sound [sfx_level_announcer_0001_b v] until done\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n switch costume to (red_int v)\n show\n wait (0.2) seconds\n switch costume to (red_int1 v)\n wait (0.2) seconds\n switch costume to (red_int2 v)\n wait (0.2) seconds\n switch costume to (red_int3 v)\n wait (0.2) seconds\n switch costume to (ready v)\n wait (0.2) seconds\n switch costume to (ready1 v)\n wait (0.2) seconds\n switch costume to (ready2 v)\n hide\n broadcast (this is going to be a swell battle! v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n play sound [sfx_level_announcer_0001_b v] until done\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n switch costume to (red_int v)\n show\n wait (0.2) seconds\n switch costume to (red_int1 v)\n wait (0.2) seconds\n switch costume to (red_int2 v)\n wait (0.2) seconds\n switch costume to (red_int3 v)\n wait (0.2) seconds\n switch costume to (ready v)\n wait (0.2) seconds\n switch costume to (ready1 v)\n wait (0.2) seconds\n switch costume to (ready2 v)\n hide\n broadcast (this is going to be a swell battle! v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n play sound [sfx_level_announcer_0001_b v] until done\n stop [this script v]\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show\n wait (1) seconds\n hide\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-74) y: (-5)\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n switch costume to (costume2 v)\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n show\n wait (1) seconds\n hide\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n show\n wait (1) seconds\n hide\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n switch costume to (costume4 v)\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n show\n wait (1) seconds\n hide\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [18]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [23]> then\n switch costume to (costume4 v)\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [23]> then\n show\n wait (1) seconds\n hide\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [24]> then\n hide\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n hide\n wait (1) seconds\n show\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (86) y: (2)\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n switch costume to (costume2 v)\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n hide\n wait (1) seconds\n show\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n show\n wait (0.5) seconds\n hide\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n switch costume to (costume3 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n hide\n wait (1) seconds\n show\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n show\n wait (0.5) seconds\n hide\n wait (2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [laser v]\nswitch costume to (costume5 v)\nshow\nwait (3) seconds\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n hide variable [1st boss hp v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n show variable [2nd boss hp v]\n end\nend\n\nwhen flag clicked\nhide variable [2nd boss hp v]\nset [2nd boss hp v] to [15]\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n if <touching (rock2 v)?> then\n change [2nd boss hp v] by (-3)\n wait (3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n if <(2nd boss HP) = [0]> then\n change [level v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n hide variable [2nd boss hp v]\n end\nend\n\nwhen I receive [this is going to be a swell battle! v]\nforever\n if <(level) = [10]> then\n wait (3) seconds\n broadcast (rocks! v)\n end\nend\n\n@rock2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (pick random (-220) to (230)) y: (180)\nshow\nrepeat (36)\n change y by (-10)\nend\n\nwhen I start as a clone\nforever\n if <touching (level v)?> then\n delete this clone\n end\nend\n\nwhen I receive [rocks! v]\nrepeat (7)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(level) = [11]> then\n delete this clone\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n go to x: (130) y: (-170)\n switch costume to (costume1 v)\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n repeat (25)\n change x by (-10)\n end\n repeat (25)\n change x by (10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [23]> then\n go to x: (130) y: (-170)\n switch costume to (costume1 v)\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [23]> then\n repeat (25)\n change x by (-10)\n end\n repeat (25)\n change x by (10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [24]> then\n hide\n end\nend\n\n@Sprite10\n\n@Sprite11\n\nwhen flag clicked\ngo to x: (2) y: (-115)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n turn right (5) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n go to x: (-30) y: (-115)\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n turn right (5) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [23]> then\n hide\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nhide variable [3rd boss hp v]\nset [3rd boss hp v] to [15]\nhide\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n go to x: (-184) y: (95)\n show variable [3rd boss hp v]\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n wait (3) seconds\n forever\n if <(level) = [15]> then\n point towards (player 1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n wait (3) seconds\n forever\n if <(level) = [15]> then\n move (2.5) steps\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n if <touching (sprite4 v)?> then\n change [3rd boss hp v] by (-3)\n change y by (100)\n wait (2) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n if <touching (player 1 v)?> then\n set [3rd boss hp v] to [15]\n go to x: (-184) y: (95)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n if <(3rd boss HP) = [0]> then\n hide\n set [level v] to [16]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n hide\n end\nend\n\n@Sprite13\n\nwhen flag clicked\nshow\nwait (5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n switch costume to (costume1 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [2]> then\n switch costume to (costume2 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n switch costume to (costume3 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n switch costume to (costume4 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n switch costume to (costume5 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n switch costume to (costume6 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n switch costume to (costume6 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n switch costume to (costume7 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n switch costume to (costume8 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n switch costume to (costume9 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n switch costume to (costume10 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n switch costume to (costume11 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n switch costume to (costume12 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n switch costume to (costume13 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [17]> then\n switch costume to (costume14 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [18]> then\n switch costume to (costume15 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [19]> then\n switch costume to (costume16 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n switch costume to (costume17 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n switch costume to (costume18 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [23]> then\n switch costume to (costume19 v)\n set [ghost v] effect to (0)\n show\n wait (3) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\n@PikPng\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n repeat (100)\n point towards (player 1 v)\n end\n wait (0.5) seconds\n switch costume to (costume1 v)\n repeat (3)\n create clone of (_myself_ v)\n wait (1) seconds\n end\n change [4th boss hp v] by (-3)\n switch costume to (pikpng v)\n end\nend\n\nwhen flag clicked\nswitch costume to (pikpng v)\n\nwhen I start as a clone\nset size to (20) %\npoint towards (player 1 v)\nrepeat (36)\n move (10) steps\nend\nhide\n\nwhen I start as a clone\nforever\n if <(level) = [20]> then\n if <touching (level v)?> then\n hide\n end\n end\nend\n\nwhen flag clicked\nset [4th boss hp v] to [15]\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n hide\n set [level v] to [21]\n switch backdrop to (pixel-art-wallpapers-top-free-pixel-art-backgrounds-pixel-art-background v)\n hide variable [4th boss hp v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [20]> then\n if <(4th boss HP) = [0]> then\n set [level v] to [21]\n end\n end\nend\n\n@Sprite14\n\nwhen flag clicked\nrepeat (2)\n go to [front v] layer\nend\nshow\nwait (1) seconds\nhide\n\n@Sprite15\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [24]> then\n go to [back v] layer\n show\n end\nend\n\nwhen flag clicked\nswitch backdrop to (pixel-art-wallpapers-top-free-pixel-art-backgrounds-pixel-art-background v)\n\nwhen flag clicked\nforever\n if <(level) = [25]> then\n hide\n end\nend\n\n@Sprite16\n\nwhen flag clicked\nhide\n\nwhen I receive [it's boss time! v]\nshow\nwait (2) seconds\nforever\n if <(level) = [25]> then\n repeat (20)\n broadcast (bro this is fire v)\n wait (0.5) seconds\n end\n broadcast (Boss weakness v)\n wait (5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [25]> then\n if <(final boss) = [0]> then\n say [no...] for (1) seconds\n say [NO...] for (1) seconds\n say [...] for (1) seconds\n say [NO] for (1) seconds\n broadcast (Mr Goat Guy v)\n forever\n hide\n end\n end\n end\nend\n\n@Sprite17\n\nwhen flag clicked\nhide\n\nwhen I receive [it's boss time! v]\nforever\n if <key (right arrow v) pressed?> then\n change x by (7)\n end\nend\n\nwhen I receive [it's boss time! v]\nforever\n if <key (left arrow v) pressed?> then\n change x by (-7)\n end\nend\n\nwhen I receive [it's boss time! v]\nforever\n if <key (up arrow v) pressed?> then\n change y by (7)\n end\nend\n\nwhen I receive [it's boss time! v]\nforever\n if <key (down arrow v) pressed?> then\n change y by (-7)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [25]> then\n go to x: (0) y: (-100)\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [25]> then\n if <touching (sprite16 v)?> then\n go to x: (0) y: (-160)\n set [final boss v] to [15]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [25]> then\n if <touching (sprite19 v)?> then\n go to x: (0) y: (-160)\n set [final boss v] to [15]\n end\n end\nend\n\nwhen flag clicked\nhide variable [final boss v]\n\nwhen flag clicked\nset [final boss v] to [15]\n\nwhen I receive [it's boss time! v]\nshow variable [final boss v]\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(level) = [25]> then\n if <touching (rock3 v)?> then\n go to x: (0) y: (-160)\n set [final boss v] to [15]\n end\n end\nend\n\n@Sprite18\n\nwhen flag clicked\nhide\n\nwhen I receive [switch! v]\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\nbroadcast (It's boss time! v)\n\nwhen I receive [mr goat guy v]\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\nbroadcast (It's the true boss time! v)\n\nwhen I receive [next time... v]\ngo to [front v] layer\nshow\nbroadcast (hello ad v)\n\nwhen I receive [it's boss time! v]\nset [is it flowey yet? v] to [1]\n\nwhen flag clicked\nset [is it flowey yet? v] to [0]\n\n@Sprite19\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [bro this is fire v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint towards (sprite17 v)\nshow\nforever\n move (10) steps\nend\n\nwhen I start as a clone\nforever\n if <touching (level v)?> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [mr goat guy v]\nstop [other scripts in sprite v]\n\n@Sprite20\n\nwhen I receive [boss weakness v]\ngo to x: (24) y: (-58)\nshow\nwait (5) seconds\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (sprite17 v)?> then\n change [final boss v] by (-5)\n hide\n end\nend\n\n@Sprite21\n\nwhen flag clicked\nhide\n\nwhen I receive [it's the true boss time! v]\nshow\nsay [YOU SHALL NEVER ESCAPE] for (3) seconds\nbroadcast (Next time... v)\n\n@Sprite22\n\nwhen I receive [hello ad v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [hello ad v]\nforever\n if <(deaths) < [25]> then\n switch costume to (costume2 v)\n end\nend\n\n | Part 2: https://scratch.mit.edu/projects/481140655/\nPart 3: https://scratch.mit.edu/projects/501360677/\nDefinitive edition: https://scratch.mit.edu/projects/497169267/\n\nZ or up arrow to jump, S to skip, and arrow keys or WASD to move. Triple click the green flag when resetting! Press c to change the color of your cube! To defeat the first boss, hit the red heart three times in a row without dying. To defeat the second boss, survive 5 avalanches in a row. To defeat the third boss, make it hit into the spinning wheel 5 times. |
Twilight Valley || Multiplayer Scrolling Platformer | @Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (spikes v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\ndefine Player Tick\n\nwhen I receive [end v]\nwait (1) seconds\nforever\n hide\nend\n\n@Others\n\nwhen I receive [begin v]\nforever\n set [names v] to [1]\nend\n\nif <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\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\nwhen I receive [end v]\nforever\n hide\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\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 switch costume to (level 1 2 v)\n Clone at x: [480] y: [0]\n switch costume to (level 1 3 v)\n Clone at x: [480] y: [0]\n switch costume to (level 1 4 v)\n Clone at x: [480] y: [0]\n switch costume to (level 1 5 v)\n Clone at x: [480] y: [0]\n switch costume to (level 1 6 v)\n Clone at x: [480] y: [0]\n switch costume to (level 1 7 v)\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen I receive [end v]\nforever\n hide\nend\n\n@Spikes\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 switch costume to (level 1 2 v)\n Clone at x: [480] y: [0]\n switch costume to (level 1 3 v)\n Clone at x: [480] y: [0]\n switch costume to (level 1 4 v)\n Clone at x: [480] y: [0]\n switch costume to (level 1 5 v)\n Clone at x: [480] y: [0]\n switch costume to (level 1 6 v)\n Clone at x: [480] y: [0]\n switch costume to (level 1 7 v)\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\nwhen I receive [end v]\nforever\n hide\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 switch costume to (level 1 2 v)\n Clone at x: [480] y: [0]\n switch costume to (level 1 3 v)\n Clone at x: [480] y: [0]\n switch costume to (level 1 4 v)\n Clone at x: [480] y: [0]\n switch costume to (level 1 5 v)\n Clone at x: [480] y: [0]\n switch costume to (level 1 6 v)\n Clone at x: [480] y: [0]\n switch costume to (level 1 7 v)\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen I receive [end v]\nforever\n hide\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: [-80]\n Clone at x: [500] y: [-80]\n Clone at x: [1000] y: [-38]\n Clone at x: [1567] y: [-105]\n Clone at x: [1960] y: [-80]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nwhen I receive [end v]\nforever\n hide\nend\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\ngo to [front v] layer\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [150] y: [20]\n switch costume to (coin1 v)\n Clone at x: [500] y: [30]\n switch costume to (coin1 v)\n Clone at x: [1000] y: [50]\n switch costume to (coin1 v)\n Clone at x: [1567] y: [-15]\n switch costume to (coin1 v)\n Clone at x: [2280] y: [40]\n switch costume to (coin1 v)\n Clone at x: [2420] y: [40]\n switch costume to (coin1 v)\n Clone at x: [2550] y: [40]\n switch costume to (coin1 v)\n Clone at x: [2687] y: [40]\n switch costume to (coin1 v)\n Clone at x: [2820] y: [40]\n switch costume to (coin1 v)\n Clone at x: [2960] y: [40]\n switch costume to (coin1 v)\n Clone at x: [3100] y: [40]\nelse\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\nwhen I receive [end v]\nforever\n hide\nend\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 broadcast (End v)\n set [exit v] to [win]\n hide\n delete this clone\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 (open v)\n Clone at x: [3530] y: [25]\nend\n\ndefine Position (x) (y)\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nshow\n\nwhen I receive [connected v]\nshow variable [time v]\nwait (.1) seconds\nforever\n change [time v] by (.1)\n wait (.1) seconds\nend\n\nwhen flag clicked\nhide variable [time v]\nset [time v] to [0]\n\nwhen I receive [end v]\nforever\n change [time v] by (-.1)\n wait (.1) seconds\nend\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <<key (space v) pressed?> or <touching (mouse-pointer v)?>> 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\nwhen flag clicked\nset [ghost v] effect to (20)\ngo to [front v] layer\n\nwhen I receive [end v]\nforever\n hide\nend\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\nwhen I receive [end v]\nforever\n hide\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [end v]\nforever\n hide\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\nwhen I receive [end v]\nforever\n hide\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\nwhen I receive [end v]\nforever\n hide\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)\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\nwhen I receive [end v]\nforever\n hide\nend\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\nwhen I receive [end v]\nforever\n hide\nend\n\n@TB\n\nwhen flag clicked\nswitch costume to (thumbnail v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo [forward v] (10000000000000000000) layers\n\n@End\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [end v]\nforever\n show\n go to [front v] layer\n go [forward v] (100000000000000) layers\nend\n\n | ⭐️ Twilight Valley || Multiplayer Scrolling Platformer ⭐️\n @Tralaxy\n\n ✦✦ How to play ✦✦\n➜ Arrow keys, WAD, or mobile controls to move.\n➜ Avoid the saws and spikes.\n➜ Collect coins.\n➜ Click the “Chat” button to chat with others.\n➜ Don’t fall!\n |
Lost in Leafbare || A Mobile Warriors Platformer | @Stage\n\nwhen I receive [next stage v]\nnext backdrop\n\n@stuff that *gasp* kills you\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next stage v]\nnext costume\n\nwhen flag clicked\nforever\n \nend\n\nwhen I receive [end animate 1 v]\nswitch costume to (costume17 v)\n\nwhen I receive [end animate 2 v]\nswitch costume to (costume1 v)\n\n@ground\n\nwhen flag clicked\n\nwhen I receive [next stage v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\n\ngo to x: (0) y: (0)\n\ngo to (sprite1 v)\n\nwhen I receive [end animate 3 v]\n\nwhen I receive [end animate 1 v]\nswitch costume to (costume17 v)\n\nwhen I receive [end animate 2 v]\nswitch costume to (costume1 v)\n\n@background\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (4) layers\n\nwhen I receive [next stage v]\nnext costume\n\nbroadcast (animate 2 v)\n\nwhen I receive [end animate 1 v]\nswitch costume to (costume17 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [end animate 2 v]\nswitch costume to (costume1 v)\n\n@Sprite1\n\nwhen I receive [next stage v]\nrepeat (1)\n set [sprite1: yv v] to [0]\n set [sprite1: xv v] to [0]\n go to (boring variables. v)\nend\ngo to x: (-202) y: (-90)\n\nwhen I receive [next stage v]\nset [sprite1: yv v] to [0]\n\nwhen flag clicked\nset size to (70) %\ngo to [front v] layer\nforever\n if <touching (stuff that *gasp* kills you v)?> then\n start sound [Smash! v]\n go to x: (-202) y: (-90)\n change [times you died v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n repeat (5)\n change [ghost v] effect by (20)\n go to x: (-202) y: (-130)\n start sound [Respawn v]\n repeat (5)\n change [ghost v] effect by (-20)\n end\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset [ghost_toggle v] to [0]\nset [sprite1: yv v] to [0]\nset [sprite1: xv v] to [0]\ngo to x: (-202) y: (-100)\nforever\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n if <touching color (#9c6a00)?> then\n change [sprite1: xv v] by (0.5)\n else\n change [sprite1: xv v] by (1)\n end\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n if <touching color (#9c6a00)?> then\n change [sprite1: xv v] by (-0.5)\n else\n change [sprite1: xv v] by (-1)\n end\n end\n set [sprite1: xv v] to ((Sprite1: Xv) * (0.9))\n change x by (Sprite1: Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Sprite1: Xv) * (-1))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(Sprite1: Xv) > [0]> then\n set [sprite1: xv v] to [-5]\n else\n set [sprite1: xv v] to [5]\n end\n set [sprite1: yv v] to [10]\n else\n set [sprite1: xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [sprite1: yv v] by (-1)\n change y by (Sprite1: Yv)\n if <touching (ground v)?> then\n change y by ((Sprite1: Yv) * (-1))\n set [sprite1: yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [sprite1: yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [234]> then\n go to x: (-202) y: (-90)\n broadcast (next stage v)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n end\n if <<<<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> or <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>>> and <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>>> then\n switch costume to (costume2 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n end\n if <not <<<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> or <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>>>> then\n switch costume to (costume2 v)\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n switch costume to (costume10 v)\n end\nend\n\nwait (0.01) seconds\n\nwhen I start as a clone\n\nforever\n set x to (([x position v] of [sprite1 v]) - (50))\nend\n\ngo to (sprite1 v)\n\nwhen I start as a clone\nforever\n if <touching color (#80ff66)?> then\n change y by (20)\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [end animate 1 v]\ngo to x: (-202) y: (-130)\n\n@Sprite4\n\nwhen flag clicked\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nrepeat (100)\n change [whirl v] effect by (30)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [end animate 2 v]\ngo to [front v] layer\n\n@snow\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\nwait (6) seconds\ngo to [front v] layer\nset y to (180)\nforever\n wait (0.1) seconds\n set x to (pick random (-240) to (241))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n change y by (-2)\nend\n\nwhen I start as a clone\nforever\n repeat (10)\n wait (0.1) seconds\n change x by (1)\n end\n repeat (10)\n wait (0.1) seconds\n change x by (-1)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <[-160] > (y position)> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\n@foreground?\n\nwhen flag clicked\nwait (0.1) seconds\nswitch costume to (costume1 v)\ngo to [front v] layer\n\ngo [backward v] (1) layers\n\nwhen I receive [next stage v]\nnext costume\n\nbroadcast (animate 2 v)\n\nwhen I receive [end animate 1 v]\nswitch costume to (costume17 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [end animate 2 v]\nswitch costume to (costume1 v)\n\n@Animation!!!\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n if <([costume # v] of [ground v]) = [16]> then\n broadcast (animate 1 v)\n go to [front v] layer\n show\n switch costume to (costume1 v)\n repeat (21)\n wait (0.01) seconds\n next costume\n end\n broadcast (end animate 1 v)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [ground v]) = [25]> then\n broadcast (animate 2 v)\n go to [front v] layer\n show\n switch costume to (backdrop6 v)\n repeat (8)\n wait (4) seconds\n next costume\n end\n wait (4) seconds\n repeat (100)\n change [brightness v] effect by (-1)\n end\n switch costume to (costume23 v)\n repeat (400)\n change [brightness v] effect by (0.25)\n end\n wait (2) seconds\n broadcast (end animate 2 v)\n hide\n stop [all v]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\nforever\n if <[21] < ([costume # v] of [foreground? v])> then\n show\n go to [front v] layer\n forever\n go to (sprite1 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n end\nend\n\nwhen I receive [end animate 2 v]\nhide\n\n | The Lost Kit #3 || A Warriors Platformer\n===========================================\nYou go out to find catmint... and you get lost! And Storm is back to save the day!\n INSTRUCTIONS:\n-Arrow keys, WASD, or touchscreen to move\n-Avoid Twoleg things like fences, wire, etc.\n-Avoid water, you don't want to drown\n-Avoid holes\n-R to restart the level\n\n1st one: https://scratch.mit.edu/projects/431128331/\n2nd one: https://scratch.mit.edu/projects/441211356/\n |
Procedurally generated Scrolling Platformer Engine | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLLX)) (join [, ] ((mouse y) + (SCROLLY))))\n\n@platforms\n\nwhen I receive [green flag v]\ngo to [back v] layer\nshow\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [20]\nswitch costume to (dirt1 v)\nRender Platforms\nreset timer\n\nwhen I receive [dead 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 Render Platforms\ncreate clone of (_myself_ v)\nrepeat (30)\n repeat (pick random (1) to (6))\n change [x v] by (52)\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n end\n change [x v] by (pick random (50) to (110))\n if <(y) < [5]> then\n change [y v] by (pick random (10) to (70))\n else\n change [y v] by (pick random (-50) to (70))\n end\nend\nswitch costume to (end v)\n\nwhen flag clicked\ndelete this clone\n\n@player code\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nset [level v] to [1]\nbroadcast (reset v) and wait\nbroadcast (Setup v) and wait\nGame on\nrepeat until <(EXIT) > []>\n tick\n broadcast (tick v) and wait\nend\nif <(EXIT) = [win]> then\n Game Win\nelse\n Game - Die\nend\n\nforever\nend\n\ndefine Game on\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\nset size to (100) %\nshow\n\ndefine tick\nbroadcast (H v)\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n Change player x by [-6]\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n Change player x by [6]\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(in air) < [4]> then\n set [sy v] to [12]\n end\nend\nChange player y by (sy)\nchange [sy v] by (-2)\nset [scrollx v] to (x)\nif <(SCROLLX) < [0]> then\n set [scrollx v] to [0]\nend\nchange [scrolly v] by (round (((y) - (SCROLLY)) / (10)))\nif <(SCROLLY) < [0]> then\n set [scrolly v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nbroadcast (S v)\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 color (#009121)?> or <touching color (#b16918)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nposition\nTest - Die\nif <<touching color (#009121)?> or <touching color (#b16918)?>> then\n repeat (12)\n position\n change [y v] by (1)\n if <not <<touching color (#009121)?> or <touching color (#b16918)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching color (#009121)?> or <touching color (#b16918)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset rotation style [left-right v]\nbroadcast (green flag v) and wait\nbroadcast (play game v) and wait\n\nwhen I receive [stop loading v]\ngo to [front v] layer\n\nwhen I receive [dead v]\n\ndefine Game - Die\nset [exit v] to []\nbroadcast (play game v)\nhide\n\nwait (0.5) seconds\n\nhide\nwait (0.1) seconds\nshow\nwait (0.1) seconds\n\ndefine Test - Die\nbroadcast (H v)\nif <touching color (#fdb826)?> then\n set [exit v] to [win]\nend\nbroadcast (S v)\n\nif <touching color (#383838)?> then\nend\n\nshow\n\nchange [y v] by (60)\n\nwhen I receive [tick v]\nset [ghost v] effect to (100)\n\nset [scrolly v] to [100]\n\ndefine Game Win\nbroadcast (Game win v)\n\nbroadcast (Game win v)\n\nwait until <(time) = [1]>\n\n@Robot\n\nwhen I receive [tick v]\ngo to (player code v)\nchange y by (-21)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (a v)\n turn right (((80) - (direction)) / (20)) degrees\nelse\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n turn right (((100) - (direction)) / (20)) degrees\n else\n turn right (((90) - (direction)) / (5)) degrees\n end\nend\n\nwhen flag clicked\nshow\nclear graphic effects\npoint in direction (90)\nswitch costume to (a v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nshow\n\n@End 1\n\nwhen flag clicked\nhide\n\nwhen I receive [game win v]\ngo to x: (0) y: (-64)\nshow\nset [time v] to (round (timer))\nif <(☁ Cloud Highscore) > (time)> then\n broadcast (New Highscore v)\n switch costume to (costume2 v)\n set [☁ cloud highscore v] to (time)\nelse\n switch costume to (costume1 v)\nend\nset [ghost v] effect to (100)\nset [ghost v] to [100]\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (20))\n change [ghost v] effect by (((0) - (ghost)) / (20))\n change [ghost v] by (((0) - (ghost)) / (20))\nend\n\nreset timer\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [game win v]\nwait (1) seconds\nshow\n\n@Sprite3\n\nwhen I receive [game win v]\nwait (1) seconds\ngo to x: (-43) y: (-17)\nset [number v] to [1]\nshow\nrepeat (length of (time))\n switch costume to ((letter (number) of (time)) + (1))\n create clone of (_myself_ v)\n change x by (20)\n change [number v] by (1)\nend\nhide\ngo to x: (74) y: (-106)\nshow\nset [number v] to [1]\nrepeat (length of (☁ Cloud Highscore))\n switch costume to ((letter (number) of (☁ Cloud Highscore)) + (1))\n create clone of (_myself_ v)\n change x by (20)\n change [number v] by (1)\nend\nhide\n\n@Sprite4\n\nwhen I receive [game win v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Sprite5\n\ndefine write (val) encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine Begin decode of (val)\nset [encoded v] to (val)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [encoded v] to [0]\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\nvalue = read from encoded\n\nwhen I receive [new highscore v]\nwrite (username) encoded\nset [☁ highscore holder v] to (encoded)\n\nwhen flag clicked\n\nwhen flag clicked\nBegin decode of (☁ Highscore Holder)\n\n | This is a scratch remake of Sam Hogan's game 'where's bill' as a remixable engine!\n\n\nEvery time you click the green flag it renders a whole different and Randomly Generated Level!\n\nI've also animated this little Robot figure that reacts to motion :D\n\nThis is lacking in art, so maybe we could work on that? idk\n\n*Fullscreen Recommended*\n\n\nUpdates:\n\n- Added Completion screen\n- Added Highscore and Highscore holder\n- 500 views?! TYSM!! |
-Neon- || A Mobile Friendly Platformer #games #fun #all #neon | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n play sound [ParagonX9 - Chaoz Fantasy v] until done\nend\n\n@Platformer Engine\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [up v]\ngo to x: (-201) y: (-59)\n\nwhen I receive [restart v]\ngo to x: (-201) y: (-59)\n\nwhen flag clicked\nset size to (150) %\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 switch costume to (player2 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 (player3 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#ff0000)?> or <touching color (#ff8800)?>> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n end\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <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 change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#ff0000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ff0000)?> 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 (#8e0000)?> 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 (trampoline v)?> then\n start sound [Big Boing v]\n set [yv v] to [22]\n end\n if <<(x position) > [-228]> 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) = [246]> then\n go to x: (-197) y: (-63)\n next backdrop\n end\nend\n\n@Skip\n\nwhen this sprite clicked\nnext backdrop\nbroadcast (up v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\npoint in direction (90)\nshow\nset [direction v] to [0]\ngo to x: (-179) y: (134)\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (155) %\n else\n set size to (120) %\n end\nend\n\nwhen backdrop switches to [12 v]\nhide\n\n@TB\n\nwhen flag clicked\nhide\n\n | -Neon-\n A Mobile Friendly Platformer \n\nPlease propose this to be featured here: https://scratch.mit.edu/studios/4228481/comments/\n\nCheck out my new animation: https://scratch.mit.edu/projects/474997075\n\nLet's get this on trending! :P\n\nIT IS 100% POSSIBLE\n\nFollow for more great platformers! :D \n\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• 1/8/21 -Neon- is now finished!!! :D Took me 3 days to make it.\n\n ˗ˏˋ Tags ˊˎ-\n\n#games #TrentonTNT #ez #fun #ordinary #all #quality |
Travel A Platformer | @Stage\n\n@stickman\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (start level v)\n\nwhen I receive [start level v]\nset [jumping v] to [false]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-1)\n if <key (left arrow v) pressed?> then\n if <(x velocity) > [-9]> then\n change [x velocity v] by (-11)\n end\n if <(costume [number v]) = [1]> then\n switch costume to (2 v)\n wait (0.0000001) seconds\n switch costume to (3 v)\n wait (0.0000001) seconds\n switch costume to (4 v)\n wait (0.0000001) seconds\n switch costume to (5 v)\n wait (0.0000001) seconds\n switch costume to (6 v)\n wait (0.0000001) seconds\n switch costume to (7 v)\n wait (0.0000001) seconds\n switch costume to (8 v)\n else\n switch costume to (1 v)\n end\n end\n if <key (right arrow v) pressed?> then\n if <(x velocity) < [9]> then\n change [x velocity v] by (11)\n end\n if <(costume [number v]) = [1]> then\n switch costume to (9 v)\n wait (0.0000001) seconds\n switch costume to (10 v)\n wait (0.0000001) seconds\n switch costume to (11 v)\n wait (0.0000001) seconds\n switch costume to (12 v)\n wait (0.0000001) seconds\n switch costume to (13 v)\n wait (0.0000001) seconds\n switch costume to (14 v)\n wait (0.0000001) seconds\n switch costume to (15 v)\n wait (0.0000001) seconds\n switch costume to (16 v)\n else\n switch costume to (1 v)\n end\n end\n if <(x velocity) > [0]> then\n change [x velocity v] by (-1)\n end\n if <(x velocity) < [0]> then\n change [x velocity v] by (1)\n end\n change x by (x velocity)\n move vertical\n move horizontal\n if <touching color (#000000)?> then\n broadcast (next level v)\n end\n if <<(y position) < [-69]> or <touching color (#ec0000)?>> then\n broadcast (start level v)\n end\n if <<touching color (#c6c6c6)?> or <touching color (#00e3ed)?>> then\n broadcast (start level v)\n end\nend\n\ndefine move vertical\nchange y by (y velocity)\nif <touching color (#239126)?> then\n if <(y velocity) > [0]> then\n repeat until <not <touching color (#239126)?>>\n change y by (-1)\n end\n else\n repeat until <not <touching color (#239126)?>>\n change y by (1)\n end\n set [jumping v] to [false]\n end\n set [y velocity v] to [0]\nend\n\ndefine move horizontal\nif <touching color (#239126)?> then\n if <(x velocity) > [0]> then\n repeat until <not <touching color (#239126)?>>\n change x by (-2)\n end\n else\n repeat until <not <touching color (#239126)?>>\n change x by (2)\n end\n end\n set [x velocity v] to [0]\nend\n\nwhen I receive [start level v]\nif <(level) = [1]> then\n go to x: (-4) y: (54)\n broadcast (platform v)\nend\nif <(level) = [2]> then\n go to x: (-65) y: (44)\n broadcast (platform 2 v)\nend\nif <(level) = [3]> then\n go to x: (-65) y: (44)\n broadcast (platform 3 v)\nend\nif <(level) = [4]> then\n go to x: (-65) y: (44)\n broadcast (platform 4 v)\nend\nif <(level) = [5]> then\n go to x: (-65) y: (44)\n broadcast (platform 5 v)\nend\nif <(level) = [6]> then\n go to x: (-65) y: (44)\n broadcast (platform 6 v)\nend\nif <(level) = [7]> then\n go to x: (-65) y: (44)\n broadcast (platform 7 v)\nend\nif <(level) = [8]> then\n go to x: (-65) y: (44)\n broadcast (platform8 v)\nend\nif <(level) = [9]> then\n go to x: (-65) y: (44)\n broadcast (platform 9 v)\nend\nif <(level) = [10]> then\n go to x: (-65) y: (44)\n broadcast (platform 10 v)\nend\nif <(level) = [11]> then\n go to x: (-65) y: (44)\n broadcast (platform11 v)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nstop [other scripts in sprite v]\nbroadcast (start level v)\n\nwhen flag clicked\nrepeat (1)\n start sound [Avicii - Levels v]\nend\n\nwhen [space v] key pressed\nshow\nset [yvelocity v] to [0]\nforever\n if <touching (platform v)?> then\n set [yvelocity v] to [0]\n if <key (space v) pressed?> then\n set [yvelocity v] to [18]\n end\n end\n change y by (yvelocity)\n change [yvelocity v] by (-1)\nend\n\n@platform\n\nwhen I receive [platform v]\nshow\nswitch costume to (level1 v)\n\nwhen I receive [platform 2 v]\nshow\nswitch costume to (level2 v)\n\nwhen I receive [platform 3 v]\nshow\nbroadcast (lava v)\nbroadcast (platform3 2 v)\nswitch costume to (level3 v)\n\nwhen I receive [platform 4 v]\nshow\nbroadcast (another effect v)\nswitch costume to (level4 v)\nwait (0.1) seconds\nswitch costume to (level12 v)\nwait (0.1) seconds\nswitch costume to (level13 v)\nwait (0.1) seconds\nswitch costume to (level14 v)\nwait (0.1) seconds\nswitch costume to (level14 v)\nwait (0.1) seconds\nswitch costume to (level13 v)\nwait (0.1) seconds\nswitch costume to (level12 v)\nwait (0.1) seconds\nswitch costume to (level4 v)\nwait (0.1) seconds\nswitch costume to (level4 v)\nwait (0.1) seconds\nswitch costume to (level12 v)\nwait (0.1) seconds\nswitch costume to (level13 v)\nwait (0.1) seconds\nswitch costume to (level14 v)\nwait (0.1) seconds\nswitch costume to (level14 v)\nwait (0.1) seconds\nswitch costume to (level13 v)\nwait (0.1) seconds\nswitch costume to (level12 v)\nwait (0.1) seconds\nswitch costume to (level4 v)\n\nwhen I receive [platform 5 v]\nshow\nswitch costume to (level5 v)\n\nwhen I receive [platform 6 v]\nshow\nbroadcast (Down v)\nswitch costume to (level6 v)\n\nwhen I receive [platform 7 v]\nshow\nbroadcast (water effect v)\nswitch costume to (level7 v)\n\nwhen I receive [platform8 v]\nshow\nswitch costume to (level8 v)\n\nwhen I receive [platform 9 v]\nshow\nbroadcast (Lava movement v)\nbroadcast (water animation v)\nswitch costume to (level9 v)\n\nwhen I receive [platform 10 v]\nshow\nswitch costume to (level11 v)\nwait (0.1) seconds\nswitch costume to (level16 v)\nwait (0.1) seconds\nswitch costume to (level17 v)\nwait (0.1) seconds\nswitch costume to (level18 v)\nwait (0.1) seconds\nswitch costume to (level11 v)\nwait (0.1) seconds\nswitch costume to (level15 v)\nwait (0.1) seconds\nswitch costume to (level11 v)\nwait (0.1) seconds\nswitch costume to (level18 v)\nwait (0.1) seconds\nswitch costume to (level17 v)\nwait (0.1) seconds\nswitch costume to (level16 v)\nwait (0.1) seconds\nswitch costume to (level11 v)\nwait (0.1) seconds\nswitch costume to (level11 v)\nwait (0.1) seconds\nswitch costume to (level16 v)\nwait (0.1) seconds\nswitch costume to (level17 v)\nwait (0.1) seconds\nswitch costume to (level18 v)\nwait (0.1) seconds\nswitch costume to (level11 v)\nwait (0.1) seconds\nswitch costume to (level15 v)\nwait (0.1) seconds\nswitch costume to (level11 v)\nwait (0.1) seconds\nswitch costume to (level18 v)\nwait (0.1) seconds\nswitch costume to (level17 v)\nwait (0.1) seconds\nswitch costume to (level16 v)\nwait (0.1) seconds\nswitch costume to (level11 v)\n\nwhen I receive [platform11 v]\nshow\nswitch costume to (level10 v)\n\n@moving platform\n\nwhen flag clicked\nhide\n\nwhen I receive [start level v]\nstop [other scripts in sprite v]\nif <(level) = [4]> then\n show\nelse\n hide\nend\nmove platform\n\ndefine move platform\ngo to x: (-159) y: (-106)\nforever\n glide (1) secs to x: (57) y: (-106)\n wait (0.1) seconds\n glide (1) secs to x: (-105) y: (-106)\n wait (0.1) seconds\n glide (1) secs to x: (-159) y: (-106)\nend\n\n@Clouds\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n switch costume to (costume1 v)\n wait (0.03) seconds\n go to x: (54) y: (28)\n wait (0.03) seconds\n go to x: (80) y: (28)\n wait (0.03) seconds\n go to x: (102) y: (28)\n wait (0.03) seconds\n go to x: (130) y: (28)\n wait (0.03) seconds\n go to x: (152) y: (28)\n wait (0.03) seconds\n go to x: (165) y: (28)\n wait (0.03) seconds\n go to x: (186) y: (28)\n wait (0.03) seconds\n go to x: (196) y: (28)\n wait (0.03) seconds\n go to x: (217) y: (28)\n wait (0.03) seconds\n go to x: (239) y: (28)\n wait (0.03) seconds\n go to x: (274) y: (28)\n wait (0.03) seconds\n go to x: (297) y: (28)\n wait (0.03) seconds\n go to x: (319) y: (28)\n wait (0.03) seconds\n go to x: (352) y: (28)\n wait (0.03) seconds\n go to x: (394) y: (28)\n wait (0.03) seconds\n go to x: (428) y: (28)\n wait (0.03) seconds\n go to x: (467) y: (28)\n wait (0.03) seconds\n go to x: (525) y: (28)\n wait (0.03) seconds\n go to x: (574) y: (28)\n wait (0.03) seconds\n go to x: (653) y: (28)\n wait (0.03) seconds\n go to x: (700) y: (28)\n wait (0.03) seconds\n go to x: (750) y: (28)\n wait (0.03) seconds\n go to x: (784) y: (28)\n wait (0.03) seconds\n go to x: (820) y: (28)\n wait (0.03) seconds\nend\n\n@ lava effects\n\nwhen I receive [platform3 2 v]\nshow\nrepeat (1)\n switch costume to (costume1 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.003) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.003) seconds\nend\n\nwhen flag clicked\nhide\n\n@ lava effects2\n\nwhen I receive [another effect v]\nshow\nrepeat (1)\n switch costume to (costume1 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.003) seconds\n switch costume to (costume1 v)\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.03) seconds\n next costume\n wait (0.003) seconds\nend\n\nwhen flag clicked\nhide\n\n@Down\n\nwhen I receive [down v]\ngo to [front v] layer\nshow\nrepeat (1)\n switch costume to (costume1 v)\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.03) seconds\n switch costume to (costume1 v)\nend\nwait (2) seconds\nrepeat (1)\n switch costume to (costume1 v)\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.01) seconds\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nhide\n\n@moving platform2\n\nwhen flag clicked\nhide\n\nwhen I receive [start level v]\nstop [other scripts in sprite v]\nif <(level) = [7]> then\n show\nelse\n hide\nend\nmove platform\n\ndefine move platform\ngo to x: (-130) y: (-100)\nforever\n glide (1) secs to x: (-56) y: (-100)\n glide (1) secs to x: (52) y: (-100)\n glide (1) secs to x: (-130) y: (-100)\nend\n\n@water animation\n\nwhen I receive [water animation v]\nshow\nrepeat (5)\n switch costume to (costume1 v)\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [platform 10 v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (.1)\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nhide\n\n@Lava movement\n\nwhen I receive [lava movement v]\nshow\nrepeat (5)\n switch costume to (costume1 v)\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [platform 10 v]\nhide\n\n@water effect\n\nwhen flag clicked\nhide\n\nwhen I receive [water effect v]\nshow\nrepeat (5)\n switch costume to (costume1 v)\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [platform8 v]\nhide\n\n@lava\n\nwhen I receive [lava v]\nshow\nrepeat (3)\n switch costume to (costume1 v)\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [platform 4 v]\nhide\n\nwhen flag clicked\nhide\n\n | spam flag a platformer, full screen not recommended\n\narrow keys to move, space to jump.\n\nAvoid the lava and water to win and get inside the portal |
Minecraft & Scratch Cat || Character platformer | @Stage\n\nwhen I receive [スタート v]\nforever\n play sound [BGM v] until done\nend\n\nwhen flag clicked\nbroadcast (スタート v)\n\n@ground\n\nwhen I receive [スタート v]\nset size to (100) %\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nswitch costume to (2 v)\n\nturn right (0) degrees\n\nset rotation style [left-right v]\n\nset rotation style [don't rotate v]\npoint in direction (90)\ngo to x: (0) y: (0)\n\n@Hero\n\nwhen I receive [スタート v]\ngo to [front v] layer\nshow\nset size to (75) %\nswitch costume to (1 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 if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>> then\n if <(costume [number v]) = [17]> then\n switch costume to (2 v)\n end\n next costume\n else\n switch costume to (1 v)\n end\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 (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 switch costume to (jump v)\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 [-6]\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 (ground v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n switch costume to (jump v)\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 (ground 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 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 (magma v)?> then\n start sound [hurt v]\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-190) y: (-50)\n end\nend\n\nset rotation style [all around v]\nturn right (-30) degrees\n\npoint in direction (90)\n\n@magma\n\nwhen I receive [スタート v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nturn right (2) degrees\n\ngo to x: (0) y: (0)\n\npoint in direction (90)\n\ngo to [front v] layer\n\n@スプライト1\n\nturn right (-7) degrees\n\ngo to x: (0) y: (0)\n\npoint in direction (90)\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n | ○New game\n⇨ https://scratch.mit.edu/projects/471752453/\n========================================\n<How to play>\n You can play it on your phone or on your PC! Use the arrow keys or tap the screen to move! If you hit the magma, you'll have to start over, so be careful!\n\n <遊び方>\n 携帯でも、PCでもプレイできます!矢印キーもしくは画面をタップすることで動きます!マグマに当たるとやり直しになってしまうので気をつけましょう!\n\nIf you could press the ❤︎ or ★, I would be happy...!\n |
Water || A platformer #Games | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (LEVEL)\nend\n\nwhen I receive [change_to_scene_2 v]\nswitch backdrop to (scene2 words v)\n\nwhen I receive [change_to_scene_3 v]\nswitch backdrop to (scene3 words v)\n\nwhen I receive [change_to_scene_4 v]\nswitch backdrop to (scene4 words v)\n\nwhen I receive [change_to_scene_5 v]\nswitch backdrop to (scene5 words v)\n\nwhen I receive [change_to_scene_6 v]\nswitch backdrop to (scene6 words v)\n\nwhen I receive [change_to_scene_7 v]\nswitch backdrop to (scene7 words v)\n\nwhen I receive [change_to_scene_8 v]\nswitch backdrop to (scene8 words v)\n\nwhen I receive [change_to_rain_1 v]\nswitch backdrop to (rain1 v)\n\nwhen I receive [change_to_rain_2 v]\nswitch backdrop to (rain2 v)\n\nwhen I receive [end v]\nswitch backdrop to (love, fave, and follow v)\n\nswitch backdrop to (scene1 words v)\n\nwhen flag clicked\nforever\n play sound [Xaf - Nebula v] until done\nend\n\n@Spike1\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [change_to_scene_2 v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [change_to_scene_3 v]\nhide\n\nwhen I receive [change_to_scene_5 v]\nshow\nset x to (90)\nset y to (-76)\n\nwhen I receive [change_to_scene_6 v]\nswitch costume to (costume2 v)\ngo to x: (250) y: (44)\n\nwhen I receive [change_to_scene_7 v]\nhide\n\nwhen I receive [change_to_scene_8 v]\nshow\nswitch costume to (costume1 v)\ngo to x: (161) y: (-110)\n\nwhen I receive [change_to_rain_1 v]\nhide\n\n@Spike2\n\nwhen flag clicked\nhide\n\nwhen I receive [change_to_scene_2 v]\nswitch costume to (costume1 v)\nshow\ngo to x: (119) y: (-81)\n\nwhen I receive [change_to_scene_3 v]\nhide\n\nwhen I receive [change_to_scene_6 v]\nshow\nswitch costume to (costume2 v)\ngo to x: (260) y: (-59)\n\nwhen I receive [change_to_scene_7 v]\nhide\n\nwhen I receive [change_to_scene_8 v]\nshow\nswitch costume to (costume3 v)\ngo to x: (154) y: (131)\n\nwhen I receive [change_to_rain_1 v]\nhide\n\n@Ground \n\nwhen I receive [change_to_scene_4 v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [change_to_scene_5 v]\nswitch costume to (costume1 v)\n\nwhen I receive [change_to_scene_6 v]\nswitch costume to (costume3 v)\n\nwhen I receive [change_to_scene_7 v]\nswitch costume to (costume1 v)\n\nwhen I receive [change_to_scene_8 v]\nswitch costume to (costume4 v)\n\nwhen I receive [change_to_rain_1 v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Lava Scene3\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\nend\n\nset size to (100) %\nset x to (31)\nset y to (31)\nhide\n\nwhen I receive [change_to_scene_3 v]\nshow\n\nwhen I receive [change_to_scene_4 v]\nhide\n\nwhen I receive [change_to_scene_5 v]\nshow\nset y to (28)\nset x to (189)\n\nwhen I receive [change_to_scene_6 v]\nshow\ngo to x: (253) y: (32)\n\nwhen I receive [change_to_scene_7 v]\nshow\ngo to x: (-41) y: (33)\n\nwhen I receive [change_to_scene_8 v]\nhide\n\n@Trampoline!\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [change_to_scene_4 v]\nhide\n\nwhen I receive [change_to_scene_5 v]\nhide\n\nwhen I receive [change_to_scene_6 v]\nshow\nset x to (-9)\nset y to (-75)\n\nwhen I receive [change_to_scene_7 v]\nhide\n\n@LongLava\n\nwhen flag clicked\nhide\n\nwhen I receive [change_to_scene_7 v]\nshow\n\nwhen I receive [change_to_scene_8 v]\nhide\n\n@Red Line 1\n\nwhen flag clicked\nhide\n\nwhen I receive [change_to_scene_8 v]\nshow\n\nwhen I receive [change_to_rain_1 v]\nhide\n\n@Red Line 2\n\nwhen I receive [change_to_scene_8 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [change_to_rain_1 v]\nhide\n\n@Player\n\nwhen I receive [change_to_scene_2 v]\ngo to x: (-189) y: (0)\n\nwhen I receive [change_to_scene_3 v]\ngo to x: (-189) y: (0)\n\nwhen I receive [change_to_scene_4 v]\ngo to x: (-189) y: (0)\n\nwhen I receive [change_to_scene_5 v]\ngo to x: (-189) y: (0)\n\nwhen I receive [change_to_scene_6 v]\ngo to x: (-189) y: (0)\n\nwhen I receive [change_to_scene_7 v]\ngo to x: (-189) y: (0)\n\nwhen I receive [change_to_scene_8 v]\ngo to x: (-189) y: (0)\n\nwhen I receive [change_to_rain_1 v]\ngo to x: (-189) y: (0)\n\nwhen I receive [change_to_rain_2 v]\ngo to x: (-189) y: (0)\n\nwhen I receive [end v]\ngo to x: (-189) y: (0)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (25)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine Reset\ngo to x: (-188) y: (38)\n\nwhen flag clicked\nReset\nhide variable [x velocity v]\nhide variable [y velocity v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Run Dis Game \nend\n\ndefine Run Dis Game \nswitch costume to (player v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1)\nend\nchange x by (X Velocity)\nset [x velocity v] to ((X Velocity) * (0.9))\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 x by ((X Velocity) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <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 end\n end\n end\n end\nend\nchange [y velocity v] by (-1)\nchange y by (Y Velocity)\nif <touching (ground v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <touching (ground v)?> then\n set [y velocity v] to [15]\n end\nend\nchange y by (1)\nif <touching (trampoline! v)?> then\n set [y velocity v] to [20]\nend\nif <<touching (spike1 v)?> or <touching (lava scene3 v)?>> then\n Reset\nend\ncreate clone of (_myself_ v)\n\nset [y velocity v] to ((Y Velocity) * (0.45))\n\nchange y by (Y Velocity)\n\ndefine CHANGE DIS LEVEL\nif <(x position) > [239]> then\n change [level v] by (1)\n Reset\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide variable [level v]\nforever\n CHANGE DIS LEVEL\nend\n\n | Welcome to my first ever platformer! \n\n(And first project) Use Arrow keys or WASD to move. Avoid Spikes and lava. You can use the Trampolines to jump over lava, spikes, and tall platforms. |
Spring || A Mobile friendly 80% Pen Platformer | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [.] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [intro over v]\nswitch backdrop to (backdrop2 v)\n\n@Blank\n\n@Player\n\nwhen flag clicked\nset size to (70) %\nset [xval v] to [0]\nset [☁ deaths v] to [0]\nset [yval v] to [0]\nforever\n clear graphic effects\n set [xval v] to ((xval) * (0.85))\n change x by (xval)\n if <<touching color (#70d019)?> or <touching color (#b45a2e)?>> then\n change y by (-2)\n if <<touching color (#70d019)?> or <touching color (#b45a2e)?>> then\n change y by (1)\n if <<touching color (#70d019)?> or <touching color (#b45a2e)?>> then\n change y by (1)\n if <<touching color (#70d019)?> or <touching color (#b45a2e)?>> then\n change y by (1)\n if <<touching color (#70d019)?> or <touching color (#b45a2e)?>> then\n change y by (1)\n if <<touching color (#70d019)?> or <touching color (#b45a2e)?>> then\n change y by (1)\n if <<touching color (#70d019)?> or <touching color (#b45a2e)?>> then\n change y by (-5)\n change x by ((-1) * (xval))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>> and <not <(xval) = [0]>>> then\n set [yval v] to [8]\n set [xval v] to (((xval) / ([abs v] of (xval) )) * (-10))\n else\n set [xval v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xval v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xval v] by (1)\n end\n change y by (-3)\n if <touching color (#faff00)?> then\n change [xval v] by (-7)\n end\n if <touching color (#658bce)?> then\n change [yval v] by (1.07)\n end\n if <touching color (#d26767)?> then\n change [yval v] by (1)\n end\n if <touching color (#808080)?> then\n change [yval v] by (7)\n end\n if <<touching color (#ff0000)?> or <touching (falling lava v)?>> then\n go to x: (-216) y: (-10)\n change [☁ deaths v] by (1)\n end\n if <touching color (#005dff)?> then\n change [xval v] by (5)\n end\n if <touching color (#70d019)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yval v] to [7.5]\n end\n end\n change y by (3)\n if <(yval) > [-15]> then\n change [yval v] by (-0.5)\n end\n change y by (-2)\n if <not <<touching color (#70d019)?> or <touching color (#b35a2e)?>>> then\n change y by (-1)\n if <not <<touching color (#70d019)?> or <touching color (#b35a2e)?>>> then\n change y by (-1)\n if <not <<touching color (#70d019)?> or <touching color (#b35a2e)?>>> then\n change y by (-1)\n if <not <<touching color (#70d019)?> or <touching color (#b35a2e)?>>> then\n if <not <<touching color (#70d019)?> or <touching color (#b35a2e)?>>> then\n change y by (-1)\n if <not <<touching color (#70d019)?> or <touching color (#b35a2e)?>>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yval)\n if <<touching color (#70d019)?> or <touching color (#b35a2e)?>> then\n change y by (-2)\n if <<touching color (#70d019)?> or <touching color (#b35a2e)?>> then\n change y by ((-1) * (yval))\n set [yval v] to [-3]\n end\n change y by (2)\n end\nend\n\ndefine PlayerRender\nif <touching color (#f00707)?> then\n go to x: (-216) y: (-35)\n set [xval v] to [0]\n set [yval v] to [0]\nend\nif <touching color (#fa00ff)?> then\n set [yval v] to [13]\nend\nerase all\nbroadcast (PlayerRenderDone v)\n\nwhen I receive [next v]\ngo to x: (-200) y: (0)\nchange [level v] by (1)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <[-180] > (y position)> then\n go to x: (-200) y: (0)\n end\nend\n\nwhen flag clicked\nif <(Level) = [6]> then\n repeat (2)\n go to x: (-200) y: (0)\n end\n set [yval v] to [0]\n set [xval v] to [0]\nend\n\nwhen flag clicked\n\nwhen flag clicked\nhide\ngo to x: (-216) y: (-35)\nforever\n PlayerRender\nend\n\nwhen flag clicked\nforever\n wait until <(x position) > [228]>\n broadcast (Next v) and wait\n wait until <not <(x position) > [228]>>\nend\n\nwhen flag clicked\nset [xval v] to [0]\nset [yval v] to [0]\nchange [level v] by (1)\n\nwhen flag clicked\n\nwhen I receive [reset v]\ngo to x: (-216) y: (-35)\nset [xval v] to [0]\nset [yval v] to [0]\n\nwhen I receive [intro over v]\nforever\n show\nend\n\nwhen I receive [intro over v]\nforever\n if <(Level) = [11]> then\n say [That's it! Like, Favorite, and follow for more amazing games!]\n else\n say []\n end\nend\n\nwhen flag clicked\nhide variable [☁ deaths v]\nhide variable [level v]\n\nwhen I receive [intro over v]\nshow variable [level v]\nshow variable [☁ deaths v]\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (0.00000000000000000000001))\nend\n\nwhen [timer v] > (Timer)\nforever\n hide variable [☁ deaths v]\n hide variable [level v]\nend\n\nwhen flag clicked\nwait (8.5) seconds\nbroadcast (intro over v)\n\n@Pen\n\npen up\n\nwhen flag clicked\nerase all\n\ndefine Draw line from (x1) (y1) to (x2) (y2) with size (pen size)\nset pen size to (pen size)\npen up\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\n\nset [level v] to [11]\n\nset [level v] to [4]\n\ndefine DRAW LEVELS\nforever\n if <(Level) = [1]> then\n pen up\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [237] [-114] with size [13]\n Draw line from [-54] [-50] to [50] [-50] with size [13]\n Draw line from [-54] [-114] to [-54] [-50] with size [13]\n Draw line from [54] [-50] to [54] [-114] with size [13]\n Draw line from [54] [-50] to [54] [-114] with size [13]\n Draw line from [0] [-182] to [0] [-110] with size [105]\n Draw line from [-32] [-68] to [30] [-68] with size [50]\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] with size [100]\n else\n if <(Level) = [2]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] with size [100]\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [237] [-114] with size [13]\n Draw line from [-30] [-50] to [30] [-50] with size [30]\n set pen color to (#ff0000)\n Draw line from [-160] [-105] to [999] [-105] with size [5]\n else\n if <(Level) = [3]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] with size [100]\n set pen color to (#71d019)\n Draw line from [-237] [-125] to [237] [-125] with size [17]\n Draw line from [-216] [-110] to [-190] [-110] with size [7]\n Draw line from [-23] [-110] to [3] [-110] with size [7]\n Draw line from [141] [-110] to [160] [-110] with size [7]\n set pen color to (#ff0000)\n Draw line from [-1500] [-115] to [999] [-115] with size [7]\n else\n if <(Level) = [4]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] with size [100]\n Draw line from [60] [-176] to [100] [-176] with size [5]\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [237] [-114] with size [13]\n set pen color to (#66d9ff)\n Draw line from [60] [-114] to [60] [-182] with size [200]\n else\n if <(Level) = [5]> then\n pen up\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [237] [-114] with size [13]\n Draw line from [-237] [-114] to [237] [-5] with size [13]\n Draw line from [238] [-68] to [-167] [-105] with size [25]\n Draw line from [238] [-95] to [-81] [-109] with size [30]\n Draw line from [238] [-38] to [-72] [-86] with size [33]\n Draw line from [237] [-20] to [120] [-41] with size [20]\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] with size [100]\n set pen color to (#66d9ff)\n Draw line from [60] [0] to [60] [-182] with size [200]\n else\n if <(Level) = [6]> then\n pen up\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [237] [-114] with size [13]\n Draw line from [-25] [-95] to [-25] [999] with size [50]\n Draw line from [20] [-95] to [9] [9999] with size [50]\n Draw line from [-25] [19] to [999] [999] with size [50]\n Draw line from [46] [-56] to [999] [-56] with size [104]\n Draw line from [157] [-89] to [157] [999] with size [300]\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] with size [100]\n set pen color to (#2ed019)\n Draw line from [-1] [0] to [9999] [0] with size [100]\n Draw line from [-40] [-15] to [-41] [30] with size [17]\n else\n if <(Level) = [7]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [999] [-170] with size [106]\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [999] [-114] with size [13]\n set pen color to (#828282)\n Draw line from [-64] [-105] to [-10] [-105] with size [5]\n set pen color to (#ff0000)\n Draw line from [40] [-107] to [40] [0] with size [5]\n else\n if <(Level) = [8]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [99999] [-170] with size [106]\n set pen color to (#ff0000)\n Draw line from [-59] [-105] to [9999] [-105] with size [5]\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [9999] [-114] with size [13]\n Draw line from [-64] [-105] to [-64] [-50] with size [5]\n Draw line from [50] [-105] to [50] [20] with size [5]\n Draw line from [159] [-105] to [159] [100] with size [5]\n else\n if <(Level) = [9]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [999] [-167] with size [118]\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [999] [-114] with size [13]\n else\n if <(Level) = [10]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] with size [100]\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [237] [-114] with size [13]\n set pen color to (#808080)\n Draw line from [-118] [-108] to [237] [-108] with size [5]\n else\n if <(Level) = [11]> then\n pen up\n set pen color to (#b35a2e)\n Draw line from [-232] [-167] to [232] [-167] with size [100]\n set pen color to (#71d019)\n Draw line from [-237] [-114] to [237] [-114] with size [13]\n Draw line from [999] [-110] to [999] [999] with size [13]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nset pen color to (#005dff)\nDraw line from [-237] [-114] to [237] [-114] with size [13]\n\nset [level v] to [8]\n\nset [level v] to [10]\n\nwhen flag clicked\n\nset [level v] to [7]\n\nset [level v] to [9]\n\nwhen I receive [intro over v]\nset [level v] to [1]\nhide\nforever\n DRAW LEVELS\n erase all\nend\n\n@Leafs\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (pick random (1) to (3))\nset [clouds: cos# v] to (pick random (1) to (3))\nset [clouds: speed v] to (pick random (-4.5) to (-5.5))\nset [ghost v] effect to (pick random (10) to (20))\nset [brightness v] effect to (pick random (-2) to (2))\nset size to (20) %\ngo to [back v] layer\nshow\ngo to x: (pick random (-242) to (228)) y: (180)\nrepeat until <<touching (player v)?> or <<touching color (#70d019)?> or <<touching color (#828282)?> or <<touching color (#b35a2e)?> or <<touching color (#ff0000)?> or <(y position) < [-176]>>>>>>\n change y by (Clouds: speed)\nend\nrepeat (55)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (pick random (80) to (90))\nforever\n turn right (pick random (-0.99) to (1)) degrees\nend\n\nwhen I receive [intro over v]\nforever\n hide\n wait (1.15) seconds\n create clone of (_myself_ v)\nend\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(Level) = [4]> then\n go to [back v] layer\n hide\n delete this clone\n else\n show\n end\nend\n\nwhen I start as a clone\nset [clouds: cos# v] to (pick random (1) to (3))\nset [clouds: speed v] to (pick random (-4.5) to (-5.5))\nset [ghost v] effect to (pick random (10) to (20))\nset [brightness v] effect to (pick random (-2) to (2))\nset size to (pick random (150) to (200)) %\ngo to [back v] layer\nshow\nif <(Level) = <not <(Level) = [6]>>> then\n go to x: (225) y: (pick random (80) to (170))\n repeat until <(x position) < [-225]>\n change x by (Clouds: speed)\n end\n repeat (55)\n change [ghost v] effect by (8)\n end\n delete this clone\nelse\n go to x: (-48) y: (pick random (80) to (170))\n repeat until <(x position) < [-225]>\n change x by (Clouds: speed)\n end\n repeat (55)\n change [ghost v] effect by (8)\n end\n delete this clone\nend\n\nwhen I receive [intro over v]\nhide\nforever\n wait (pick random (pick random (1) to (1.5)) to (pick random (1.6) to (2.1))) seconds\n hide\n create clone of (_myself_ v)\nend\n\n@Falling Lava\n\nwhen I start as a clone\nif <<(Level) = [9]> or <(Level) = [10]>> then\n show\n set size to (100) %\n switch costume to (pick random (1) to (3))\n set [clouds: cos# v] to (pick random (1) to (3))\n set [clouds: speed v] to (pick random (-4.5) to (-5.5))\n set [ghost v] effect to (pick random (10) to (20))\n set [brightness v] effect to (pick random (-2) to (2))\n set size to (20) %\n go to [back v] layer\n show\n repeat until <<touching color (#70d019)?> or <<touching color (#b35a2e)?> or <(y position) < [-100]>>>\n change y by (Clouds: speed)\n end\n repeat (55)\n change [ghost v] effect by (8)\n end\n delete this clone\nelse\n hide\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n go to x: (pick random (-90) to (228)) y: (180)\n else\n go to x: (pick random (-135) to (228)) y: (180)\n end\nend\n\nwhen I receive [intro over v]\nforever\n hide\n wait (.9) seconds\n create clone of (_myself_ v)\nend\n\n@Music\n\nwhen flag clicked\nhide\n\nwhen I receive [intro over v]\nstart sound [ParagonX9 - Chaoz Fantasy v]\nwait (134) seconds\nstart sound [ParagonX9 - Chaoz Fantasy v]\nwait (134) seconds\nstart sound [ParagonX9 - Chaoz Fantasy v]\nwait (134) seconds\nstart sound [ParagonX9 - Chaoz Fantasy v]\nwait (134) seconds\nstart sound [ParagonX9 - Chaoz Fantasy v]\nwait (134) seconds\nstart sound [ParagonX9 - Chaoz Fantasy v]\nwait (134) seconds\nstart sound [ParagonX9 - Chaoz Fantasy v]\nwait (134) seconds\nstart sound [ParagonX9 - Chaoz Fantasy v]\nwait (134) seconds\nstart sound [ParagonX9 - Chaoz Fantasy v]\nwait (134) seconds\nstart sound [ParagonX9 - Chaoz Fantasy v]\nwait (134) seconds\nstart sound [ParagonX9 - Chaoz Fantasy v]\nwait (134) seconds\nstart sound [ParagonX9 - Chaoz Fantasy v]\nwait (134) seconds\nstart sound [ParagonX9 - Chaoz Fantasy v]\nwait (134) seconds\nstart sound [ParagonX9 - Chaoz Fantasy v]\nwait (134) seconds\nstart sound [ParagonX9 - Chaoz Fantasy v]\n\n@TN\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n repeat (10)\n change [ghost v] effect by (100)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\n@Scratchlogo\n\nwhen flag clicked\nshow\nset size to (100) %\nswitch costume to (intro v)\nforever\n go to x: ([tan v] of ((timer) * (20)) ) y: (([sin v] of ((timer) * (20)) ) * (20))\n point in direction ((([sin v] of ((timer) * (100)) ) * (6)) + (90))\n if <touching (blank v)?> then\n change [vel v] by (((95) - (size)) / (5))\n set [vel v] to ((vel) * (0.8))\n change [size v] by (vel)\n set size to (size) %\n else\n change [vel v] by (((90) - (size)) / (5))\n set [vel v] to ((vel) * (0.8))\n change [size v] by (vel)\n set size to (size) %\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [intro over v]\nhide\n\nwhen flag clicked\nstart sound [clarx_-_hay_1 v]\nwait (18) seconds\nbroadcast (intro over v)\n\nwhen I receive [intro over v]\nstop all sounds\nstart sound [OMFG - Hello v]\n\nwhen I receive [tn v]\nforever\n hide\nend\n\nwhen [timer v] > (Timer)\nforever\n hide\nend\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (0.00000000000000000000001))\nend\n\n@White Barrier\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nforever\n point in direction ((([sin v] of ((timer) * (100)) ) * (2)) + (90))\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait until <(timer) > [149]>\nrepeat until <(timer) > [182]>\n repeat (20)\n change size by (((130) - (size)) / (6))\n end\n wait (1) seconds\n repeat (20)\n change size by (((100) - (size)) / (6))\n end\n wait (1) seconds\nend\nrepeat (20)\n change size by (((100) - (size)) / (6))\nend\n\nwhen flag clicked\nwait (17) seconds\nhide\n\nwhen I receive [intro over v]\nhide\n\nwhen I receive [tn v]\nhide\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (0.00000000000000000000001))\nend\n\nwhen [timer v] > (Timer)\nforever\n hide\nend\n\n | Instructions:\nWAD, arrow keys, or touch if you are on mobile. \nDONT'T FALL INTO THE HOLE\nRED: Lava, Avoid At all Costs.\nYELLOW: Pushes you backward (to the left)\nBLUE: Pushes you forwards (to the right)\nGREY: A trampoline, pushes you up.\nMAROON: Jump while your touching pushes you up\nBLUE: Water\nFALLING LAVA: Avoid!\n\nStoryline:\nin a world where you can stay in whatever season you want for the rest of your life and the only way to move to a different season is to complete an obstacle course or, a platformer, Player, is stuck in Spring! Can you help him?\n\nLog:\n1/18/21: Released!\n1/20/21: Fixed 2 bugs\n1/23/21: Hit 1k views! And 100 Likes! Thx so much :D\n==========================================\nTags:\n#Games #all #Pen #Platformer #Platformer #art #Clouds # Sky #naterose1 #SIAF #trending #popular #like #favorite #follow #Griffpatch |
Platformer Engine 2.0 | @Stage\n\n@Gracz\n\nwhen flag clicked\nset [wysokośc skoku v] to [-7]\nforever\n to od spadania\nend\n\ndefine to od spadania\nif <not <touching (platforma v)?>> then\n change y by (Wysokośc skoku)\nend\nif <<touching (platforma v)?> and <(Wysokośc skoku) < [0]>> then\n set [czy może skoczyć v] to [tak]\n set [wysokośc skoku v] to [-13]\n repeat until <not <touching (platforma v)?>>\n change y by (1)\n end\nelse\n if <<touching (platforma v)?> and <(Wysokośc skoku) > [0]>> then\n change y by (-10)\n repeat ([abs v] of ((Wysokośc skoku) * (2)) )\n change [wysokośc skoku v] by (-1)\n end\n end\nend\n\nwhen flag clicked\nbroadcast (resetuj v)\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change x by (5)\n if <touching (platforma v)?> then\n change x by (-5)\n end\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change x by (-5)\n if <touching (platforma v)?> then\n change x by (5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <(czy może skoczyć) = [tak]>> then\n set [czy może skoczyć v] to [nie]\n set [wysokośc skoku v] to [15]\n repeat until <(czy może skoczyć) = [tak]>\n change [wysokośc skoku v] by (-1)\n end\n end\nend\n\nwhen I receive [resetuj v]\ngo to x: (-202) y: (-53)\n\nwhen flag clicked\nforever\n if <not <touching (platforma v)?>> then\n wait (0.2) seconds\n set [czy może skoczyć v] to [nie]\n end\nend\n\nwhen [r v] key pressed\nbroadcast (resetuj v)\n\nwhen flag clicked\nforever\n wait (0) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Platforma\n\nwhen flag clicked\nforever\n switch costume to (poziom)\nend\n\n@Portal\n\nwhen flag clicked\nshow\nset [poziom v] to [1]\nforever\n if <touching (gracz v)?> then\n broadcast (resetuj v)\n change [poziom v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(poziom) = [1]> then\n go to x: (-153) y: (126)\n else\n if <(poziom) = [2]> then\n go to x: (200) y: (107)\n else\n if <(poziom) = [3]> then\n go to x: (-195) y: (130)\n else\n if <(poziom) = [4]> then\n go to x: (193) y: (-37)\n else\n hide\n if <(Czas) < (☁ Najlepszy wynik)> then\n set [☁ najlepszy wynik v] to (Czas)\n end\n end\n end\n end\n end\nend\n\nif <(poziom) = [1]> then\n\nwhen flag clicked\nset [czas v] to [0]\nrepeat until <(poziom) = [5]>\n set [czas v] to (round (timer))\nend\n\nwait (1) seconds\nchange [czas v] by (1)\n\nset [☁ najlepszy wynik v] to [100]\n\nwhen flag clicked\nforever\nend\n\nset [☁ najlepszy wynik v] to [100]\n\n@platformer2\n\nwhen flag clicked\nhide\n\nforever\n\nshow\ngo to [front v] layer\n\n | Mamy 2 tysie :D (już prawie 4 xD)\n\nO to mój dotychczas najlepszy projekt :)\nDajcie gwiazdkę i serduszko bo cały wieczór na niego\npoświęciłem. Włożyłem w owy projekt dużo serca by wyszedł jak najlepiej i uważam, że jest to dobry silnik. Fakt są lepsze ale jest on dość prosty i łatwy w użytkowaniu. Niestety nie obsługuje on krzywych linii przez co ściany a podłoże powinno być położone prostopadle do siebie. |
ScratchLand | Multiplayer Platformer #Games | @Stage\n\ndefine Connect Sound Effect\nplay sound [Pop v] until done\nwait (0.01) seconds\nplay sound [Pop2 v] until done\nwait (0.01) seconds\nplay sound [Pop3 v] until done\nwait (0.01) seconds\nplay sound [Pop4 v] until done\nwait (0.01) seconds\nplay sound [Pop5 v] until done\nwait (0.01) seconds\nplay sound [Pop6 v] until done\nwait (0.01) seconds\nplay sound [Pop7 v] until done\nwait (0.01) seconds\nplay sound [Pop10 v] until done\nwait (0.01) seconds\n\ndefine Disconnect Sound Effect\nplay sound [Pop10 v] until done\nwait (0.01) seconds\nplay sound [Pop9 v] until done\nwait (0.01) seconds\nplay sound [Pop8 v] until done\nwait (0.01) seconds\nplay sound [Pop7 v] until done\nwait (0.01) seconds\nplay sound [Pop6 v] until done\nwait (0.01) seconds\nplay sound [Pop5 v] until done\nwait (0.01) seconds\nplay sound [Pop4 v] until done\nwait (0.01) seconds\nplay sound [Pop3 v] until done\nwait (0.01) seconds\nplay sound [Pop2 v] until done\nwait (0.01) seconds\nplay sound [Pop v] until done\nwait (0.01) seconds\n\nwhen I receive [connect v]\nConnect Sound Effect\n\nwhen I receive [begin v]\nDisconnect Sound Effect\n\nwhen flag clicked\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(NAMES) = [1]> then\n set [names v] to [0]\n else\n set [names v] to [1]\n end\n wait until <not <key (n v) pressed?>>\n end\nend\n\n@Assets\n\n@Player\n\nwhen flag clicked\nbroadcast (Setup opponents v) and wait\nset [max players v] to [10]\nset [my player # v] to [0]\nset [yvel v] to [0]\nset [xvel v] to [0]\nhide\nbroadcast (Setup v) and wait\nswitch backdrop to (connecting v)\nbroadcast (Connect v) and wait\ngo to x: (-155) y: (-60)\nif <(MY PLAYER #) > [0]> then\n switch backdrop to (connected v)\nelse\n switch backdrop to (full v)\n wait (2.5) seconds\n stop [all v]\nend\nwait (1.5) seconds\nswitch backdrop to (rectangle v)\nbroadcast (Begin v)\nshow\n\ndefine Encode (string)\nset [letter # v] to [1]\nrepeat (length of (string))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (string)) in [string code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine Set Cloud (player #) To (val)\nif <(player #) = [1]> then\n set [☁ p1 v] to (val)\nelse\n if <(player #) = [2]> then\n set [☁ p2 v] to (val)\n else\n if <(player #) = [3]> then\n set [☁ p3 v] to (val)\n else\n if <(player #) = [4]> then\n set [☁ p4 v] to (val)\n else\n if <(player #) = [5]> then\n set [☁ p5 v] to (val)\n else\n if <(player #) = [6]> then\n set [☁ p6 v] to (val)\n else\n if <(player #) = [7]> then\n set [☁ p7 v] to (val)\n else\n if <(player #) = [8]> then\n set [☁ p8 v] to (val)\n else\n if <(player #) = [9]> then\n set [☁ p9 v] to (val)\n else\n if <(player #) = [10]> then\n set [☁ p10 v] to (val)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Send Cloud Info\nset [encoded v] to []\nEncode (USER)\nEncode (round ((timer) * (10)))\nEncode (x position)\nEncode (y position)\nEncode (LEVEL)\nEncode (costume [number v])\nSet Cloud (MY PLAYER #) To (encoded)\n\ndefine Tick\nchange [xvel v] by (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>>)\nchange x by (XVel)\nset [xvel v] to ((XVel) * (0.8))\nif <touching (blocks v)?> then\n change x by ((-1) * (XVel))\n set [xvel v] to [0]\nend\nchange y by (YVel)\nif <touching (blocks v)?> then\n change y by ((YVel) * (-1))\n set [yvel v] to [0]\n if <touching (blocks v)?> then\n change y by (1)\n if <touching (blocks v)?> then\n change y by (1)\n if <touching (blocks v)?> then\n change y by (1)\n if <touching (blocks v)?> then\n change y by (1)\n if <touching (blocks v)?> then\n change y by (1)\n if <touching (blocks v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yvel v] to [11]\n end\nend\nchange [yvel v] by (-0.9)\nif <touching (danger v)?> then\n go to x: (-155) y: (-60)\nend\nif <touching color (#e2e2e2)?> then\n go to x: (-155) y: (-60)\nend\nif <touching (portal v)?> then\n go to x: (-155) y: (-60)\n change [level v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n Send Cloud Info\n Tick\nend\n\nwhen I receive [begin v]\nset [chat open v] to [0]\nforever\n if <key (t v) pressed?> then\n if <(CHAT OPEN) = [0]> then\n set [chat open v] to [1]\n ask [] and wait\n set [user v] to (item (answer) of [chat v])\n set [chat open v] to [0]\n repeat until <(timer) > (length of (USER))>\n say (USER)\n end\n say []\n else\n set [chat open v] to [0]\n end\n else\n set [user v] to (username)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\nend\n\n@Opponents\n\ndefine Decode Initialization (string)\nset [encoded v] to (string)\nset [letter # v] to [1]\n\ndefine Get Info\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 [string code v]))\nend\n\ndefine Setup\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 Cloud Val (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 [setup v]\nSetup\n\ndefine Tick\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\nDecode Initialization (value)\nGet Info\nif <(NAMES) = [1]> then\n say (value)\nelse\n say []\nend\nGet Info\nGet Info\nset x to (value)\nGet Info\nset y to (value)\nGet Info\nif <(value) = (LEVEL)> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\n say []\nend\nGet Info\nswitch costume to (value)\nCloud Val (Player #)\n\nwhen I receive [connect v]\nCloud Val (Player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nCloud Val (Player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (Player #)\nend\n\nwhen flag clicked\nset [pp v] to [1]\n\n@Blocks\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [begin v]\nshow\n\n@Danger\n\nwhen flag clicked\nhide\nset [level v] to [1]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [begin v]\nshow\n\n@Portal\n\nwhen flag clicked\nhide\nset [level v] to [1]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [begin v]\nshow\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Chat\n\nwhen flag clicked\nforever\n if <(CHAT OPEN) = [1]> then\n show\n else\n hide\n end\nend\n\n@Please???\n\nwhen flag clicked\nhide\nforever\n wait (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\nend\n\n | PART 2 \nhttps://scratch.mit.edu/projects/671203495/ |
Glacier || Online Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [music1 v] until done\nend\n\nwhen flag clicked\nforever\n if <(parallax) = [1]> then\n switch backdrop to (backdrop1 v)\n else\n switch backdrop to (backdrop2 v)\n end\nend\n\n@blank\n\n@Player\n\ndefine walk (directon) (speed)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-15))\nelse\n change [frame v] by ((speed) / (15))\nend\n\ndefine scroll\nchange [scroll x v] by (x position)\nset x to (0)\nchange [scroll y v] by (y position)\nset y to (0)\n\ndefine touch ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (level 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 [yspeed v] to [0]\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 [☁ p1 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Send Cloud Data\nif <(MY PLAYER #) < [1]> then\n stop [this script v]\nend\nchange [cloud timer v] by (1)\nadd (scroll X) to [buffer v]\nadd (scroll Y) to [buffer v]\nadd (costume [number v]) to [buffer v]\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 (global chat) to encoded\nwrite (round ((timer) * (10))) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [begin v]\nforever\n if <(win screen open?) = [0]> then\n player tick\n end\n Send Cloud Data\n if <not <(global chat) = []>> then\n say (global chat)\n else\n say []\n end\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\ndelete all of [buffer v]\nset [global chat v] to []\nset [yspeed v] to [0]\nset [falling v] to [10]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [crown? v] to [0]\nset [parachute? v] to [0]\nset [jump boost? v] to [0]\nset size to (100) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (normal v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n if <(item # of (letter (letter #) of (val)) in [code v]) = [0]> then\n set [encoded v] to (join (encoded) (item # of [�] in [code v]))\n else\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n end\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine player tick\nswitch costume to (normal v)\nchange [yspeed v] by (-1)\nchange y by (Yspeed)\ntouch ground <(Yspeed) > [0]>\nset [xspeed v] to ((Xspeed) * (0.7))\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xspeed v] by (2)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xspeed v] by (-2)\nend\nif <(Xspeed) > [0.5]> then\n walk [90] (Xspeed)\nelse\n if <(Xspeed) < [-0.5]> then\n walk [-90] (Xspeed)\n else\n set [frame v] to [0]\n end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(falling) < [1]>> then\n set [yspeed v] to ((12) + (<(jump boost?) = [1]> * (2)))\nend\nif <<(scroll Y) < [-1000]> or <<touching (level death v)?> or <touching (saws v)?>>> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n go to x: (0) y: (-50)\n set [yspeed v] to [0]\n set [xspeed v] to [0]\n broadcast (flash v)\nend\nscroll\nparachute/crown\n\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [start v]\nbroadcast (setup - opponents v) and wait\nset [joining status v] to [joining]\nshow\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [joining status v] to [joined]\nelse\n set [joining status v] to [full]\n set [ghost v] effect to (40)\nend\nbroadcast (begin v)\n\ndefine parachute/crown\nif <(crown?) = [1]> then\n switch costume to (crown v)\nelse\n switch costume to (normal v)\nend\nif <<key (space v) pressed?> and <<(parachute?) = [1]> and <(Yspeed) < [0]>>> then\n set [yspeed v] to [-2]\n if <(costume [name v]) = [crown]> then\n switch costume to (parachute crown v)\n else\n switch costume to (parachute 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 [names? v] to [1]\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decode of (value)\n value = read from encoded\n if <<(shop open?) = [0]> and <not <(names?) = [0]>>> then\n say (join (player #) (join [: ] (value)))\n else\n say []\n end\n value = read from encoded\n if <not <(value) = []>> then\n say (value)\n end\n value = read from encoded\n value = read from encoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n value = read from encoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n set [x v] to ((item (1) of [buffer v]) - (scroll X))\n delete (1) of [buffer v]\n set [y v] to ((item (1) of [buffer v]) - (scroll Y))\n delete (1) of [buffer v]\n position ((x) + (Xspeed)) ((y) + (Yspeed))\n switch costume to (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 [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 position (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\nif <(win screen open?) = [1]> then\n hide\nelse\n show\nend\n\nwhen [n v] key pressed\nif <(player #) = (MAX PLAYERS)> then\n if <(names?) = [0]> then\n set [names? v] to [1]\n else\n set [names? v] to [0]\n end\nend\n\n@level\n\ndefine Render at (x) (y) (switch costume?)\nset [my x v] to (x)\nset [my y v] to (y)\nif <(switch costume?) = [true]> then\n switch costume to (join (x) (join [,] (y)))\nend\ncreate clone of (_myself_ v)\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 start as a clone\nhide\nwait until <(menu?) = [1]>\nwait until <(menu?) = [0]>\nshow\nforever\n position (((my x) * (480)) - (scroll X)) (((my y) * (360)) - (scroll Y))\nend\n\nwhen flag clicked\nhide\nrender\n\ndefine render\nRender at [0] [0] [true]\nRender at [1] [0] [true]\nRender at [2] [0] [true]\nRender at [2] [1] [true]\nRender at [3] [0] [true]\nRender at [4] [0] [true]\nRender at [-1] [0] [true]\nRender at [-2] [0] [true]\nRender at [-3] [0] [true]\nRender at [-4] [0] [true]\nRender at [-5] [0] [true]\nRender at [-6] [0] [true]\nRender at [-7] [0] [true]\nRender at [-7] [1] [true]\nRender at [6] [-1] [true]\nswitch costume to (solid ground v)\nRender at [-1] [-1] [false]\nRender at [-2] [-1] [false]\nRender at [-3] [-1] [false]\nRender at [0] [-1] [false]\nRender at [1] [-1] [false]\nRender at [2] [-1] [false]\nRender at [3] [-1] [false]\n\n@Glacier\n\nwhen flag clicked\nshow\nset [menu? v] to [1]\ngo to x: (0) y: (9999)\nset [yv v] to [-5]\nswitch costume to (cool text - glacier 373357298297417 v)\ncreate clone of (_myself_ v)\nset size to (100) %\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (5)) + (90))\n if <(y position) < [60]> then\n set [yv v] to [10]\n end\n change [yv v] by (-1)\n change y by (yv)\nend\n\nwhen I start as a clone\ngo to x: (0) y: (9999)\nswitch costume to (cool text - play 373358351305431 v)\nset size to (70) %\nforever\n point in direction ((([sin v] of ((timer) * (250)) ) * (5)) + (90))\n if <(distance to [mouse-pointer v]) < [60]> then\n set size to (80) %\n if <mouse down?> then\n broadcast (close menu v)\n end\n else\n set size to (70) %\n end\n if <(y position) < [-60]> then\n set [yv v] to [7]\n end\n change [yv v] by (-1)\n change y by (yv)\nend\n\nwhen I receive [close menu v]\nstop [other scripts in sprite v]\nset [yv v] to [10]\nrepeat until <(y position) < [-180]>\n change [yv v] by (-1)\n change y by (yv)\nend\nhide\nif <[] = []> then\n delete this clone\nend\nwait (.1) seconds\nbroadcast (start v)\nset [menu? v] to [0]\n\n@connecting\n\nwhen flag clicked\nshow\nset [joining status v] to [none]\nforever\n switch costume to (joining status)\nend\n\nwhen I receive [begin v]\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@notifying thing\n\nwhen flag clicked\nhide\nforever\n wait (pick random (20) to (60)) seconds\n in and out\nend\n\ndefine in and out\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@parallax\n\ndefine Render at (x) (y) (scrolling)\nset [my x v] to (x)\nset [my y v] to (y)\nset [scrolling speed v] to (scrolling)\ncreate clone of (_myself_ v)\nnext costume\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 start as a clone\nhide\nwait until <(menu?) = [0]>\nshow\nforever\n position (((my x) * (480)) - ((scroll X) / (scrolling speed))) (((my y) * (360)) - ((scroll Y) / (scrolling speed)))\nend\n\nwhen flag clicked\nwait until <(menu?) = [1]>\nset [parallax v] to [1]\nrender all\n\nwait until <(menu?) = [1]>\nwait until <(menu?) = [0]>\n\ndefine render all\nhide\nswitch costume to (parallax v)\nset [is clone? v] to [1]\nRender at [0] [.4] [10]\nRender at [1] [.3] [10]\nRender at [2] [.2] [10]\nRender at [3] [.3] [10]\nRender at [-1] [.2] [10]\nRender at [-2] [.3] [10]\nnext costume\nRender at [0] [-.1] [5]\nRender at [1] [0] [5]\nRender at [2] [0] [5]\nRender at [3] [0] [5]\nRender at [-1] [0] [5]\nRender at [-2] [0] [5]\nRender at [-3] [0] [5]\nset [is clone? v] to [0]\n\nwhen [l v] key pressed\nif <(is clone?) = [0]> then\n if <(parallax) = [1]> then\n set [parallax v] to [0]\n broadcast (delete parallax v)\n else\n set [parallax v] to [1]\n render all\n end\nend\n\nwhen I receive [delete parallax v]\nif <[] = []> then\n delete this clone\nend\nset [is clone? v] to [0]\n\n@level death\n\ndefine Render at (x) (y) (switch costume?)\nset [my x v] to (x)\nset [my y v] to (y)\nif <(switch costume?) = [true]> then\n switch costume to (join (x) (join [,] (y)))\nend\ncreate clone of (_myself_ v)\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 start as a clone\nhide\nwait until <(menu?) = [1]>\nwait until <(menu?) = [0]>\nshow\nforever\n position (((my x) * (480)) - (scroll X)) (((my y) * (360)) - (scroll Y))\nend\n\nwhen flag clicked\nhide\nrender\n\ndefine render\nRender at [-1] [0] [true]\nRender at [-2] [0] [true]\nRender at [-3] [0] [true]\nRender at [0] [0] [true]\nRender at [1] [0] [true]\nRender at [2] [0] [true]\nRender at [3] [1] [true]\nRender at [3] [0] [true]\n\n@chat\n\nwhen flag clicked\nhide\nset [chat open? v] to [0]\ngo to x: (-150) y: (0)\nforever\n if <<(chat open?) = [1]> and <(MY PLAYER #) > [0]>> then\n show\n if <key (1 v) pressed?> then\n set [which chat? v] to [1]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n if <key (2 v) pressed?> then\n set [which chat? v] to [2]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n if <key (3 v) pressed?> then\n set [which chat? v] to [3]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n if <key (4 v) pressed?> then\n set [which chat? v] to [4]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n if <key (5 v) pressed?> then\n set [which chat? v] to [5]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n if <key (6 v) pressed?> then\n set [which chat? v] to [6]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n if <key (7 v) pressed?> then\n set [which chat? v] to [7]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n if <key (8 v) pressed?> then\n set [which chat? v] to [8]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n if <key (9 v) pressed?> then\n set [which chat? v] to [9]\n broadcast (new chat v)\n set [chat open? v] to [0]\n end\n wait until <not <key (any v) pressed?>>\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <key (t v) pressed?> then\n wait until <not <key (t v) pressed?>>\n if <(chat open?) = [1]> then\n set [chat open? v] to [0]\n else\n set [chat open? v] to [1]\n end\n end\nend\n\nwhen I receive [new chat v]\nset [global chat v] to (item (which chat?) of [chats v])\nwait (3) seconds\nset [global chat v] to []\n\n@diamonds\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 start as a clone\nset [my x v] to (item (ID) of [diamond x v])\nset [my y v] to (item (ID) of [diamond y v])\nhide\nwait until <(menu?) = [1]>\nwait until <(menu?) = [0]>\nshow\nforever\n position ((my x) - (scroll X)) ((my y) - (scroll Y))\n if <touching (player v)?> then\n set [v v] to [1]\n repeat (20)\n position ((my x) - (scroll X)) (((my y) - (scroll Y)) + ((v) * (1.5)))\n change [ghost v] effect by (5)\n change size by (v)\n change [v v] by (1)\n end\n change [diamonds v] by (1)\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nset [diamonds v] to [0]\nset [id v] to [1]\nrepeat (length of [diamond x v])\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\n@flash\n\nwhen flag clicked\nhide\n\nwhen I receive [flash v]\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\n\n@saws\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 start as a clone\nset [my x v] to (item (ID) of [saw x v])\nset [my y v] to (item (ID) of [saw y v])\nhide\nwait until <(menu?) = [1]>\nwait until <(menu?) = [0]>\nshow\nforever\n if <(item (ID) of [saw move? v]) = [1]> then\n position (((my x) - (scroll X)) + (([sin v] of ((timer) * (230)) ) * (100))) ((my y) - (scroll Y))\n else\n position ((my x) - (scroll X)) ((my y) - (scroll Y))\n end\n turn right (10) degrees\nend\n\nwhen flag clicked\nhide\nset [id v] to [1]\nrepeat (length of [saw x v])\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\n@coins\n\nwhen flag clicked\nhide\nset [coins v] to [0]\nset [id v] to [1]\nwait until <(menu?) = [1]>\nrepeat (length of [coin x v])\n create clone of (_myself_ v)\n change [id v] by (1)\nend\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 start as a clone\nset [my x v] to (item (ID) of [coin x v])\nset [my y v] to (item (ID) of [coin y v])\nhide\nwait until <(menu?) = [0]>\nshow\nforever\n position ((my x) - (scroll X)) ((my y) - (scroll Y))\n if <touching (player v)?> then\n set [v v] to [1]\n repeat (10)\n position ((my x) - (scroll X)) (((my y) - (scroll Y)) + (([sin v] of ((timer) * (5)) ) * (5)))\n change [ghost v] effect by (10)\n change size by ((0) - (v))\n change [v v] by (3)\n end\n change [coins v] by (1)\n delete this clone\n end\nend\n\nwhen flag clicked\n\nif <(username) = [bustertobes]> then\n wait until <(menu?) = [1]>\n wait until <(menu?) = [0]>\n forever\n if <key (0 v) pressed?> then\n add (scroll X) to [coin x v]\n add (scroll Y) to [coin y v]\n set [id v] to (length of [coin x v])\n create clone of (_myself_ v)\n wait until <not <key (0 v) pressed?>>\n end\n end\nend\n\nwhen [o v] key pressed\n\nif <(username) = [bustertobes]> then\n delete all of [coin x v]\n delete all of [coin y v]\nend\n\nwhen [p v] key pressed\n\nif <(username) = [bustertobes]> then\n delete (length of [coin x v]) of [coin x v]\n delete (length of [coin y v]) of [coin y v]\nend\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@coins display\n\nwhen flag clicked\nhide\nswitch costume to (coins v)\ngo to x: (-220) y: (160)\nwait until <(menu?) = [1]>\nwait until <(menu?) = [0]>\nshow\nclone\n\ndefine clone\nset [clone id v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\nset [clone id v] to [0]\n\nwhen I start as a clone\nchange x by (((clone ID) * (15)) + (5))\nchange y by (-6)\nset size to (30) %\nset [brightness v] effect to (100)\ngo [forward v] (999) layers\nforever\n switch costume to (join (letter (clone ID) of (coins)) [a])\n if <(win screen open?) = [1]> then\n hide\n else\n show\n end\nend\n\n@shop\n\nwhen flag clicked\nset [shop open? v] to [0]\nsetup\nswitch costume to (button v)\nhide\ngo to x: (0) y: (0)\nwait until <(menu?) = [1]>\nwait until <(menu?) = [0]>\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (0)\n if <mouse down?> then\n set [shop open? v] to [1]\n end\n else\n set [brightness v] effect to (30)\n end\n if <(shop open?) = [0]> then\n show\n else\n hide\n set [chat open? v] to [0]\n end\nend\n\ndefine setup\nset [id v] to [shop]\ncreate clone of (_myself_ v)\nset [id v] to [close]\ncreate clone of (_myself_ v)\nset [id v] to [crown]\ncreate clone of (_myself_ v)\nset [id v] to [jump boost]\ncreate clone of (_myself_ v)\nset [id v] to [parachute]\ncreate clone of (_myself_ v)\nset [id v] to [not enough]\ncreate clone of (_myself_ v)\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [shop]> then\n switch costume to (shop v)\n forever\n if <(shop open?) = [1]> then\n show\n else\n hide\n end\n end\nend\nif <(id) = [close]> then\n switch costume to (close v)\n forever\n if <(shop open?) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n if <mouse down?> then\n set [shop open? v] to [0]\n end\n else\n set [ghost v] effect to (100)\n end\n end\nend\nif <(id) = [crown]> then\n shop [10] [price 1] <[1] = [1]>\n set [crown? v] to [1]\nend\nif <(id) = [jump boost]> then\n shop [5] [price 2] <[] = [50]>\n set [jump boost? v] to [1]\nend\nif <(id) = [parachute]> then\n shop [7] [price 3] <[] = [50]>\n set [parachute? v] to [1]\nend\nif <(id) = [not enough]> then\n hide\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <<<(id) = [crown]> or <(id) = [jump boost]>> or <(id) = [parachute]>> then\n forever\n if <(shop open?) = [1]> then\n show\n else\n hide\n end\n end\nend\n\ndefine shop (price) (costume) <locked?>\nswitch costume to (costume)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n if <<not <locked?>> or <(has won?) = [1]>> then\n if <not <(coins) < (price)>> then\n change [coins v] by ((0) - (price))\n set [ghost v] effect to (100)\n switch costume to (join [check ] (letter (7) of (costume [name v])))\n repeat (10)\n change [ghost v] effect by (-10)\n end\n stop [this script v]\n else\n broadcast (not enough v)\n wait until <not <mouse down?>>\n end\n else\n broadcast (locked v)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [not enough v]\nif <(id) = [not enough]> then\n go to (mouse-pointer v)\n switch costume to (not enough v)\n set [ghost v] effect to (0)\n show\n wait (.2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen I receive [locked v]\nif <(id) = [not enough]> then\n go to (mouse-pointer v)\n switch costume to (locked v)\n set [ghost v] effect to (0)\n show\n wait (.2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\n@win\n\nwhen flag clicked\nset [has won? v] to [0]\nhide\ngo to x: (0) y: (0)\nswitch costume to (win screen v)\nwait until <(menu?) = [1]>\nwait until <(menu?) = [0]>\nwait until <(diamonds) = [3]>\nset [ghost v] effect to (100)\nshow\nset [win screen open? v] to [1]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nhide\ngo [forward v] (1) layers\nswitch costume to (continue00 v)\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n switch costume to (yes v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (win fade v)\n switch costume to (continue00 v)\n set [has won? v] to [1]\n stop [this script v]\n end\n switch costume to (no v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (continue00 v)\n stop [all v]\n end\n switch costume to (continue00 v)\nend\n\nwhen I receive [win fade v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [win screen open? v] to [0]\n\n | Please give my snowboard physics a try (it's much better):\nhttps://scratch.mit.edu/projects/579879878/\n\n=== Glacier || Online Platformer ===\n\n***** Instructions *****\nArrows or WAD to move, avoid spikes and saws,\nget all three diamonds!\nSpace to parachute (once you buy it).\nT for safe chat.\nN to toggle names.\nL to toggle parallax (for lag).\n\n\n***** Credits *****\nCode: @bustertobes (me)\nTesting: @bustermal @bustertobes\nArt: @stratfordjames @bustertobes (me)\nSome text: cooltext.com\nInspiration: Other Scrolling Multiplayer Platformers,\nespecially Moonlight Valley by @stratfordjames\n@griffpatch for cloud multiplayer tutorials |
Minecraft the platformer 23 lvl | @Stage\n\nwhen I receive [play v]\nwait (2.5) seconds\nforever\n play sound [Murad - Run \(Inspired By Alan Walker\) NCN Release.mp3 v] until done\nend\n\nwhen flag clicked\nforever\n if <(niveau) > [12]> then\n switch backdrop to (arrière plan2 v)\n else\n switch backdrop to (arrière plan1 v)\n end\nend\n\n@terrain\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (2.5) seconds\nforever\n if <(niveau) = [3]> then\n broadcast (pièce 1 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\nshow\nset [niveau v] to [1]\ngo to [back v] layer\nforever\n switch costume to (niveau)\nend\n\nwhen flag clicked\nwait (2.5) seconds\nforever\n if <(niveau) = [4]> then\n broadcast (pièce 2 v)\n stop [this script v]\n end\nend\n\nset [niveau v] to [18]\n\nwhen flag clicked\nforever\n play sound [Maple leaf rag de Scott Joplin v] until done\nend\n\n@danger\n\nwhen flag clicked\nshow\nforever\n switch costume to (niveau)\n go to [back v] layer\nend\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n set [ghost v] effect to (0)\n set size to (100) %\n go to x: (0) y: (0)\n repeat (40)\n change x by (0.5)\n end\n repeat (40)\n change x by (-0.5)\n end\nend\n\nset [niveau v] to [16]\n\nset [pixelate v] effect to (20)\n\n@skip\n\nwhen flag clicked\nset [niveau v] to [1]\nforever\n go to [front v] layer\n set size to (100) %\n if <touching (mouse-pointer v)?> then\n change size by (10)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [effacer v] by (1)\n wait (0.3) seconds\n set [effacer v] to [0]\n end\n end\nend\n\nwhen I receive [respawn v]\nif <(niveau) = [8]> then\n stop [other scripts in sprite v]\n forever\n go to [front v] layer\n point in direction (90)\n switch costume to (costume1 v)\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (20)\n turn left (0.5) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\nforever\n go [forward v] (50) layers\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (2.5) seconds\nshow\ngo to x: (-193) y: (156)\npoint in direction (90)\ngo to [front v] layer\nforever\n repeat (20)\n turn right (0.5) degrees\n end\n repeat (40)\n turn left (0.5) degrees\n end\n repeat (20)\n turn right (0.5) degrees\n end\nend\n\n@wather\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (25)\nforever\n set [fisheye v] effect to (([sin v] of ((timer) * (100)) ) * (30))\n set [whirl v] effect to (([sin v] of ((timer) * (75)) ) * (30))\nend\n\nwhen flag clicked\nset [niveau v] to [1]\ngo to [front v] layer\nforever\n switch costume to (niveau)\nend\n\nwhen flag clicked\nforever\n if <[7] = (niveau)> then\n show\n go to x: (0) y: (-350)\n repeat until <not <(niveau) = [7]>>\n change y by (0.3)\n end\n hide\n end\n if <[10] = (niveau)> then\n show\n go to x: (0) y: (-350)\n repeat until <not <(niveau) = [10]>>\n change y by (0.3)\n end\n hide\n end\n if <[11] = (niveau)> then\n show\n go to x: (0) y: (-350)\n repeat until <not <(niveau) = [11]>>\n change y by (0.3)\n end\n hide\n end\n if <[17] = (niveau)> then\n show\n go to x: (0) y: (-350)\n repeat until <not <(niveau) = [17]>>\n change y by (0.3)\n end\n hide\n end\n if <[19] = (niveau)> then\n show\n go to x: (0) y: (-350)\n repeat until <not <(niveau) = [19]>>\n change y by (0.3)\n end\n hide\n end\nend\n\nwhen I receive [recommence v]\ngo to x: (0) y: (-350)\n\n@player\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (25)\n change size by (-6)\n switch costume to (costume2 v)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [recommence v]\ngo to x: (-207) y: (-50)\nset [x v] to [0]\nset [y v] to [0]\n\ndefine spécial détéction\nif <touching (trampoline v)?> then\n change [y v] by (pick random (10) to (15))\nend\n\nwhen flag clicked\nforever\n spécial détéction\nend\n\nwhen flag clicked\nforever\n spécial death\nend\n\ndefine spécial death\nif <touching (laser2 v)?> then\n repeat (10)\n change [ghost v] effect by (8)\n end\n go to x: (-207) y: (-39)\n broadcast (Recommence v)\n repeat (10)\n change [ghost v] effect by (-8)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (2.5) seconds\nswitch costume to (a droite v)\ngo to [back v] layer\npoint in direction (90)\nset [yy v] to [15]\nset [xx -90 v] to [-1]\nset [xx 90 v] to [1]\ngo to [front v] layer\nshow\ngo to x: (-207) y: (-50)\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?> then\n set [orientation de player v] to [a droite]\n change [x v] by (Xx 90)\n end\n if <key (left arrow v) pressed?> then\n set [orientation de player v] to [a gauche]\n change [x v] by (Xx -90)\n end\n change x by (x)\n if <<touching (terrain v)?> or <touching (bloc minecraft v)?>> then\n change y by (1)\n end\n if <<touching (terrain v)?> or <touching (bloc minecraft v)?>> then\n change y by (1)\n end\n if <<touching (terrain v)?> or <touching (bloc minecraft v)?>> then\n change y by (1)\n end\n if <<touching (terrain v)?> or <touching (bloc minecraft v)?>> then\n change y by (1)\n end\n if <<touching (terrain v)?> or <touching (bloc minecraft v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching (terrain v)?> or <touching (bloc minecraft v)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching (terrain v)?> or <touching (bloc minecraft v)?>>> then\n change [y v] by (Yy)\n end\n change y by (1)\n if <<<touching (danger v)?> or <touching (wather v)?>> or <touching (lave v)?>> then\n repeat (10)\n change [ghost v] effect by (8)\n end\n go to x: (-207) y: (-39)\n broadcast (Recommence v)\n repeat (10)\n change [ghost v] effect by (-8)\n end\n end\n if <[200] < (x position)> then\n change [niveau v] by (1)\n go to x: (-207) y: (-39)\n broadcast (Recommence v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (10)\n turn right (6) degrees\n end\n repeat (10)\n turn right (3) degrees\n end\n end\nend\n\n@Bloc minecraft\n\nwhen flag clicked\nhide\nset size to (17) %\nforever\n go to x: (mouse x) y: (mouse y)\n if <mouse down?> then\n create clone of (_myself_ v)\n change [score v] by (1)\n wait until <not <mouse down?>>\n end\nend\n\nwhen I start as a clone\nshow\nset [niveau bloc v] to (niveau)\nrepeat until <<(Effacer) = [1]> or <<not <(Niveau bloc) = (niveau)>> or <touching (danger v)?>>>\ndelete this clone\n\n@texte\n\nwhen flag clicked\nset [score v] to [0]\ngo to x: (36) y: (28)\ngo to [back v] layer\nforever\n switch costume to (niveau)\nend\n\n@pointeur\n\nwhen flag clicked\nset size to (17) %\nforever\n go to x: (mouse x) y: (mouse y)\nend\n\n@décor\n\nwhen flag clicked\nset size to (80) %\ngo to x: (-31) y: (-15)\nforever\n go to [back v] layer\n switch costume to (niveau)\nend\n\n@lave\n\nwhen flag clicked\nhide\nset size to (75) %\nforever\n wait (2) 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: (170)\nrepeat until <<touching (terrain v)?> or <touching (bloc minecraft v)?>>\n change y by (-3)\nend\nrepeat (100)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen I receive [recommence v]\nset [effacer lave v] to [1]\nwait (0.2) seconds\nset [effacer lave v] to [0]\n\nwhen I start as a clone\nforever\n if <(effacer lave) = [1]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(niveau) = [21]> then\n show\n else\n if <(niveau) = [22]> then\n show\n else\n hide\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | -------------------The first Minecraft platformer------------------------------------------Use the arrow---------------------------\n\n---------------------Click to set a new bloc !--------------------\nLike, favorite and follow ! \nThank you so much =D\n\nPremier jeu de platforme minecraft de la série !\nClick pour créer un nouveau bloc :-)\nUtilise les flèches pour te déplacer =D |
DARK ❖scrolling platformer ❖ | @Stage\n\nwhen flag clicked\nforever\n play sound [Clarx - Zig Zag \[NCS Release\].mp3 v] until done\nend\n\nwhen flag clicked\nwait until <(item) = [3]>\nif <(item) = [3]> then\n change [☁ goal players v] by (1)\nend\n\n@start\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\n@player\n\nwhen I receive [play game v]\nset [usedskip? v] to [0]\nset [mobileskip v] to [0]\nset [level v] to [1]\nshow\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <<<(EXIT) > []> or <key (p v) pressed?>> or <(mobileskip) = [1]>>\n broadcast (Tick v)\n Tick\n end\n if <<key (p v) pressed?> and <not <(LEVEL) = [7]>>> then\n set [exit v] to [A win win]\n set [usedskip? v] to [1]\n end\n if <<(mobileskip) = [1]> and <not <(LEVEL) = [7]>>> then\n set [exit v] to [A win win]\n set [usedskip? v] to [1]\n end\n if <(EXIT) = [A win win]> then\n broadcast (win YOO XD v)\n GameWinYOO\n set [mobileskip v] to [0]\n else\n if <not <(LEVEL) = [7]>> then\n Game - die boi boi I’m fed\n end\n end\nend\n\ndefine Game on\nswitch costume to (front v)\nset rotation style [left-right v]\npoint in direction (-90)\nset [scroll x v] to (Xx)\nset [scroll y v] to (Yy)\nset [x v] to (xxx)\nset [y v] to (yyy)\nset [speedy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\npoint in direction (90)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [sx v] by (2)\nend\nif <<not <(touchskip?) = [1]>> and <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [sx v] by (-2)\nend\nif <<not <(touchskip?) = [1]>> and <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(In air) < [4]> then\n set [speedy v] to [16]\n end\nend\nif <(Speedy) > [-20]> then\n change [speedy v] by (-1.5)\nend\nChange player y by (Speedy)\nDie? I think so\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nPosition\nif <touching (trampoline v)?> then\n set [speedy v] to [30]\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (front2 v)\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (front3 v)\n else\n switch costume to (front v)\n end\nend\nif <<[-185] > (x position)> and <(item) = [2]>> then\n broadcast (you win v)\n set [item v] to [3]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (cave v)?> or <<touching (key2 v)?> and <(item) = [0]>>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speedy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (cave v)?> or <<touching (key2 v)?> and <(item) = [0]>>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (cave v)?> or <<touching (key2 v)?> and <(item) = [0]>>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (cave v)?> or <<touching (key2 v)?> and <(item) = [0]>>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - die boi boi I’m fed\nset [dead? v] to [1]\nset [ghost v] effect to (0)\nstart sound [Bonk v]\nset [y v v] to [15]\nrepeat until <(y position) < [-90]>\n set rotation style [all around v]\n change [ghost v] effect by (3)\n switch costume to (front v)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nrepeat until <(y position) < [-178]>\n set rotation style [all around v]\n change [ghost v] effect by (5)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [dead? v] to [0]\nbroadcast (ded boiz v)\nhide\n\ndefine Die? I think so\nif <<<touching (lava v)?> or <(SCROLL Y) < [-20]>> or <<touching (die v)?> or <touching (bad guys v)?>>> then\n set [exit v] to [Die \(other way\)]\nend\n\ndefine GameWinYOO\nset rotation style [all around v]\nrepeat (20)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-2)\n change [ghost v] effect by (5)\nend\nchange [level v] by (1)\nhide\nset [ghost v] effect to (0)\nset size to (100) %\n\nwhen flag clicked\nset [xxx v] to [-90]\nset [yyy v] to [30]\nset [xx v] to [0]\nset [yy v] to [0]\nset [dead? v] to [0]\nhide\n\n@cave\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Position x: [630] y: [0]\n Position x: [400] y: [0]\n Position x: [400] y: [0]\n Position x: [500] y: [0]\n Position x: [570] y: [0]\n Position x: [570] y: [0]\n Position x: [400] y: [180]\n Position x: [500] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nbroadcast (Play game v)\nhide\n\n@Player Light\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (Clone #)\nforever\n change [size v] by (5)\n go to (player v)\n set size to ((100) + (([cos v] of (size) ) * (10))) %\n set [brightness v] effect to (([sin v] of ((size) * (3)) ) * (2))\n go to [back v] layer\nend\n\nwhen I receive [play game v]\nhide\nset [size v] to [0]\nset [clone # v] to [1]\ncreate clone of (_myself_ v)\nset [size v] to [22]\nset [clone # v] to [2]\ncreate clone of (_myself_ v)\nset [size v] to [45]\nset [clone # v] to [3]\ncreate clone of (_myself_ v)\nset [size v] to [67]\nset [clone # v] to [4]\ncreate clone of (_myself_ v)\n\n@light\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nbroadcast (Play game v)\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (コスチューム1 v)\n Position x: [630] y: [30]\n Position x: [200] y: [0]\n Position x: [400] y: [0]\n Position x: [640] y: [0]\n Position x: [400] y: [0]\n Position x: [300] y: [0]\n Position x: [600] y: [0]\n Position x: [400] y: [0]\nend\n\ndefine Position x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@lava\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nbroadcast (Play game v)\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Position x: [670] y: [0]\n Position x: [1000] y: [0]\n Position x: [800] y: [0]\n Position x: [400] y: [0]\nend\n\ndefine Position x: (x) y: (y)\ngo to [back v] layer\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@die\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nbroadcast (Play game v)\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Position x: [670] y: [0]\n Position x: [200] y: [0]\n Position x: [500] y: [0]\n Position x: [2000] y: [60]\nend\n\ndefine Position x: (x) y: (y)\ngo to [back v] layer\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@key\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nset [item v] to [0]\nhide\n\nwhen I receive [tick v]\nif <(item) = [0]> then\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n if <touching (player v)?> then\n set [yyy v] to [130]\n set [xxx v] to [3950]\n set [xx v] to [3950]\n set [yy v] to [130]\n set [item v] to [1]\n start sound [Coin v]\n hide\n delete this clone\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n if <(item) = [0]> then\n wait (0) seconds\n Position x: [3900] y: [100]\n end\nend\n\ndefine Position x: (x) y: (y)\ngo to [back v] layer\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nif <(item) = [0]> then\n wait (0) seconds\n Position x: [3900] y: [100]\nend\n\n@key2\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nset [item v] to [0]\nset [item v] to [0]\nhide\n\nwhen I receive [tick v]\nif <<(item) = [0]> or <(item) = [1]>> then\n show\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n if <touching (player v)?> then\n start sound [Coin v]\n hide\n set [item v] to [2]\n delete this clone\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<(item) = [1]> or <(item) = [0]>> then\n show\n end\nelse\n if <<(item) = [2]> or <(item) = [3]>> then\n hide\n end\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n if <<(item) = [1]> or <(item) = [0]>> then\n wait (0) seconds\n Position x: [0] y: [0]\n end\nend\n\ndefine Position x: (x) y: (y)\ngo to [back v] layer\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@clear\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [you win v]\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\n go to [front v] layer\nend\nstop [all v]\n\nwhen [timer v] > (0)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n | 難易度/difficulty level ★★★☆☆\nplease ♡&☆,follow!!\n\nクリアすると、クラウド変数に載ります‼︎\nクリアを目指して、頑張ってください‼︎\nあと、♡と☆を押していただけると作者の励みになります。\n\n⌘操作方法/How to play ⌘\n\n ◇PC◇\n←→で移動/←→keys to move\n↑でジャンプ/↑keys to jump \n\n ◇スマホ・タブレット/mobile |tablet◇\n左側,右側タップで移動/tap left | right move \n上側をタップで移動/Tap the top to jump |
Nature 2 II A platformer #Games II | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro v]\nswitch backdrop to (backdrop2 v)\n\n@player\n\ndefine Platformer Physics (speed) (friction) (jump height)\nchange [y vel v] by (-1)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (speed)\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by ((speed) * (-1))\n switch costume to (costume2 v)\nend\nset [x vel v] to ((X vel) * (friction))\nchange x by (X vel)\nset [slope v] to [0]\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n repeat until <<<not <touching (level v)?>> or <(slope) = [-8]>> or <<not <touching (moving platform v)?>> or <(slope) = [-8]>>>\n change [slope v] by (-1)\n change y by (1)\n end\nend\nif <<touching (level v)?> or <touching (moving platform 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)?> or <touching (moving platform 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)?>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (moving platform 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 size to (50) %\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] [9]\n if <<<<<touching (danger v)?> or <touching (crusher v)?>> or <touching (lasers v)?>> or <touching (balls v)?>> or <touching (spinny boii v)?>> then\n start sound [Roblox Death Sound - OOF Sound Effect v]\n go to x: (-198) y: (-10)\n end\n if <touching (trampoline v)?> then\n set [y vel v] to [20]\n end\n if <touching (teleporter v)?> then\n start sound [Whiz v]\n go to x: (56) y: (140)\n end\nend\n\nwhen I receive [intro v]\nforever\n play sound [recording3 v] until done\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [hurt v]\nstart sound [recording1 v]\ngo to x: (-198) y: (-10)\n\nwhen I receive [intro v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [intro v]\nforever\n play sound [Nope v] until done\nend\n\nwhen I receive [the stop v]\nhide\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 [the stop v]\nhide\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nshow\ngo to x: (139) y: (-7)\nforever\n if <touching (player v)?> then\n switch costume to (1 v)\n start sound [Ding Sound Effect v]\n repeat (7)\n wait (0.02) seconds\n next costume\n end\n broadcast (end v)\n switch costume to (1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n hide\n end\nend\n\n@text\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [intro v]\nshow\n\nwhen I receive [the stop v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nshow\nwait (2) seconds\nrepeat (3)\n repeat (20)\n change [ghost v] effect by (5)\n end\n next costume\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\nend\nbroadcast (intro v)\nhide\n\nwhen I receive [the stop v]\nwait (1.70) seconds\nforever\n go to [front v] layer\nend\n\nwhen I receive [the stop v]\nswitch backdrop to (backdrop1 v)\nwait (1.70) seconds\nshow\nswitch costume to (5 v)\nwait (1) seconds\nrepeat (3)\n repeat (20)\n change [ghost v] effect by (5)\n end\n next costume\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\nend\nwait (2) seconds\nstop [all v]\n\n@danger\n\nwhen flag clicked\nhide\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\nnext costume\n\nwhen I receive [intro v]\nshow\n\n@crusher\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n repeat (10)\n change y by (5)\n end\n wait (1) seconds\n repeat (10)\n change y by (-5)\n end\nend\n\nwhen I receive [intro v]\ngo to x: (36) y: (5)\nforever\n if <(level) = [5]> then\n show\n end\n if <(level) = [6]> then\n hide\n end\nend\n\n@nothing\n\nwhen I receive [end v]\nchange [level v] by (1)\n\n@Clouds\n\nwhen I receive [intro v]\nhide\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (pick random (1) to (2))\n set size to (pick random (70) to (80)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (200) y: (pick random (20) to (180))\n repeat (50)\n change x by (2)\n end\n if <touching (_edge_ v)?> then\n hide\n end\n wait (pick random (1) to (5)) seconds\n end\n switch costume to (pick random (1) to (2))\n set size to (pick random (70) to (80)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\n\nwhen I receive [the stop v]\nforever\n hide\n go to [back v] layer\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nswitch costume to (costume1 v)\nset size to (80) %\nforever\n if <(level) = [8]> then\n show\n go to x: (-9) y: (-130)\n end\n if <(level) = [9]> then\n hide\n end\n if <(level) = [14]> then\n hide\n end\n if <(level) = [15]> then\n go to x: (-99) y: (-130)\n show\n end\n if <(level) = [16]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n repeat (4)\n wait (0.03) seconds\n next costume\n end\n start sound [Mario Jump - Gaming Sound Effect \(HD\) v]\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\n@lasers\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(level) = [6]> then\n show\n go to [back v] layer\n go to x: (118) y: (27)\n glide (3) secs to x: (-112) y: (27)\n glide (3) secs to x: (118) y: (27)\n hide\n wait (3) seconds\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(level) = [7]> then\n hide\n end\nend\n\n@balls\n\nwhen flag clicked\ngo to x: (157) y: (-43)\nhide\nforever\n if <(level) = [7]> then\n show\n go to x: (157) y: (-43)\n glide (0.80) secs to x: (67) y: (-122)\n glide (0.80) secs to x: (-1) y: (-59)\n glide (0.70) secs to x: (-1) y: (-59)\n glide (0.80) secs to x: (-86) y: (-122)\n end\nend\n\nwhen flag clicked\ngo to x: (157) y: (-43)\nhide\nforever\n if <(level) = [8]> then\n hide\n end\nend\n\n@Moving platform\n\nwhen flag clicked\ngo to x: (151) y: (-142)\nhide\nforever\n if <(level) = [9]> then\n show\n glide (2) secs to x: (21) y: (-142)\n wait (0.1) seconds\n glide (2) secs to x: (151) y: (-142)\n else\n hide\n end\nend\n\nrepeat (30)\n change x by (-5)\nend\nrepeat (30)\n change x by (5)\nend\n\nwhen flag clicked\ngo to x: (109) y: (-142)\nforever\n if <(level) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (109) y: (-142)\nforever\n if <(level) = [9]> then\n show\n else\n hide\n end\nend\n\ngo to x: (151) y: (-142)\n\n@Spinny boii\n\nwhen flag clicked\ngo to [back v] layer\nhide\npoint in direction (90)\nforever\n if <(level) = [11]> then\n show\n turn right (10) degrees\n go to [back v] layer\n go to x: (3) y: (-171)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\npoint in direction (90)\nforever\n if <(level) = [12]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\npoint in direction (90)\nforever\n if <(level) = [14]> then\n show\n turn right (10) degrees\n go to [back v] layer\n go to x: (99) y: (-171)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\npoint in direction (90)\nforever\n if <(level) = [15]> then\n hide\n end\nend\n\n@teleporter\n\nwhen flag clicked\nhide\nforever\n if <(level) = [12]> then\n show\n go to x: (-180) y: (135)\n end\nend\n\ngo to x: (-30) y: (-111)\n\nwhen flag clicked\nhide\nforever\n if <(level) = [13]> then\n hide\n end\nend\n\ngo to x: (-139) y: (135)\n\n@Stop button\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to [back v] layer\nforever\n if <(level) = [16]> then\n go to [front v] layer\n show\n end\n if <touching (player v)?> then\n wait (0.1) seconds\n switch costume to (costume2 v)\n broadcast (the stop v)\n hide\n go to [back v] layer\n end\nend\n\nwhen I receive [the stop v]\nswitch costume to (costume3 v)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset size to (290) %\n\nwhen I receive [the stop v]\nshow\ngo to [front v] layer\nswitch costume to (27575116_200x130 v)\nstart sound [sound effects explosion v]\nrepeat (19)\n wait (0.02) seconds\n next costume\nend\nwait (0.1) seconds\nhide\n\n | Nature Part 1 - https://scratch.mit.edu/projects/454334799/\nWelcome! To my newest Platformer!!!\nTask- Stop the factories from producing too much smoke!!!!\n - Controls -\n- Arrow Keys or WASD to move\n- Up Arrow To Jump ( You can wall jump )\n- Dodge The Dangerous Things And fun dangerous stuff!! :D\nPlease Leave a ❤️ and ⭐ will be highly appreciated.\nStory -\nOh noes The factory is producing too many carbon dioxide, we need to stop it.\nHelp the player get across nasty dangers.\nAnd push the stop button to stop all the factories.\nAnd you win! ;)\n\n |
Mandalorian : The game ( A Baby Yoda Platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (forest3 v)\n\nwhen I receive [skip v]\nnext backdrop\n\nwhen flag clicked\n\n\nwhen I receive [change backdrop v]\nswitch backdrop to (backdrop1 v) and wait\n\nwhen I receive [the door has been opened...... v]\nnext backdrop\n\nwhen I receive [the game has ended v]\nswitch backdrop to (backdrop13 v) and wait\n\n@Baby Yoda\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nset [speed y v] to [0]\nforever\n change y by (speed y)\n change [speed y v] by (-1)\n if <touching (ground v)?> then\n set [speed y v] to [0]\n change y by (1)\n set [my variable v] to [0]\n end\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-100)\n\nwhen flag clicked\nforever\n change [my variable v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <<<touching (danger v)?> or <touching (sprite1 v)?>> or <touching (sprite2 v)?>> then\n go to x: (-200) y: (-100)\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\nwhen flag clicked\nforever\n if <<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\n\nwhen flag clicked\nforever\n if <touching (the door v)?> then\n go to x: (-200) y: (-100)\n broadcast (THE DOOR HAS BEEN OPENED...... v) and wait\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-200) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n broadcast (THE ENEMY HAS BEEN RELIESED... v)\n end\nend\n\nwhen I receive [the game has ended v]\nforever\n change [ghost v] effect by (20)\nend\n\nwhen flag clicked\nhide\nshow\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) (-7)\n else\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (7)\n else\n set [frame v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> and <touching (ground2 v)?>> then\n set [speed y v] to [10]\n wait (0.62) seconds\n end\nend\n\nwhen I receive [start the game v]\nbroadcast (music, chop chop v)\n\nset voice to (tenor v)::tts\nreset timer\nspeak [hello, whats your name]::tts\nask [] and wait\nspeak (answer)::tts\nspeak [will you help baby yoda find the mandalorian ]::tts\nask [] and wait\nif <<<<(answer) = [Ok]> or <(answer) = [ok]>> or <<(answer) = [Yes]> or <(answer) = [yes]>>> or <<<(answer) = [Sure]> or <(answer) = [sure]>> or <<<(answer) = [yeah]> or <(answer) = [Yeah]>> or <(answer) = [okay]>>>> then\n speak [YAY. He says thanks!]::tts\nelse\n speak [ok. baby yoda wil die a sad painfull death in the middle of the desert]::tts\n set voice to (giant v)::tts\n speak [the game is ending]::tts\n stop all sounds\n stop [all v]\nend\n\nwhen I receive [music, chop chop v]\nforever\n play sound [The Mandalorian Theme2 v] until done\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [the door has been opened...... v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\nwait (0.7) seconds\n\nwhen flag clicked\nhide\nshow\n\nforever\n change [ghost v] effect by (25)\nend\n\nwhen flag clicked\ngo to x: (4) y: (4)\n\nwhen I receive [the game has ended v]\nforever\n change [ghost v] effect by (20)\nend\n\nwhen I receive [start v]\n\n@danger\n\nwhen I receive [the door has been opened...... v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [skip v]\nnext costume\nwait (0.7) seconds\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (4) y: (4)\n\nwhen I receive [the game has ended v]\nforever\n change [color v] effect by (20)\nend\n\nwhen flag clicked\nhide\nshow\n\nwhen I receive [start v]\n\n@THE DOOR\n\nwhen flag clicked\nforever\n change [ghost v] effect by (25)\nend\n\nwhen I receive [the door has been closed...... v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite3\n\nwhen backdrop switches to [backdrop11 v]\nbroadcast (THE DOOR HAS BEEN CLOSED...... v)\nwait (0.5) seconds\nrepeat (5)\n change [ghost v] effect by (-20)\n go to [front v] layer\nend\nwait (2) seconds\nbroadcast (THE GAME HAS ENDED v)\n\nwhen flag clicked\nshow\ngo to x: (2) y: (37)\nset [ghost v] effect to (100)\n\nwhen I receive [the game has ended v]\nforever\n change [ghost v] effect by (25)\nend\n\n@ground2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n change [ghost v] effect by (100)\nend\n\nwhen I receive [the door has been opened...... v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\nwait (0.7) seconds\n\nwhen flag clicked\nhide\nshow\n\nwhen flag clicked\ngo to x: (4) y: (8)\n\nwhen I receive [the game has ended v]\nforever\n change [ghost v] effect by (20)\nend\n\nwhen I receive [start v]\n\n@Sprite5\n\n@Sprite4\n\nwhen flag clicked\nwait (0.001) seconds\nswitch costume to (costume1 v)\nwait (2) seconds\nswitch costume to (costume2 v)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (start the game v)\n\n@Thumbnail2\n\nwhen flag clicked\nforever\n show\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (title 2 v)\n forever\n go to [front v] layer\n set [ghost v] effect to (100)\n end\nend\n\n | LOOK HERE FOR #2 https://scratch.mit.edu/projects/477404347\n\nHello, this is my first Platformer, click the flag to start. Press arrow keys and space to move. Read the story before playing (scroll down to see). I hOPe yOU eNjOY!! PLEASE HEART AND STAR!!!! Baby Yoda's Adventure 2 is coming soon! What do you think of my project, i'd love some feedback.\n\nStory:\nBaby Yoda and the Mandalorian were flying over a planet when two Imperial ships blasted their wing and Baby Yoda fell out the ship and landed in the middle of a desert. Help him find his way to the Mandalorian so he is safe. \n |
platformer プラットフォーマー | @Stage\n\nwhen flag clicked\nforever\n play sound [Unity+-+Loop v] until done\n play sound [れらっれらっれ v] until done\n play sound [Elektronomia - Heaven v] until done\n play sound [しーしーらーみーそーふぁーしー v] until done\nend\n\n@111\n\nwhen flag clicked\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset size to (75) %\ngo to [front v] layer\ngo to x: (-220) y: (-50)\nset [上座標j v] to [0]\nset [変数 v] to [0]\nforever\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [上座標j v] by (1)\n end\n if <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [上座標j v] by (-1)\n end\n set [上座標j v] to ((上座標j) * (0.89))\n change x by (上座標j)\n if <<touching color (#40e617)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#39e816)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#40e617)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#40e617)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#40e617)?> or <touching color (#000000)?>> then\n change y by (1)\n if <<touching color (#40e617)?> or <touching color (#000000)?>> then\n change x by ((上座標j) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [jump3 v]\n set [変数 v] to [10]\n if <[0] < (上座標j)> then\n set [上座標j v] to [-7]\n else\n set [上座標j v] to [7]\n end\n else\n set [上座標j 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 (#40e617)?> or <touching color (#000000)?>> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n start sound [ぴょーん v]\n set [変数 v] to [15]\n end\n end\n change y by (1)\n change [変数 v] by (-1)\n change y by (変数)\n if <<touching color (#40e617)?> or <touching color (#000000)?>> then\n change y by ((変数) * (-1))\n set [変数 v] to [0]\n end\n if <<(y position) < [-170]> or <touching color (#ff0000)?>> then\n go to x: (-220) y: (-50)\n end\n if <[235] < (x position)> then\n go to x: (-220) y: (-50)\n broadcast (メッセージ1 v)\n end\nend\n\nwhen I receive [\] v]\nhide\n\n@スプライト4\n\nwhen flag clicked\ngo to x: (465) y: (0)\nhide\n\nwhen I receive [メッセージ1 v]\nset [here we go? v] to [1]\nshow\nrepeat until <(x position) < [.1]>\n change x by (((x position) / (3)) * (-1))\nend\nrepeat until <(x position) < [-464]>\n change x by (((([abs v] of (x position) ) + (1)) / (3)) * (-1))\nend\nset [here we go? v] to [0]\nhide\ngo to x: (465) y: (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@思い出\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [メッセージ1 v]\nnext costume\n\nwhen I receive [\] v]\nhide\n\nwhen [timer v] > (0)\nbroadcast (\] v)\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nshow\n\n | こんにちは! RRR-scratchです。\n今回は初のゲームで初のプラットフォーマーを作りました。 ぜひ遊んでみてください!\n\n遊び方\n矢印キーで動かします。\n赤の部分にあたるとやり直しです。\n緑のところはめり込みます\n\nレベルは中ぐらいをイメージしてつくりました。 是非ハートよろしくお願いいたします。\n\nバグなどがある場合やここをこうしてほしいはRRR-scratchに教えてください。\n\n\nTheFatRatさんの曲を使っています。\n\n\nアップデート情報\n1月9日 共有\n\n`@RRR-scratch\n\nスマホを共有中\nhttps://scratch.mit.edu/projects/467781801/\n\nイントロコンテスト開催中\nhttps://scratch.mit.edu/projects/470942609/\n\nリミックスはご自由に!\n曲や操作キャラも借りてもいいです。 |
Circles The ☁️ platformer | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [:] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\n@Blank\n\n@player\n\nwhen flag clicked\nset [max players v] to [8]\nset [player v] to [0]\ndelete all of [buffer v]\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (thumbnail v)\nwait (2.5) seconds\nswitch backdrop to (connecting v)\nbroadcast (join game v) and wait\nif <(Player) > [0]> then\n switch backdrop to (connected v)\n wait (3) seconds\n switch backdrop to (blank v)\nelse\n switch backdrop to (full v)\nend\nbroadcast (Begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n send cloud data\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nif <(Player) < [1]> then\n stop [this script v]\nend\nadd (round (x)) to [buffer v]\nadd (round (y)) to [buffer v]\nchange [cloud timer v] by (1)\nif <(cloud timer) < [3]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nset cloud # (Player) to (encoded)\n\ndefine tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n 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)))\nposition\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [Blank]>\nbroadcast (green flag v) and wait\n\ndefine Game - die\nset [exit v] to []\nrepeat (4)\n hide\n wait (0.3) seconds\n show\nend\nhide\nwait (0.5) seconds\n\ndefine test die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <<touching (platforms v)?> or <touching (win platform v)?>> then\n if <<touching (platforms v)?> or <touching (win platform v)?>> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <<touching (platforms v)?> or <touching (win platform v)?>>> then\n stop [this script v]\n end\n end\n end\n change [y v] by (-12)\n if <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platforms v)?> or <touching (win 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 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\npoint in direction (90)\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 <touching (win platform v)?>> then\n if <<touching (platforms v)?> or <touching (win platform v)?>> then\n repeat (12)\n change [y v] by (1)\n position\n end\n if <not <<touching (platforms v)?> or <touching (win platform v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platforms v)?> or <touching (win 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 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\npoint in direction (90)\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <<touching (platforms v)?> or <touching (win platform v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n game on\n repeat until <(EXIT) > []>\n tick\n broadcast (tick v) and wait\n end\n if <([costume # v] of [win platform v]) = [Level #11]> then\nend\n\nwhen flag clicked\nswitch costume to (player v)\n\nwhen I receive [begin v]\nswitch costume to (player v)\n\nwhen flag clicked\nforever\n if <touching (win platform v)?> then\n switch costume to (win v)\n end\nend\n\nwhen I receive [begin v]\nforever\n play sound [Hello piano cover v] until done\nend\n\n@others\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]\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\nset [color v] effect to (90)\n\nwhen I receive [begin v]\nforever\n if <(Player) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value =cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ p2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ p3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ p4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ p5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ p6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ p7)\n else\n set [value v] to (☁ p8)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nsetup players\n\ndefine tick\nvalue =cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decode of (value)\n value =read from encoded\n say (join (player #) (join [:] (value)))\n value =read from encoded\n value =read from encoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n value =read from encoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n set x to ((item (1) of [buffer v]) - (SCROLL X))\n delete (1) of [buffer v]\n set y to ((item (1) of [buffer v]) - ((SCROLL Y) + (0)))\n delete (1) of [buffer v]\nend\nCheck Others\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 [player v] to (player #)\nend\n\ndefine Check Others\nif <<(x position) > [200]> or <<(y position) > [160]> or <<(y position) < [-160]> or <(x position) < [-200]>>>> then\n switch costume to (arrow v)\n point towards (player v)\n if on edge, bounce\nelse\n switch costume to (others v)\n point in direction (90)\nend\n\n@platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 #1 v)\n clone at x [360] y [55]\n clone at x [360] y [57]\n clone at x [360] y [137]\n clone at x [360] y [137]\n clone at x [360] y [137]\n switch costume to (level 1 #6 v)\n clone at x [340] y [150]\n clone at x [360] y [155 ]\n clone at x [300] y [150]\n clone at x [360] y [150]\n clone at x [360] y [150]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Danger \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 #1 v)\n clone at x [360] y [29]\n clone at x [360] y [-15]\n clone at x [360] y [48]\n clone at x [360] y [137]\n clone at x [360] y [137]\n clone at x [360] y [-66]\n clone at x [200] y [180]\n clone at x [200] y [300]\n clone at x [390] y [300]\n clone at x [390] y [300]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nnext costume\n\n\n\nif <(LEVEL) = [2]> then\n switch costume to (level 2 #1 v)\nelse\n if <(LEVEL) = [3]> then\n switch costume to (level 3 #1 v)\n clone at x [341] y [56]\n clone at x [346] y [145]\n else\n switch costume to (level 4 #1 v)\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@win platform\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 #1 v)\n clone at x [360] y [55]\n clone at x [360] y [57]\n clone at x [360] y [137]\n clone at x [360] y [137]\n clone at x [360] y [137]\n switch costume to (level 1 #6 v)\n clone at x [340] y [150]\n clone at x [360] y [155 ]\n clone at x [300] y [150]\n clone at x [360] y [150]\n clone at x [360] y [150]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nnext costume\n\nif <(LEVEL) = [2]> then\n\nswitch costume to (level 1 #9 v)\nclone at x [260] y [143]\nswitch costume to (level #11 v)\n\nsay [you win ] for (1) seconds\n\n | Welcome To Circles : The☁️ platformer\n\nMy first (official) Cloud Scrolling Platformer \nI had made Jump 4 which was a cloud platformer \nI recently unshared and made it into this game \n8 Players can play at a time \nArrow keys to move \nSpace to JUMP\nMobile Friendly -Yes \nTimer removed due to bug =( \nlowest time taken to finish is16.8 sec by @Ice_Cube27\nIf you see no one try inviting your friends and race with them \nor me if I am online I will race with you\nI shared it today because its my birthday (16 June) |
⨠ Dawn || A platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Ikson - Last Summer v] until done\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-90)\nforever\n change [y v] by (-1)\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 set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (niveaux v)?> then\n gravité\n if <touching (niveaux v)?> then\n change y by (-6)\n x\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (niveaux v)?> then\n y\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [15]\n else\n set [y v] to [0]\n end\n end\nend\n\ndefine gravité\nrepeat (6)\n if <touching (niveaux v)?> then\n change y by (1)\n end\nend\n\ndefine x\nrepeat until <not <touching (niveaux v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine y\nrepeat until <not <touching (niveaux v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [237]> then\n broadcast (message1 v)\n go to x: (-223) y: (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (niveaux v)?> or <touching (danger v)?>> then\n go to x: (-223) y: (-99)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (niveaux v)?> then\n set [y v] to [21]\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\nshow\ngo to x: (-223) y: (-90)\n\nwhen I receive [someone pressed skip button v]\ngo to x: (-223) y: (-90)\n\nhide\n\n@Niveaux\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [10]> then\n broadcast (stop skip v)\n end\nend\n\nwhen I receive [message1 v]\nnext costume\n\n@Skip\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (0) y: (0)\nforever\n set y to ((10) * ([cos v] of ((timer) * (20)) ))\n point in direction ((90) + ((0.5) * ([cos v] of ((timer) * (180)) )))\nend\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\nhide\n\nwhen I receive [stop skip v]\nhide\n\n@dawn a platformer\n\nwhen flag clicked\nhide\n\nshow\n\n@danger\n\nwhen flag clicked\ngo to [back v] layer\n\n@Sun\n\nchange size by (-5)\n\nwhen flag clicked\nclear graphic effects\ngo to [back v] layer\nset size to (100) %\ngo to x: (25) y: (2)\nglide (150) secs to x: (19) y: (327)\n\nwhen flag clicked\nrepeat (800)\n change [color v] effect by (0.05)\n wait (0.05) seconds\nend\n\n@Sun 2\n\nwhen flag clicked\nclear graphic effects\ngo to x: (10) y: (15)\ngo to [back v] layer\nshow\nforever\n change size by (5)\n wait (0.5) seconds\n change size by (-5)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nglide (150) secs to x: (19) y: (327)\n\nwhen flag clicked\nrepeat (800)\n change [color v] effect by (0.05)\n wait (0.05) seconds\nend\n\n | Dawn || A platformer\n\n Fr en bas !\n\nHi ! Welcome in Dawn || A platformer ! Arrows keys to move and mobile friendly. ;) \n\n___________________________________________\n\nSalut ! Bienvenue dans Aube || A platformer ! Les flèche pour bouger et jouable sur mobile. ;) \n |
Scratch editor adventure! Scrolling platformer | @Stage\n\nplay sound [Different Heaven & EH!DE - My Heart v] until done\n\nwhen I receive [activate block v]\n\n@Player\n\nwhen flag clicked\nset [checkpoints v] to [0]\nhide\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\ngo to x: (0) y: (0)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n else\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>> then\n switch costume to (up v)\n else\n switch costume to (stand v)\n end\n end\n end\n if <touching color (#a70000)?> then\n change [level v] by (1)\n broadcast (next level v)\n end\n if <touching color (#00ff8a)?> then\n set [level v] to [3]\n broadcast (switch sprite v)\n end\n if <touching color (#faff00)?> then\n broadcast (jump v)\n end\n if <touching color (#3700ff)?> then\n set [level v] to [5]\n broadcast (activate block v)\n end\nend\n\nwhen I receive [start v]\nset [checkpoints v] to [0]\nforever\n if <touching color (#00ff08)?> then\n set [checkpoints v] to [1]\n end\n if <touching color (#ff0000)?> then\n set [checkpoints v] to [2]\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [checkpoints v] to [0]\ngo to x: (-160) y: (450)\nswitch costume to (join [level] (LEVEL))\n\nwhen I receive [switch sprite v]\nswitch costume to (join [level] (LEVEL))\n\nwhen I receive [jump v]\nset [yv v] to [-30]\n\nwhen I receive [activate block v]\nswitch costume to (join [level] (LEVEL))\n\nwhen I receive [start v]\nset [xv v] to [0]\nset [yv v] to [0]\nswitch costume to (costume2 v)\nset size to (600) %\nswitch costume to (level1 v)\ngo to x: (-160) y: (450)\nshow\nforever\n set [ghost v] effect to (0)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n set [xv v] to [6]\n change x by ((-1) * (XV))\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [xv v] to [-6]\n change x by ((-1) * (XV))\n end\n if <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n set [xv v] to [0]\n end\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 (-1)\n if <touching (player v)?> then\n change x by (XV)\n set [xv v] to [0]\n change y by (5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (1)\n change y by (YV)\n change [inair v] by (1)\n if <touching (player v)?> then\n set [inair v] to [0]\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (1)\n if <<touching (player v)?> and <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <key (w v) pressed?>>> then\n set [yv v] to [-20]\n end\n change y by (-1)\nend\n\nwhen I receive [start v]\nforever\n if <(y position) > [800]> then\n if <<(checkpoints) = [1]> and <(LEVEL) = [1]>> then\n go to x: (896) y: (110)\n else\n if <<(checkpoints) = [1]> and <(LEVEL) = [3]>> then\n go to x: (944) y: (-265)\n else\n if <<(checkpoints) = [2]> and <(LEVEL) = [3]>> then\n go to x: (8) y: (-820)\n else\n if <<(checkpoints) = [1]> and <(LEVEL) = [5]>> then\n go to x: (-700) y: (-220)\n else\n go to x: (-160) y: (450)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nwait (1) seconds\nset volume to (70) %\nforever\n play sound [pixel party v] until done\nend\n\n@background\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to x: (-180) y: (450)\nswitch costume to (join [background] (LEVEL))\n\nwhen I receive [switch sprite v]\nswitch costume to (join [background] (LEVEL))\n\nwhen I receive [activate block v]\nswitch costume to (join [background] (LEVEL))\n\nwhen I receive [start v]\ngo to [back v] layer\nswitch costume to (nothing v)\nset size to (600) %\nswitch costume to (background1 v)\ngo to x: (-180) y: (471)\nshow\nforever\n go to (ground v)\nend\n\n@mimimap\n\nwhen flag clicked\nswitch costume to (map1 v)\nset size to (50) %\ngo to x: (120) y: (100)\n\nwhen [m v] key pressed\nshow\n\nwhen this sprite clicked\nhide\n\nwhen I receive [next level v]\nswitch costume to (join [map] (LEVEL))\n\nwhen I receive [switch sprite v]\nswitch costume to (join [map] (LEVEL))\n\nwhen I receive [activate block v]\nswitch costume to (join [map] (LEVEL))\n\n@Normal Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\n@Intro\n\nwhen I start as a clone\nif <(id) = [0]> then\n set size to (100) %\n switch costume to (logo v)\n set [ghost v] effect to (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nelse\n if <(id) = [1]> then\n switch costume to (circle v)\n set size to (1) %\n go to x: (0) y: (0)\n repeat (20)\n change size by (6)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(id) = [2]> then\n switch costume to (circle v)\n set size to (1) %\n go to x: (0) y: (0)\n repeat (20)\n change size by (6)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <[11] = (id)> then\n show\n go to [front v] layer\n set size to (100) %\n switch costume to (close right v)\n go to x: (200) y: (0)\n repeat (10)\n change x by (-20)\n end\n else\n if <[12] = (id)> then\n show\n go to [front v] layer\n set size to (100) %\n switch costume to (close left v)\n go to x: (-200) y: (0)\n repeat (10)\n change x by (20)\n end\n broadcast (start v)\n else\n if <(id) = [red]> then\n show\n point in direction (90)\n set size to (10) %\n switch costume to (red v)\n go to [back v] layer\n repeat (27)\n change size by (3.3)\n end\n else\n if <(id) = [cool1]> then\n show\n point in direction (90)\n set size to (100) %\n switch costume to (cool1 v)\n go to x: (-500) y: (150)\n repeat (20)\n change x by (40)\n change y by (-15)\n end\n else\n if <(id) = [cool2]> then\n show\n point in direction (90)\n set size to (100) %\n switch costume to (cool2 v)\n go to x: (500) y: (150)\n repeat (20)\n change x by (-40)\n change y by (-15)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nwait (0.5) seconds\ndelete this clone\n\nwhen flag clicked\nset [id v] to [red]\nwait () seconds\ncreate clone of (_myself_ v)\nwait () seconds\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nwait () seconds\nwait () seconds\nset [id v] to [0]\nwait () seconds\nstart sound [Never Mind v]\ncreate clone of (_myself_ v)\nswitch costume to (logo v)\nwait () seconds\nchange [id v] by (1)\nshow\nset size to (1) %\nrepeat (25)\n change size by (5)\n point in direction ((([tan v] of ((timer) * (100)) ) * (6)) + (90))\nend\nrepeat (12)\n point in direction ((([sin v] of ((timer) * (400)) ) * (5)) + (90))\nend\ncreate clone of (_myself_ v)\nchange [id v] by (1)\nwait (0) seconds\nrepeat (12)\n point in direction ((([sin v] of ((timer) * (400)) ) * (5)) + (90))\nend\ncreate clone of (_myself_ v)\nchange [id v] by (-1)\nwait (0) seconds\nrepeat (12)\n point in direction ((([sin v] of ((timer) * (400)) ) * (5)) + (90))\nend\ncreate clone of (_myself_ v)\nchange [id v] by (1)\nwait (0) seconds\nrepeat (12)\n point in direction ((([sin v] of ((timer) * (400)) ) * (5)) + (90))\nend\ncreate clone of (_myself_ v)\nchange [id v] by (-1)\nwait (0) seconds\nrepeat (12)\n point in direction ((([sin v] of ((timer) * (400)) ) * (5)) + (90))\nend\ncreate clone of (_myself_ v)\nchange [id v] by (1)\nwait (0) seconds\nrepeat (12)\n point in direction ((([sin v] of ((timer) * (400)) ) * (5)) + (90))\nend\ncreate clone of (_myself_ v)\nchange [id v] by (-1)\nwait (0) seconds\nrepeat (12)\n point in direction ((([sin v] of ((timer) * (400)) ) * (5)) + (90))\nend\ncreate clone of (_myself_ v)\nrepeat (5)\n point in direction ((([sin v] of ((timer) * (400)) ) * (5)) + (90))\nend\nset [id v] to [cool1]\nwait () seconds\ncreate clone of (_myself_ v)\nset [id v] to [cool2]\nwait () seconds\ncreate clone of (_myself_ v)\npoint in direction (90)\nrepeat (28)\n change size by (4)\n point in direction ((([tan v] of ((timer) * (-100)) ) * (6)) + (90))\n change [ghost v] effect by (5)\nend\nwait (0.7) seconds\nset [id v] to [10]\nrepeat (20)\n change size by (-10)\n point in direction ((([tan v] of ((timer) * (100)) ) * (6)) + (90))\n change [ghost v] effect by (-5)\nend\nhide\npoint in direction (90)\nchange [id v] by (1)\nwait () seconds\ncreate clone of (_myself_ v)\nchange [id v] by (1)\nwait () seconds\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\n\n | Hello, this is my scrolling platformer! You are a player(use arrow keys or WASD), who stuck in scratch editor and you need to get to the right top corner to go to the next level! \nPress m to show mini map, click on it to close\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nA bit outdated intro |
Graffiti! platformer ver.1.5 | @Stage\n\nwhen flag clicked\nforever\n play sound [Bittersweet v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\nset [sute-zi v] to [1]\nset [ghost v] effect to (0)\nset [xv v] to [0]\nset [yv v] to [0]\nset rotation style [left-right v]\ngo to x: (-207) y: (-131)\npoint in direction (90)\nset size to (100) %\nforever\n if <(stop) = [0]> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n set [xv v] to ((XV) * (0.85))\n change x by (XV)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((XV) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <[0] < (XV)> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by ((3) mod (-2))\n if <touching (ステージ v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [yv v] to [13]\n end\n end\n change y by ([abs v] of (1) )\n change [yv v] by (-1)\n change y by (YV)\n if <touching (ステージ v)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n if <(x position) > [243]> then\n broadcast (ステージ↺ v)\n change [sute-zi v] by (1)\n broadcast (sute-zi)\n go to x: (-207) y: (-90)\n end\n if <<touching (ステージ2 v)?> or <(y position) < [-175]>> then\n broadcast (ooo v) and wait\n go to x: (-207) y: (-90)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> 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\n end\nend\n\nstart sound [Crunch v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\ngo to x: (-207) y: (-90)\nset [xv v] to [0]\nset [yv v] to [0]\n\n@ステージ\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\ngo to x: (0) y: (0)\n\nwhen I receive [ステージ↺ v]\nnext costume\n\n@ステージ2\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\ngo to x: (0) y: (0)\n\nwhen I receive [ステージ↺ v]\nnext costume\n\n@スプライト2\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@スプライト1\n\nwhen flag clicked\nset [消去 v] to [0]\nset [待つ v] to [0]\nhide\n\nwhen I start as a clone\ngo to (スプライト3 v)\nchange y by (10)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nforever\n if <(消去) = [1]> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nwhen I receive [ooo v]\nset [stop v] to [1]\nshow\ngo to (プレイヤー v)\nset pen color to (#fefefe)\nset pen size to (30)\nset [ghost v] effect to (0)\nswitch costume to (コスチューム3 v)\ngo to [front v] layer\nchange x by (-10)\npoint in direction (90)\ngo to [front v] layer\nset [消去 v] to [0]\nrepeat (10)\n go to [front v] layer\n change x by (6)\n change y by (3)\n go to [front v] layer\n create clone of (スプライト1 v)\nend\nrepeat (10)\n go to [front v] layer\n change x by (-6)\n change y by (-5)\n go to [front v] layer\n create clone of (スプライト1 v)\nend\nrepeat (10)\n go to [front v] layer\n change x by (6)\n go to [front v] layer\n create clone of (スプライト1 v)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [stop v] to [0]\nset [消去 v] to [1]\ndelete this clone\n\n | 矢印キー操作。\narrow key operation.\n |
Jump.io2 || Rotateable Platformer || 100% Pen #Games #Pen #Platformer #All | @Stage\n\n@Pen Engine\n\ndefine Sun (x) (y)\nset pen size to (7)\nset pen color to (#e4d131)\nset [sunsize v] to [3]\nCircle (x) (y) (SunSize)\nrepeat ((Size) + (40))\n change [sunsize v] by ((5) + (Movement))\n change pen (color v) by ((Warmth) / (1000))\n change pen (transparency v) by ((Size) / (10))\n change pen (brightness v) by ((Brightness) / (-100))\n Circle (x) (y) (SunSize)\nend\n\ndefine LobbyGrid (size)\nset [gridx v] to (((round ((ScrollX) / (size))) * (size)) - (ScrollX))\nset [gridy v] to (((round ((ScrollY) / (size))) * (size)) - (ScrollY))\nchange [gridx v] by (-240)\nchange [gridy v] by (-180)\nset pen color to (#d8d8d8)\nset pen size to (5)\nrepeat (((480) / (size)) + (1))\n pen up\n go to x: (GridX) y: (180)\n pen down\n go to x: (GridX) y: (-180)\n change [gridx v] by (size)\nend\nrepeat (((360) / (size)) + (1))\n pen up\n go to x: (-240) y: (GridY)\n pen down\n go to x: (240) y: (GridY)\n change [gridy v] by (size)\nend\npen up\ngo to x: (0) y: (0)\n\nwhen flag clicked\nLETTER_NAME-SETUP\nLETTER_AIRGAP_SETUP\nset [mode v] to [Game]\nset [checkpoint v] to [1]\nhide\nLVL1\nforever\n if <(Mode) = [Thumbnail]> then\n erase all\n set pen color to (#e6e6e6)\n Background\n LobbyGrid [100]\n Colour SBCT [80] [70] [] [0] PenSize [10]\n Saw [60] [-80] ((Colour) * (8)) [5]\n Colour SBCT [90] [100] [] [0] PenSize [5]\n Saw [60] [-80] ((Colour) * (8)) [5]\n Colour SBCT [80] [100] [] [0] PenSize [6]\n Saw [60] [-80] ((Colour) * (8)) [1]\n Text [0] [50] [-----io] [400] [50] [] [3] [2]\n Platform [80] [-100] [-45] [100] <[0] = [1]> <[0] = [0]>\n Platform [-150] [-140] [30] [100] <[0] = [0]> <[0] = [0]>\n Platform [-150] [160] [180] [200] <[0] = [1]> <[0] = [0]>\n Sun [180] [-120]\n Colour SBCT [100] [0] [100] [] PenSize [20]\n Text [0] [50] [Jump--] [400] [50] [] [3] [2]\n Colour SBCT [100] [75] [65] [] PenSize [15]\n set pen color to (#2300b2)\n set pen size to (15)\n Text [0] [50] [Jump--] [400] [50] [] [3] [2]\n set pen color to (#3300ff)\n set pen size to (10)\n Text [0] [50] [Jump--] [400] [50] [] [3] [2]\n Colour SBCT [100] [0] [100] [] PenSize [20]\n Text [0] [50] [-----io] [400] [50] [] [3] [2]\n set pen color to (#b22323)\n set pen size to (15)\n Text [0] [50] [-----io] [400] [50] [] [3] [2]\n set pen color to (#ff3232)\n set pen size to (10)\n Text [0] [50] [-----io] [400] [50] [] [3] [2]\n Colour SBCT [100] [0] [100] [] PenSize [20]\n Text [180] [-120] [2] [50] [70] [] [3] [2]\n set pen color to (#b8a91c)\n set pen size to (15)\n Text [180] [-120] [2] [50] [70] [] [3] [2]\n set pen color to (#ffe500)\n set pen size to (10)\n Text [180] [-120] [2] [50] [70] [] [3] [2]\n set pen size to (20)\n set pen color to (#000000)\n pen up\n go to x: (90) y: (30)\n pen down\n set pen size to (15)\n set pen color to (#b22222)\n pen up\n go to x: (90) y: (30)\n pen down\n set pen size to (10)\n set pen color to (#ff3131)\n pen up\n go to x: (90) y: (30)\n pen down\n end\n if <(Mode) = [Game]> then\n hide\n set [colour v] to [0]\n set [activeplatform v] to [1]\n set [platformplayerx v] to [-50]\n set [platformplayery v] to [100]\n set [scrollx v] to (item (((Checkpoint) * (4)) + (-3)) of [platforms v])\n set [scrolly v] to ((50) + (item (((Checkpoint) * (4)) + (-2)) of [platforms v]))\n set [lastplatform v] to (ActivePlatform)\n set [controlmode v] to [1]\n set [xvol v] to [0]\n set [yvol v] to [0]\n set [angle v] to [0]\n repeat until <not <(Mode) = [Game]>>\n ActivePlatform\n GravityConverter\n Checkpoints\n erase all\n set pen color to (#e6e6e6)\n Background\n LobbyGrid [100]\n Controls [10]\n Movement\n RenderSaw [] [] []\n RenderPlatform\n Player ((item ((ActivePlatform) + (2)) of [platforms v]) + (Angle)) [25] [2] []\n set [angle v] to ((Angle) + (((() - (item ((ActivePlatform) + (2)) of [platforms v])) - (Angle)) / (10)))\n change [colour v] by (1)\n if <(PlatformPlayerY) < [-200]> then\n set [mode v] to [Restart]\n end\n if <(Checkpoint) = [28]> then\n set [mode v] to [TheEnd]\n end\n end\n end\n if <(Mode) = [Restart]> then\n set [data v] to [0]\n start sound [Whiz v]\n wait (0.5) seconds\n set [mode v] to [Game]\n end\n if <(Mode) = [TheEnd]> then\n Colour SBCT [100] [0] [100] [] PenSize [20]\n Text [0] [-100] [The-End] [400] [50] [] [3] [2]\n Colour SBCT [0] [100] [100] [] PenSize [15]\n Text [0] [-100] [The-End] [400] [50] [] [3] [2]\n Colour SBCT [100] [0] [100] [] PenSize [5]\n Text [0] [-150] [Like-Fave-and-follow-for-more] [400] [20] [] [3] [2]\n Colour SBCT [100] [100] [0] [] PenSize [2]\n Text [0] [-150] [Like-------------------------] [400] [20] [] [3] [2]\n Colour SBCT [100] [100] [15] [] PenSize [2]\n Text [0] [-150] [-----Fave--------------------] [400] [20] [] [3] [2]\n Colour SBCT [50] [100] [50] [] PenSize [2]\n Text [0] [-150] [--------------Follow---------] [400] [20] [] [3] [2]\n wait (5) seconds\n stop [all v]\n end\nend\n\nadd [400] to [platforms v]\n\ndefine Rectangle (x) (y) (sx) (sy)\npen up\ngo to x: ((x) - ((sx) / (2))) y: ((y) - ((sy) / (2)))\npen down\ngo to x: ((x) - ((sx) / (2))) y: ((y) + ((sy) / (2)))\ngo to x: ((x) + ((sx) / (2))) y: ((y) + ((sy) / (2)))\ngo to x: ((x) + ((sx) / (2))) y: ((y) - ((sy) / (2)))\ngo to x: ((x) - ((sx) / (2))) y: ((y) - ((sy) / (2)))\n\ndefine Filled Rectangle (x) (y) (sx) (sy)\nset [fillx v] to [0]\nset [filly v] to [0]\nrepeat ((round ((sx) / (7))) + (1))\n Rectangle (x) (y) ((sx) - (FillX)) ((sy) - (FillY))\n change [fillx v] by (7)\n change [filly v] by ((sy) / ((round ((sx) / (7))) + (1)))\nend\n\ndefine Buttonbase (x) (y) (xs) (ys) (framesize) (send) (changeable)\nif <<<(mouse x) > ((x) - ((xs) / (2)))> and <((x) + ((xs) / (2))) > (mouse x)>> and <<(mouse y) > ((y) - ((ys) / (2)))> and <((y) + ((ys) / (2))) > (mouse y)>>> then\n set pen size to (framesize)\n Filled Rectangle (x) (y) ((xs) - ((xs) / (7))) ((ys) - ((ys) / (7)))\n if <mouse down?> then\n if <(changeable) = [1]> then\n start sound [Low Boing v]\n wait until <not <mouse down?>>\n else\n set [mode v] to (send)\n start sound [Low Boing v]\n end\n end\nelse\n set pen size to (framesize)\n Filled Rectangle (x) (y) (xs) (ys)\nend\n\ndefine Buttonframe (x) (y) (xs) (ys) (framesize)\nif <<<(mouse x) > ((x) - ((xs) / (2)))> and <((x) + ((xs) / (2))) > (mouse x)>> and <<(mouse y) > ((y) - ((ys) / (2)))> and <((y) + ((ys) / (2))) > (mouse y)>>> then\n set pen size to (framesize)\n Rectangle (x) (y) ((xs) - ((xs) / (7))) ((ys) - ((ys) / (7)))\nelse\n set pen size to (framesize)\n Rectangle (x) (y) (xs) (ys)\nend\n\ndefine Text (x) (y) (word) (xs) (ys) (xframe) (yframe) (gapinbetween)\nset [letterdata v] to [0]\nset [total_word_size v] to [1]\nrepeat (length of (word))\n change [letterdata v] by (1)\n change [total_word_size v] by (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])\nend\nchange [total_word_size v] by ((xframe) * (2))\nchange [total_word_size v] by (((length of (word)) - (1)) * (gapinbetween))\nset [letterdata v] to [0]\nrepeat (length of (word))\n change [letterdata v] by (1)\n set [word_size v] to [0]\n change [word_size v] by (xframe)\n change [word_size v] by (((LetterData) * (gapinbetween)) - ((gapinbetween) + (1)))\n repeat (LetterData)\n change [word_size v] by (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])\n end\n A (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [A]>\n B (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [B]>\n C (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [C]>\n D (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [D]>\n E (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [E]>\n F (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [F]>\n G (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [G]>\n H (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [H]>\n I (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [I]>\n J (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [J]>\n K (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [K]>\n L (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [L]>\n M (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [M]>\n N (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [N]>\n O (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [O]>\n P (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [P]>\n Q (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [Q]>\n R (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [R]>\n S (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [S]>\n T (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [T]>\n U (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [U]>\n V (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [V]>\n W (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [W]>\n X (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [X]>\n Y (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [Y]>\n Z (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [Z]>\n 0 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [0]>\n 1 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [1]>\n 2 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [2]>\n 3 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [3]>\n 4 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [4]>\n 5 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [5]>\n 6 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [6]>\n 7 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [7]>\n 8 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [8]>\n 9 (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [9]>\n Percent (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [%]>\n : (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [:]>\n < (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [>]>\n > (((x) - ((xs) / (2))) + (((xs) / (Total_Word_Size)) * (Word_Size))) (y) (((xs) / (Total_Word_Size)) * (item (item # of (letter (LetterData) of (word)) in [letter_name v]) of [letter_airgap v])) ((ys) - ((yframe) * (2))) <(letter (LetterData) of (word)) = [<]>\nend\n\ndefine LETTER_NAME-SETUP\ndelete all of [letter_name v]\nadd [0] to [letter_name v]\nadd [1] to [letter_name v]\nadd [2] to [letter_name v]\nadd [3] to [letter_name v]\nadd [4] to [letter_name v]\nadd [5] to [letter_name v]\nadd [6] to [letter_name v]\nadd [7] to [letter_name v]\nadd [8] to [letter_name v]\nadd [9] to [letter_name v]\nadd [A] to [letter_name v]\nadd [B] to [letter_name v]\nadd [C] to [letter_name v]\nadd [D] to [letter_name v]\nadd [E] to [letter_name v]\nadd [F] to [letter_name v]\nadd [G] to [letter_name v]\nadd [H] to [letter_name v]\nadd [I] to [letter_name v]\nadd [J] to [letter_name v]\nadd [K] to [letter_name v]\nadd [L] to [letter_name v]\nadd [M] to [letter_name v]\nadd [N] to [letter_name v]\nadd [O] to [letter_name v]\nadd [P] to [letter_name v]\nadd [Q] to [letter_name v]\nadd [R] to [letter_name v]\nadd [S] to [letter_name v]\nadd [T] to [letter_name v]\nadd [U] to [letter_name v]\nadd [V] to [letter_name v]\nadd [W] to [letter_name v]\nadd [X] to [letter_name v]\nadd [Y] to [letter_name v]\nadd [Z] to [letter_name v]\nadd [-] to [letter_name v]\nadd [%] to [letter_name v]\nadd [:] to [letter_name v]\nadd [>] to [letter_name v]\nadd [<] to [letter_name v]\n\ndefine LETTER_AIRGAP_SETUP\ndelete all of [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\nadd [3] to [letter_airgap v]\n\ndefine A (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen up\n go to x: ((x) - ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) + ((xs) / (2))) y: (y)\nend\n\ndefine B (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: (((x) - ((xs) / (2))) + (((xs) / (3)) * (2))) y: ((y) + ((ys) / (2)))\n go to x: (((x) - ((xs) / (2))) + (((xs) / (3)) * (2))) y: (y)\n pen up\n go to x: ((x) - ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine C (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\nend\n\ndefine D (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: (((x) - ((xs) / (2))) + (((xs) / (3)) * (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: (((y) - ((ys) / (2))) + (((ys) / (5)) * (4)))\n go to x: ((x) + ((xs) / (2))) y: (((y) - ((ys) / (2))) + (((ys) / (5)) * (1)))\n go to x: (((x) - ((xs) / (2))) + (((xs) / (3)) * (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine E (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: ((x) + ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) - ((xs) / (2))) y: (y)\nend\n\ndefine F (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: ((x) + ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) - ((xs) / (2))) y: (y)\nend\n\ndefine G (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: (x) y: (y)\nend\n\ndefine H (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: ((x) + ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) - ((xs) / (2))) y: (y)\nend\n\ndefine I (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: (x) y: ((y) - ((ys) / (2)))\n pen down\n go to x: (x) y: ((y) + ((ys) / (2)))\nend\n\ndefine J (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (6))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (6))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (6))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (6))) y: ((y) - ((ys) / (4)))\nend\n\ndefine K (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: (y)\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine L (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine M (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: (x) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine N (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\nend\n\ndefine O (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine P (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: (y)\nend\n\ndefine Q (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: (((y) - ((ys) / (2))) + (((ys) / (5)) * (2)))\n go to x: (((x) - ((xs) / (2))) + (((xs) / (6)) * (4))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen up\n go to x: (((x) - ((xs) / (2))) + (((xs) / (6)) * (4))) y: (((y) - ((ys) / (2))) + (((ys) / (5)) * (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine R (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: (y)\n pen up\n go to x: ((x) - ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine S (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\nend\n\ndefine T (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: (x) y: ((y) + ((ys) / (2)))\n pen down\n go to x: (x) y: ((y) - ((ys) / (2)))\nend\n\ndefine U (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\nend\n\ndefine V (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: (x) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\nend\n\ndefine W (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: (((x) - ((xs) / (2))) + (((xs) / (4)) * (1))) y: ((y) - ((ys) / (2)))\n go to x: (x) y: ((y) + ((ys) / (2)))\n go to x: (((x) - ((xs) / (2))) + (((xs) / (4)) * (3))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\nend\n\ndefine X (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine Y (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: (x) y: (y)\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: (x) y: ((y) - ((ys) / (2)))\n pen down\n go to x: (x) y: (y)\nend\n\ndefine Z (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine ButtonText (x) (y) (xs) (ys) (text) (buttongap) (framegap) (framesize)\nif <<<(mouse x) > ((x) - ((xs) / (2)))> and <((x) + ((xs) / (2))) > (mouse x)>> and <<(mouse y) > ((y) - ((ys) / (2)))> and <((y) + ((ys) / (2))) > (mouse y)>>> then\n set pen size to (framesize)\n Text (x) (y) (text) ((xs) - ((xs) / (7))) ((ys) - ((ys) / (7))) (framegap) ((framegap) * (2)) (buttongap)\nelse\n set pen size to (framesize)\n Text (x) (y) (text) (xs) (ys) (framegap) ((framegap) * (2)) (buttongap)\nend\n\ndefine Button (x) (y) (xs) (ys) (text) (frame) (send) (framegap) (lettergap) (changeable?) (colour)\nif <(colour) = [1]> then\n set pen color to (#30a200)\nelse\n set pen color to (#ff0000)\nend\nif <(frame) > [5]> then\n Buttonbase (x) (y) (xs) (ys) (frame) (send) (changeable?)\nelse\n Buttonbase (x) (y) (xs) (ys) [5] (send) (changeable?)\nend\nif <(colour) = [1]> then\n set pen color to (#000000)\nelse\n set pen color to (#ffffff)\nend\nButtonframe (x) (y) (xs) (ys) (frame)\nset pen color to (#ffffff)\nButtonText (x) (y) (xs) (ys) (text) (lettergap) (framegap) [5]\nset pen color to (#000000)\nButtonText (x) (y) (xs) (ys) (text) (lettergap) (framegap) [2]\n\ndefine Background\nset pen size to (480)\npen up\ngo to x: (0) y: (-180)\npen down\ngo to x: (0) y: (180)\n\ndefine 1 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (4))) y: ((y) + ((ys) / (4)))\n pen down\n go to x: ((x) + ((xs) / (4))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (4))) y: ((y) - ((ys) / (2)))\nend\n\ndefine 2 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: (y)\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\nend\n\ndefine 3 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: ((x) - ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) + ((xs) / (2))) y: (y)\nend\n\ndefine 4 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (3))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (3))) y: ((y) + ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: (y)\n go to x: ((x) + ((xs) / (2))) y: (y)\nend\n\ndefine 5 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\nend\n\ndefine 6 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: (y)\nend\n\ndefine 7 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine 8 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen up\n go to x: ((x) - ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) + ((xs) / (2))) y: (y)\nend\n\ndefine 9 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (2))) y: (y)\n pen down\n go to x: ((x) - ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine 0 (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine Percent (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen down\n go to x: ((x) - ((xs) / (3))) y: ((y) + ((ys) / (2)))\n go to x: ((x) - ((xs) / (3))) y: ((y) + ((ys) / (3)))\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (3)))\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (2)))\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\n pen down\n go to x: ((x) + ((xs) / (3))) y: ((y) - ((ys) / (2)))\n go to x: ((x) + ((xs) / (3))) y: ((y) - ((ys) / (3)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (3)))\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (2)))\nend\n\ndefine : (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: (x) y: ((y) - ((ys) / (3)))\n pen down\n pen up\n go to x: (x) y: ((y) + ((ys) / (3)))\n pen down\nend\n\ndefine > (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) + ((xs) / (2))) y: ((y) + ((ys) / (3)))\n pen down\n go to x: ((x) - ((xs) / (2))) y: (y)\n go to x: ((x) + ((xs) / (2))) y: ((y) - ((ys) / (3)))\nend\n\ndefine < (x) (y) (xs) (ys) <true?>\nif <true?> then\n pen up\n go to x: ((x) - ((xs) / (2))) y: ((y) + ((ys) / (3)))\n pen down\n go to x: ((x) + ((xs) / (2))) y: (y)\n go to x: ((x) - ((xs) / (2))) y: ((y) - ((ys) / (3)))\nend\n\ndefine Line (x) (y) (angle) (size)\npen up\ngo to x: ((x) + (([sin v] of ((90) + (angle)) ) * (size))) y: ((y) + (([cos v] of ((90) + (angle)) ) * (size)))\npen down\ngo to x: ((x) + (([sin v] of ((270) + (angle)) ) * (size))) y: ((y) + (([cos v] of ((270) + (angle)) ) * (size)))\ngo to x: ((x) + (([sin v] of ((270) + (angle)) ) * (size))) y: ((y) + (([cos v] of ((270) + (angle)) ) * (size)))\n\ndefine Platform (x) (y) (angle) (size) <checkpoint> <active>\nif <<<[-500] < (x)> and <(x) < [500]>> and <<[-400] < (y)> and <(y) < [400]>>> then\n if <checkpoint> then\n if <active> then\n Colour SBCT [100] [70] [15] [0] PenSize [15]\n else\n Colour SBCT [100] [70] [50] [0] PenSize [15]\n end\n Line ((x) + ((([sin v] of ((90) + (angle)) ) * (20)) + (([sin v] of ((0) + (angle)) ) * (100)))) ((y) + ((([cos v] of ((90) + (angle)) ) * (20)) + (([cos v] of ((0) + (angle)) ) * (100)))) ((angle) + (30)) [30]\n Line ((x) + ((([sin v] of ((90) + (angle)) ) * (20)) + (([sin v] of ((0) + (angle)) ) * (70)))) ((y) + ((([cos v] of ((90) + (angle)) ) * (20)) + (([cos v] of ((0) + (angle)) ) * (70)))) ((angle) + (-30)) [30]\n if <active> then\n Colour SBCT [100] [100] [15] [0] PenSize [7]\n else\n Colour SBCT [100] [100] [50] [0] PenSize [7]\n end\n Line ((x) + ((([sin v] of ((90) + (angle)) ) * (20)) + (([sin v] of ((0) + (angle)) ) * (100)))) ((y) + ((([cos v] of ((90) + (angle)) ) * (20)) + (([cos v] of ((0) + (angle)) ) * (100)))) ((angle) + (30)) [30]\n Line ((x) + ((([sin v] of ((90) + (angle)) ) * (20)) + (([sin v] of ((0) + (angle)) ) * (70)))) ((y) + ((([cos v] of ((90) + (angle)) ) * (20)) + (([cos v] of ((0) + (angle)) ) * (70)))) ((angle) + (-30)) [30]\n Colour SBCT [100] [70] [60] [0] PenSize [15]\n Line ((x) + (([sin v] of ((0) + (angle)) ) * (60))) ((y) + (([cos v] of ((0) + (angle)) ) * (60))) ((angle) + (90)) [60]\n end\n if <checkpoint> then\n Colour SBCT [100] [100] [60] [0] PenSize [7]\n Line ((x) + (([sin v] of ((0) + (angle)) ) * (60))) ((y) + (([cos v] of ((0) + (angle)) ) * (60))) ((angle) + (90)) [60]\n end\n PlatformRectangle (x) (y) (size) [30] (angle)\nend\n\nLine (x) (y) (angle) (size)\nColour SBCT [100] [100] [70] [0] PenSize [40]\nLine (x) (y) (angle) (size)\n\ndefine Colour SBCT (sarutation) (brightness) (colour) (transparency) PenSize (size)\nset pen size to (size)\nset pen (color v) to (colour)\nset pen (saturation v) to (sarutation)\nset pen (brightness v) to (brightness)\nset pen (transparency v) to (transparency)\n\ndefine Player (angle) (size) (y) (colour)\nColour SBCT [50] ((95) - ((colour) / (2))) [10] [0] PenSize [32]\npen up\ngo to x: (([sin v] of ((45) + (angle)) ) * ((size) - (30))) y: ((([cos v] of ((45) + (angle)) ) * ((size) - (30))) + (y))\npen down\ngo to x: (([sin v] of ((135) + (angle)) ) * ((size) - (30))) y: ((([cos v] of ((135) + (angle)) ) * ((size) - (30))) + (y))\ngo to x: (([sin v] of ((225) + (angle)) ) * ((size) - (30))) y: ((([cos v] of ((225) + (angle)) ) * ((size) - (30))) + (y))\ngo to x: (([sin v] of ((315) + (angle)) ) * ((size) - (30))) y: ((([cos v] of ((315) + (angle)) ) * ((size) - (30))) + (y))\ngo to x: (([sin v] of ((45) + (angle)) ) * ((size) - (30))) y: ((([cos v] of ((45) + (angle)) ) * ((size) - (30))) + (y))\nColour SBCT [100] ((100) - ((colour) / (2))) [10] [0] PenSize [5]\npen up\ngo to x: (([sin v] of ((45) + (angle)) ) * (size)) y: ((([cos v] of ((45) + (angle)) ) * (size)) + (y))\npen down\ngo to x: (([sin v] of ((135) + (angle)) ) * (size)) y: ((([cos v] of ((135) + (angle)) ) * (size)) + (y))\ngo to x: (([sin v] of ((225) + (angle)) ) * (size)) y: ((([cos v] of ((225) + (angle)) ) * (size)) + (y))\ngo to x: (([sin v] of ((315) + (angle)) ) * (size)) y: ((([cos v] of ((315) + (angle)) ) * (size)) + (y))\ngo to x: (([sin v] of ((45) + (angle)) ) * (size)) y: ((([cos v] of ((45) + (angle)) ) * (size)) + (y))\nColour SBCT [50] [100] [10] [100] PenSize [30]\npen up\ngo to x: (([sin v] of ((60) + (angle)) ) * ()) y: ((([cos v] of ((60) + (angle)) ) * ()) + (y))\npen down\n\ndefine GravityConverter\nset [player/platformdistance v] to ([sqrt v] of ((((item ((ActivePlatform) + ()) of [platforms v]) - (ScrollX)) * ((item ((ActivePlatform) + ()) of [platforms v]) - (ScrollX))) + (((item ((ActivePlatform) + (1)) of [platforms v]) - (ScrollY)) * ((item ((ActivePlatform) + (1)) of [platforms v]) - (ScrollY)))) )\nset [platformangledistancex v] to ((item ((ActivePlatform) + ()) of [platforms v]) + (([sin v] of (item ((ActivePlatform) + (2)) of [platforms v]) ) * (Player/PlatformDistance)))\nset [platformangledistancey v] to ((item ((ActivePlatform) + (1)) of [platforms v]) + (([cos v] of (item ((ActivePlatform) + (2)) of [platforms v]) ) * (Player/PlatformDistance)))\nset [player/padistance v] to (([sqrt v] of ((((PlatformAngleDistanceX) - (ScrollX)) * ((PlatformAngleDistanceX) - (ScrollX))) + (((PlatformAngleDistanceY) - (ScrollY)) * ((PlatformAngleDistanceY) - (ScrollY)))) ) / (2))\nset [player-pa/platformdistance v] to ([sqrt v] of (((Player/PlatformDistance) * (Player/PlatformDistance)) - ((Player/PADistance) * (Player/PADistance))) )\nset [angledifference v] to ((2) * ([atan v] of ((Player/PADistance) / (Player-PA/PlatformDistance)) ))\nset [0degreeplayerx v] to ((item ((ActivePlatform) + ()) of [platforms v]) + (([sin v] of (AngleDifference) ) * (Player/PlatformDistance)))\nset [0degreeplayery v] to ((item ((ActivePlatform) + (1)) of [platforms v]) + (([cos v] of (AngleDifference) ) * (Player/PlatformDistance)))\nset [platform-x v] to ([abs v] of ((ScrollX) - ((item ((ActivePlatform) + ()) of [platforms v]) + ((([sin v] of ((270) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v]))) + (([sin v] of ((0) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * ((0DegreePlayerY) - (item ((ActivePlatform) + (1)) of [platforms v])))))) )\nset [platform+x v] to ([abs v] of ((ScrollX) - ((item ((ActivePlatform) + ()) of [platforms v]) + ((([sin v] of ((90) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v]))) + (([sin v] of ((0) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * ((0DegreePlayerY) - (item ((ActivePlatform) + (1)) of [platforms v])))))) )\nif <(Platform-X) > (Platform+X)> then\n set [platformplayerx v] to ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v]))\nend\nif <(Platform+X) > (Platform-X)> then\n set [platformplayerx v] to ((0) - ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v])))\nend\nif <(item ((ActivePlatform) + (2)) of [platforms v]) = [90]> then\n if <(ScrollY) > (item ((ActivePlatform) + (1)) of [platforms v])> then\n set [platformplayerx v] to ((0) - ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v])))\n else\n set [platformplayerx v] to ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v]))\n end\nend\nif <(item ((ActivePlatform) + (2)) of [platforms v]) = [-90]> then\n if <(ScrollY) > (item ((ActivePlatform) + (1)) of [platforms v])> then\n set [platformplayerx v] to ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v]))\n else\n set [platformplayerx v] to ((0) - ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v])))\n end\nend\nset [platformplayery v] to ((0DegreePlayerY) - (item ((ActivePlatform) + (1)) of [platforms v]))\n\ndefine RenderPlatform\nset [data v] to [1]\nrepeat ((length of [platforms v]) / (4))\n Platform (((([sin v] of ((Angle) + (90)) ) * (item ((Data) + (0)) of [platforms v])) + (([sin v] of (Angle) ) * (item ((Data) + (1)) of [platforms v]))) - (ScrollX2)) (((([cos v] of ((Angle) + (90)) ) * (item ((Data) + (0)) of [platforms v])) + (([cos v] of (Angle) ) * (item ((Data) + (1)) of [platforms v]))) - (ScrollY2)) ((item ((Data) + (2)) of [platforms v]) + (Angle)) (item ((Data) + (3)) of [platforms v]) <[checkpoints v] contains (((Data) + (-1)) / (4))?> <(Checkpoint) = (((Data) + (3)) / (4))>\n change [data v] by (4)\nend\n\ndefine Movement\nset [scrollx v] to ((item ((ActivePlatform) + ()) of [platforms v]) + ((([sin v] of ((90) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * (PlatformPlayerX)) + (([sin v] of ((0) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * (PlatformPlayerY))))\nset [scrolly v] to ((item ((ActivePlatform) + (1)) of [platforms v]) + ((([cos v] of ((90) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * (PlatformPlayerX)) + (([cos v] of ((0) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * (PlatformPlayerY))))\nset [scrollx2 v] to ((([sin v] of ((Angle) + (90)) ) * (ScrollX)) + (([sin v] of ((Angle) + ()) ) * (ScrollY)))\nset [scrolly2 v] to ((([cos v] of ((Angle) + (90)) ) * (ScrollX)) + (([cos v] of ((Angle) + ()) ) * (ScrollY)))\n\ndefine Controls (xvol)\nif <key (right arrow v) pressed?> then\n change [angle v] by (3)\nend\nif <key (left arrow v) pressed?> then\n change [angle v] by (-3)\nend\nif <key (d v) pressed?> then\n set [xvol v] to (xvol)\nend\nif <key (a v) pressed?> then\n set [xvol v] to ((xvol) - ((xvol) * (2)))\nend\nif <key (w v) pressed?> then\n if <(Jumps) < [2]> then\n set [yvol v] to [12]\n change [jumps v] by (1)\n start sound [Low Boing v]\n end\nend\nif <[-0.1] < (Yvol)> then\n change [platformplayery v] by (Yvol)\nelse\n change [platformplayery v] by (Yvol)\nend\nif <<<[0] < ((PlatformPlayerY) - (50))> or <(PlatformPlayerY) < [0]>> or <((([sin v] of (45) ) * (item ((ActivePlatform) + (3)) of [platforms v])) + (20)) < ([abs v] of (PlatformPlayerX) )>> then\n change [yvol v] by (-1)\n set [jumps v] to [5]\nelse\n set [yvol v] to [0]\n set [platformplayery v] to [45]\n set [jumps v] to [0]\nend\nset [xvol v] to ((Xvol) * (0.9))\nchange [platformplayerx v] by (Xvol)\n\ndefine ActivePlatform\nif <(Yvol) < [0]> then\n set [activeplatform v] to [1]\n set [platformdata v] to [1]\n set [closestplatform v] to (([abs v] of ((ScrollX) - (item ((PlatformData) + (0)) of [platforms v])) ) + ([abs v] of ((ScrollY) - (item ((PlatformData) + (1)) of [platforms v])) ))\n repeat (((length of [platforms v]) / (4)) - (1))\n change [platformdata v] by (4)\n if <(([abs v] of ((ScrollX) - (item ((PlatformData) + (0)) of [platforms v])) ) + ([abs v] of ((ScrollY) - (item ((PlatformData) + (1)) of [platforms v])) )) < (ClosestPlatform)> then\n set [activeplatform v] to (PlatformData)\n set [closestplatform v] to (([abs v] of ((ScrollX) - (item ((PlatformData) + (0)) of [platforms v])) ) + ([abs v] of ((ScrollY) - (item ((PlatformData) + (1)) of [platforms v])) ))\n end\n end\nend\n\ndefine PlatformerText (x) (y) (value) (width)\nif <<[240] > ([abs v] of ((x) - (ScrollX)) )> and <[180] > ([abs v] of ((y) - (ScrollY)) )>> then\n Colour SBCT [50] [100] ((Colour) + (50)) [0] PenSize [3]\n Text ((x) - (ScrollX)) ((y) - (ScrollY)) (value) (width) [20] [] [] [3]\n Colour SBCT [100] [100] ((Colour) + (50)) [0] PenSize [1]\n Text ((x) - (ScrollX)) ((y) - (ScrollY)) (value) (width) [20] [] [] [3]\nend\n\ndefine Checkpoints\ndelete all of [checkpoints v]\nadd [0] to [checkpoints v]\nadd [9] to [checkpoints v]\nadd [19] to [checkpoints v]\nadd [27] to [checkpoints v]\nif <<[checkpoints v] contains ((((ActivePlatform) - (1)) / (4)) - (0))?> and <(Checkpoint) < (ActivePlatform)>> then\n if <<[10] > ([abs v] of (PlatformPlayerX) )> and <(PlatformPlayerY) > [0]>> then\n set [checkpoint v] to ((((ActivePlatform) - (1)) / (4)) - (-1))\n end\nend\n\ndefine LVL1\ndelete all of [platforms v]\nadd [0] to [platforms v]\nadd [0] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [200] to [platforms v]\nadd [0] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [400] to [platforms v]\nadd [100] to [platforms v]\nadd [-45] to [platforms v]\nadd [100] to [platforms v]\nadd [500] to [platforms v]\nadd [300] to [platforms v]\nadd [-90] to [platforms v]\nadd [100] to [platforms v]\nadd [500] to [platforms v]\nadd [650] to [platforms v]\nadd [-90] to [platforms v]\nadd [150] to [platforms v]\nadd [500] to [platforms v]\nadd [1000] to [platforms v]\nadd [-90] to [platforms v]\nadd [150] to [platforms v]\nadd [500] to [platforms v]\nadd [1300] to [platforms v]\nadd [-90] to [platforms v]\nadd [75] to [platforms v]\nadd [600] to [platforms v]\nadd [1400] to [platforms v]\nadd [-45] to [platforms v]\nadd [100] to [platforms v]\nadd [700] to [platforms v]\nadd [1500] to [platforms v]\nadd [0] to [platforms v]\nadd [75] to [platforms v]\nadd [900] to [platforms v]\nadd [1500] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [1200] to [platforms v]\nadd [1500] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [1500] to [platforms v]\nadd [1500] to [platforms v]\nadd [0] to [platforms v]\nadd [150] to [platforms v]\nadd [1700] to [platforms v]\nadd [1700] to [platforms v]\nadd [180] to [platforms v]\nadd [150] to [platforms v]\nadd [1900] to [platforms v]\nadd [1500] to [platforms v]\nadd [0] to [platforms v]\nadd [150] to [platforms v]\nadd [2100] to [platforms v]\nadd [1700] to [platforms v]\nadd [180] to [platforms v]\nadd [150] to [platforms v]\nadd [2300] to [platforms v]\nadd [1500] to [platforms v]\nadd [0] to [platforms v]\nadd [150] to [platforms v]\nadd [2600] to [platforms v]\nadd [1500] to [platforms v]\nadd [0] to [platforms v]\nadd [25] to [platforms v]\nadd [2800] to [platforms v]\nadd [1500] to [platforms v]\nadd [0] to [platforms v]\nadd [25] to [platforms v]\nadd [3000] to [platforms v]\nadd [1500] to [platforms v]\nadd [0] to [platforms v]\nadd [25] to [platforms v]\nadd [3300] to [platforms v]\nadd [1500] to [platforms v]\nadd [0] to [platforms v]\nadd [150] to [platforms v]\nadd [3600] to [platforms v]\nadd [1500] to [platforms v]\nadd [0] to [platforms v]\nadd [150] to [platforms v]\nadd [3700] to [platforms v]\nadd [1700] to [platforms v]\nadd [225] to [platforms v]\nadd [150] to [platforms v]\nadd [3400] to [platforms v]\nadd [2000] to [platforms v]\nadd [225] to [platforms v]\nadd [200] to [platforms v]\nadd [3100] to [platforms v]\nadd [2100] to [platforms v]\nadd [135] to [platforms v]\nadd [75] to [platforms v]\nadd [2900] to [platforms v]\nadd [1900] to [platforms v]\nadd [135] to [platforms v]\nadd [25] to [platforms v]\nadd [2800] to [platforms v]\nadd [1800] to [platforms v]\nadd [135] to [platforms v]\nadd [75] to [platforms v]\nadd [2900] to [platforms v]\nadd [1700] to [platforms v]\nadd [0] to [platforms v]\nadd [75] to [platforms v]\nadd [3100] to [platforms v]\nadd [1700] to [platforms v]\nadd [0] to [platforms v]\nadd [75] to [platforms v]\ndelete all of [spikes v]\nadd [5] to [spikes v]\nadd [0] to [spikes v]\nadd [25] to [spikes v]\nadd [6] to [spikes v]\nadd [0] to [spikes v]\nadd [25] to [spikes v]\nadd [11] to [spikes v]\nadd [0] to [spikes v]\nadd [25] to [spikes v]\nadd [21] to [spikes v]\nadd [-75] to [spikes v]\nadd [25] to [spikes v]\nadd [21] to [spikes v]\nadd [75] to [spikes v]\nadd [25] to [spikes v]\nadd [23] to [spikes v]\nadd [-50] to [spikes v]\nadd [25] to [spikes v]\nadd [23] to [spikes v]\nadd [25] to [spikes v]\nadd [25] to [spikes v]\nadd [26] to [spikes v]\nadd [25] to [spikes v]\nadd [25] to [spikes v]\n\nadd [-350] to [platforms v]\nadd [180] to [platforms v]\nadd [40] to [platforms v]\n\ndefine Saw (x) (y) (angle) (size)\nif <<<[-400] < (x)> and <(x) < [400]>> and <<[-300] < (y)> and <(y) < [300]>>> then\n set [radius v] to (angle)\n set [radius2 v] to [5]\n pen up\n go to x: ((x) + (([sin v] of (Radius) ) * ((size) + (Radius2)))) y: ((y) + (([cos v] of (Radius) ) * ((size) + (Radius2))))\n pen down\n repeat (4)\n change [radius v] by (10)\n change [radius2 v] by (5)\n go to x: ((x) + (([sin v] of (Radius) ) * ((size) + (Radius2)))) y: ((y) + (([cos v] of (Radius) ) * ((size) + (Radius2))))\n end\n set [radius2 v] to [0]\n change [radius v] by (-10)\n repeat (9)\n repeat (5)\n change [radius v] by (10)\n change [radius2 v] by (5)\n go to x: ((x) + (([sin v] of (Radius) ) * ((size) + (Radius2)))) y: ((y) + (([cos v] of (Radius) ) * ((size) + (Radius2))))\n end\n set [radius2 v] to [0]\n change [radius v] by (-10)\n end\n set [radius2 v] to [5]\n go to x: ((x) + (([sin v] of (Radius) ) * ((size) + (Radius2)))) y: ((y) + (([cos v] of (Radius) ) * ((size) + (Radius2))))\n set [radius v] to (angle)\n set [radius2 v] to (angle)\nend\n\ndefine RenderSaw (x) (y) (size)\nset [radius2 v] to [0]\nset [data v] to [1]\nrepeat ((length of [spikes v]) / (3))\n set [anglespike v] to (item (((item ((Data) + (0)) of [spikes v]) * (4)) - (1)) of [platforms v])\n set [spikelocplatform v] to (((item ((Data) + (0)) of [spikes v]) * (4)) - (3))\n set [sawx v] to ((([sin v] of ((Angle) + (90)) ) * ((item (SpikeLocPlatform) of [platforms v]) + ((([sin v] of ((AngleSpike) + (90)) ) * (item ((Data) + (1)) of [spikes v])) + (([sin v] of (AngleSpike) ) * (item ((Data) + (2)) of [spikes v]))))) + (([sin v] of (Angle) ) * ((item ((SpikeLocPlatform) + (1)) of [platforms v]) + ((([cos v] of ((AngleSpike) + (90)) ) * (item ((Data) + (1)) of [spikes v])) + (([cos v] of (AngleSpike) ) * (item ((Data) + (2)) of [spikes v]))))))\n set [sawy v] to ((([cos v] of ((Angle) + (90)) ) * ((item (SpikeLocPlatform) of [platforms v]) + ((([sin v] of ((AngleSpike) + (90)) ) * (item ((Data) + (1)) of [spikes v])) + (([sin v] of (AngleSpike) ) * (item ((Data) + (2)) of [spikes v]))))) + (([cos v] of (Angle) ) * ((item ((SpikeLocPlatform) + (1)) of [platforms v]) + ((([cos v] of ((AngleSpike) + (90)) ) * (item ((Data) + (1)) of [spikes v])) + (([cos v] of (AngleSpike) ) * (item ((Data) + (2)) of [spikes v]))))))\n Colour SBCT [80] [70] [] [0] PenSize [10]\n Saw ((SawX) - (ScrollX2)) ((SawY) - (ScrollY2)) ((Colour) * (8)) [5]\n Colour SBCT [90] [100] [] [0] PenSize [5]\n Saw ((SawX) - (ScrollX2)) ((SawY) - (ScrollY2)) ((Colour) * (8)) [5]\n Colour SBCT [80] [100] [] [0] PenSize [6]\n Saw ((SawX) - (ScrollX2)) ((SawY) - (ScrollY2)) ((Colour) * (8)) [1]\n change [data v] by (3)\n set [sawplayerdiagonal v] to ([sqrt v] of ((((SawX) - (ScrollX2)) * ((SawX) - (ScrollX2))) + (((SawY) - (ScrollY2)) * ((SawY) - (ScrollY2)))) )\n if <(Mode) = [Game]> then\n if <[50] > (SawPlayerDiagonal)> then\n set [mode v] to [Restart]\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [Disfigure v] until done\nend\n\nset [checkpoint v] to [22]\n\nset [mode v] to [Thumbnail]\n\ndefine rotateable Rectangle (x) (y) (xs) (ys) (angle)\npen up\ngo to x: ((x) + ((([sin v] of ((angle) + (90)) ) * (([sin v] of (45) ) * (xs))) + (([sin v] of ((angle) + ()) ) * (([cos v] of (45) ) * (ys))))) y: ((y) + ((([cos v] of ((angle) + (90)) ) * (([sin v] of (45) ) * (xs))) + (([cos v] of ((angle) + ()) ) * (([cos v] of (45) ) * (ys)))))\npen down\ngo to x: ((x) + ((([sin v] of ((angle) + (90)) ) * (([sin v] of (135) ) * (xs))) + (([sin v] of ((angle) + ()) ) * (([cos v] of (135) ) * (ys))))) y: ((y) + ((([cos v] of ((angle) + (90)) ) * (([sin v] of (135) ) * (xs))) + (([cos v] of ((angle) + ()) ) * (([cos v] of (135) ) * (ys)))))\ngo to x: ((x) + ((([sin v] of ((angle) + (90)) ) * (([sin v] of (225) ) * (xs))) + (([sin v] of ((angle) + ()) ) * (([cos v] of (225) ) * (ys))))) y: ((y) + ((([cos v] of ((angle) + (90)) ) * (([sin v] of (225) ) * (xs))) + (([cos v] of ((angle) + ()) ) * (([cos v] of (225) ) * (ys)))))\ngo to x: ((x) + ((([sin v] of ((angle) + (90)) ) * (([sin v] of (315) ) * (xs))) + (([sin v] of ((angle) + ()) ) * (([cos v] of (315) ) * (ys))))) y: ((y) + ((([cos v] of ((angle) + (90)) ) * (([sin v] of (315) ) * (xs))) + (([cos v] of ((angle) + ()) ) * (([cos v] of (315) ) * (ys)))))\ngo to x: ((x) + ((([sin v] of ((angle) + (90)) ) * (([sin v] of (45) ) * (xs))) + (([sin v] of ((angle) + ()) ) * (([cos v] of (45) ) * (ys))))) y: ((y) + ((([cos v] of ((angle) + (90)) ) * (([sin v] of (45) ) * (xs))) + (([cos v] of ((angle) + ()) ) * (([cos v] of (45) ) * (ys)))))\n\ndefine PlatformRectangle (x) (y) (xs) (ys) (angle)\nColour SBCT [100] [100] [70] [0] PenSize [10]\nset [data2 v] to [0]\nrepeat (10)\n rotateable Rectangle (x) (y) ((xs) - (5)) ((ys) - (Data2)) (angle)\n change [data2 v] by (5)\nend\nColour SBCT [100] [70] [70] [0] PenSize [10]\nrotateable Rectangle (x) (y) (xs) (ys) (angle)\n\ngo to x: ((x) + ((([sin v] of (((angle) + (90)) + (180)) ) * (xs)) + (([cos v] of ((angle) + (180)) ) * (ys)))) y: ((y) + ((([cos v] of (((angle) + (90)) + (180)) ) * (xs)) + (([cos v] of ((angle) + (180)) ) * (ys))))\ngo to x: ((x) + ((([sin v] of (((angle) + (90)) + (270)) ) * (xs)) + (([cos v] of ((angle) + (270)) ) * (ys)))) y: ((y) + ((([cos v] of (((angle) + (90)) + (270)) ) * (xs)) + (([cos v] of ((angle) + (270)) ) * (ys))))\ngo to x: ((x) + ((([sin v] of (((angle) + (90)) + (360)) ) * (xs)) + (([cos v] of ((angle) + (360)) ) * (ys)))) y: ((y) + ((([cos v] of (((angle) + (90)) + (360)) ) * (xs)) + (([cos v] of ((angle) + (360)) ) * (ys))))\n\nColour SBCT [100] [70] [70] [0] PenSize [10]\n\nadd [200] to [platforms v]\nadd [0] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\n\nset [mode v] to [Thumbnail]\n\nset [mode v] to [Thumbnail]\n\nRenderSaw [] [] []\n\nRenderPlatform\n\nSaw [] [] [] []\n\ndefine Circle (x) (y) (size)\nset [radius v] to [0]\npen up\ngo to x: ((x) + (([sin v] of (Radius) ) * (size))) y: ((y) + (([cos v] of (Radius) ) * (size)))\npen down\nrepeat (71)\n change [radius v] by (5)\n go to x: ((x) + (([sin v] of (Radius) ) * (size))) y: ((y) + (([cos v] of (Radius) ) * (size)))\nend\nchange [radius v] by (3)\ngo to x: ((x) + (([sin v] of (Radius) ) * (size))) y: ((y) + (([cos v] of (Radius) ) * (size)))\n\nColour SBCT [100] [75] [65] [] PenSize [15]\n\n | Greetings Scratchers! (Instructions below)\nMy second version of Jump.io, this one is more efficient hand has got many minor improvements.\nIdeas for my next Jump.io version, or just want to stay updated for Jump.io 3? Then come here:\nhttps://scratch.mit.edu/studios/28585953/projects/\n\nTipp: \nPlay here: \nhttps://turbowarp.org/471986309\n\nInstructions: \n- WSDA to move\n- Arrowkeys to look around\n- Greenflag to start the game\n- Like and Star for more games like this, and a Follow to stay updated |
Text a platformer || #game #games #all-2 | @Stage\n\nwhen flag clicked\nswitch backdrop to (arrière plan1 v)\nwait (11.47) seconds\nnext backdrop\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nswitch costume to (costume2 v)\ngo to x: (-193) y: (161)\nset [ghost v] effect to (0)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1.5)\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (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 wait (11.47) seconds\n play sound [Alan Walker - Fade \[NCS Release\].mp3 v] until done\n set volume to (100) %\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (10)\n change size by (-3)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen I receive [outro v]\nchange volume by (-100)\nhide\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@Sprite1\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\n\nwhen I receive [new costume v]\nnext costume\nif <(costume [number v]) = [9]> then\n broadcast (Outro v)\nend\n\nwhen I receive [outro v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (11.47) seconds\nshow\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\n\nwhen I receive [new costume v]\nnext costume\n\nwhen I receive [outro v]\nhide\n\n@Free Outro #2\n\nwhen I receive [outro v]\nset [username v] to (username)\nSetup Lists\npoint in direction (90)\nset [sizelimit v] to [200]\nset [clone id v] to [Letter 1]\nType (Username) [0] [140] [0] [0] [-100] [0]\nset [clone id v] to [Letter]\nType (Username) [0] [140] [0] [0] [100] [0]\nstart sound [Jim Yosef - Link \[NCS Release\] v]\nreset timer\nclear graphic effects\nset size to (100) %\nset [clone id v] to [1-1]\ncreate clone of (_myself_ v)\nset [clone id v] to [Logo]\ncreate clone of (_myself_ v)\nwait until <(timer) > [1.5]>\nClone Particles\nset [clone id v] to [Back]\ncreate clone of (_myself_ v)\nset [clone id v] to [Ghost]\ncreate clone of (_myself_ v)\nforever\n set [clone id v] to (pick random (1001) to (1004))\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I receive [intros v]\nstop [other scripts in sprite v]\nstop all sounds\nhide\ndelete this clone\n\ndefine Clone Particles\nset [clone id v] to [Particle]\nrepeat (75)\n create clone of (_myself_ v)\n turn right (4.8) degrees\nend\npoint in direction (90)\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed) (ghost)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n change [ghost v] effect by (ghost)\nend\ngo to x: (x) y: (y)\n\ndefine Type: System (text) (x) (y) (size) (color) (brightness) (speed)\nswitch costume to (master v)\nhide\ngo to x: (x) y: (y)\nset size to (size) %\nset [# v] to [1]\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset [length v] to (length of (text))\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n create clone of (_myself_ v)\n change x by ((size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n wait (speed) seconds\nend\n\ndefine Setup Lists\ndelete all of [character widths v]\nadd [thing] to [character widths v]\nadd [29] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [27] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [28] to [character widths v]\nadd [28] to [character widths v]\nadd [7] to [character widths v]\nadd [21] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [27] to [character widths v]\nadd [34] to [character widths v]\nadd [22] to [character widths v]\nadd [34] to [character widths v]\nadd [21] to [character widths v]\nadd [23] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [29] to [character widths v]\nadd [38] to [character widths v]\nadd [26] to [character widths v]\nadd [27] to [character widths v]\nadd [27] to [character widths v]\nadd [11] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [25] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [21] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [20] to [character widths v]\nadd [14] to [character widths v]\nadd [25] to [character widths v]\nadd [15] to [character widths v]\nadd [10] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [20] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [16] to [character widths v]\nadd [24] to [character widths v]\nadd [22] to [character widths v]\nadd [10] to [character widths v]\nadd [14] to [character widths v]\nadd [18] to [character widths v]\nadd [9] to [character widths v]\nadd [33] to [character widths v]\nadd [22] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [24] to [character widths v]\nadd [15] to [character widths v]\nadd [19] to [character widths v]\nadd [16] to [character widths v]\nadd [22] to [character widths v]\nadd [22] to [character widths v]\nadd [30] to [character widths v]\nadd [20] to [character widths v]\nadd [23] to [character widths v]\nadd [20] to [character widths v]\n\ndefine Change Size By: (size)\nchange size by (size)\nchange x by ((size) / (7))\n\ndefine Find Size (text) (size)\nset [size v] to (size)\nset [width v] to [1]\nset [# v] to [1]\nrepeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\nend\nif <(Width) > [400]> then\n change [size v] by (-1)\nend\nif <(Width) < [390]> then\n change [size v] by (1)\nend\nrepeat until <<<(Width) < [400]> and <(Width) > [389]>> or <(Size) > (SizeLimit)>>\n set [width v] to [0]\n set [# v] to [1]\n repeat (length of (text))\n if <(letter (#) of (text)) > [ ]> then\n switch costume to (letter (#) of (text))\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n else\n switch costume to ( v)\n change [width v] by ((Size) * ((item (costume [number v]) of [character widths v]) / (90)))\n change [# v] by (1)\n end\n end\n if <(Width) > [400]> then\n change [size v] by (-1)\n end\n if <(Width) < [390]> then\n change [size v] by (1)\n end\n if <(Size) > ((SizeLimit) + (1))> then\n set [size v] to ((SizeLimit) - (10))\n end\nend\nset [free outro #2: x v] to ((0) - ((Width) / (2)))\n\ndefine Type (text) (x) (y) (size) (color) (brightness) (speed)\nFind Size (text) (size)\nType: System (text) (Free Outro #2: X) (y) (Size) (color) (brightness) (speed)\n\nwhen I start as a clone\nif <(Clone ID) = [1-1]> then\n show\n switch costume to (back 1 v)\n set size to (100) %\n go to x: (0) y: (300)\n Smooth Glide x: [0] y: [0] speed: [5] [0]\n wait until <(timer) > [1.5]>\n delete this clone\nend\nif <(Clone ID) = [1-2]> then\n show\n switch costume to (for watching v)\n set size to (100) %\n go to x: (0) y: (-300)\n Smooth Glide x: [0] y: [0] speed: [5] [0]\n wait until <(timer) > [1.5]>\n Smooth Glide x: [0] y: [-160] speed: [5] [5]\n delete this clone\nend\nif <(Clone ID) = [Letter]> then\n wait until <(timer) > [0]>\n wait ((#) / (Length)) seconds\n show\n go to [front v] layer\n go to x: (x position) y: (-300)\n set [var 1 v] to (x position)\n set size to (Size) %\n Smooth Glide x: (x position) y: [-100] speed: [3] []\n wait until <(timer) > [1.5]>\n forever\n set x to ((([tan v] of (((timer) - (1.5)) * (50)) ) * (100)) + (Var 1))\n if <not <((([tan v] of (((timer) - (1.5)) * (50)) ) * (100)) + (Var 1)) = (x position)>> then\n hide\n else\n show\n end\n end\nend\nif <(Clone ID) = [Logo]> then\n forever\n point in direction ((([tan v] of (((timer) - (2)) * (150)) ) * (6)) + (90))\n set size to ((([cos v] of (((timer) - (2)) * (400)) ) * (5)) + (110)) %\n end\nend\nif <(Clone ID) = [Particle]> then\n set size to (100) %\n switch costume to (particle v)\n go to x: (0) y: (0)\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n set [var 1 v] to (pick random (10) to (15))\n set [var 2 v] to (pick random (2) to (7))\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <(y position) < [-100]>\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n end\n repeat (10)\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Back]> then\n show\n switch costume to (back 2 v)\n set size to (100) %\n go to x: (0) y: (0)\n go to [back v] layer\n forever\n repeat (12)\n change x by (-4)\n change y by (4)\n end\n go to x: (0) y: (0)\n end\nend\nif <(Clone ID) = [Ghost]> then\n show\n switch costume to (ghost v)\n set size to (100) %\n go to x: (0) y: (0)\n go to [back v] layer\n set [ghost v] effect to (25)\n go [forward v] (1) layers\nend\nif <(Clone ID) = [Logo]> then\n wait until <(timer) > [1.5]>\n show\n switch costume to (logo v)\n set size to (0) %\n go to x: (0) y: (50)\n go to [front v] layer\n Bounce with (65) , (10) and (100)\nend\nif <(Clone ID) = [Letter 1]> then\n wait until <(timer) > [00]>\n wait ((#) / (Length)) seconds\n go to [front v] layer\n show\n go to x: ((x position) + ((Size) / (30))) y: (-300)\n set [var 1 v] to (x position)\n set size to (Size) %\n Smooth Glide x: (x position) y: ((-100) - ((Size) / (30))) speed: [3] []\n wait until <(timer) > [1.5]>\n forever\n set x to ((([tan v] of (((timer) - (1.5)) * (50)) ) * (100)) + (Var 1))\n if <not <((([tan v] of (((timer) - (1.5)) * (50)) ) * (100)) + (Var 1)) = (x position)>> then\n hide\n else\n show\n end\n end\nend\nif < (Clone ID) contains [100]?> then\n if <(Clone ID) = [1001]> then\n switch costume to (item 1 v)\n end\n if <(Clone ID) = [1002]> then\n switch costume to (item 2 v)\n end\n if <(Clone ID) = [1003]> then\n switch costume to (item 3 v)\n end\n if <(Clone ID) = [1004]> then\n switch costume to (item 4 v)\n end\n show\n set size to (25) %\n go to [back v] layer\n go [forward v] (40) layers\n go to x: (-300) y: (pick random (-175) to (175))\n set [var 1 v] to [0]\n repeat (10)\n change x by (Var 1)\n change [var 1 v] by (1)\n end\n repeat (32)\n change x by (Var 1)\n end\n repeat (10)\n change x by (Var 1)\n change [var 1 v] by (-0.5)\n end\n repeat (10)\n change x by (Var 1)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\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\n@Sprite4\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (100)\nend\n\n | Hello guys ! Today i share a new project : Text a platformer !\nMove with arrow kews or mobile controls and avoid spikes.\nGood luck !\n@CMlukian\n\nask for it to be feature Plzzzz\n\n\n\n\n\n\n\n\n\n\n\n\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 » |
Volcanic Appel (New levels) #all #games #music #art #platformer #appel #poliakoff | @Stage\n\n@Blank\n\nset [level # v] to [1]\n\nset [level # v] to [2]\n\nset [level # v] to [3]\n\nset [level # v] to [4]\n\nset [level # v] to [5]\n\nset [level # v] to [6]\n\nset [hue v] to [150]\nset [hue #2 v] to [115]\n\nset [level # v] to [7]\n\nset [level # v] to [8]\n\nset [level # v] to [9]\n\nwhen [z v] key pressed\nif <key (p v) pressed?> then\n delete all of [debug v]\n broadcast (Report Order v) and wait\nend\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (blank v)\nhide\n\nswitch costume to (thumbnail v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [report order v]\nadd (join [Blank ] (costume [name v])) to [debug v]\n\n@Player\n\nwhen I receive [game loop - player v]\nshow\nset [player lsy v] to (PLAYER Y)\nresolve collisions <> from [loop]\ncheck keys\ncheck dangers\nfail [after check danger]\nmove player up / down\nmove player left / right\nif <(PLAYER DEATH) = [squish?]> then\n resolve collisions <> from [loop squish?]\nend\nif <(PLAYER WALL) > []> then\n if <(PLAYER WALL) = [0]> then\n set [is falling v] to [10]\n else\n set [is falling v] to [0]\n end\n confirm still touching wall\nend\nif <not < (PLAYER STATE) contains [spin]?>> then\n if <not <(flipped) = [0]>> then\n if <(PLAYER WALL) = []> then\n Make Upright\n end\n end\nend\nScroll (CAMERA X) (CAMERA Y)\nposition now\n\ndefine move player left / right\nfail [move player left / right]\nif <(PLAYER STATE) = [crouch]> then\n set [max speed v] to [1.2]\nelse\n set [max speed v] to [2.5]\nend\nif <(PLAYER NO SLOW) > [0]> then\n change [player no slow v] by (-1)\n if <(is falling) < [1]> then\n set [player sx v] to ((0.95) * (PLAYER SX))\n end\nelse\n if <<(PLAYER STATE) = [wall spin]> and <(is falling) < [25]>> then\nend\nif <(PLAYER SX) > [0]> then\n move player x by (PLAYER SX) dir [1]\nelse\n move player x by (PLAYER SX) dir [-1]\nend\n\ndefine move player up / down\nif <(EDIT) > [0]> then\n if <not <(PLAYER STATE) = []>> then\n set [player state v] to []\n set [is jumping v] to []\n Set Flipped [0]\n end\n if <(KEY - UP) > [0]> then\n change [player sy v] by (((12) - (PLAYER SY)) * (0.2))\n else\n if <(KEY - DOWN) > [0]> then\n change [player sy v] by (((-12) - (PLAYER SY)) * (0.2))\n else\n change [player sy v] by (((0) - (PLAYER SY)) * (0.2))\n end\n end\nelse\n change [player sy v] by (-1.7)\n if <(PLAYER SY) < [-30]> then\n set [player sy v] to [-30]\n end\n if <([abs v] of (PLAYER WALL) ) = [1]> then\n if <<(PLAYER SY) < [0]> or <(friction) > []>> then\n if <(friction) > []> then\n change [player sy v] by ((1.7) * (friction))\n end\n change [player sy v] by (((friction dy) - (PLAYER SY)) * (0.3))\n end\n end\n if <<(KEY - UP) > [0]> or <(extra bounce) > [2]>> then\n process jump key pressed\n else\n if <(extra bounce) < [1]> then\n if <<(is jumping) > [0]> and <(is jumping) < [100]>> then\n set [is jumping v] to [100]\n end\n if <(PLAYER SY) > [0]> then\n if <<(is falling) > [1]> and <(PLAYER STATE) = []>> then\n change [player sy v] by (-1)\n end\n else\n if <(PLAYER STATE) = [BOING]> then\n set [player state v] to []\n end\n end\n end\n end\n change [extra bounce v] by (-1)\n if <(KEY - DOWN) > [0]> then\n if <not < (PLAYER STATE) contains [spin]?>> then\n set [player state v] to [crouch]\n Set Flipped (flipped)\n resolve collisions <> from [move player up/down - crouch]\n end\n else\n if <(PLAYER STATE) = [crouch]> then\n Can Get Up\n if <(overlap) = []> then\n set [player state v] to []\n Set Flipped (flipped)\n resolve collisions <> from [move player up/down - get up]\n end\n end\n end\n change [is falling v] by (1)\nend\nif <(PLAYER SY) > [0]> then\n move player y by (PLAYER SY) [0]\nelse\n move player y by (PLAYER SY) [2]\nend\n\ndefine position now\nswitch costume to (big v)\ngo to x: (round ((PLAYER X) - (CAMERA X))) y: (round ((PLAYER Y) - (CAMERA Y)))\nif <(PLAYER STATE) = [wall spin]> then\n set rotation style [all around v]\n turn right ((22.5) * (flipped)) degrees\n if <(PLAYER DIR) > [0]> then\n switch costume to (stand v)\n else\n switch costume to (stand left v)\n end\n stop [this script v]\nend\nif <(PLAYER STATE) = [spin]> then\n set rotation style [all around v]\n set [temp v] to (((((((flipped) + (1)) * (90)) - (direction)) + (180)) mod (360)) - (180))\n if <([abs v] of (temp) ) < [22.5]> then\n point in direction ((flipped) * (90))\n set [player state v] to []\n else\n if <<(temp) < [0]> and <not <<(temp) = [-180]> and <(direction) = [0]>>>> then\n turn right (-30) degrees\n else\n turn right (30) degrees\n end\n if <(PLAYER DIR) > [0]> then\n if <(flipped) = [2]> then\n switch costume to (flipped v)\n else\n switch costume to (stand v)\n end\n else\n if <(flipped) = [2]> then\n switch costume to (flipped left v)\n else\n switch costume to (stand left v)\n end\n end\n stop [this script v]\n end\nend\nset rotation style [all around v]\npoint in direction (((flipped) + (1)) * (90))\nif <(PLAYER STATE) = [crouch]> then\n if <(PLAYER WALL) = []> then\n if <(PLAYER DIR) > [0]> then\n switch costume to (crouch v)\n else\n switch costume to (crouch left v)\n end\n else\n if <(PLAYER DIR) > [0]> then\n switch costume to (wall crouch v)\n else\n switch costume to (wall crouch left v)\n end\n end\nelse\n if then\n if <(PLAYER DIR) > [0]> then\n switch costume to (piston v)\n else\n switch costume to (piston left v)\n end\n else\n if <(PLAYER DIR) > [0]> then\n switch costume to (stand v)\n else\n switch costume to (stand left v)\n end\n end\nend\nif <(PLAYER INV) > [0]> then\n change [player inv v] by (-1)\n if <((PLAYER INV) mod (7)) > [2]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [start v]\nif <(REPLAY IDX) = []> then\n init black box\nelse\n init replay\nend\ndelete all of [order v]\nbroadcast (_order v)\nhide\nset size to (100) %\nset [tick v] to [0]\nset [lives v] to [9]\nset [apples v] to [0]\nset [time v] to [0]\nset [game state v] to [BEGIN]\nSet TIME\nset [spawn idx v] to (item # of [76] in [map v])\nset [idx v] to (item # of [63] in [map v])\nif <(idx) > [0]> then\n set [max camera x v] to ((((idx) mod (LSX)) + (-1.5)) * (60))\nelse\n set [max camera x v] to [9999999]\nend\nreset player\nset [player inv v] to [2]\nset [camera x v] to (PLAYER X)\nset [camera y v] to (PLAYER Y)\nScroll (CAMERA X) (CAMERA Y)\nset [shake v] to [0]\nforever\n broadcast (game - loop obj v) and wait\n broadcast (game loop - scroll v) and wait\n set [ghost v] effect to (100)\n show\n game loop\n if <(GAME STATE) = [menu]> then\n stop [this script v]\n end\n if <(GAME STATE) = [next level]> then\n wait (0.03) seconds\n change [level # v] by (1)\n if <(REPLAY IDX) < [1]> then\n broadcast (EDIT - Remove Clones v) and wait\n wait (0.03) seconds\n if <<(LEVEL #) = [11]> or <(LEVEL #) = [13]>> then\n if <(EDIT) > []> then\n change [level # v] by (-1)\n else\n broadcast (BACK TO MAIN MENU v)\n wait (10) seconds\n stop [this script v]\n end\n end\n broadcast (EDIT - Load v) and wait\n wait (0.03) seconds\n broadcast (EDIT - Reload v) and wait\n broadcast (start v)\n stop [this script v]\n end\n if <(PLAYER DEATH) = [reset]> then\n full level reset\n stop [this script v]\n end\n if <(SFX) > [0]> then\n start sound [boom 2 v]\n start sound [squishy v]\n end\n broadcast (event - explode v) and wait\n if <(PLAYER DEATH) = [reset]> then\n full level reset\n stop [this script v]\n end\n reset player\n set [player inv v] to (item # of (join [+] (SPAWN IDX)) in [map data v])\n if <(PLAYER INV) > [0]> then\n set [player inv v] to (item ((PLAYER INV) + (1)) of [map data v])\n else\n set [player inv v] to [30]\n end\n if <(LIVES) > [0]> then\n change [lives v] by (-1)\n end\n if <(length of [boss v]) < [5]> then\n broadcast (reset after death v) and wait\n end\n broadcast (game loop - player v)\n broadcast (game loop - scroll v) and wait\nend\n\ndefine solid = is solid at (x) (y) dir (dir)\nget block at (x) (y)\nif <(mask char) > [4]> then\n if <(dir) > [0]> then\n if <(dir) = [1]> then\n set [temp v] to ((x) mod (30))\n else\n set [temp v] to ((30) - ((y) mod (30)))\n end\n else\n if <(dir) = [-1]> then\n set [temp v] to ((30) - ((x) mod (30)))\n else\n set [temp v] to ((y) mod (30))\n end\n end\n if <(temp) > (overlap)> then\n set [overlap v] to (temp)\n set [solid v] to (mask char)\n end\nend\nset [oi v] to [0]\nrepeat until <(oi) > (length of [obj v])>\n if <([abs v] of ((x) - (item ((oi) + (2)) of [obj v])) ) < (item ((oi) + (4)) of [obj v])> then\n if <([abs v] of ((y) - (item ((oi) + (3)) of [obj v])) ) < (item ((oi) + (5)) of [obj v])> then\n if <(dir) > [0]> then\n if <(dir) = [1]> then\n set [temp v] to ((x) - ((item ((oi) + (2)) of [obj v]) - (item ((oi) + (4)) of [obj v])))\n else\n set [temp v] to (((item ((oi) + (3)) of [obj v]) + (item ((oi) + (5)) of [obj v])) - (y))\n if <(EDIT) < [1]> then\n set [friction dx v] to (item ((oi) + (6)) of [obj v])\n set [friction dy v] to (item ((oi) + (7)) of [obj v])\n end\n end\n else\n if <(dir) = [-1]> then\n set [temp v] to (((item ((oi) + (2)) of [obj v]) + (item ((oi) + (4)) of [obj v])) - (x))\n else\n set [temp v] to ((y) - ((item ((oi) + (3)) of [obj v]) - (item ((oi) + (5)) of [obj v])))\n if <(EDIT) < [1]> then\n set [friction dx v] to (item ((oi) + (6)) of [obj v])\n set [friction dy v] to (item ((oi) + (7)) of [obj v])\n end\n end\n end\n if <(temp) > (overlap)> then\n set [overlap v] to (temp)\n set [solid v] to [99]\n end\n end\n end\n change [oi v] by (OBJ*)\nend\n\ndefine press dir (dir)\nchange [player sx v] by ((dir) * (max speed))\nif <(PLAYER STATE) = [spin]> then\n stop [this script v]\nend\nset [player dir v] to (dir)\nif <(is falling) < [1]> then\n if <((TICK) mod (pick random (1) to (2))) = [0]> then\n if <([abs v] of (PLAYER SX) ) > [12]> then\n if <<(PLAYER SX) > [0]> = <(dir) > [0]>> then\n add [cloud] to [particle v]\n add ((PLAYER X) + (pick random (-6.0) to (6.0))) to [particle v]\n add (((PLAYER Y) + (2)) - (item (3) of [psz v])) to [particle v]\n end\n end\n end\nend\n\ndefine check keys\nset [key - dir v] to []\nif <(GAME STATE) = [win]> then\n set [key - up v] to [0]\n set [key - down v] to [0]\n set [key - left v] to [0]\n set [key - right v] to [0]\n stop [this script v]\nend\nif <(REPLAY IDX) < [1]> then\n set [temp v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (z v) pressed?> or <key (space v) pressed?>>>> then\n change [temp v] by (8)\n set [key - dir v] to [0]\n if <(KEY - UP) < [1]> then\n set [key - up v] to [1]\n end\n else\n set [key - up v] to [0]\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (x v) pressed?>>> then\n change [temp v] by (4)\n set [key - dir v] to [2]\n set [key - down v] to [1]\n else\n set [key - down v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [temp v] by (2)\n set [key - dir v] to [-1]\n if <(KEY - LEFT) < [1]> then\n set [key - left v] to [1]\n end\n else\n set [key - left v] to [0]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [temp v] by (1)\n set [key - dir v] to [1]\n if <(KEY - RIGHT) < [1]> then\n set [key - right v] to [1]\n end\n else\n set [key - right v] to [0]\n end\nend\nrecorder\nif <<(KEY - DIR) > []> and <(GAME STATE) = [BEGIN]>> then\n set [game state v] to [PLAY]\nend\n\ndefine Set Flipped (flipped)\nif then\n set [temp v] to (((flipped) mod (4)) + (1))\n if <<(PLAYER WALL) = []> and <(PLAYER STATE) = [crouch]>> then\n replace item (temp) of [psz v] with [7]\n else\n replace item (temp) of [psz v] with [17]\n end\n set [temp v] to (((temp) mod (4)) + (1))\n replace item (temp) of [psz v] with [13]\n set [temp v] to (((temp) mod (4)) + (1))\n if <<(PLAYER WALL) > []> and <(PLAYER STATE) = [crouch]>> then\n replace item (temp) of [psz v] with [7]\n else\n replace item (temp) of [psz v] with [17]\n end\n set [temp v] to (((temp) mod (4)) + (1))\n replace item (temp) of [psz v] with [13]\nend\nset [flipped v] to (flipped)\n\ndefine touching wall dx (dir)\nif <<(PLAYER STATE) = [spin]> or <(is falling) < [3]>> then\n stop [this script v]\nend\nset [overlap v] to []\nsolid = is solid at ((PLAYER X) + ((dir) * (-30))) ((PLAYER Y) + (8)) dir (dir)\nsolid = is solid at ((PLAYER X) + ((dir) * (-30))) ((PLAYER Y) + (-8)) dir (dir)\nif <(overlap) = []> then\n set [overlap v] to []\n solid = is solid at ((PLAYER X) + ((dir) * (4))) ((PLAYER Y) + (4)) dir (dir)\n if <(overlap) > []> then\n set [overlap v] to []\n solid = is solid at ((PLAYER X) + ((dir) * (4))) ((PLAYER Y) + (-4)) dir (dir)\n if <<(overlap) > []> and <([abs v] of (PLAYER SX) ) > [3]>> then\n if <<not <(dir) = (flipped)>> or <(PLAYER STATE) = [wall spin]>> then\n set [player state v] to [spin]\n Set Flipped (dir)\n end\n set [player wall v] to (dir)\n end\n end\nend\n\ndefine touching wall dy (dy)\nset [player sy v] to [0]\nif <<(dy) = [1]> and <(KEY - UP) > [0]>> then\n if then\n set [player sy v] to [4]\n if <(friction dy) > [0]> then\n change [player sy v] by (friction dy)\n end\n set [is falling v] to [0]\n set [player wall v] to [0]\n Set Flipped [0]\n end\nend\nif <(dy) = [-1]> then\n if <(friction dy) < [0]> then\n change [player sy v] by (friction dy)\n end\nend\n\ndefine Make Upright\nfail [make upright]\nif <(flipped) = [0]> then\n stop [this script v]\nend\nset [player state v] to [spin]\nSet Flipped Safe [0]\nset [overlap v] to []\nfail [after make upright]\n\ndefine move player y by (dy) (dir)\nif <(dy) > [0]> then\n change [player y v] by ((dy) + (item (1) of [psz v]))\nelse\n change [player y v] by ((dy) - (item (3) of [psz v]))\nend\nset [overlap v] to []\nif <(dy) > []> then\n set [friction v] to []\n set [friction dx v] to []\n set [friction dy v] to []\nend\nif <(EDIT) < [1]> then\n solid = is solid at ((PLAYER X) + (item (2) of [psz v])) (PLAYER Y) dir (dir)\n active block (dir)\n solid = is solid at ((PLAYER X) - (item (4) of [psz v])) (PLAYER Y) dir (dir)\n active block (dir)\nend\nif <(overlap) > []> then\n if <([abs v] of (dy) ) > [6]> then\n if <(PLAYER WALL) = []> then\n if <(is falling) > [4]> then\n if <(SFX) > [0]> then\n start sound [420673__sypherzent__basic-melee-hit v]\n end\n end\n end\n end\n if <(dy) > [0]> then\n change [player y v] by ((-0.01) - (overlap))\n touching wall dy [1]\n if < (PLAYER STATE) contains [spin]?> then\n set [player state v] to []\n end\n else\n change [player y v] by ((0.01) + (overlap))\n touching wall dy [-1]\n set [is falling v] to [0]\n set [is jumping v] to [0]\n if <not <(PLAYER WALL) = [2]>> then\n set [player wall v] to []\n end\n end\n if <(PLAYER STATE) = [wall spin]> then\n set [player state v] to []\n end\nend\nif <(dy) > [0]> then\n change [player y v] by ((0) - (item (1) of [psz v]))\nelse\n change [player y v] by ((0) + (item (3) of [psz v]))\nend\n\ndefine move player x by (sx) dir (dir)\nfail [move player x by]\nset [rem x v] to (PLAYER X)\nif <(sx) > [0]> then\n change [player x v] by ((sx) + (item (2) of [psz v]))\nelse\n change [player x v] by ((sx) - (item (4) of [psz v]))\nend\nset [overlap v] to []\nif <(EDIT) < [1]> then\n solid = is solid at (PLAYER X) ((PLAYER Y) + (item (1) of [psz v])) dir (dir)\n active block (dir)\n solid = is solid at (PLAYER X) (PLAYER Y) dir (dir)\n solid = is solid at (PLAYER X) ((PLAYER Y) - (item (3) of [psz v])) dir (dir)\n active block (dir)\nend\nif <(overlap) > []> then\n if <(overlap) > (([abs v] of (sx) ) + (4))> then\n if <(EDIT) < [1]> then\n set [temp v] to (PLAYER X)\n set [player x v] to ((rem x) + (sx))\n resolve collisions <> from [move player x by]\n if <(PLAYER DEATH) > []> then\n set [player x v] to (temp)\n set [player death v] to [squish?]\n add [DEATH 1] to [debug v]\n add (sx) to [debug v]\n else\n add [DEATH 1 - Prevented] to [debug v]\n add (sx) to [debug v]\n stop [this script v]\n end\n end\n end\n if <(sx) > [0]> then\n change [player x v] by ((-0.01) - (overlap))\n touching wall dx [1]\n else\n change [player x v] by ((0.01) + (overlap))\n touching wall dx [-1]\n end\n set [overlap v] to []\n solid = is solid at (PLAYER X) ((PLAYER Y) + (item (1) of [psz v])) dir (dir)\n solid = is solid at (PLAYER X) (PLAYER Y) dir (dir)\n solid = is solid at (PLAYER X) ((PLAYER Y) - (item (3) of [psz v])) dir (dir)\n if <(overlap) > []> then\n if <(EDIT) < [1]> then\n set [player death v] to [1]\n add [DEATH 2] to [debug v]\n add (sx) to [debug v]\n end\n end\n set [player sx v] to ((PLAYER SX) * (0.5))\nend\nif <(sx) > [0]> then\n change [player x v] by ((0) - (item (2) of [psz v]))\nelse\n change [player x v] by ((0) + (item (4) of [psz v]))\nend\nif <(PLAYER DEATH) > [0]> then\n set [player x v] to (rem x)\nend\nif <<(length of [boss v]) > [5]> and <(EDIT) < [1]>> then\n if <(PLAYER X) < ((item (5) of [boss v]) + (8))> then\n set [player x v] to ((item (5) of [boss v]) + (8))\n else\n if <(PLAYER X) > ((item (6) of [boss v]) - (8))> then\n set [player x v] to ((item (6) of [boss v]) - (8))\n end\n end\nelse\n if <(PLAYER X) < [14]> then\n set [player x v] to [14]\n set [player sx v] to [0]\n end\nend\n\ndefine confirm still touching wall\nset [overlap v] to []\nif <(PLAYER WALL) = [0]> then\n solid = is solid at (PLAYER X) (((PLAYER Y) + (item (1) of [psz v])) + (1)) dir [0]\nend\nif <(PLAYER WALL) = [1]> then\n solid = is solid at (((PLAYER X) + (item (2) of [psz v])) + (1)) (PLAYER Y) dir [0]\n active block (PLAYER WALL)\n solid = is solid at (((PLAYER X) + (item (2) of [psz v])) + (1)) ((PLAYER Y) - (item (3) of [psz v])) dir [0]\n active block (PLAYER WALL)\nend\nif <(PLAYER WALL) = [-1]> then\n solid = is solid at (((PLAYER X) - (item (4) of [psz v])) - (1)) (PLAYER Y) dir [0]\n active block (PLAYER WALL)\nend\nif <(overlap) = []> then\n if <(PLAYER STATE) = [crouch]> then\n if <(PLAYER WALL) = [1]> then\n change [player x v] by (10)\n else\n if <(PLAYER WALL) = [-1]> then\n change [player x v] by (-10)\n else\n if <(PLAYER WALL) = [0]> then\n change [player y v] by (10)\n end\n end\n end\n end\n set [player wall v] to []\n Set Flipped (flipped)\nend\n\ndefine start wall jump\nif <(SFX) > [0]> then\n start sound [wall jump v]\nend\nset [is jumping v] to [101]\nset [player state v] to [wall spin]\nSet Flipped ((PLAYER WALL) * (-1))\nset [player sy v] to [20]\nset [player sx v] to ((PLAYER WALL) * (-10))\nset [player wall v] to []\nset [is falling v] to [10]\nset [key - up v] to [2]\n\ndefine Scroll (last x) (last y)\nSet TIME\nif <<(PLAYER Y) > (CAMERA SHIFT DY)> and <((PLAYER Y) - (180)) < (CAMERA SHIFT DY)>> then\n set [temp v] to (CAMERA SHIFT DY)\nelse\n set [temp v] to (PLAYER Y)\nend\nif <(PLAYER DEATH) < [1]> then\n change [camera x v] by (round (((PLAYER X) - (CAMERA X)) * (0.2)))\n change [camera y v] by (round (((temp) - ((CAMERA Y) + (-8))) * (0.2)))\n if <(EDIT) < [1]> then\n if <(length of [boss v]) > [5]> then\n if <(CAMERA X) < ((item (5) of [boss v]) + (240))> then\n if <(last x) < ((item (5) of [boss v]) + (240))> then\n if <((last x) + (2)) > (CAMERA X)> then\n set [camera x v] to ((last x) + (2))\n end\n else\n set [camera x v] to ((item (5) of [boss v]) + (240))\n end\n else\n if <(CAMERA X) > ((item (6) of [boss v]) - (240))> then\n set [camera x v] to ((item (6) of [boss v]) - (240))\n end\n end\n end\n if <(CAMERA X) > (max camera x)> then\n set [camera x v] to (max camera x)\n end\n end\nend\nif <([abs v] of (SHAKE) ) > [0.5]> then\n if <((TICK) mod (2)) = [0]> then\n change [camera y v] by (round (SHAKE))\n set [shake v] to ((SHAKE) * (-0.6))\n end\nend\nif <(CAMERA Y) < [180]> then\n set [camera y v] to [180]\nend\nif <(CAMERA X) < [240]> then\n set [camera x v] to [240]\nend\nif <(CAMERA X) > (((LSX) * (60)) - (240))> then\n set [camera x v] to (((LSX) * (60)) - (240))\nend\nset [camera shift dy v] to [9999999]\n\ndefine check dangers\nif <(EDIT) > [0]> then\n stop [this script v]\nend\nif <((PLAYER DIR) mod (2)) = [0]> then\n set [temp v] to [1]\nelse\n set [temp v] to [1]\nend\nget block at ((PLAYER X) + ((item (2) of [psz v]) - (temp))) (PLAYER Y)\nif <(mask char) = [.]> then\n broadcast (check spikes v)\nend\nget block at ((PLAYER X) - ((item (4) of [psz v]) - (temp))) (PLAYER Y)\nif <(mask char) = [.]> then\n broadcast (check spikes v)\nend\nif <((PLAYER DIR) mod (2)) = [0]> then\n set [temp v] to [10]\nelse\n set [temp v] to [1]\nend\nget block at (PLAYER X) ((PLAYER Y) + ((item (1) of [psz v]) - (temp)))\nif <(mask char) = [.]> then\n broadcast (check spikes v)\nend\nget block at (PLAYER X) ((PLAYER Y) - ((item (3) of [psz v]) - (temp)))\nif <(mask char) = [.]> then\n broadcast (check spikes v)\nend\nget block at (PLAYER X) (PLAYER Y)\nset [player substance v] to []\nif <<(tile) > [78]> and <(tile) < [83]>> then\n set [player substance v] to [hidden]\nend\nif <(tile) = [15]> then\n if <(SFX) > [0]> then\n start sound [coin 2 v]\n start sound [crunch v]\n end\n replace item (idx) of [map v] with [1]\n add [15] to [particle v]\n add (((60) * ([floor v] of ((PLAYER X) / (60)) )) + (30)) to [particle v]\n add (((60) * ([floor v] of ((PLAYER Y) / (60)) )) + (30)) to [particle v]\n change [apples v] by (1)\nend\nif <(tile) = [25]> then\n if <(SFX) > [0]> then\n start sound [Flag v]\n end\n set [spawn idx v] to (idx)\n replace item (idx) of [map v] with [26]\n add [25] to [particle v]\n add (((60) * ([floor v] of ((PLAYER X) / (60)) )) + (30)) to [particle v]\n add (((60) * ([floor v] of ((PLAYER Y) / (60)) )) + (30)) to [particle v]\nend\nif <<(tile) = [63]> and <(GAME STATE) = [PLAY]>> then\n if <(SFX) > [0]> then\n start sound [Complete v]\n end\n set [spawn idx v] to (idx)\n add [25] to [particle v]\n add (((60) * ([floor v] of ((PLAYER X) / (60)) )) + (30)) to [particle v]\n add (((60) * ([floor v] of ((PLAYER Y) / (60)) )) + (30)) to [particle v]\n set [game state v] to [WIN]\n if <(REPLAY IDX) = []> then\n broadcast (CLOUD - Save v)\n end\n broadcast (Level - Complete v)\nend\nif <<(tile) = [71]> or <(tile) = [84]>> then\n if <not <[active idx v] contains (idx)?>> then\n add (idx) to [active idx v]\n end\nend\n\nwhen I receive [event - explode v]\nwait (0.03) seconds\nhide\n\nwhen I receive [event - explode v]\nset [player inv v] to [0]\nset [shake v] to [30]\nchange [camera y v] by (-20)\ncheck keys\nif <(KEY - UP) = [1]> then\n set [key - up v] to [2]\nend\nset [tx v] to [0]\nrepeat (70)\n change [tx v] by (1)\n check keys\n if <<key (r v) pressed?> and <key (q v) pressed?>> then\n set [player death v] to [reset]\n stop [this script v]\n end\n if <<(KEY - UP) = [1]> or <(PLAYER DEATH) = [reset]>> then\n set [key - up v] to [2]\n if <(tx) > [13]> then\n stop [this script v]\n end\n end\n change [tick v] by (1)\n Scroll (CAMERA X) (CAMERA Y)\n position now\n broadcast (game - loop obj v)\n broadcast (game loop - particles v)\n broadcast (game loop - scroll v)\nend\n\ndefine reset player\nif <(SFX) > [0]> then\n start sound [Start v]\nend\nset [player state v] to []\nif <(SPAWN IDX) > [0]> then\n set [player x v] to (((((SPAWN IDX) - (1)) mod (LSX)) * (60)) + (30))\n set [player y v] to ((([floor v] of (((SPAWN IDX) - (1)) / (LSX)) ) * (60)) + (17))\nelse\n set [player x v] to [128]\n set [player y v] to [280]\nend\nset [mask char v] to []\ncheck square (PLAYER X) (PLAYER Y)\nrepeat until <(mask char) < [5]>\n change [player y v] by (30)\n set [mask char v] to []\n check square (PLAYER X) (PLAYER Y)\nend\nset [player sx v] to [0]\nset [player sy v] to [0]\nset [player no slow v] to [0]\nset [is falling v] to [999]\nset [player wall v] to []\nset [extra bounce v] to [0]\nset [player dir v] to [1]\nset [player inv v] to [0]\nset [player substance v] to []\npoint in direction (90)\nSet Flipped [0]\n\nwhen I receive [bounce on head v]\nset [is falling v] to [0]\nset [is jumping v] to [1]\nset [extra bounce v] to [3]\n\ndefine game loop\nset [player death v] to []\nrepeat until <(GAME STATE) = [next level]>\n if <(GAME STATE) = [MENU]> then\n stop [this script v]\n end\n if <<key (r v) pressed?> and <key (q v) pressed?>> then\n set [player death v] to [reset]\n end\n if <not <(GAME STATE) = [WIN]>> then\n if <<key (p v) pressed?> or <(IN-GAME MENU) = [pause button]>> then\n pause\n end\n if <(PLAYER DEATH) > []> then\n if <([abs v] of (x position) ) < [240]> then\n if <<(PLAYER INV) < [1]> or <(PLAYER DEATH) = [reset]>> then\n stop [this script v]\n end\n end\n set [player death v] to []\n end\n end\n change [ghost v] effect by (-10)\n change [tick v] by (1)\n if <(GAME STATE) = [PLAY]> then\n change [time v] by (1)\n end\n broadcast (game - loop obj v)\n broadcast (game loop - player v)\n broadcast (game loop - particles v)\n if <([wipe mode v] of [wipe v]) > []> then\n broadcast (game loop - scroll v)\n else\n broadcast (game loop - scroll v) and wait\n end\nend\n\ndefine Set Flipped Safe (dir)\nif <(dir) = (flipped)> then\n \n stop [this script v]\n end\nend\nfail [pre flip]\nSet Flipped (dir)\nfail [post flip]\nset [safe v] to []\nset [safed v] to [64]\nfull overlap ((PLAYER X) - (item (4) of [psz v])) ((PLAYER Y) + (item (1) of [psz v])) dir [0] width ((item (4) of [psz v]) + (item (2) of [psz v]))\nif <<(toverlap) > []> and <(toverlap) < (safed)>> then\n set [safe v] to [0]\n set [safed v] to (toverlap)\nend\nfull overlap ((PLAYER X) - (item (4) of [psz v])) ((PLAYER Y) - (item (3) of [psz v])) dir [2] width ((item (4) of [psz v]) + (item (2) of [psz v]))\nif <<(toverlap) > []> and <(toverlap) < (safed)>> then\n set [safe v] to [2]\n set [safed v] to (toverlap)\nend\nfull overlap ((PLAYER X) - (item (4) of [psz v])) ((PLAYER Y) - (item (3) of [psz v])) dir [-1] width ((item (1) of [psz v]) + (item (3) of [psz v]))\nif <<(toverlap) > []> and <(toverlap) < (safed)>> then\n set [safe v] to [-1]\n set [safed v] to (toverlap)\nend\nfull overlap ((PLAYER X) + (item (2) of [psz v])) ((PLAYER Y) - (item (3) of [psz v])) dir [1] width ((item (1) of [psz v]) + (item (3) of [psz v]))\nif <<(toverlap) > []> and <(toverlap) < (safed)>> then\n set [safe v] to [1]\n set [safed v] to (toverlap)\nend\nif <(safe) > []> then\n if <(EDIT) > [0]> then\n stop [this script v]\n end\n add [UNSAFE] to [debug v]\n add (safe) to [debug v]\n add (safed) to [debug v]\n if <(safe) > [0]> then\n if <(safe) > [1]> then\n change [player y v] by (safed)\n else\n change [player x v] by ((0) - (safed))\n end\n else\n if <(safe) > [-1]> then\n change [player y v] by ((0) - (safed))\n else\n change [player x v] by (safed)\n end\n end\n resolve collisions from [set flipped safe - post]\nend\n\ndefine full overlap (x) (y) dir (dir) width (dxy2)\nset [tx v] to (x)\nset [ty v] to (y)\nset [toverlap v] to []\nrepeat (4)\n set [overlap v] to []\n solid = is solid at (tx) (ty) dir (dir)\n if <((dir) mod (2)) = [0]> then\n solid = is solid at ((tx) + (dxy2)) (ty) dir (dir)\n else\n solid = is solid at (tx) ((ty) + (dxy2)) dir (dir)\n end\n if <(overlap) = []> then\n stop [this script v]\n end\n change [overlap v] by (0.01)\n change [toverlap v] by (overlap)\n if <(dir) > [0]> then\n if <(dir) = [1]> then\n change [tx v] by ((0) - (overlap))\n else\n change [ty v] by (overlap)\n end\n else\n if <(dir) = [-1]> then\n change [tx v] by (overlap)\n else\n change [ty v] by ((0) - (overlap))\n end\n end\nend\n\ndefine fail (where)\nset [overlap v] to []\n\n solid = is solid at ((PLAYER X) - (item (4) of [psz v])) ((PLAYER Y) - (item (3) of [psz v])) dir [0]\n solid = is solid at ((PLAYER X) + (item (2) of [psz v])) ((PLAYER Y) - (item (3) of [psz v])) dir [0]\n solid = is solid at ((PLAYER X) - (item (4) of [psz v])) ((PLAYER Y) + (item (1) of [psz v])) dir [0]\n solid = is solid at ((PLAYER X) + (item (2) of [psz v])) ((PLAYER Y) + (item (1) of [psz v])) dir [0]\n if <(overlap) > [0]> then\n add (join (join [FAIL - ] (where)) (join [: ] (join (PLAYER STATE) (flipped)))) to [debug v]\n end\nend\n\ndefine active block (dir)\nif <<(mask char) = [6]> and <not <[active idx v] contains (idx)?>>> then\n add (idx) to [active idx v]\nend\nif <(mask char) = [7]> then\n if <(((item (idx) of [map r v]) + (1)) mod (4)) = ((dir) mod (4))> then\n if <(tile) = [50]> then\n set [temp v] to [5]\n else\n set [temp v] to [-5]\n end\n if <(dir) = [2]> then\n set [friction dx v] to (temp)\n else\n if <(dir) = [1]> then\n set [friction dy v] to (temp)\n set [friction v] to [1]\n else\n if <(dir) = [0]> then\n set [friction dx v] to ((0) - (temp))\n else\n if <(dir) = [-1]> then\n set [friction dy v] to ((0) - (temp))\n set [friction v] to [1]\n end\n end\n end\n end\n end\nend\n\ndefine pause\nset [in-game menu v] to []\nbroadcast (pause menu v) and wait\n\n repeat until <not <key (p v) pressed?>>\n wait (0) seconds\n end\n repeat until <key (p v) pressed?>\n wait (0) seconds\n end\n repeat until <not <key (p v) pressed?>>\n wait (0) seconds\n end\nend\n\ndefine process jump key pressed\nif <(KEY - UP) = [1]> then\n if <([abs v] of (PLAYER WALL) ) = [1]> then\n start wall jump\n else\n if <(is jumping) = [100]> then\n end\nend\nif <<(is jumping) > [0]> and <(is jumping) < [5]>> then\n if <(extra bounce) < [1]> then\n if <(PLAYER SY) < [16]> then\n set [player sy v] to [16]\n end\n change [is jumping v] by (1)\n else\n if <(PLAYER SY) < [16]> then\n set [player sy v] to [16]\n end\n end\n set [key - up v] to [2]\nend\n\ndefine Set TIME\nset [temp v] to ([floor v] of (((time) * (10)) / (30)) )\nset [time v] to ((temp) mod (10))\nset [temp v] to ([floor v] of ((temp) / (10)) )\nset [time v] to (join ((temp) mod (10)) (TIME))\nset [temp v] to ([floor v] of ((temp) / (10)) )\nset [time v] to (join ((temp) mod (6)) (TIME))\nset [temp v] to ([floor v] of ((temp) / (6)) )\nset [time v] to (join ((temp) mod (10)) (TIME))\nif <(temp) < [10]> then\n set [time v] to (join [ ] (TIME))\nelse\n set [temp v] to ([floor v] of ((temp) / (10)) )\n set [time v] to (join ((temp) mod (10)) (TIME))\nend\n\nwhen I receive [edit - reload v]\nset [idx v] to (item # of [63] in [map v])\nif <(idx) > [0]> then\n set [max camera x v] to ((((idx) mod (LSX)) + (-1.5)) * (60))\nelse\n set [max camera x v] to [9999999]\nend\n\ndefine get block at (x) (y)\nset [idx v] to (([floor v] of ((x) / (60)) ) + (1))\nchange [idx v] by (([floor v] of ((y) / (60)) ) * (LSX))\nset [tile v] to (item (idx) of [map v])\nset [mask v] to (item (tile) of [mask v])\nif <((x) mod (60)) < [30]> then\n if <((y) mod (60)) < [30]> then\n set [mid v] to [1]\n else\n set [mid v] to [2]\n end\nelse\n if <((y) mod (60)) < [30]> then\n set [mid v] to [0]\n else\n set [mid v] to [3]\n end\nend\nset [mask char v] to (letter ((((mid) - (item (idx) of [map r v])) mod (4)) + (1)) of (mask))\n\ndefine resolve collisions <deep> from (label)\nif <(EDIT) > [0]> then\n stop [this script v]\nend\ncheck square (PLAYER X) (PLAYER Y)\nif <(mask char) < [5]> then\n stop [this script v]\nend\nif <deep> then\n resolve (PLAYER X) (PLAYER Y) [10]\nelse\n resolve (PLAYER X) (PLAYER Y) [4]\nend\n\n add (label) to [debug v]\n stop [all v]\nend\n\ndefine check square (x) (y)\nget block at ((x) - (item (4) of [psz v])) ((y) - (item (3) of [psz v]))\nif <(mask char) < [5]> then\n get block at ((x) + (item (2) of [psz v])) ((y) - (item (3) of [psz v]))\n if <(mask char) < [5]> then\n set [overlap v] to []\n solid = is solid at ((x) - (item (4) of [psz v])) ((y) + (item (1) of [psz v])) dir [0]\n if <(overlap) = []> then\n solid = is solid at ((x) + (item (2) of [psz v])) ((y) + (item (1) of [psz v])) dir [0]\n if <(overlap) = []> then\n get block at ((x) - (item (4) of [psz v])) (y)\n if <(mask char) < [5]> then\n get block at ((x) + (item (2) of [psz v])) (y)\n if <(mask char) < [5]> then\n set [mask char v] to []\n stop [this script v]\n end\n end\n end\n end\n end\nend\nset [mask char v] to [9]\n\ndefine Can Get Up\nset [overlap v] to []\nif <(flipped) = [0]> then\n if <(PLAYER WALL) = [0]> then\n solid = is solid at ((PLAYER X) - (item (4) of [psz v])) (((PLAYER Y) - (item (3) of [psz v])) + (-8)) dir [0]\n solid = is solid at ((PLAYER X) + (item (2) of [psz v])) (((PLAYER Y) - (item (3) of [psz v])) + (-8)) dir [0]\n else\n solid = is solid at ((PLAYER X) - (item (4) of [psz v])) (((PLAYER Y) + (item (1) of [psz v])) + (8)) dir [0]\n solid = is solid at ((PLAYER X) + (item (2) of [psz v])) (((PLAYER Y) + (item (1) of [psz v])) + (8)) dir [0]\n end\nelse\n if <(flipped) = [1]> then\n solid = is solid at (((PLAYER X) - (item (4) of [psz v])) + (-8)) ((PLAYER Y) + (item (1) of [psz v])) dir [1]\n solid = is solid at (((PLAYER X) - (item (4) of [psz v])) + (-8)) ((PLAYER Y) - (item (3) of [psz v])) dir [1]\n else\n if <(flipped) = [2]> then\n solid = is solid at ((PLAYER X) - (item (4) of [psz v])) (((PLAYER Y) - (item (3) of [psz v])) + (-8)) dir [2]\n solid = is solid at ((PLAYER X) + (item (2) of [psz v])) (((PLAYER Y) - (item (3) of [psz v])) + (-8)) dir [2]\n else\n solid = is solid at (((PLAYER X) + (item (2) of [psz v])) + (8)) ((PLAYER Y) + (item (1) of [psz v])) dir [-1]\n solid = is solid at (((PLAYER X) + (item (2) of [psz v])) + (8)) ((PLAYER Y) - (item (3) of [psz v])) dir [-1]\n end\n end\nend\n\nwhen I receive [order v]\nshow\n\nwhen I receive [menu tick v]\nposition now\nset [flipped v] to [0]\nset [player state v] to []\nset [player wall v] to []\nset [player dir v] to [1]\nset [player inv v] to [0]\nset [player substance v] to []\npoint in direction (90)\n\nwhen I receive [back to main menu v]\nstop [other scripts in sprite v]\n\ndefine recorder\nif <(REPLAY IDX) = []> then\n if <not <(temp) = (key state)>> then\n set [key state v] to (temp)\n add (TICK) to [black box v]\n add (key state) to [black box v]\n end\n stop [this script v]\nend\nset [temp v] to (item (REPLAY IDX) of [black box v])\nif <<(temp) > []> and <not <(TICK) < (temp)>>> then\n change [replay idx v] by (1)\n set [key state v] to (item (REPLAY IDX) of [black box v])\n change [replay idx v] by (1)\nend\nset [key - dir v] to []\nset [temp v] to (key state)\nif <(temp) > [7]> then\n change [temp v] by (-8)\n if <(KEY - UP) < [1]> then\n set [key - up v] to [1]\n end\n set [key - dir v] to [-1]\nelse\n set [key - up v] to [0]\nend\nif <(temp) > [3]> then\n change [temp v] by (-4)\n set [key - down v] to [1]\n set [key - dir v] to [2]\nelse\n set [key - down v] to [0]\nend\nif <(temp) > [1]> then\n change [temp v] by (-2)\n if <(KEY - LEFT) < [1]> then\n set [key - left v] to [1]\n end\n set [key - dir v] to [-1]\nelse\n set [key - left v] to [0]\nend\nif <(temp) > [0]> then\n if <(KEY - RIGHT) < [1]> then\n set [key - right v] to [1]\n end\n set [key - dir v] to [1]\nelse\n set [key - right v] to [0]\nend\n\nwhen flag clicked\nset [replay idx v] to []\n\ndefine init black box\nset [key state v] to [0]\ndelete all of [black box v]\nadd (username) to [black box v]\nadd [] to [black box v]\nadd (LEVEL #) to [black box v]\nadd (TICK) to [black box v]\n\ndefine init replay\nset [replay idx v] to (length of [black box v])\nrepeat until <(item (REPLAY IDX) of [black box v]) = []>\n change [replay idx v] by (-1)\nend\nchange [replay idx v] by (3)\nset [key state v] to [0]\n\nwhen [0 v] key pressed\nset [replay idx v] to (length of [black box v])\n\nget block at ((x) - (item (4) of [psz v])) ((y) + (item (1) of [psz v]))\nif <(mask char) < [5]> then\n get block at ((x) + (item (2) of [psz v])) ((y) + (item (1) of [psz v]))\n if <(mask char) < [5]> then\n stop [this script v]\n end\nend\n\nset [temp v] to (((PLAYER Y) - (item (3) of [psz v])) mod (30))\nif <(temp) > [26]> then\n change [player y v] by ((30) - (temp))\nend\nchange [player x v] by (-2)\ncheck square (PLAYER X) (PLAYER Y)\nif <(mask char) < [5]> then\n stop [this script v]\nend\nchange [player x v] by (4)\ncheck square (PLAYER X) (PLAYER Y)\nif <(mask char) < [5]> then\n stop [this script v]\nend\nchange [player x v] by (-2)\nchange [player y v] by (-2)\ncheck square (PLAYER X) (PLAYER Y)\nif <(mask char) < [5]> then\n stop [this script v]\nend\nchange [player y v] by (4)\ncheck square (PLAYER X) (PLAYER Y)\nif <(mask char) < [5]> then\n stop [this script v]\nend\nchange [player y v] by (-2)\nchange [player x v] by (-4)\ncheck square (PLAYER X) (PLAYER Y)\nif <(mask char) < [5]> then\n stop [this script v]\nend\nchange [player x v] by (8)\ncheck square (PLAYER X) (PLAYER Y)\nif <(mask char) < [5]> then\n stop [this script v]\nend\nchange [player x v] by (-4)\nchange [player y v] by (-4)\ncheck square (PLAYER X) (PLAYER Y)\nif <(mask char) < [5]> then\n stop [this script v]\nend\nchange [player y v] by (8)\ncheck square (PLAYER X) (PLAYER Y)\nif <(mask char) < [5]> then\n stop [this script v]\nend\nchange [player y v] by (-4)\nset [player death v] to [spike]\nstop [all v]\n\ndefine full level reset\nbroadcast (EDIT - Remove Clones v) and wait\nwait (0.03) seconds\nbroadcast (EDIT - Load v) and wait\nwait (0.03) seconds\nbroadcast (EDIT - Reload v) and wait\nrepeat until <not <key (q v) pressed?>>\n wait (0) seconds\nend\nbroadcast (start v)\n\nresolve collisions <> from []\n\ndefine resolve (x) (y) (deep)\nset [i2 v] to [0]\nrepeat (deep)\n change [i2 v] by (1)\n set [i3 v] to [-1]\n repeat (8)\n change [i3 v] by (2)\n set [player x v] to ((x) + ((item (i3) of [resolve v]) * (i2)))\n set [player y v] to ((y) + ((item ((i3) + (1)) of [resolve v]) * (i2)))\n check square (PLAYER X) (PLAYER Y)\n if <(mask char) < [5]> then\n stop [this script v]\n end\n end\nend\nset [player x v] to (x)\nset [player y v] to (y)\nset [player death v] to [spike]\n\nresolve (PLAYER X) (PLAYER Y) [32]\n\nadd (PLAYER X) to [debug v]\nadd (PLAYER Y) to [debug v]\n\nset [player death v] to []\nstop [all v]\n\nwhen I receive [_order v]\norder [-1000]\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [report order v]\nadd (join [Player ] (costume [name v])) to [debug v]\n\n@Levels\n\nwhen flag clicked\ngo to [back v] layer\ndelete all of [level code v]\n\n delete all of [debug v]\n if <(PRODUCTION) > [0]> then\n set [level # v] to [1]\n end\n Load Level (LEVEL #)\n set [clones v] to [0]\n broadcast (setup - background v) and wait\n broadcast (setup - level v) and wait\n broadcast (start v)\nend\n\ndefine setup (lsx) (lsy)\nif <(lsx) > [0]> then\n set [lsx v] to (lsx)\nelse\n set [lsx v] to [140]\nend\nif <(lsy) > [0]> then\n set [val v] to (lsy)\nelse\n set [val v] to [80]\nend\ndelete all of [map v]\ndelete all of [map r v]\ndelete all of [map data v]\ndelete all of [wall v]\nrepeat (3)\n repeat (LSX)\n add [2] to [map v]\n add [1] to [map r v]\n end\nend\nrepeat ((LSX) * ((val) - (3)))\n add [1] to [map v]\n add [1] to [map r v]\nend\n\ndefine Save Level (level #)\n\n stop [this script v]\nend\ndelete all of [append v]\nadd (LSX) to [append v]\nif <[Save] = [Map Tiles]> then\nset [idx v] to [1]\nset [len v] to [1]\nset [tile v] to (item (idx) of [map v])\nrepeat ((length of [map v]) - (1))\n change [idx v] by (1)\n if <(tile) = (item (idx) of [map v])> then\n change [len v] by (1)\n else\n add (tile) to [append v]\n add (len) to [append v]\n set [len v] to [1]\n set [tile v] to (item (idx) of [map v])\n end\nend\nadd (tile) to [append v]\nadd (len) to [append v]\nif <[Save] = [Rotation of Map Tiles]> then\nadd [] to [append v]\nset [idx v] to [1]\nset [len v] to [1]\nset [tile v] to ((item (idx) of [map r v]) + (0))\nrepeat ((length of [map v]) - (1))\n change [idx v] by (1)\n if <(tile) = ((item (idx) of [map r v]) + (0))> then\n change [len v] by (1)\n else\n add (tile) to [append v]\n add (len) to [append v]\n set [len v] to [1]\n set [tile v] to ((item (idx) of [map r v]) + (0))\n end\nend\nadd (tile) to [append v]\nadd (len) to [append v]\nif <[Save] = [Tile Supplementary Data]> then\nadd [] to [append v]\nset [idx v] to [1]\nrepeat (length of [map data v])\n add (item (idx) of [map data v]) to [append v]\n change [idx v] by (1)\nend\nif <[Save] = [The Wall \(background\)]> then\nadd [] to [append v]\nset [idx v] to [1]\nrepeat (length of [wall v])\n add (item (idx) of [wall v]) to [append v]\n change [idx v] by (1)\nend\nadd [] to [append v]\nadd (HUE) to [append v]\nadd (HUE #2) to [append v]\nif <[Save] = [Bung it in the level list]> then\nrepeat ((level #) - (length of [levels v]))\n add [] to [levels v]\nend\nreplace item (level #) of [levels v] with (append)\ndelete all of [level code v]\nadd (append) to [level code v]\ndelete all of [append v]\n\ndefine Load Level (level #)\ndelete all of [map v]\ndelete all of [map r v]\ndelete all of [map data v]\ndelete all of [wall v]\ndelete all of [active idx v]\ndelete all of [group v]\nset [idx v] to [1]\nset [len v] to (item (level #) of [levels v])\nval = Read()\nset [lsx v] to (val)\nval = Read()\nrepeat until <(val) = []>\n set [tile v] to (val)\n val = Read()\n repeat (val)\n add (tile) to [map v]\n end\n val = Read()\nend\nif <(idx) > (length of (len))> then\n repeat (length of [map v])\n add [1] to [map r v]\n end\n stop [this script v]\nend\nval = Read()\nrepeat until <(val) = []>\n set [tile v] to (val)\n val = Read()\n repeat (val)\n add (tile) to [map r v]\n end\n val = Read()\nend\nval = Read()\nrepeat until <(val) = []>\n add (val) to [map data v]\n val = Read()\nend\nval = Read()\nrepeat until <(val) = []>\n add (val) to [wall v]\n val = Read()\nend\nval = Read()\nif <(val) > []> then\n set [hue v] to (val)\n val = Read()\n set [hue #2 v] to (val)\nelse\n set [hue v] to [0]\n set [hue #2 v] to [0]\nend\n\nset [level # v] to [10]\n\ndefine val = Read()\nset [val v] to []\nforever\n set [c v] to (letter (idx) of (len))\n change [idx v] by (1)\n if <<(c) = []> or <(c) = [ ]>> then\n stop [this script v]\n end\n set [val v] to (join (val) (c))\nend\n\nwhen I receive [edit - save v]\nSave Level (LEVEL #)\n\nwhen I receive [edit - load v]\nset [apples v] to [0]\nLoad Level (LEVEL #)\n\nLoad Level (LEVEL #)\n\ndefine fix up <enable>\nif <enable> then\n set [idx v] to [2]\n repeat (length of [wall v])\n set [c v] to (item (idx) of [wall v])\n if <<(c) = [1]> or <(c) = [2]>> then\n set [c v] to (item ((idx) - (1)) of [wall v])\n replace item ((idx) - (1)) of [wall v] with ((c) + (-1))\n end\n change [idx v] by (2)\n end\nend\n\ndefine insert x (x) width (w)\nif <(x) < [1]> then\n stop [this script v]\nend\nset [idx v] to (x)\nrepeat ((length of [map v]) / (LSX))\n repeat (w)\n insert [1] at (idx) of [map v] \n insert [0] at (idx) of [map r v] \n change [idx v] by (1)\n end\n change [idx v] by (LSX)\nend\nset [c v] to [-1]\nrepeat (length of [map data v])\n change [c v] by (2)\n set [idx v] to (item (c) of [map data v])\n change [idx v] by ((w) * ([floor v] of (((idx) - (1)) / (LSX)) ))\n if <(((idx) - (1)) mod (LSX)) > ((x) - (1))> then\n change [idx v] by (w)\n end\n replace item (c) of [map data v] with (join [+] (idx))\nend\nchange [lsx v] by (w)\n\ninsert x [4] width [2]\n\ninsert x [129] width [32]\n\nSave Level (LEVEL #)\n\ndefine Add blank level (level) width (width) height (height)\nset [level # v] to (level)\nsetup (width) (width)\nSave Level (level)\n\nAdd blank level [12] width [196] height [80]\n\ninsert x ((LSX) + (1)) width [32]\n\nwhen I receive [edit - new level v]\nAdd blank level [12] width [196] height [80]\n\nwhen I receive [edit - import level v]\nreplace item (12) of [levels v] with (item (1) of [level code v])\n\nwhen I receive [report order v]\nadd (join [Levels ] (costume [name v])) to [debug v]\n\n@Foreground\n\ndefine position\nif <((x) - (CAMERA X)) > [240]> then\n change [x v] by (-540)\n change [id v] by (-9)\nelse\n if <((x) - (CAMERA X)) < [-300]> then\n change [x v] by (540)\n change [id v] by (9)\n end\nend\nif <((y) - (CAMERA Y)) > [180]> then\n change [y v] by (-420)\n change [id v] by ((-7) * (LSX))\nelse\n if <((y) - (CAMERA Y)) < [-240]> then\n change [y v] by (420)\n change [id v] by ((7) * (LSX))\n end\nend\nset [tile v] to (item (id) of [map v])\nset [mask v] to (item (tile) of [mask v])\nif <<(EDIT) = [1]> or <(letter (6) of (mask)) = [ ]>> then\n if <(tile) > [1]> then\n if <<([abs v] of (((x) - (CAMERA X)) + (30)) ) > [210]> or <([abs v] of (((y) - (CAMERA Y)) + (30)) ) > [150]>> then\n switch costume to (big v)\n end\n if <(letter (9) of (mask)) = [h]> then\n set [color v] effect to (HUE)\n else\n set [color v] effect to (0)\n end\n if <(tile) = [50]> then\n change [tile v] by ((([floor v] of (TICK) ) mod (6)) + (2))\n else\n if <(tile) = [51]> then\n change [tile v] by ((([floor v] of ((0) - (TICK)) ) mod (6)) + (1))\n end\n end\n go to x: (((x) - (CAMERA X)) + (30)) y: (((y) - (CAMERA Y)) + (30))\n point in direction ((item (id) of [map r v]) * (90))\n end\n switch costume to (tile)\nelse\n switch costume to (blank v)\n if <(tile) = [22]> then\n shift camera away ((x) - (CAMERA X)) ((y) - (CAMERA Y))\n end\nend\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (big v)\n\nwhen I receive [game loop - scroll v]\nif <(id) = []> then\n edit\nelse\n position\nend\n\ndefine clone\nshow\nset [id v] to [1]\nset [uid v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nrepeat (7)\n repeat (9)\n create clone of (_myself_ v)\n change [id v] by (1)\n change [uid v] by (1)\n change [x v] by (60)\n end\n change [id v] by ((LSX) - (9))\n change [y v] by (60)\n change [x v] by ((-9) * (60))\nend\nset [id v] to []\nset [uid v] to []\nhide\n\ndefine edit\nif <not <(EDIT) = [1]>> then\n if <(x) > []> then\n stop [this script v]\n end\nend\nset [x v] to ([x v] of [editor v])\nif <(x) = [-999]> then\n hide\n stop [this script v]\nend\nset [y v] to ([y v] of [editor v])\nset [mask v] to (item ([brush v] of [editor v]) of [mask v])\nif <(letter (9) of (mask)) = [h]> then\n set [color v] effect to (HUE)\nelse\n set [color v] effect to (0)\nend\ngo to x: (((x) - (CAMERA X)) + (30)) y: (((y) - (CAMERA Y)) + (30))\npoint in direction (([brush r v] of [editor v]) * (90))\nswitch costume to ([brush v] of [editor v])\nset [ghost v] effect to (10)\ngo to [front v] layer\nshow\n\ndefine shift camera away (dx) (dy)\nif <(dy) > [0]> then\n set [camera shift dy v] to ((y) - (40))\nend\n\nwhen I receive [order v]\nclone\n\nwhen I start as a clone\nchange [clones v] by (1)\n\nwhen I receive [edit - remove clones v]\nif <(id) = []> then\n hide\n go to [back v] layer\n go [forward v] (11) layers\nend\n\nwhen I receive [start v]\nremap\n\nwhen I receive [edit - remap width v]\nremap\n\ndefine remap\nif <(uid) > []> then\n set [x v] to ((uid) mod (9))\n set [y v] to ([floor v] of ((uid) / (9)) )\n set [id v] to ((((y) * (LSX)) + (x)) + (1))\n set [x v] to ((x) * (60))\n set [y v] to ((y) * (60))\nend\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-1100]\n\nwhen I receive [report order v]\nadd (join [Foreground ] (costume [name v])) to [debug v]\n\n@Background\n\ndefine position\nif <(id) > []> then\n if <((x) - (CAMERA X)) > [240]> then\n change [x v] by (-540)\n change [id v] by (-9)\n else\n if <((x) - (CAMERA X)) < [-300]> then\n change [x v] by (540)\n change [id v] by (9)\n end\n end\n if <((y) - (CAMERA Y)) > [180]> then\n change [y v] by (-420)\n change [id v] by ((-7) * (LSX))\n else\n if <((y) - (CAMERA Y)) < [-240]> then\n change [y v] by (420)\n change [id v] by ((7) * (LSX))\n end\n end\n set [tile v] to (item (id) of [map v])\n set [mask v] to (item (tile) of [mask v])\n if <<(EDIT) = [1]> or <(letter (6) of (mask)) = [ ]>> then\n set [color v] effect to (HUE #2)\n if <(tile) > [1]> then\n if <<([abs v] of (((x) - (CAMERA X)) + (30)) ) > [210]> or <([abs v] of (((y) - (CAMERA Y)) + (30)) ) > [150]>> then\n switch costume to (big v)\n end\n if <(tile) = [15]> then\n go to x: (((x) - (CAMERA X)) + (30)) y: (((y) - (CAMERA Y)) + ((30) + ((6) * ([sin v] of ((((x) + (y)) + (TICK)) * (5)) ))))\n set [color v] effect to (0)\n else\n if <<(tile) = [26]> or <(tile) = [63]>> then\n change [tile v] by ([abs v] of ((([floor v] of ((TICK) / (3)) ) mod (8)) - (3)) )\n set [color v] effect to (0)\n else\n if <(tile) = [25]> then\n set [color v] effect to (0)\n end\n end\n go to x: (((x) - (CAMERA X)) + (30)) y: (((y) - (CAMERA Y)) + (30))\n end\n point in direction ((item (id) of [map r v]) * (90))\n end\n switch costume to (tile)\n else\n switch costume to (blank v)\n end\nend\n\nwhen I receive [game loop - scroll v]\nif <(id) = []> then\n edit\nelse\n position\nend\n\ndefine clone\nshow\nset [uid v] to [0]\nset [id v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nrepeat (7)\n repeat (9)\n create clone of (_myself_ v)\n change [id v] by (1)\n change [uid v] by (1)\n change [x v] by (60)\n end\n change [id v] by ((LSX) - (9))\n change [y v] by (60)\n change [x v] by ((-9) * (60))\nend\nset [id v] to []\nset [uid v] to []\nhide\n\nwhen I receive [setup - level v]\ngo to [back v] layer\ngo [forward v] (11) layers\nclone\n\ndefine edit\nif <not <(EDIT) = [1]>> then\n if <(x) > []> then\n hide\n set [x v] to []\n end\n stop [this script v]\nend\nset [x v] to ([x v] of [editor v])\nif <(x) = [-999]> then\n hide\n stop [this script v]\nend\nset [y v] to ([y v] of [editor v])\nset [mask v] to (item ([brush v] of [editor v]) of [mask v])\nif <(letter (9) of (mask)) = [h]> then\n set [color v] effect to (HUE)\nelse\n set [color v] effect to (0)\nend\ngo to x: (((x) - (CAMERA X)) + (30)) y: (((y) - (CAMERA Y)) + (30))\npoint in direction (([brush r v] of [editor v]) * (90))\nswitch costume to ([brush v] of [editor v])\nset [ghost v] effect to (33)\nshow\n\nwhen I start as a clone\nchange [clones v] by (1)\n\nwhen I receive [check spikes v]\nif <(letter (1) of (costume [name v])) = [.]> then\n if <touching (player v)?> then\n set [player death v] to [spike]\n end\nend\n\nwhen I receive [start v]\nremap\n\ndefine remap\nif <(uid) > []> then\n set [x v] to ((uid) mod (9))\n set [y v] to ([floor v] of ((uid) / (9)) )\n set [id v] to ((((y) * (LSX)) + (x)) + (1))\n set [x v] to ((x) * (60))\n set [y v] to ((y) * (60))\nend\n\nwhen I receive [edit - remap width v]\nremap\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-200]\n\nwhen I receive [report order v]\nadd (join [Background ] (costume [name v])) to [debug v]\n\n@Dynamic\n\nwhen flag clicked\ngo to [back v] layer\nhide\npoint in direction (90)\nset [obj* v] to [7]\ndelete all of [obj v]\n\nwhen I receive [game - loop obj v]\nif <(id) > []> then\n move (mob x) (mob y)\nend\n\nwhen I receive [game loop - scroll v]\nif <<([abs v] of ((mob x) - (CAMERA X)) ) > [240]> or <([abs v] of ((mob y) - (CAMERA Y)) ) > [180]>> then\n switch costume to (big v)\nend\ngo to x: ((mob x) - (CAMERA X)) y: ((mob y) - (CAMERA Y))\nif <(typ) = [82]> then\n switch costume to (stomp-teeth v)\n Check Touching Death\n if <<(state) = [1]> and <(frame) > [0]>> then\n switch costume to (stomp-02 v)\n else\n switch costume to (stomp-01 v)\n end\nelse\n if <(typ) = [83]> then\n switch costume to (crumble-6 v)\n else\n if <(typ) = [84]> then\n if <(frame) < [1]> then\n switch costume to (burtha v)\n set [color v] effect to (HUE)\n else\n if <(frame) < [50]> then\n if <((frame) mod (10)) < [5]> then\n switch costume to (burtha v)\n set [color v] effect to (HUE)\n else\n switch costume to (burtha2 v)\n set [color v] effect to (0)\n if <((frame) mod (5)) = [0]> then\n if <(SFX) > [0]> then\n start sound [grunt v]\n end\n end\n end\n else\n switch costume to (burtha3 v)\n if <touching (player v)?> then\n if <(EDIT) < [1]> then\n set [player death v] to [1]\n end\n end\n end\n end\n else\n if <(variation) < [2]> then\n switch costume to (green-1100 v)\n else\n if <(variation) = [4]> then\n switch costume to (green-v3-teeth v)\n Check Touching Death\n switch costume to (green-v3 v)\n else\n switch costume to (green-v2-teeth v)\n Check Touching Death\n switch costume to (green-v2 v)\n end\n end\n end\n end\nend\n\ndefine move (ox) (oy)\nif <((PLAYER X) + (item (2) of [psz v])) > ((nx) - (sx))> then\n if <((PLAYER X) - (item (4) of [psz v])) < ((nx) + (sx))> then\n if <((PLAYER Y) + (item (1) of [psz v])) > ((ny) - (sy))> then\n if <((PLAYER Y) - (item (3) of [psz v])) < ((ny) + (sy))> then\n if <(EDIT) < [1]> then\n change [player x v] by ((nx) - (mob x))\n change [player y v] by ((ny) - (mob y))\n end\n end\n end\n end\nend\nreplace item ((id) + (6)) of [obj v] with ((nx) - (mob x))\nreplace item ((id) + (7)) of [obj v] with ((ny) - (mob y))\nset [mob x v] to (nx)\nset [mob y v] to (ny)\nreplace item ((id) + (1)) of [obj v] with [lift]\nreplace item ((id) + (2)) of [obj v] with (mob x)\nreplace item ((id) + (3)) of [obj v] with (mob y)\nreplace item ((id) + (4)) of [obj v] with (sx)\nreplace item ((id) + (5)) of [obj v] with (sy)\nif <not <(item (group) of [group v]) = [hold]>> then\n if <(typ) < [82]> then\n saw\n else\n if <(typ) < [83]> then\n drop\n else\n if <(typ) < [85]> then\n burtha\n end\n end\n end\nend\n\ndefine init\nset size to (100) %\nshow\nset [id v] to [0]\nset [idx v] to [0]\nrepeat (length of [map v])\n change [idx v] by (1)\n set [typ v] to (item (idx) of [map v])\n set [temp v] to (item (typ) of [mask v])\n if <(letter (6) of (temp)) > []> then\n spawn (join (letter (5) of (temp)) (letter (6) of (temp)))\n end\nend\nset [id v] to []\nhide\n\nwhen I receive [setup - level v]\ngo to [front v] layer\ngo [backward v] (GUI SPRITE #) layers\ninit\n\ndefine spawn (typ)\nset [color v] effect to (0)\nset [typ v] to (typ)\nset [variation v] to []\nif <(typ) < [80]> then\n stop [this script v]\nend\nset [state v] to []\nset [frame v] to []\nset [id v] to (length of [obj v])\nrepeat (OBJ*)\n add [] to [obj v]\nend\nset [root x v] to (((((idx) - (1)) mod (LSX)) * (60)) + (30))\nset [root y v] to ((([floor v] of (((idx) - (1)) / (LSX)) ) * (60)) + (30))\ndelete all of [cmds v]\nset [dx v] to (item # of (join [+] (idx)) in [map data v])\nif <(dx) > [0]> then\n parse commands (item ((dx) + (1)) of [map data v])\nend\nset [c v] to (item # of [g] in [cmds v])\nif <(c) > [0]> then\n set [group v] to (item ((c) + (1)) of [cmds v])\nelse\n set [group v] to []\nend\nset [c v] to (item # of [a] in [cmds v])\nif <(c) > [0]> then\n set [acc v] to ((item ((c) + (1)) of [cmds v]) / (100))\nelse\n set [acc v] to [0.15]\nend\nset [dx v] to [0]\nset [dy v] to [0]\npoint in direction ((90) * (item (idx) of [map r v]))\nif <((direction) mod (180)) = [90]> then\n set [sx v] to [30]\n set [sy v] to [15]\nelse\n set [sx v] to [15]\n set [sy v] to [30]\nend\nif <(typ) = [80]> then\n init [30] [15] [0] [15] ((direction) / (90))\nelse\n if <(typ) = [81]> then\n init [30] [15] [0] [15] ((direction) / (90))\n set [dir v] to ((((dir) + (2)) mod (4)) - (1))\n else\n if <(typ) = [82]> then\n set [color v] effect to (HUE)\n set [dir v] to ((((item (idx) of [map r v]) + (2)) mod (4)) - (1))\n set [speed v] to [0]\n set [sx v] to [30]\n set [sy v] to [30]\n set [frame v] to [30]\n set [c v] to (item # of [d] in [cmds v])\n set [delay v] to [30]\n if <(c) > [0]> then\n set [delay v] to (item ((c) + (1)) of [cmds v])\n end\n change dxy (dir) [1] [1]\n set [reach v] to (item # of [m] in [cmds v])\n if <(reach) > [0]> then\n set [reach v] to ((item ((reach) + (1)) of [cmds v]) * (30))\n end\n else\n if <(typ) = [83]> then\n change [root y v] by (15)\n else\n if <(typ) = [84]> then\n change [root x v] by (30)\n change [root y v] by (30)\n set [sx v] to [60]\n set [sy v] to [60]\n set [frame v] to [0]\n set [color v] effect to (HUE)\n end\n end\n end\n end\nend\nset [c v] to (item # of [h] in [cmds v])\nif <(c) > [0]> then\n set [frame v] to (item ((c) + (1)) of [cmds v])\nend\nset [nx v] to (root x)\nset [ny v] to (root y)\nset [mob x v] to (nx)\nset [mob y v] to (ny)\ncreate clone of (_myself_ v)\n\ndefine solid = is solid at (x) (y) dir (dir) solid (schk) <spikeissolid>\nset [idx v] to (([floor v] of ((x) / (60)) ) + (1))\nchange [idx v] by (([floor v] of ((y) / (60)) ) * (LSX))\nset [tile v] to (item (idx) of [map v])\nset [mask v] to (item (tile) of [mask v])\nif <((x) mod (60)) < [30]> then\n if <((y) mod (60)) < [30]> then\n set [mid v] to [1]\n else\n set [mid v] to [2]\n end\nelse\n if <((y) mod (60)) < [30]> then\n set [mid v] to [0]\n else\n set [mid v] to [3]\n end\nend\nset [c v] to (letter ((((mid) - (item (idx) of [map r v])) mod (4)) + (1)) of (mask))\nif <<spikeissolid> and <(c) = [.]>> then\n set [c v] to [9]\nend\nif <(c) > (schk)> then\n if <(dir) > [0]> then\n if <(dir) = [1]> then\n set [temp v] to ((x) mod (30))\n else\n set [temp v] to ((30) - ((y) mod (30)))\n end\n else\n if <(dir) = [-1]> then\n set [temp v] to ((30) - ((x) mod (30)))\n else\n set [temp v] to ((y) mod (30))\n end\n end\n if <(temp) > (overlap)> then\n set [overlap v] to (temp)\n set [solid v] to [1]\n end\nend\n\ndefine saw\nchange [frame v] by (-1)\nif <(frame) > [0]> then\n stop [this script v]\nend\nset [overlap v] to []\nset [collide v] to [0]\nif <(dir) < [2]> then\n if <(dir) = [0]> then\n accelerate dy [1]\n else\n accelerate dx [1]\n end\nelse\n if <(dir) = [2]> then\n accelerate dy [-1]\n else\n accelerate dx [-1]\n end\nend\nchange [nx v] by (round (dx))\nchange [ny v] by (round (dy))\nif <(overlap) > []> then\n if <(collide) > [0]> then\n set [dx v] to [0]\n set [dy v] to [0]\n set [c v] to (item # of [d] in [cmds v])\n if <(c) > [0]> then\n set [frame v] to (item ((c) + (1)) of [cmds v])\n else\n set [frame v] to [5]\n end\n set [nx v] to ((round ((nx) / (15))) * (15))\n set [ny v] to ((round ((ny) / (15))) * (15))\n else\n set [dir v] to (((dir) + (2)) mod (4))\n end\nend\n\ndefine drop\nchange [frame v] by (-1)\nif <(frame) > [0]> then\n stop [this script v]\nend\nset [overlap v] to []\nset [dist x v] to ([floor v] of ((([abs v] of ((mob x) - (CAMERA X)) ) - (0)) / (80)) )\nif <(dist x) < [1]> then\n set [dist x v] to [1]\nend\nif <(state) = []> then\n if <(frame) = [0]> then\n if <(dist x) < [4]> then\n if <([abs v] of ((mob y) - (CAMERA Y)) ) < [180]> then\n if <(SFX) > [0]> then\n start sound (join [woosh] (dist x))\n end\n end\n end\n end\n change [speed v] by (2)\n if <(speed) > [30]> then\n set [speed v] to [30]\n end\n change [nx v] by (round ((dx) * (speed)))\n change [ny v] by (round ((dy) * (speed)))\n solid = is solid at ((nx) + ((dx) * (sx))) ((ny) + ((dy) * (sy))) dir (dir) solid [0] \n if <(reach) > [0]> then\n set [temp v] to (([abs v] of ((ny) - (root y)) ) - (reach))\n if <<(temp) > [0]> or <<(dir) = [0]> and <(temp) = [0]>>> then\n set [overlap v] to (([abs v] of ((ny) - (root y)) ) - (reach))\n end\n end\n if <(overlap) > []> then\n change [nx v] by ((0) - ((dx) * (overlap)))\n change [ny v] by ((0) - ((dy) * (overlap)))\n set [state v] to [1]\n set [speed v] to [0]\n set [frame v] to [15]\n if <(dist x) < [4]> then\n if <([abs v] of ((mob y) - (CAMERA Y)) ) < [180]> then\n set [shake v] to (round (((4) - (dist x)) * (3.4)))\n if <(SFX) > [0]> then\n start sound (join [stomp] (dist x))\n end\n end\n end\n end\n stop [this script v]\nend\nchange [speed v] by (((-4) - (speed)) * (0.05))\nchange [nx v] by (round ((dx) * (speed)))\nchange [ny v] by (round ((dy) * (speed)))\nsolid = is solid at ((nx) - ((dx) * (sx))) ((ny) - ((dy) * (sy))) dir ((((dir) + (3)) mod (4)) - (1)) solid [0] \nif <(overlap) > []> then\n change [nx v] by ((dx) * (overlap))\n change [ny v] by ((dy) * (overlap))\n set [state v] to []\n set [speed v] to [0]\n set [frame v] to (delay)\nend\nif <(dir) = [2]> then\n if <(pick random (round ((frame) / (2))) to (2)) = [-2]> then\n if <([abs v] of ((mob x) - (CAMERA X)) ) < [240]> then\n if <([abs v] of ((mob y) - (CAMERA Y)) ) < [200]> then\n add [dirt drop] to [particle v]\n add ((nx) + (pick random (-25) to (25))) to [particle v]\n add ((ny) + (-34)) to [particle v]\n end\n end\n end\nend\n\ndefine change dxy (dir) (amount) (max)\nif <(dir) > [0]> then\n if <(dir) > [1]> then\n change [dy v] by ((0) - (amount))\n if <(dy) < ((0) - (max))> then\n set [dy v] to ((0) - (max))\n end\n else\n change [dx v] by (amount)\n if <(dx) > (max)> then\n set [dx v] to (max)\n end\n end\nelse\n if <(dir) > [-1]> then\n change [dy v] by (amount)\n if <(dy) > (max)> then\n set [dy v] to (max)\n end\n else\n change [dx v] by ((0) - (amount))\n if <(dx) < ((0) - (max))> then\n set [dx v] to ((0) - (max))\n end\n end\nend\n\ndefine init (w) (h) (ox) (oy) (dir)\nset [dir v] to (dir)\nif <((dir) mod (2)) = [1]> then\n set [sx v] to (w)\n set [sy v] to (h)\n if <(dir) = [1]> then\n change [root x v] by (ox)\n change [root y v] by (oy)\n else\n change [root x v] by ((0) - (ox))\n change [root y v] by ((0) - (oy))\n end\n set [dir v] to [-1]\nelse\n set [sx v] to (h)\n set [sy v] to (w)\n if <(dir) = [0]> then\n change [root x v] by ((0) - (oy))\n change [root y v] by (ox)\n else\n change [root x v] by (oy)\n change [root y v] by ((0) - (ox))\n end\n set [dir v] to [0]\nend\nset [speed v] to [4]\nset [c v] to (item # of [s] in [cmds v])\nif <(c) > [0]> then\n set [speed v] to (item ((c) + (1)) of [cmds v])\nend\nset [c v] to (item # of [v] in [cmds v])\nif <(c) > [0]> then\n set [variation v] to (item ((c) + (1)) of [cmds v])\n if <(variation) = [3]> then\n turn right (180) degrees\n end\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\n\ndefine burtha\nif <(frame) < [1]> then\n if <(frame) < [0]> then\n if <(frame) = [-999]> then\n change [dy v] by (-1.5)\n if <(dy) < [-30]> then\n set [dy v] to [-30]\n end\n change [ny v] by (dy)\n set [overlap v] to []\n solid = is solid at ((nx) + (-15)) ((ny) + (-60)) dir [2] solid [4] <>\n solid = is solid at ((nx) + (-45)) ((ny) + (-60)) dir [2] solid [4] <>\n solid = is solid at ((nx) + (45)) ((ny) + (-60)) dir [2] solid [4] <>\n solid = is solid at ((nx) + (15)) ((ny) + (-60)) dir [2] solid [4] <>\n if <(overlap) = []> then\n set [mob y v] to (ny)\n stop [this script v]\n end\n set [ny v] to (round ((ny) + ((overlap) + (0.01))))\n set [mob y v] to (ny)\n set [frame v] to [-60]\n set [shake v] to [20]\n if <(SFX) > [0]> then\n start sound [Boom v]\n end\n end\n change [frame v] by (1)\n stop [this script v]\n end\n if <([abs v] of ((PLAYER X) - (mob x)) ) > [160]> then\n stop [this script v]\n end\n if <([abs v] of (((PLAYER Y) + (30)) - (mob y)) ) > [75]> then\n stop [this script v]\n end\n if <(PLAYER X) < (mob x)> then\n set [dir v] to [-1]\n else\n set [dir v] to [1]\n end\n set [overlap v] to []\n set [dy v] to ((ny) + (-45))\n repeat (4)\n set [dx v] to ((nx) + ((dir) * (85)))\n repeat (4)\n solid = is solid at (dx) (dy) dir [2] solid [4] <>\n change [dx v] by ((dir) * (30))\n end\n change [dy v] by (30)\n end\n if <(overlap) > [0]> then\n set [frame v] to [-15]\n stop [this script v]\n end\nend\nchange [frame v] by (1)\nif <(frame) < [50]> then\n stop [this script v]\nend\nif <(frame) = [50]> then\n if <(SFX) > [0]> then\n start sound [woosh1 v]\n end\n point in direction ((45) - ((45) * (dir)))\n change [nx v] by ((60) * (dir))\n change [ny v] by (-60)\n set [mob x v] to (nx)\n set [mob y v] to (ny)\nend\nreplace item ((id) + (2)) of [obj v] with [-1000]\nif <(frame) < [60]> then\n turn right ((9) * (dir)) degrees\n stop [this script v]\nend\npoint in direction (0)\nset [frame v] to [-999]\nchange [nx v] by ((60) * (dir))\nchange [ny v] by (60)\nset [mob x v] to (nx)\nset [mob y v] to (ny)\nset [dy v] to [0]\n\nwhen I receive [edit - reload v]\ninit\n\ndefine accelerate dy (mul)\nif <((dy) * (mul)) < (speed)> then\n change [dy v] by ((acc) * (mul))\n if <((dy) * (mul)) > (speed)> then\n set [dy v] to ((speed) * (mul))\n end\n set [reach v] to ((mul) * ((((dy) * (dy)) / ((2) * (acc))) + (sy)))\nend\nif <((mul) * (dy)) < [0]> then\n set [overlap v] to []\n solid = is solid at (mob x) (((mob y) - ((mul) * (sy))) + (dy)) dir ((mul) + (1)) solid [0] \n set [collide v] to [1]\n if <(overlap) > []> then\n change [dy v] by ((1) * ((mul) * (overlap)))\n end\nelse\n solid = is solid at (mob x) ((mob y) + (reach)) dir [0] solid [0] \nend\n\ndefine accelerate dx (mul)\nif <((dx) * (mul)) < (speed)> then\n change [dx v] by ((acc) * (mul))\n if <((dx) * (mul)) > (speed)> then\n set [dx v] to ((speed) * (mul))\n end\n set [reach v] to ((mul) * ((((dx) * (dx)) / ((2) * (acc))) + (sx)))\nend\nif <((mul) * (dx)) < [0]> then\n set [overlap v] to []\n solid = is solid at (((mob x) - ((mul) * (sx))) + (dx)) (mob y) dir ((0) - (mul)) solid [0] \n if <(overlap) > []> then\n change [dx v] by ((1) * ((mul) * (overlap)))\n end\n set [collide v] to [1]\nelse\n solid = is solid at ((mob x) + (reach)) (mob y) dir [0] solid [0] \nend\n\nwhen I receive [reset after death v]\nset [temp v] to (item # of [r] in [cmds v])\nif <(temp) > [0]> then\n set [temp v] to (item ((temp) + (1)) of [cmds v])\n set [mob x v] to (root x)\n set [mob y v] to (root y)\nend\n\ndefine parse commands (txt)\ndelete all of [cmds v]\nset [dx v] to [1]\nset [dy v] to []\nrepeat (length of (txt))\n set [c v] to (letter (dx) of (txt))\n if <[digits v] contains (c)?> then\n set [dy v] to (join (dy) (c))\n else\n if <(dy) > []> then\n add (dy) to [cmds v]\n set [dy v] to []\n end\n add (c) to [cmds v]\n end\n change [dx v] by (1)\nend\nif <(dy) > []> then\n add (dy) to [cmds v]\nend\n\nwhen I receive [edit - remove clones v]\nif <(id) > []> then\n change [clones v] by (-1)\n delete this clone\nend\ndelete all of [obj v]\n\ndefine Check Touching Death\nif <<(EDIT) < [1]> and <([abs v] of ((PLAYER X) - (mob x)) ) < [128]>> then\n if <([abs v] of ((PLAYER Y) - (mob y)) ) < [128]> then\n if <touching (player v)?> then\n set [player death v] to [1]\n end\n end\nend\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-800]\n\nwhen I receive [report order v]\nadd (join [Dynamic ] (costume [name v])) to [debug v]\n\n@Mob\n\nwhen flag clicked\nhide\n\nwhen I receive [game - loop obj v]\nif <(typ) = []> then\n stop [this script v]\nend\nif <(state) = [show]> then\n show\n set [state v] to []\n orientate\nend\nif <(state) = [spawn]> then\n if <(item (group) of [group v]) < [1]> then\n if <([abs v] of ((mob x) - (CAMERA X)) ) > [320]> then\n stop [this script v]\n end\n if <([abs v] of ((mob y) - (CAMERA Y)) ) > [260]> then\n stop [this script v]\n end\n if <([abs v] of ((mob x) - (PLAYER X)) ) > [340]> then\n stop [this script v]\n end\n if <([abs v] of ((mob y) - (PLAYER Y)) ) > [360]> then\n stop [this script v]\n end\n end\n spawn trigger\nend\nif <(state) = [hold]> then\n set [c v] to (item # of [g] in [cmds v])\n if <(c) > [0]> then\n set [c v] to (item (item ((c) + (1)) of [cmds v]) of [group v])\n if <not <(c) = [hold]>> then\n set [state v] to []\n end\n end\nend\nif <<(typ) = [2]> or <(typ) = [13]>> then\n tick walk - squish run solid-spike? \nelse\n if <(typ) < [6]> then\n saw\n else\n if <(typ) = [6]> then\n BIRD\n else\n if <(typ) = [7]> then\n Egg Bomb\n else\n if <(typ) = [8]> then\n Eye Launcher\n else\n if <(typ) = [9]> then\n tick walk - squish <> run <> solid-spike? <>\n else\n if <<(typ) = [10]> or <(typ) = [11]>> then\n tick worm <(typ) = [10]>\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [game loop - scroll v]\nprocess ((mob x) - (CAMERA X)) ((mob y) - (CAMERA Y))\n\ndefine init\nswitch costume to (blank v)\npoint in direction (-90)\nset [id v] to [0]\nset [root idx v] to [0]\nrepeat (length of [map v])\n change [root idx v] by (1)\n set [typ v] to (item (root idx) of [map v])\n set [temp v] to (item (typ) of [mask v])\n if <(letter (6) of (temp)) > [ ]> then\n set [root x v] to (((((root idx) - (1)) mod (LSX)) * (60)) + (30))\n set [root y v] to ((([floor v] of (((root idx) - (1)) / (LSX)) ) * (60)) + (30))\n set [de-clone v] to []\n spawn (join (letter (5) of (temp)) (letter (6) of (temp))) \n end\nend\nset [typ v] to []\nhide\n\nwhen I receive [setup - level v]\ngo to [front v] layer\ngo [backward v] (GUI SPRITE #) layers\ninit\n\ndefine spawn (typ) <clone?>\nset [state v] to [spawn]\nset [group v] to []\nif <(typ) < [2]> then\n stop [this script v]\nend\nif <(typ) > [79]> then\n stop [this script v]\nend\nif <(typ) = [2]> then\n set [costume# v] to [Mob A1]\n set [speed v] to [2]\nelse\n if <(typ) = [13]> then\n set [costume# v] to [Enemy-big-purple]\n set [speed v] to [3]\n else\n if <<(typ) = [4]> or <(typ) = [5]>> then\n set [costume# v] to [saw-22]\n else\n if <(typ) = [6]> then\n set [costume# v] to [BIRD-01]\n else\n if <(typ) = [8]> then\n set [costume# v] to [eye-launcher]\n else\n if <(typ) = [9]> then\n set [costume# v] to [pip]\n set [speed v] to [8]\n set [count v] to [2]\n else\n if <<(typ) = [10]> or <(typ) = [11]>> then\n set [speed v] to [8]\n else\n stop [this script v]\n end\n end\n end\n end\n end\n end\nend\ndelete all of [cmds v]\nset [dx v] to (item # of (join [+] (root idx)) in [map data v])\nif <(dx) > [0]> then\n parse commands (item ((dx) + (1)) of [map data v])\nend\nset [typ v] to (typ)\nset [c v] to (item # of [g] in [cmds v])\nif <(c) > [0]> then\n set [group v] to (item ((c) + (1)) of [cmds v])\n repeat ((group) - (length of [group v]))\n add [] to [group v]\n end\nend\nset [id v] to [1]\nset [sx v] to [11.5]\nset [sy v] to [23]\nset [dx v] to [0]\nset [dy v] to [0]\nset [dir v] to [1]\nif <(typ) = [4]> then\n set [dir v] to (item (root idx) of [map r v])\n if <(dir) > [1]> then\n if <(dir) > [2]> then\n set [dir v] to [0]\n change [root x v] by (-26)\n set [dy v] to [4]\n else\n set [dir v] to [1]\n change [root y v] by (-26)\n set [dx v] to [4]\n end\n else\n set [typ v] to [5]\n if <(dir) > [0]> then\n set [dir v] to [0]\n change [root x v] by (26)\n set [dy v] to [4]\n else\n set [dir v] to [1]\n change [root y v] by (26)\n set [dx v] to [4]\n end\n end\nelse\n if <(typ) = [5]> then\n set [overlap v] to []\n solid = is solid at (root x) ((root y) + (31)) dir [0] solid [4] <>\n solid = is solid at (root x) ((root y) + (61)) dir [0] solid [4] <>\n else\n if <(typ) = [6]> then\n set [overlap v] to []\n change [root y v] by (-12)\n set [dx v] to [4]\n set [dir v] to [1]\n else\n if <(typ) = [8]> then\n init eye launcher\n else\n if <(typ) = [10]> then\n init worm <>\n else\n if <(typ) = [11]> then\n init worm \n else\n if <(typ) = [13]> then\n set [sx v] to [22]\n set [sy v] to [43]\n end\n end\n end\n end\n end\n end\nend\nset [mob x v] to (root x)\nset [mob y v] to (root y)\nif <clone?> then\n create clone of (_myself_ v)\nend\n\ndefine tick walk - squish <sqishable?> run <run?> solid-spike? <solid-spike?>\nset [dir v] to ((direction) / ([abs v] of (direction) ))\nif <(state) = []> then\n if <<(EDIT) < [1]> and <(PLAYER DEATH) = []>> then\n if <([abs v] of ((PLAYER X) - (mob x)) ) < [80]> then\n if <([abs v] of ((PLAYER Y) - (mob y)) ) < [80]> then\n if <touching (stencil v)?> then\n if <sqishable?> then\n if <(PLAYER Y) < (PLAYER LSY)> then\n if <((PLAYER LSY) - (6)) > ((mob y) + (sy))> then\n if <(SFX) > [0]> then\n start sound [boing v]\n end\n set [player sy v] to [16]\n broadcast (bounce on head v)\n if <(typ) = [2]> then\n set [costume# v] to [Mob A3]\n set [state v] to [squish]\n else\n set [costume# v] to [Mob P squish]\n set [state v] to [squish]\n end\n set [dx v] to [0]\n set [dy v] to [0]\n set [frame v] to [0]\n stop [this script v]\n end\n end\n end\n set [player death v] to [1]\n end\n end\n end\n end\n if <<run?> and <([abs v] of ((PLAYER X) - ((mob x) + ((dir) * (180)))) ) < [180]>> then\n if <([abs v] of ((PLAYER Y) - ((mob y) + (22))) ) < [50]> then\n set [temp v] to ((speed) * (2))\n else\n set [temp v] to (speed)\n end\n else\n set [temp v] to (speed)\n end\n if <((((frame) - (20)) mod (36)) + (temp)) > [35.99]> then\n if <([abs v] of ((mob x) - (CAMERA X)) ) < [240]> then\n if <([abs v] of ((mob y) - (CAMERA Y)) ) < [180]> then\n if <(SFX) > [0]> then\n start sound [blip2 v]\n end\n end\n end\n end\n change [frame v] by (temp)\n change [dx v] by ((((dir) * (temp)) - (dx)) * (0.05))\n set [schk v] to [0]\nelse\n set [schk v] to [4]\n if <(state) = [squish]> then\n change [dx v] by (((0) - (dx)) * (0.2))\n change [frame v] by (1)\n if <(frame) > [10]> then\n if <(typ) = [2]> then\n if <(SFX) > [0]> then\n start sound [squish v]\n end\n pop1 [pop orange]\n pop1 [pop orange]\n pop1 [pop eye]\n delete clone\n else\n set [costume# v] to [Enemy-big-purple]\n set [state v] to []\n end\n end\n end\nend\nchange [dy v] by (-1)\nchange [mob y v] by (dy)\nset [overlap v] to []\nsolid = is solid at ((mob x) + ((dir) * (11))) ((mob y) - (1)) dir [2] solid [4] <>\nsolid = is solid at ((mob x) + ((dir) * (-11))) ((mob y) - (1)) dir [2] solid [4] <>\nif <(overlap) > []> then\n change [mob y v] by ((overlap) + (0.01))\n set [dy v] to [0]\n if <(typ) = [9]> then\n if <(pick random (1) to (15)) = [1]> then\n set [dy v] to (pick random (5) to (8))\n end\n end\nelse\n set [schk v] to [4]\nend\nif <(delay) > [0]> then\n change [delay v] by (-1)\n stop [this script v]\nend\nset [overlap v] to []\nset [schk v] to [0]\nsolid = is solid at ((mob x) + ((dx) + ((dir) * (11)))) ((mob y) - (1)) dir (dir) solid (schk) <solid-spike?>\nif <(overlap) = []> then\n change [mob x v] by (dx)\nelse\n if <(typ) = [9]> then\n if <(dy) = [0]> then\n set [overlap v] to []\n solid = is solid at ((mob x) + ((dx) + ((dir) * (11)))) ((mob y) + (30)) dir (dir) solid (schk) <solid-spike?>\n if <(overlap) > []> then\n change [count v] by (-1)\n if <<(count) > [0]> and <<(direction) > [0]> = <(PLAYER X) < (mob x)>>> then\n point in direction ((dir) * (-90))\n else\n if <([abs v] of (((mob x) + ((dx) + ((dir) * (11)))) - (CAMERA X)) ) < [239]> then\n pop [pop purple]\n pop [pop dot]\n end\n delete clone\n end\n end\n set [dy v] to [10]\n end\n else\n point in direction ((dir) * (-90))\n end\n set [dx v] to [0]\nend\n\ndefine solid = is solid at (x) (y) dir (dir) solid (schk) <spikeissolid>\nset [idx v] to (([floor v] of ((x) / (60)) ) + (1))\nchange [idx v] by (([floor v] of ((y) / (60)) ) * (LSX))\nset [tile v] to (item (idx) of [map v])\nset [mask v] to (item (tile) of [mask v])\nif <((x) mod (60)) < [30]> then\n if <((y) mod (60)) < [30]> then\n set [mid v] to [1]\n else\n set [mid v] to [2]\n end\nelse\n if <((y) mod (60)) < [30]> then\n set [mid v] to [0]\n else\n set [mid v] to [3]\n end\nend\nset [c v] to (letter ((((mid) - (item (idx) of [map r v])) mod (4)) + (1)) of (mask))\nif <<spikeissolid> and <(c) = [.]>> then\n set [c v] to [9]\nend\nif <(c) > (schk)> then\n if <(dir) > [0]> then\n if <(dir) = [1]> then\n set [temp v] to ((x) mod (30))\n else\n set [temp v] to ((30) - ((y) mod (30)))\n end\n else\n if <(dir) = [-1]> then\n set [temp v] to ((30) - ((x) mod (30)))\n else\n set [temp v] to ((y) mod (30))\n end\n end\n if <(temp) > (overlap)> then\n set [overlap v] to (temp)\n set [solid v] to [1]\n end\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nif <(de-clone) > [0]> then\n stop [this script v]\nend\nif <<(typ) = [4]> or <(typ) = [5]>> then\n set rotation style [all around v]\n go to [back v] layer\n go [forward v] (11) layers\nelse\n if <(typ) = [7]> then\n set [dx v] to ((0) - ((dx) / ([abs v] of (dir) )))\n set [dy v] to [3]\n set [frame v] to []\n set [de-clone v] to [1]\n else\n if <<(typ) = [8]> or <<(typ) = [10]> or <(typ) = [11]>>> then\n set rotation style [all around v]\n else\n if <(typ) = [blink]> then\n set [mob x v] to ((([floor v] of ((mob x) / (60)) ) * (60)) + (30))\n set [mob y v] to ((([floor v] of ((mob y) / (60)) ) * (60)) + (30))\n set [costume# v] to [blink]\n set [frame v] to [0]\n end\n end\n end\nend\n\ndefine saw\nif <<(typ) = [4]> = <((dx) - (dy)) > [0]>> then\n turn right (-7) degrees\nelse\n turn right (-5) degrees\nend\nif <(PLAYER STATE) = [crouch]> then\n set size to (95) %\nend\nCheck Touching Death\nif <(PLAYER STATE) = [crouch]> then\n set size to (100) %\nend\nif <(state) = [hold]> then\n stop [this script v]\nend\nset [overlap v] to []\nif <((dir) mod (4)) < [2]> then\n if <(dir) = [0]> then\n change [dy v] by (((4) - (dy)) * (0.05))\n solid = is solid at (mob x) ((mob y) + (57)) dir [0] solid [0] \n else\n change [dx v] by (((4) - (dx)) * (0.05))\n solid = is solid at ((mob x) + (57)) (mob y) dir [0] solid [0] \n end\nelse\n if <(dir) = [2]> then\n change [dy v] by (((-4) - (dy)) * (0.05))\n solid = is solid at (mob x) ((mob y) + (-57)) dir [0] solid [0] \n else\n change [dx v] by (((-4) - (dx)) * (0.05))\n solid = is solid at ((mob x) + (-57)) (mob y) dir [0] solid [0] \n end\nend\nchange [mob x v] by (dx)\nchange [mob y v] by (dy)\nif <(overlap) > [0]> then\n set [dir v] to (((dir) + (2)) mod (4))\nend\n\ndefine BIRD\nCheck Touching Death\nchange [dy v] by (-0.75)\nif <(mob y) < (root y)> then\n if <([abs v] of ((mob x) - (CAMERA X)) ) < [320]> then\n set [typ v] to [7]\n set rotation style [all around v]\n set [costume# v] to [BIRD-Bomb]\n switch costume to (costume#)\n create clone of (_myself_ v)\n set [costume# v] to [BIRD-01]\n set rotation style [left-right v]\n set [typ v] to [6]\n else\n if <<(dx) < [0]> = <(mob x) < (CAMERA X)>> then\n delete clone\n end\n end\n set [dy v] to [7]\nend\nset [overlap v] to []\nchange [mob x v] by (dx)\nchange [mob y v] by (dy)\nif <(overlap) > [0]> then\n set [dir v] to (((dir) + (2)) mod (4))\nend\n\ndefine Egg Bomb\nCheck Touching Death\nif <(frame) = []> then\n change [dy v] by (-0.25)\n change [mob x v] by (dx)\n change [mob y v] by (dy)\n turn right (-15) degrees\n set [overlap v] to []\n solid = is solid at (mob x) ((mob y) + (-5)) dir [2] solid [4] <>\n if <(overlap) > []> then\n if <(SFX) > [0]> then\n start sound [8bit bang v]\n end\n set [costume# v] to [Boom-2]\n change [mob y v] by (overlap)\n point in direction (90)\n set [frame v] to [0]\n add [dots] to [particle v]\n add (mob x) to [particle v]\n add (mob y) to [particle v]\n set [shake v] to [8]\n end\nelse\n change [frame v] by (1)\n if <(frame) > [3]> then\n delete clone\n end\nend\n\ndefine orientate\nif <<(typ) = [8]> or <<(typ) = [10]> or <(typ) = [11]>>> then\n stop [this script v]\nend\nif <<([abs v] of (dx) ) = [0]> and <not <<(typ) = [2]> or <(typ) = [9]>>>> then\n if <(PLAYER Y) < (mob y)> then\n set [dir v] to [2]\n set [dy v] to ((0) - (dy))\n end\nelse\n set [c v] to (item # of [x] in [cmds v])\n if <(c) > [0]> then\n set [dir v] to (item ((c) + (1)) of [cmds v])\n add (dir) to [debug v]\n set [dir v] to ((dir) / ([abs v] of (dir) ))\n else\n if <(PLAYER X) < (mob x)> then\n set [dir v] to [-1]\n else\n set [dir v] to [1]\n end\n end\n set [dx v] to ((dir) * ([abs v] of (dx) ))\n point in direction ((dir) * (90))\nend\n\nwhen I receive [reset after death v]\nif <(de-clone) > [0]> then\n delete clone\nend\nset [mob x v] to (root x)\nset [mob y v] to (root y)\nset [state v] to [spawn]\nhide\n\ndefine Eye Launcher\nif <(state) = [hold]> then\n stop [this script v]\nend\nCheck Touching Death\nif <(frame) < [60]> then\n change [frame v] by (1)\n if <(frame) < [60]> then\n if <(frame) > [30]> then\n turn right (15) degrees\n end\n stop [this script v]\n end\n set [dx v] to (ux)\n set [dy v] to (uy)\n set [speed v] to (pick random (8) to (20))\n if <(pick random (1) to (2)) = [1]> then\n set [speed v] to ((0) - (speed))\n end\n if <([abs v] of ((mob x) - (CAMERA X)) ) < [270]> then\n if <([abs v] of ((mob y) - (CAMERA Y)) ) < [200]> then\n if <(SFX) > [0]> then\n start sound [launcher v]\n end\n end\n end\nend\nif <(dir) > [0]> then\n if <(dir) = [1]> then\n change [mob x v] by (dx)\n change [dx v] by (0.5)\n else\n change [mob y v] by (dy)\n change [dy v] by (-0.5)\n end\nelse\n if <(dir) = [-1]> then\n change [mob x v] by (dx)\n change [dx v] by (-0.5)\n else\n change [mob y v] by (dy)\n change [dy v] by (0.5)\n end\nend\nturn right (speed) degrees\nif <([abs v] of ((dx) + (dy)) ) > ([abs v] of ((ux) + (uy)) )> then\n set [c v] to (item # of [d] in [cmds v])\n set [frame v] to [0]\n if <(c) > [0]> then\n set [frame v] to ((56) - (item ((c) + (1)) of [cmds v]))\n if <(frame) < [1]> then\n set [frame v] to [1]\n end\n end\n set [mob x v] to (root x)\n set [mob y v] to (root y)\n point in direction (90)\n if <([abs v] of ((mob x) - (CAMERA X)) ) < [270]> then\n if <([abs v] of ((mob y) - (CAMERA Y)) ) < [200]> then\n if <(SFX) > [0]> then\n start sound [launcher2 v]\n end\n end\n end\nend\n\ndefine init eye launcher\nset [dir v] to ((((item (root idx) of [map r v]) + (2)) mod (4)) - (1))\nGet UXY (dir) [60]\nset [frame v] to [0]\nset [speed v] to [0]\nrepeat (8)\n change [root x v] by (ux)\n change [root y v] by (uy)\n set [overlap v] to []\n change [speed v] by (60)\n solid = is solid at (root x) (root y) dir (dir) solid [4] <>\n if <(overlap) > []> then\n set [speed v] to ([sqrt v] of ((speed) * ((2) * (0.5))) )\n Get UXY (dir) ((0) - (speed))\n stop [this script v]\n end\nend\n\ndefine Get UXY (dir) (mul)\nif <(dir) > [0]> then\n if <(dir) = [1]> then\n set [ux v] to (mul)\n set [uy v] to [0]\n else\n set [ux v] to [0]\n set [uy v] to ((0) - (mul))\n end\nelse\n if <(dir) = [-1]> then\n set [ux v] to ((0) - (mul))\n set [uy v] to [0]\n else\n set [ux v] to [0]\n set [uy v] to (mul)\n end\nend\n\ndefine pop (typ)\nadd (typ) to [particle v]\nadd (mob x) to [particle v]\nadd ((mob y) + (10)) to [particle v]\n\ndefine spawn trigger\nshow\nset [state v] to []\norientate\nif <(typ) = [9]> then\n set [de-clone v] to [1]\n set [delay v] to [0]\n repeat (5)\n create clone of (_myself_ v)\n change [delay v] by (10)\n end\n set [de-clone v] to []\nend\nset [c v] to (item # of [h] in [cmds v])\nif <(c) > [0]> then\n set [frame v] to (item ((c) + (1)) of [cmds v])\n if <(typ) = [8]> then\n set [frame v] to ((58) - (frame))\n end\nend\nset [c v] to (item # of [g] in [cmds v])\nif <(c) > [0]> then\n set [c v] to (item ((c) + (1)) of [cmds v])\n if <(item (c) of [group v]) = [hold]> then\n set [state v] to [hold]\n else\n if <<(group) > [0]> and <(item (group) of [group v]) < [1]>> then\n replace item (group) of [group v] with [1]\n end\n end\nend\n\nwhen I receive [boss - pip v]\nif <not <(typ) = []>> then\n stop [this script v]\nend\nreplace item (7) of [boss v] with ((1) + (item (7) of [boss v]))\nset [root x v] to (item (2) of [boss v])\nset [root y v] to (item (3) of [boss v])\nset [de-clone v] to [1]\nset [state v] to [show]\npoint in direction (90)\nspawn [2] <>\nset [speed v] to [4]\nset [count v] to [1]\nset [boss spawn v] to [1]\nif <(item (8) of [boss v]) = [0]> then\n set [dx v] to [2]\n set [dy v] to [-6]\nelse\n set [dx v] to [5]\n set [dy v] to [16]\nend\ncreate clone of (_myself_ v)\nset [boss spawn v] to []\nset [de-clone v] to []\nset [typ v] to []\n\ndefine process (px) (py)\nif <<(typ) = []> or <(state) = [spawn]>> then\n stop [this script v]\nend\nif <<([abs v] of (px) ) > [340]> or <([abs v] of (py) ) > [280]>> then\n if <not <(costume [number v]) = [2]>> then\n switch costume to (blank v)\n end\n stop [this script v]\nend\nif <<([abs v] of (px) ) > [240]> or <([abs v] of (py) ) > [180]>> then\n switch costume to (big v)\nend\ngo to x: (px) y: (py)\nswitch costume to (costume#)\nif <<<(typ) = [2]> or <(typ) = [13]>> and <(state) = []>> then\n set [temp v] to (([floor v] of ((frame) / (4)) ) mod (9))\n if <(temp) < [5]> then\n next costume\n if <<(temp) = [0]> or <(temp) = [4]>> then\n next costume\n end\n end\nelse\n if <(typ) = [6]> then\n if <(frame) = <(dy) > [0]>> then\n if <(dy) > [0]> then\n next costume\n end\n else\n if <(frame) = []> then\n set [frame v] to <(dy) > [0]>\n else\n set [frame v] to []\n end\n next costume\n next costume\n end\n else\n if <(typ) = [9]> then\n if <(frame) > [270]> then\n next costume\n if <(frame) > [290]> then\n set [frame v] to (pick random (0) to (150))\n end\n end\n else\n if <<(typ) = [10]> or <(typ) = [11]>> then\n switch costume to ((costume [number v]) + (uy))\n end\n end\n end\nend\n\ndefine delete clone\nif <(typ) > []> then\n change [clones v] by (-1)\n if <(boss spawn) > [0]> then\n replace item (7) of [boss v] with ((item (7) of [boss v]) - (1))\n end\n delete this clone\nend\n\ndefine pop1 (typ)\nadd [pop1] to [particle v]\nadd (typ) to [particle v]\nadd (mob x) to [particle v]\nadd ((mob y) + (10)) to [particle v]\n\ndefine init worm <cw>\npoint in direction ((item (root idx) of [map r v]) * (90))\nif <cw> then\n set [costume# v] to [worm-cw1]\n set [ux v] to [90]\nelse\n turn right (180) degrees\n set [costume# v] to [worm-ccw1]\n set [ux v] to [-90]\nend\nset [uy v] to [0]\nset [dir v] to ((((((direction) + (ux)) / (90)) + (1)) mod (4)) - (1))\nset [dx v] to ([sin v] of ((dir) * (90)) )\nset [dy v] to ([cos v] of ((dir) * (90)) )\nrepeat (20)\n change [root x v] by ((dx) * (30))\n change [root y v] by ((dy) * (30))\n set [overlap v] to []\n solid = is solid at (root x) (root y) dir (dir) solid [4] <>\n if <(overlap) > []> then\n set [overlap v] to ((-3) - (overlap))\n change [root x v] by ((dx) * (overlap))\n change [root y v] by ((dy) * (overlap))\n stop [this script v]\n end\nend\n\ndefine tick worm <cw>\nCheck Touching Death\nchange [frame v] by (1)\nif <(frame) < [1]> then\n stop [this script v]\nend\nset [frame v] to [0]\nif <(state) = [curl]> then\n set [state v] to []\n set [uy v] to [3]\n turn right (ux) degrees\n set [dx v] to ([sin v] of ((direction) + (ux)) )\n set [dy v] to ([cos v] of ((direction) + (ux)) )\n set [dir v] to (round ((((((direction) + (ux)) / (90)) + (1)) mod (4)) - (1)))\n change [mob x v] by ((10) * ([sin v] of (direction) ))\n change [mob y v] by ((10) * ([cos v] of (direction) ))\n set [overlap v] to []\n change [mob x v] by ((24) * (dx))\n change [mob y v] by ((24) * (dy))\n solid = is solid at (mob x) (mob y) dir (dir) solid [4] <>\n if <(overlap) > []> then\n set [overlap v] to ((-3) - (overlap))\n change [mob x v] by ((overlap) * (dx))\n change [mob y v] by ((overlap) * (dy))\n end\n stop [this script v]\nend\nif <(uy) > [0]> then\n change [uy v] by (-1)\nelse\n if <(uy) < [0]> then\n change [uy v] by (1)\n end\nend\nset [overlap v] to []\nsolid = is solid at ((mob x) + ((4) * (dx))) ((mob y) + ((4) * (dy))) dir (dir) solid [4] <>\nif <(overlap) = []> then\n set [state v] to [curl]\nend\nchange [mob x v] by ((10) * ([sin v] of (direction) ))\nchange [mob y v] by ((10) * ([cos v] of (direction) ))\nset [overlap v] to []\nsolid = is solid at (mob x) (mob y) dir ((direction) / (90)) solid [4] <>\nif <(overlap) > []> then\n set [overlap v] to ((-3) - (overlap))\n change [mob x v] by ((overlap) * ([sin v] of (direction) ))\n change [mob y v] by ((overlap) * ([cos v] of (direction) ))\n turn left (ux) degrees\n set [dx v] to ([sin v] of ((direction) + (ux)) )\n set [dy v] to ([cos v] of ((direction) + (ux)) )\n set [dir v] to (round ((((((direction) + (ux)) / (90)) + (1)) mod (4)) - (1)))\n set [uy v] to [-3]\n change [mob x v] by ((23) * ([sin v] of (direction) ))\n change [mob y v] by ((23) * ([cos v] of (direction) ))\nend\n\nwhen I receive [edit - reload v]\ninit\n\ndefine Check Touching Death\nif <<(EDIT) < [1]> and <([abs v] of ((PLAYER X) - (mob x)) ) < [128]>> then\n if <([abs v] of ((PLAYER Y) - (mob y)) ) < [128]> then\n if <touching (player v)?> then\n set [player death v] to [1]\n end\n end\nend\n\ndefine parse commands (txt)\ndelete all of [cmds v]\nset [dx v] to [1]\nset [dy v] to []\nrepeat (length of (txt))\n set [c v] to (letter (dx) of (txt))\n if <[digits v] contains (c)?> then\n set [dy v] to (join (dy) (c))\n else\n if <(dy) > []> then\n add (dy) to [cmds v]\n set [dy v] to []\n end\n add (c) to [cmds v]\n end\n change [dx v] by (1)\nend\nif <(dy) > []> then\n add (dy) to [cmds v]\nend\n\nwhen I receive [edit - remove clones v]\nif <(typ) > []> then\n change [clones v] by (-1)\n delete this clone\nend\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-700]\n\nwhen I receive [report order v]\nadd (join [Mob ] (costume [name v])) to [debug v]\n\n@Editor\n\nwhen I receive [game loop - scroll v]\nif <(toggle) = [1]> then\n if <(EDIT) = [1]> then\n wait (0) seconds\n broadcast (EDIT - Remove Clones v) and wait\n go to [back v] layer\n go [forward v] (11) layers\n hide\n broadcast (EDIT - Save v) and wait\n set [edit v] to [0]\n set [spawn idx v] to (([floor v] of ((PLAYER Y) / (60)) ) * (LSX))\n change [spawn idx v] by (([floor v] of ((PLAYER X) / (60)) ) + (1))\n set [player inv v] to [45]\n wait (0) seconds\n broadcast (EDIT - Reload v) and wait\n else\n wait (0) seconds\n broadcast (EDIT - Remove Clones v) and wait\n broadcast (EDIT - Load v) and wait\n set [edit v] to [1]\n show\n go to [front v] layer\n set [ghost v] effect to (75)\n end\n set [toggle v] to []\nend\nif <(EDIT) = [1]> then\n edit\nend\n\nwhen I receive [setup - level v]\nif <([production v] of [menu v]) > [0]> then\n set [edit v] to []\nelse\n set [edit v] to [0]\nend\nset [chosen brush v] to [2]\nset [chosen brush r v] to [1]\nset [chosen brush data v] to []\nset [drawing v] to []\nset [toggle v] to []\nhide\n\nwhen [m v] key pressed\nif <key (q v) pressed?> then\n if <(EDIT) > []> then\n set [toggle v] to [1]\n end\nend\n\nwhen [1 v] key pressed\nNext Brush [1]\n\nwhen [e v] key pressed\nset [chosen brush v] to (item (idx) of [map v])\nset [chosen brush r v] to (item (idx) of [map r v])\nset [chosen brush data v] to (item # of (join [+] (idx)) in [map data v])\nif <(chosen brush data) > [0]> then\n set [chosen brush data v] to (item ((chosen brush data) + (1)) of [map data v])\nelse\n set [chosen brush data v] to []\nend\n\nwhen [r v] key pressed\nset [chosen brush r v] to (((chosen brush r) + (1)) mod (4))\n\ndefine Next Brush (category)\nset [chosen brush data v] to []\nset [category v] to (letter (8) of (item (chosen brush) of [mask v]))\nif <not <(category) = (category)>> then\n set [chosen brush v] to [0]\nend\nrepeat (length of [mask v])\n change [chosen brush v] by (1)\n if <(chosen brush) > (length of [mask v])> then\n set [chosen brush v] to [1]\n end\n set [category v] to (letter (8) of (item (chosen brush) of [mask v]))\n if <(category) = (category)> then\n stop [this script v]\n end\nend\nset [chosen brush v] to [1]\n\nwhen [2 v] key pressed\nNext Brush [2]\n\nwhen [3 v] key pressed\nNext Brush [3]\n\nwhen [4 v] key pressed\nNext Brush [4]\n\nwhen [5 v] key pressed\nNext Brush [5]\n\nwhen [6 v] key pressed\nNext Brush [6]\n\nwhen [n v] key pressed\nset [category v] to (letter (8) of (item (chosen brush) of [mask v]))\nNext Brush (category)\n\nwhen [7 v] key pressed\nNext Brush [7]\n\ndefine ensure wall (idx)\nrepeat (((idx) - (length of [wall v])) + (1))\n add [0] to [wall v]\nend\n\ndefine edit\nif <(drawing) < [1]> then\n if <<([over v] of [in-game menu v]) > [0]> or <(IN-GAME MENU) > [0]>> then\n set [idx v] to [-999]\n set [x v] to [-999]\n set [y v] to [-999]\n set [drawing v] to [-1]\n hide\n stop [this script v]\n end\nend\nif <(idx) < [1]> then\n show\nend\nset [x v] to ([floor v] of (((mouse x) + (CAMERA X)) / (60)) )\nset [y v] to ([floor v] of (((mouse y) + (CAMERA Y)) / (60)) )\nset [idx v] to ((x) + (1))\nchange [idx v] by ((y) * (LSX))\nset [x v] to ((x) * (60))\nset [y v] to ((y) * (60))\ngo to x: (((x) - (CAMERA X)) + (30)) y: (((y) - (CAMERA Y)) + (30))\nset [data# v] to (item # of (join [+] (idx)) in [map data v])\nif <<mouse down?> or <key (x v) pressed?>> then\n if <(drawing) = []> then\n if <<(item (idx) of [map v]) = (chosen brush)> and <(item (idx) of [map r v]) = (chosen brush r)>> then\n set [drawing v] to [1]\n set [drawing r v] to [1]\n set [drawing data v] to []\n else\n set [drawing v] to (chosen brush)\n set [drawing r v] to (chosen brush r)\n set [drawing data v] to (chosen brush data)\n end\n end\n if <(drawing) > [0]> then\n set [brush v] to (drawing)\n set [brush r v] to (drawing r)\n set [brush data v] to (drawing data)\n if <<(brush) = [63]> or <<(brush) = [76]> or <<(brush) = [70]> or <(brush) = [85]>>>> then\n replace item (item # of (brush) in [map v]) of [map v] with [1]\n end\n replace item (idx) of [map v] with (brush)\n replace item (idx) of [map r v] with (brush r)\n if <(data#) > [0]> then\n delete (data#) of [map data v]\n delete (data#) of [map data v]\n set [data# v] to [0]\n end\n if <(brush data) > []> then\n add (join [+] (idx)) to [map data v]\n set [data# v] to (length of [map data v])\n add (brush data) to [map data v]\n end\n end\nelse\n set [brush v] to (chosen brush)\n set [brush r v] to (chosen brush r)\n set [brush data v] to (chosen brush data)\n set [drawing v] to []\n set [drawing r v] to []\n set [drawing data v] to []\nend\nif <(data#) > [0]> then\n say (item ((data#) + (1)) of [map data v])\nelse\n say []\nend\nif <key ((join [/] []) v) pressed?> then\n ask (join [Enter Data: ] (item ((data#) + (1)) of [map data v])) and wait\n repeat until <not <<< (answer) contains [ ]?> or < (answer) contains [Z]?>> or << (answer) contains [B]?> or < (answer) contains [C]?>>>>\n ask [Sorry - No spaces, B, C or Z's allowed...] and wait\n end\n if <(answer) = []> then\n if <(data#) > [0]> then\n ask [Enter Y to clear] and wait\n if <(answer) = [Y]> then\n delete (data#) of [map data v]\n delete (data#) of [map data v]\n end\n end\n else\n if <(data#) > [0]> then\n replace item ((data#) + (1)) of [map data v] with (answer)\n else\n add (join [+] ([idx v] of [editor v])) to [map data v]\n add (answer) to [map data v]\n end\n end\nend\nif <key (g v) pressed?> then\n set [i v] to (((2) * ([floor v] of (((mouse x) + ((CAMERA X) * (0.75))) / (60)) )) + (3))\n set [tmp v] to ((round (((mouse y) + ((CAMERA Y) * (0.75))) / (30))) - (6))\n if <(item (i) of [wall v]) = (tmp)> then\n replace item ((i) + (1)) of [wall v] with (((1) + (item ((i) + (1)) of [wall v])) mod (4))\n repeat until <not <key (g v) pressed?>>\n wait (0) seconds\n end\n else\n ensure wall (i)\n replace item (i) of [wall v] with (tmp)\n end\nend\n\nwhen I receive [edit - toggle play v]\nset [toggle v] to [1]\n\nset [i v] to [0]\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-1500]\n\nwhen I receive [report order v]\nadd (join [Editor ] (costume [name v])) to [debug v]\n\n@wallpaper\n\nwhen I receive [setup - background v]\nwait (0) seconds\ngo to [back v] layer\nset [color v] effect to (0)\nset [brightness v] effect to (0)\nset [color v] effect to (HUE #2)\n\nwhen I receive [game loop - scroll v]\nif <(GAME STATE) = [MENU LEVELS]> then\n set x to (((((CAMERA X) * (-0.5)) - (round ((timer) * (75)))) mod (80)) - (40))\nelse\n set x to ((((CAMERA X) * (-0.5)) mod (80)) - (40))\nend\nset y to ((((CAMERA Y) * (-0.5)) mod (80)) - (40))\nif <(length of [boss v]) > [5]> then\n bright to (((20) * ([sin v] of ((timer) * (200)) )) - (15))\nelse\n bright to [0]\nend\n\ndefine bright to (val)\nset [nxt v] to ((bright) + ((0.1) * ((val) - (bright))))\nif <not <(round (nxt)) = (bright)>> then\n set [bright v] to (round (nxt))\n set [brightness v] effect to (bright)\nend\n\nwhen I receive [start v]\nset [color v] effect to (HUE #2)\n\nwhen I receive [edit - remap width v]\nset [color v] effect to (HUE #2)\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-50]\n\nwhen I receive [report order v]\nadd (join [wallpaper ] (costume [name v])) to [debug v]\n\n@Wallpaper Tiles\n\ndefine position\nif <((x) - ((CAMERA X) * (0.75))) > [240]> then\n change [x v] by (-540)\n change [id v] by (-18)\nelse\n if <((x) - ((CAMERA X) * (0.75))) < [-300]> then\n change [x v] by (540)\n change [id v] by (18)\n end\nend\nset [tile v] to (item (id) of [wall v])\nif <<([abs v] of ((x) - (CAMERA X)) ) > [210]> or <((mob y) - (CAMERA Y)) < [-160]>> then\n switch costume to (big v)\nend\ngo to x: (((x) - ((CAMERA X) * (0.75))) + (30)) y: (((((tile) * (30)) + (y)) - ((CAMERA Y) * (0.75))) + (30))\nif <(y position) > [182]> then\n set y to (182)\nend\nswitch costume to ((item ((id) + (1)) of [wall v]) + (21))\nif <(length of [boss v]) > [5]> then\n bright to (((18) * ([sin v] of ((timer) * (200)) )) - (15))\nelse\n bright to [0]\nend\n\nwhen I receive [game loop - scroll v]\nif <(id) = []> then\n edit\nelse\n position\nend\n\ndefine clone\nshow\nset [id v] to [1]\nset [x v] to [-60]\nset [y v] to [151]\nrepeat (9)\n create clone of (_myself_ v)\n change [id v] by (2)\n change [x v] by (60)\nend\nset [id v] to [1]\nset [x v] to [-60]\n\nwhen I receive [setup - background v]\nhide\ngo to [back v] layer\nswitch costume to (sky-4 v)\nset [color v] effect to ((HUE #2) + (15))\nshow\nclone\n\ndefine edit\nif <not <(EDIT) = [1]>> then\n hide\n stop [this script v]\nend\nset [x v] to ([x v] of [editor v])\nset [y v] to ([y v] of [editor v])\ngo to x: (((x) - (CAMERA X)) + (30)) y: (((y) - (CAMERA Y)) + (30))\npoint in direction (([brush r v] of [editor v]) * (90))\nswitch costume to ([brush v] of [editor v])\nset [ghost v] effect to (33)\nshow\n\nwhen I start as a clone\nif <(id) = [1]> then\n delete this clone\nelse\n change [clones v] by (1)\nend\n\ndefine init\ndelete all of [wall v]\nrepeat (LSX)\n add (pick random (-1) to (1)) to [wall v]\nend\n\ninit\n\ndefine bright to (val)\nset [nxt v] to ((bright) + ((0.1) * ((val) - (bright))))\nif <not <(round (nxt)) = (bright)>> then\n set [bright v] to (round (nxt))\n set [brightness v] effect to (bright)\nend\n\nwhen I receive [start v]\nset [color v] effect to ((HUE #2) + (15))\n\nwhen I receive [edit - remap width v]\nset [color v] effect to ((HUE #2) + (15))\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-100]\n\nwhen I receive [report order v]\nadd (join [Wallpaper Tiles: ] (costume [name v])) to [debug v]\n\n@Particles\n\nwhen I receive [setup - level v]\nset [type v] to []\ndelete all of [particle v]\nhide\n\nwhen I receive [event - explode v]\nif <(type) = []> then\n explode\nend\n\ndefine explode\ngo to (player v)\nset [collided v] to []\nset size to (100) %\nswitch costume to (yellow v)\nset [type v] to [yellow]\nset [player sx v] to [0]\nset [player sy v] to [0]\nrepeat (15)\n spawn particle\nend\nrepeat (3)\n next costume\n spawn particle\nend\nset size to (10) %\nswitch costume to (circle v)\nset [type v] to [circle]\nset [dx v] to [0]\nset [dy v] to [0]\nset [x v] to ((PLAYER X) + (dx))\nset [y v] to ((PLAYER Y) + (dy))\nset [frame v] to [0]\ncreate clone of (_myself_ v)\nset [type v] to []\n\nwhen I receive [game loop - particles v]\nif <(type) = []> then\n if <(length of [particle v]) > [0]> then\n Check Spawn\n end\n stop [this script v]\nend\nif <(type) = [yellow]> then\n Particle <>\n stop [this script v]\nend\nif <(type) = [dirt]> then\n Particle \n stop [this script v]\nend\nif <(type) = [circle]> then\n Circle\n stop [this script v]\nend\nif <(type) = [spring]> then\n spring\n stop [this script v]\nend\nif <(type) > []> then\n Collect\n stop [this script v]\nend\n\ndefine solid = is solid at (x) (y) dir (dir)\nset [idx v] to (([floor v] of ((x) / (60)) ) + (1))\nchange [idx v] by (([floor v] of ((y) / (60)) ) * (LSX))\nset [tile v] to (item (idx) of [map v])\nset [mask v] to (item (tile) of [mask v])\nif <((x) mod (60)) < [30]> then\n if <((y) mod (60)) < [30]> then\n set [mid v] to [1]\n else\n set [mid v] to [2]\n end\nelse\n if <((y) mod (60)) < [30]> then\n set [mid v] to [0]\n else\n set [mid v] to [3]\n end\nend\nset [c v] to (letter ((((mid) - (item (idx) of [map r v])) mod (4)) + (1)) of (mask))\nif <(c) > [4]> then\n if <(dir) > [0]> then\n if <(dir) = [1]> then\n set [temp v] to ((x) mod (30))\n else\n set [temp v] to ((30) - ((y) mod (30)))\n end\n else\n if <(dir) = [-1]> then\n set [temp v] to ((30) - ((x) mod (30)))\n else\n set [temp v] to ((y) mod (30))\n end\n end\n if <(temp) > (overlap)> then\n set [overlap v] to (temp)\n set [solid v] to [1]\n end\nend\n\ndefine Particle <dirt>\nset [dx v] to ((dx) * (0.95))\nif <dirt> then\n set [dy v] to (((dy) - (0.9)) * (0.99))\n if <(dy) < [-30]> then\n set [dy v] to [-30]\n end\nelse\n set [dy v] to (((dy) - (0.7)) * (0.95))\nend\nchange [x v] by (dx)\nif <(collided) = []> then\n set [overlap v] to []\n if <(dx) > [0]> then\n solid = is solid at (x) ((y) - (size)) dir [1]\n if <(overlap) > []> then\n change [x v] by ((-0.01) - (overlap))\n set [dx v] to ((-0.8) * ([abs v] of (dx) ))\n end\n else\n solid = is solid at (x) ((y) - (size)) dir [-1]\n if <(overlap) > []> then\n change [x v] by ((0.01) + (overlap))\n set [dx v] to ([abs v] of (dx) )\n end\n end\nend\nchange [y v] by (dy)\nif <(collided) = []> then\n set [overlap v] to []\n if <(dy) > [0]> then\n solid = is solid at (x) ((y) - (size)) dir [0]\n if <(overlap) > []> then\n change [y v] by ((-0.01) - (overlap))\n set [dy v] to ((-0.5) * ([abs v] of (dy) ))\n end\n else\n solid = is solid at (x) ((y) - (size)) dir [2]\n if <(overlap) > []> then\n change [y v] by ((0.01) + (overlap))\n set [dy v] to ((0.5) * ([abs v] of (dy) ))\n set [dx v] to ((dx) * (0.75))\n if <(dy) > [1]> then\n change [dx v] by (([abs v] of (dy) ) * (pick random (-0.5) to (0.5)))\n if <not <dirt>> then\n if <(pick random (1) to (2)) = [1]> then\n if <(SFX) > [0]> then\n start sound (pick random (1) to (6))\n end\n end\n end\n end\n end\n end\nend\nPosition\nchange [frame v] by (1)\nif <(frame) > [60]> then\n change [ghost v] effect by (10)\n if <(frame) > [70]> then\n delete clone\n end\nend\n\ndefine Circle\nchange size by (((130) - (size)) * (0.15))\nchange [ghost v] effect by (7)\nPosition\nchange [frame v] by (1)\nif <(frame) > [15]> then\n delete clone\nend\n\ndefine Position\nset [solid v] to (costume [number v])\nif <<([abs v] of ((x) - (CAMERA X)) ) > [240]> or <([abs v] of ((y) - (CAMERA Y)) ) > [180]>> then\n switch costume to (big v)\nend\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nswitch costume to (solid)\n\ndefine spawn particle\nset [color v] effect to (0)\nset [frame v] to (pick random (0) to (20))\nset [dx v] to (pick random (-12.0) to (12.0))\nset [dy v] to (pick random (-4.0) to (20.0))\nset [x v] to ((PLAYER X) + (dx))\nset [y v] to ((PLAYER Y) + (dy))\ncreate clone of (_myself_ v)\n\ndefine Check Spawn\nset size to (100) %\nrepeat until <(length of [particle v]) = [0]>\n set [color v] effect to (0)\n point in direction (90)\n set [frame v] to [0]\n set [collided v] to []\n set [temp v] to (item (1) of [particle v])\n if <<(temp) = [pop1]> or <(temp) = [popn]>> then\n delete (1) of [particle v]\n set [type v] to (item (1) of [particle v])\n else\n set [type v] to (temp)\n end\n set [x v] to (item (2) of [particle v])\n set [y v] to (item (3) of [particle v])\n repeat (3)\n delete (1) of [particle v]\n end\n set [size v] to [7]\n if <(temp) = [pop1]> then\n switch costume to (type)\n set [type v] to [yellow]\n set [frame v] to [45]\n Position\n set [dx v] to (pick random (-6.0) to (6.0))\n set [dy v] to (pick random (5.0) to (9.0))\n else\n if <(temp) = [popn]> then\n switch costume to (type)\n set [type v] to [yellow]\n set [frame v] to (item (2) of [particle v])\n Position\n repeat ((item (1) of [particle v]) - (1))\n set [dx v] to ((item (3) of [particle v]) * (pick random (-1.0) to (1.0)))\n set [dy v] to (pick random (item (4) of [particle v]) to (item (5) of [particle v]))\n create clone of (_myself_ v)\n end\n set [dx v] to ((item (3) of [particle v]) * (pick random (-1.0) to (1.0)))\n set [dy v] to (pick random (item (4) of [particle v]) to (item (5) of [particle v]))\n repeat (5)\n delete (1) of [particle v]\n end\n else\n if <<(type) = [15]> or <(type) = [collect]>> then\n set [dx v] to [0]\n set [dy v] to [10]\n if <(type) = [collect]> then\n switch costume to (item (1) of [particle v])\n delete (1) of [particle v]\n else\n switch costume to (apple v)\n end\n set [type v] to [collect]\n else\n if <<(type) = [25]> or <(type) = [burst]>> then\n if <(type) = [burst]> then\n switch costume to (item (1) of [particle v])\n delete (1) of [particle v]\n else\n switch costume to (checkpoint-4 v)\n end\n set [type v] to [collect]\n set [frame v] to [0]\n set [temp v] to (pick random (-10) to (-10))\n set [dx v] to ((14) * ([sin v] of ((temp) + (pick random (-10) to (-10))) ))\n set [dy v] to ((4) + ((14) * ([cos v] of ((temp) + (pick random (-10) to (10))) )))\n repeat (7)\n Position\n create clone of (_myself_ v)\n set [dx v] to ((14) * ([sin v] of ((temp) + (pick random (-10) to (10))) ))\n set [dy v] to ((4) + ((14) * ([cos v] of ((temp) + (pick random (-10) to (10))) )))\n change [temp v] by (45)\n end\n else\n if < (type) contains [pop]?> then\n switch costume to (type)\n set [type v] to [yellow]\n set [frame v] to [45]\n Position\n set [dx v] to (pick random (-6.0) to (6.0))\n set [dy v] to (pick random (5.0) to (9.0))\n repeat (3)\n create clone of (_myself_ v)\n set [dx v] to (pick random (-6.0) to (6.0))\n set [dy v] to (pick random (5.0) to (9.0))\n end\n else\n if <(type) = [dots]> then\n switch costume to (dots v)\n set [type v] to [yellow]\n set [frame v] to [45]\n Position\n set [dx v] to (pick random (-6.0) to (6.0))\n set [dy v] to (pick random (5.0) to (9.0))\n repeat (3)\n create clone of (_myself_ v)\n set [dx v] to (pick random (-6.0) to (6.0))\n set [dy v] to (pick random (5.0) to (9.0))\n end\n else\n if <(type) = [6]> then\n switch costume to (pop orange v)\n set [dx v] to (pick random (-6.0) to (6.0))\n set [dy v] to (pick random (5) to (9.0))\n else\n if <(type) = [dirt drop]> then\n switch costume to (dots v)\n switch costume to ((costume [number v]) + (pick random (0) to (1)))\n set [type v] to [dirt]\n set [frame v] to [40]\n set [dx v] to (pick random (-0.2) to (0.2))\n set [dy v] to [0]\n else\n if < (type) contains [crumble]?> then\n switch costume to (type)\n set [type v] to [dirt]\n set [frame v] to [55]\n set [dx v] to (pick random (-1.0) to (1.0))\n set [dy v] to (pick random (-1.0) to (0))\n set [collided v] to [9]\n else\n if < (type) contains [cloud]?> then\n switch costume to (type)\n set [type v] to [collect]\n set [frame v] to [0]\n set [dx v] to (pick random (-1.0) to (1.0))\n set [dy v] to (pick random (0) to (1.5))\n set [collided v] to [9]\n else\n if < (type) contains [spring]?> then\n switch costume to (type)\n set [frame v] to [0]\n point in direction ((90) * (item (1) of [particle v]))\n delete (1) of [particle v]\n set [dx v] to ((15) * ([sin v] of ((direction) - (90)) ))\n set [dy v] to ((15) * ([cos v] of ((direction) - (90)) ))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n Position\n create clone of (_myself_ v)\nend\nif <(type) > []> then\n set [type v] to []\n hide\nend\n\ndefine Collect\nchange [dy v] by (((0.5) - (dy)) * (0.1))\nchange [y v] by (dy)\nchange [dx v] by (((0) - (dx)) * (0.1))\nchange [x v] by (dx)\nchange [frame v] by (1)\nchange [ghost v] effect by (5)\nif <(frame) > [20]> then\n delete clone\nend\nPosition\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [root x v] to (x)\nset [root y v] to (y)\nshow\n\ndefine spring\nchange [frame v] by (1)\nif <(frame) < [3]> then\n change [x v] by (dx)\n change [y v] by (dy)\nelse\n if <(frame) < [5]> then\n set [dx v] to [0]\n set [dy v] to [0]\n else\n if <(frame) < [30]> then\n if <((direction) mod (180)) = [0]> then\n change [dx v] by ((-0.7) * ([sin v] of ((direction) - (90)) ))\n change [x v] by (dx)\n if <([abs v] of ((x) - (root x)) ) < [6]> then\n solid = is solid at (root x) (root y) dir [0]\n replace item (idx) of [map v] with [42]\n delete clone\n end\n else\n change [dy v] by ((-0.5) * ([cos v] of ((direction) - (90)) ))\n change [y v] by (dy)\n if <([abs v] of ((y) - (root y)) ) < [6]> then\n solid = is solid at (root x) (root y) dir [0]\n replace item (idx) of [map v] with [42]\n delete clone\n end\n end\n end\n end\nend\nPosition\n\nwhen flag clicked\ngo to [front v] layer\n\ndefine delete clone\nif <(type) > []> then\n change [clones v] by (-1)\n delete this clone\nend\n\ndefine show\nshow\nif <(costume [name v]) = [dots]> then\n set [size v] to [4]\nelse\n if <(costume [name v]) = [dots2]> then\n set [size v] to [3]\n else\n if <(costume [name v]) = [cloud]> then\n go to [back v] layer\n go [forward v] (11) layers\n else\n if <(costume [name v]) = [typ 80]> then\n go to [front v] layer\n go [backward v] (GUI SPRITE #) layers\n else\n if <(costume [name v]) = [pop red]> then\n go to [front v] layer\n go [backward v] (GUI SPRITE #) layers\n else\n if <(costume [name v]) = [spring]> then\n set [color v] effect to (HUE)\n end\n end\n end\n end\n end\nend\nif <(costume [name v]) = [crumble-single]> then\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [report order v]\nadd (join [Particles ] (costume [name v])) to [debug v]\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-900]\n\n@Active\n\nwhen I receive [game - loop obj v]\ntick\n\ndefine tick\nset [a# v] to [0]\nrepeat (length of [active idx v])\n set [idx v] to (item (1) of [active idx v])\n if <not <[idx v] contains (idx)?>> then\n if <(EDIT) < [1]> then\n spawn\n end\n end\n delete (1) of [active idx v]\nend\nset [a# v] to [0]\nrepeat (length of [idx v])\n change [a# v] by (1)\n set [idx v] to (item (a#) of [idx v])\n process\nend\n\nwhen flag clicked\ndelete all of [idx v]\ndelete all of [typ v]\ndelete all of [frame v]\ngo to [front v] layer\n\ndefine spawn\nset [tile v] to (item (idx) of [map v])\nif <(tile) = [34]> then\n init [crumble] [0.5]\n if <(SFX) > [0]> then\n start sound [crumble 2 v]\n end\nelse\n if <(tile) = [42]> then\n init [spring] [0]\n if <(SFX) > [0]> then\n start sound [spring v]\n end\n else\n if <(tile) = [46]> then\n init [crumble2] [0.5]\n if <(SFX) > [0]> then\n start sound [crumble 2 v]\n end\n else\n if <(tile) = [72]> then\n Touching Door [key1]\n else\n if <<(tile) = [71]> or <(tile) = [84]>> then\n Trigger Action\n end\n end\n end\n end\nend\n\ndefine process\nset [typ v] to (item (a#) of [typ v])\nset [idx v] to (item (a#) of [idx v])\nset [frame v] to (item (a#) of [frame v])\nset [tile v] to (item (idx) of [map v])\nset [dir v] to (item (idx) of [map r v])\nif <(typ) = [crumble]> then\n tick crumble [8] [34] [0] [0.5]\nelse\n if <(typ) = [crumble2]> then\n tick crumble [4] [46] [25] [0.25]\n else\n if <(typ) = [spring]> then\n tick spring\n end\n end\nend\n\ndefine init (typ) (frame)\nadd (idx) to [idx v]\nadd (typ) to [typ v]\nadd (frame) to [frame v]\n\ndefine despawn\ndelete (a#) of [idx v]\ndelete (a#) of [typ v]\ndelete (a#) of [frame v]\nchange [a# v] by (-1)\n\ndefine get nx ny\nset [nx v] to (((((idx) - (1)) mod (LSX)) * (60)) + (30))\nset [ny v] to ((([floor v] of (((idx) - (1)) / (LSX)) ) * (60)) + (30))\n\ndefine particle (typ) (x) (y) (dx) (dy) (dir)\nadd (typ) to [particle v]\nif <(dir) < [2]> then\n if <(dir) = [0]> then\n add ((x) - (dy)) to [particle v]\n add ((y) + (dx)) to [particle v]\n else\n add ((x) + (dx)) to [particle v]\n add ((y) + (dy)) to [particle v]\n end\nelse\n if <(dir) = [2]> then\n add ((x) + (dy)) to [particle v]\n add ((y) - (dx)) to [particle v]\n else\n add ((x) - (dx)) to [particle v]\n add ((y) - (dy)) to [particle v]\n end\nend\n\ndefine tick crumble (max) (costume) (offset) (inc)\nchange [frame v] by (inc)\nif <not <(frame) > (max)>> then\n if <((frame) mod (1)) < (inc)> then\n if <(frame) < (max)> then\n replace item (idx) of [map v] with ((costume) + (frame))\n else\n replace item (idx) of [map v] with [1]\n end\n get nx ny\n set [td v] to (item (idx) of [map r v])\n set [icrum v] to (((frame) * (3)) + (offset))\n set [tx v] to (((item ((icrum) - (1)) of [crumble v]) - (1.5)) * (15))\n set [ty v] to (((item ((icrum) - (0)) of [crumble v]) - (1.5)) * (15))\n particle (item ((icrum) - (2)) of [crumble v]) (nx) ((ny) - (7.5)) (tx) (ty) (td)\n end\nelse\n change [frame v] by ((0.5) - (inc))\n if <(frame) > [80]> then\n if <(frame) = [80.5]> then\n get nx ny\n if <([abs v] of ((PLAYER X) - (nx)) ) < [45]> then\n if <([abs v] of ((PLAYER Y) - (ny)) ) < [45]> then\n stop [this script v]\n end\n end\n end\n if <(frame) > ((80) + (max))> then\n replace item (idx) of [map v] with (costume)\n despawn\n stop [this script v]\n else\n if <((frame) mod (1)) = [0]> then\n replace item (idx) of [map v] with (((costume) + (max)) + ((80) - (frame)))\n end\n end\n end\nend\nreplace item (a#) of [frame v] with (frame)\n\ndefine tick spring\nif <(frame) = [0]> then\n get nx ny\n if <((dir) mod (2)) = [1]> then\n if <([abs v] of ((PLAYER X) - (nx)) ) > [30]> then\n despawn\n stop [this script v]\n end\n else\n if <([abs v] of ((PLAYER Y) - (ny)) ) > [30]> then\n despawn\n stop [this script v]\n end\n set [player no slow v] to [15]\n end\n replace item (idx) of [map v] with [43]\n add [spring] to [particle v]\n add (nx) to [particle v]\n add (ny) to [particle v]\n add (dir) to [particle v]\n Get UXY (((dir) mod (4)) - (1)) [30]\n if <(ux) = [0]> then\n set [player sy v] to (uy)\n else\n set [player sx v] to (ux)\n end\n set [dx v] to (item # of (join [+] (idx)) in [map data v])\n if <(dx) > [0]> then\n parse commands (item ((dx) + (1)) of [map data v])\n set [dx v] to (item # of [x] in [cmds v])\n if <(dx) > [0]> then\n set [player sx v] to (item ((dx) + (1)) of [cmds v])\n set [player no slow v] to [15]\n set [ux v] to (PLAYER SX)\n set [uy v] to [0]\n end\n set [dx v] to (item # of [y] in [cmds v])\n if <(dx) > [0]> then\n set [player sy v] to (item ((dx) + (1)) of [cmds v])\n end\n end\n set [player state v] to [BOING]\n if <(uy) = [0]> then\n set [player dir v] to ((ux) / ([abs v] of (ux) ))\n end\nend\nchange [frame v] by (1)\nif <(frame) = [25]> then\n replace item (idx) of [map v] with [42]\n despawn\n stop [this script v]\nend\nreplace item (a#) of [frame v] with (frame)\n\ndefine Get UXY (dir) (mul)\nif <(dir) > [0]> then\n if <(dir) = [1]> then\n set [ux v] to (mul)\n set [uy v] to [0]\n else\n set [ux v] to [0]\n set [uy v] to ((0) - (mul))\n end\nelse\n if <(dir) = [-1]> then\n set [ux v] to ((0) - (mul))\n set [uy v] to [0]\n else\n set [ux v] to [0]\n set [uy v] to (mul)\n end\nend\n\ndefine Touching Door (typ)\nif <not <[collect v] contains (typ)?>> then\n stop [this script v]\nend\nif <(SFX) > [0]> then\n start sound [Door Open v]\nend\nreplace item (idx) of [map v] with [1]\nset [player sx v] to [0]\nadd [collect] to [particle v]\nget nx ny\nadd (nx) to [particle v]\nadd (ny) to [particle v]\nadd [Lock-02] to [particle v]\nadd [burst] to [particle v]\nadd ((nx) - (15)) to [particle v]\nadd (ny) to [particle v]\nadd [key1] to [particle v]\nset [shake v] to [12]\n\ndefine parse commands (txt)\ndelete all of [cmds v]\nset [dx v] to [1]\nset [dy v] to []\nrepeat (length of (txt))\n set [c v] to (letter (dx) of (txt))\n if <[digits v] contains (c)?> then\n set [dy v] to (join (dy) (c))\n else\n if <(dy) > []> then\n add (dy) to [cmds v]\n set [dy v] to []\n end\n add (c) to [cmds v]\n end\n change [dx v] by (1)\nend\nif <(dy) > []> then\n add (dy) to [cmds v]\nend\n\nwhen I receive [setup - level v]\nsetup\n\ndefine setup\ndelete all of [group v]\ndelete all of [active idx v]\ndelete all of [frame v]\ndelete all of [idx v]\ndelete all of [typ v]\nset [idx v] to [0]\nrepeat (length of [map v])\n change [idx v] by (1)\n set [typ v] to (item (idx) of [map v])\n if <<(typ) = [71]> or <(typ) = [84]>> then\n set [dx v] to (item # of (join [+] (idx)) in [map data v])\n if <(dx) > [0]> then\n parse commands (item ((dx) + (1)) of [map data v])\n set [c v] to (item # of [g] in [cmds v])\n if <(c) > [0]> then\n set [c v] to (item ((c) + (1)) of [cmds v])\n repeat ((c) - (length of [group v]))\n add [] to [group v]\n end\n replace item (c) of [group v] with [hold]\n end\n end\n end\nend\n\nwhen I receive [edit - load v]\nsetup\n\ndefine Trigger Action\nparse commands (idx)\nset [dx v] to (item # of (join [+] (idx)) in [map data v])\nif <(dx) > [0]> then\n parse commands (item ((dx) + (1)) of [map data v])\n set [c v] to (item # of [g] in [cmds v])\n if <(c) > [0]> then\n set [c v] to (item ((c) + (1)) of [cmds v])\n replace item (c) of [group v] with [0]\n end\nend\n\nwhen I receive [edit - reload v]\nsetup\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-10000]\n\nwhen I receive [report order v]\nadd (join [Active ] (costume [name v])) to [debug v]\n\n@Boss1\n\nwhen flag clicked\nhide\n\ndefine init\ngo to [front v] layer\ngo [backward v] (GUI SPRITE #) layers\nset [id v] to [0]\nset [root idx v] to (item # of [60] in [map v])\nset [root x v] to (((((root idx) - (1)) mod (LSX)) * (60)) + (30))\nset [root y v] to ((([floor v] of (((root idx) - (1)) / (LSX)) ) * (60)) + (60))\n\nwhen I receive [setup - level v]\ndelete all of [boss v]\nrepeat (1)\n wait (0) seconds\nend\ninit\n\nwhen I receive [game loop - scroll v]\nif <(root idx) < [1]> then\n stop [this script v]\nend\nif <(length of [boss v]) = [0]> then\n if <([abs v] of ((PLAYER X) - (root x)) ) > [300]> then\n stop [this script v]\n end\n if <([abs v] of ((PLAYER Y) - (root y)) ) > [240]> then\n stop [this script v]\n end\n spawn\nend\ntick\n\ndefine walk to (x)\nset [temp v] to ((x) - (mob x))\nif <([abs v] of (temp) ) < [8]> then\n set [dx v] to ((0.5) * (dx))\n set [temp v] to ((((frame) - (0.1)) mod (18)) + (0.1))\n if <(temp) < [17]> then\n change [frame v] by ((0.35) * ((18) - (temp)))\n else\n if <(mode) = [walk]> then\n set [mode v] to [shoot]\n set [drop# v] to [0]\n set [pause v] to [99]\n else\n if <(mode) = [walk2]> then\n change [pause v] by (1)\n if <(pause) > [40]> then\n set [mode v] to [walk]\n set [target v] to ((item (6) of [boss v]) + (-175))\n end\n end\n end\n end\nelse\n set [temp v] to ((temp) / (6))\n if <([abs v] of (temp) ) > [9]> then\n set [temp v] to ((9) * ((temp) / ([abs v] of (temp) )))\n end\n change [dx v] by ((0.1) * ((temp) - (dx)))\n if <(((frame) mod (18)) + ([abs v] of (dx) )) > [17.999]> then\n \n set [shake v] to (pick random (1) to (2))\n end\n end\n change [frame v] by ([abs v] of (dx) )\nend\nchange [mob x v] by (dx)\n\ndefine Find Boss Arena\nset [temp v] to (root idx)\nrepeat (20)\n set [mask v] to (item (item (temp) of [map v]) of [mask v])\n if <(letter (1) of (mask)) < [1]> then\n change [temp v] by (-1)\n end\nend\nadd ((((temp) - (0.5)) mod (LSX)) * (60)) to [boss v]\nset [temp v] to (root idx)\nrepeat (20)\n set [mask v] to (item (item (temp) of [map v]) of [mask v])\n if <(letter (1) of (mask)) < [1]> then\n change [temp v] by (1)\n end\nend\nadd ((((temp) - (0.5)) mod (LSX)) * (60)) to [boss v]\n\ndefine solid = is solid at (x) (y) dir (dir) solid (schk) <spikeissolid>\nset [idx v] to (([floor v] of ((x) / (60)) ) + (1))\nchange [idx v] by (([floor v] of ((y) / (60)) ) * (LSX))\nset [tile v] to (item (idx) of [map v])\nset [mask v] to (item (tile) of [mask v])\nif <((x) mod (60)) < [30]> then\n if <((y) mod (60)) < [30]> then\n set [mid v] to [1]\n else\n set [mid v] to [2]\n end\nelse\n if <((y) mod (60)) < [30]> then\n set [mid v] to [0]\n else\n set [mid v] to [3]\n end\nend\nset [c v] to (letter ((((mid) - (item (idx) of [map r v])) mod (4)) + (1)) of (mask))\nif <<spikeissolid> and <(c) = [.]>> then\n set [c v] to [9]\nend\nif <(c) > (schk)> then\n if <(dir) > [0]> then\n if <(dir) = [1]> then\n set [temp v] to ((x) mod (30))\n else\n set [temp v] to ((30) - ((y) mod (30)))\n end\n else\n if <(dir) = [-1]> then\n set [temp v] to ((30) - ((x) mod (30)))\n else\n set [temp v] to ((y) mod (30))\n end\n end\n if <(temp) > (overlap)> then\n set [overlap v] to (temp)\n set [solid v] to [1]\n end\nend\n\ndefine spawn\nswitch costume to (spider eyes closed v)\npoint in direction (90)\nadd [SPIDER] to [boss v]\nadd [] to [boss v]\nadd [] to [boss v]\nadd [] to [boss v]\nFind Boss Arena\nadd [0] to [boss v]\nadd [0] to [boss v]\nset [boss stage v] to [1]\nset [mode v] to [walk2]\nset [count v] to [0]\nset [drop# v] to [0]\nset [target v] to (((item (5) of [boss v]) + (item (6) of [boss v])) / (2))\nset [mob x v] to (root x)\nset [mob y v] to (root y)\nset [dx v] to [0]\nset [frame v] to [0]\nset [pause v] to [0]\nset [costume# v] to [3]\ncreate clone of (_myself_ v)\nset [costume# v] to [4]\ncreate clone of (_myself_ v)\nset [costume# v] to [5]\ncreate clone of (_myself_ v)\nset [costume# v] to [2]\nstop [this script v]\n\ndefine tick head\nchange [avg player sx v] by ((0.3) * ((PLAYER SX) - (avg player sx)))\nif < (mode) contains [walk]?> then\n walk to (target)\nelse\n if <(mode) = [stab]> then\n walk to (target)\n else\n if <(mode) = [follow]> then\n if <(pause) > [0]> then\n if <((pause) mod (20)) = [0]> then\n set [target v] to ((PLAYER X) + (pick random (-60) to (60)))\n end\n change [pause v] by (-1)\n walk to (target)\n else\n walk to ((PLAYER X) + ((avg player sx) * (10)))\n set [temp v] to (((PLAYER X) + ((avg player sx) * (22))) - (mob x))\n if <([abs v] of (temp) ) < [40]> then\n set [mode v] to [stab]\n set [pause v] to [0]\n set [target v] to (mob x)\n end\n end\n else\n if <(mode) = [shoot]> then\n change [pause v] by (1)\n if <(pause) > ((25) - ((boss stage) * (3)))> then\n set [pause v] to [0]\n if <(drop#) < ((boss stage) + (2))> then\n set [temp v] to [0]\n if <(boss stage) > [1]> then\n replace item (8) of [boss v] with (((item (8) of [boss v]) + (1)) mod (2))\n end\n broadcast (boss - pip v)\n else\n set [pause v] to [0]\n if <(item (7) of [boss v]) < ((2) - (count))> then\n set [pause v] to [0]\n if <(count) = [0]> then\n set [mode v] to [walk]\n set [target v] to ((item (5) of [boss v]) + (175))\n set [count v] to [1]\n else\n set [mode v] to [follow]\n set [count v] to [0]\n set [pause v] to ((pick random (2) to (4)) * (20))\n end\n end\n end\n change [drop# v] by (1)\n end\n else\n if <(mode) = [ouch]> then\n change [pause v] by (1)\n set [show costume# v] to [spider squish]\n if <(pause) > [60]> then\n change [boss stage v] by (1)\n if <(boss stage) < [4]> then\n set [pause v] to [0]\n set [mode v] to [shake it off]\n else\n set [show costume# v] to [spider dead]\n boss death\n end\n end\n else\n if <(mode) = [shake it off]> then\n change [pause v] by (1)\n set [show costume# v] to [spider squish]\n if <(pause) > [30]> then\n begin walk sequence\n end\n end\n end\n end\n end\n end\nend\ngo to x: ((mob x) - (CAMERA X)) y: (((mob y) + (38)) - (CAMERA Y))\nset [temp v] to ([sin v] of (((frame) * (20)) - (25)) )\nchange y by ((temp) * (1))\npoint towards (player v)\nif <(mode) = [stab]> then\n action - stab\nelse\n if <(mode) = [ouch]> then\n point in direction (180)\n move (45) steps\n else\n if <(mode) = [shake it off]> then\n if <(pause) < [10]> then\n point in direction (180)\n move ((50) * ([sin v] of ((9) * ((10) - (pause))) )) steps\n else\n turn left (180) degrees\n turn left (((direction) * (((20) - (pause)) / (20))) + (180)) degrees\n turn right ((45) * ([sin v] of ((45) * ((pause) - (10))) )) degrees\n end\n end\n end\nend\nturn right (-90) degrees\nreplace item (2) of [boss v] with (mob x)\nreplace item (3) of [boss v] with (mob y)\nreplace item (4) of [boss v] with (frame)\n\ndefine tick body and legs\nset [frame v] to (item (4) of [boss v])\ngo to x: ((mob x) - (CAMERA X)) y: ((mob y) - (CAMERA Y))\nif <(costume#) = [5]> then\n set [mob x v] to (item (2) of [boss v])\n set [mob y v] to (item (3) of [boss v])\n set [temp v] to ([sin v] of (((frame) * (20)) + (33)) )\n change y by (((temp) * (2)) + (36))\n if <((TICK) mod (20)) < [10]> then\n change [show costume# v] by (1)\n end\n if <([mode v] of [boss1 v]) = [ouch]> then\n point in direction (90)\n change y by (-30)\n end\nelse\n set [temp v] to ([sin v] of (((frame) * (10)) + ((costume#) * (180))) )\n if <(temp) > [0]> then\n change y by ((temp) * (16))\n change [mob x v] by ((0.5) * ((item (2) of [boss v]) - (mob x)))\n set [mob y v] to (item (3) of [boss v])\n end\n if <([mode v] of [boss1 v]) = [ouch]> then\n change [show costume# v] by (4)\n end\nend\n\ndefine action - stab\nchange [pause v] by (1)\nif <(pause) < [6]> then\n turn left (180) degrees\n turn left (((direction) * ((pause) / (16))) + (180)) degrees\n move ((-20) * ([sin v] of ((15) * (pause)) )) steps\nelse\n if <(pause) < [16]> then\n turn left (180) degrees\n turn left (((direction) * ((pause) / (16))) + (180)) degrees\n move (-20) steps\n else\n point in direction (180)\n if <(pause) < [19]> then\n move ((-20) + ((70) * ([sin v] of ((30) * ((pause) - (16))) ))) steps\n if <(pause) = [18]> then\n set [shake v] to [32]\n end\n else\n if <<(pause) > [85]> or <<(count) < [2]> and <(pause) > [20]>>> then\n if <(pause) < [95]> then\n if <(pause) < [85]> then\n set [pause v] to [85]\n end\n move ((0) + ((50) * ([sin v] of ((9) * ((95) - (pause))) ))) steps\n else\n change [count v] by (1)\n if <(count) < [3]> then\n set [mode v] to [follow]\n set [pause v] to ((pick random (1) to (3)) * (20))\n else\n begin walk sequence\n end\n end\n else\n set [show costume# v] to [spider eyes closed]\n move ((-20) + (70)) steps\n if <(pause) > [20]> then\n move (pick random (-1) to (2)) steps\n end\n end\n end\n end\nend\n\ndefine begin walk sequence\nset [target v] to ((item (6) of [boss v]) + (-175))\nset [mode v] to [walk]\nset [count v] to [0]\n\ndefine pop (typ) (ox) (oy)\nadd (typ) to [particle v]\nadd (ox) to [particle v]\nadd (oy) to [particle v]\n\ndefine tick\nif <(length of [boss v]) = [1]> then\n if <(is clone) > [0]> then\n change [clones v] by (-1)\n delete this clone\n end\n hide\n stop [this script v]\nend\nswitch costume to (big v)\nset [show costume# v] to (costume#)\nif <(costume#) = [2]> then\n tick head\nelse\n tick body and legs\nend\nswitch costume to (show costume#)\nshow\nif <(costume#) = [2]> then\n if <<not <<(mode) = [ouch]> or <(mode) = [shake it off]>>> and <touching (player v)?>> then\n if <not <(mode) = [stab]>> then\n if <(EDIT) < [1]> then\n set [player death v] to [explode]\n end\n else\n if <<(pause) > [19]> and <(pause) < [85]>> then\n if <(PLAYER SY) < [-3]> then\n if <(KEY - UP) > [0]> then\n set [player sy v] to [18]\n else\n set [player sy v] to [14]\n end\n broadcast (bounce on head v)\n set [mode v] to [ouch]\n set [pause v] to [0]\n pop [pop red] (PLAYER X) (PLAYER Y)\n pop [pop dot] (PLAYER X) ((PLAYER Y) + (6))\n set [shake v] to [18]\n stop [this script v]\n end\n else\n set [player death v] to [explode]\n end\n end\n end\nend\n\nwhen I receive [reset after death v]\nif <(is clone) > []> then\n change [clones v] by (-1)\n delete this clone\nend\ndelete all of [boss v]\nhide\n\nwhen I start as a clone\nset [is clone v] to [1]\nchange [clones v] by (1)\n\ndefine boss death\npopn [25] typ [pop red] xy (mob x) ((mob y) - (50)) dx [10] dyy [2] [16] frm [-5]\npopn [30] typ [pop red] xy (mob x) ((mob y) - (50)) dx [20] dyy [2] [24] frm [-10]\npopn [25] typ [pop dot] xy (mob x) ((mob y) - (40)) dx [15] dyy [2] [20] frm [0]\nset [shake v] to [45]\ndelete all of [boss v]\nadd [dead] to [boss v]\n\nwhen [8 v] key pressed\nif <(username) = [griffpatch]> then\n if <(is clone) = []> then\n set [boss stage v] to [3]\n set [mode v] to [ouch]\n set [pause v] to [0]\n end\nend\n\ndefine popn (count) typ (typ) xy (x) (y) dx (dx) dyy (dy1) (dy2) frm (frame)\nadd [popn] to [particle v]\nadd (typ) to [particle v]\nadd (x) to [particle v]\nadd (y) to [particle v]\nadd (count) to [particle v]\nadd (frame) to [particle v]\nadd (dx) to [particle v]\nadd (dy1) to [particle v]\nadd (dy2) to [particle v]\n\nwhen I receive [edit - reload v]\ndelete all of [boss v]\ninit\n\nwhen I receive [edit - remove clones v]\nif <(is clone) > []> then\n change [clones v] by (-1)\n delete this clone\nend\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-950]\n\nwhen I receive [report order v]\nadd (join [Boss1 ] (costume [name v])) to [debug v]\n\n@Decoration\n\nwhen I receive [game loop - scroll v]\n\n if <<(PLAYER X) > [430]> or <(dy) > [0]>> then\n change [dy v] by (1)\n change [y v] by (dy)\n end\nend\nif <(GAME STATE) = [menu]> then\n go to x: (0) y: (110)\n show\nelse\n switch costume to (big v)\n set x to (((CAMERA X) * (-0.88)) + (x))\n set y to (((CAMERA Y) * (-0.88)) + (y))\n switch costume to (title v)\nend\n\nwhen I receive [setup - level v]\nset [y v] to ((326) * (0.88))\nset [dy v] to [0]\npoint in direction (90)\ngo to [back v] layer\ngo [forward v] (11) layers\nshow\n\nwhen I receive [start v]\nset [y v] to ((326) * (0.88))\nif <(LEVEL #) < [3]> then\n show\n if <(LEVEL #) = [1]> then\n set [x v] to ((CAMERA X) * (0.88))\n else\n set [x v] to ((240) * (0.88))\n end\nelse\n hide\nend\n\nwhen I receive [menu - setup v]\nset [x v] to ((CAMERA X) * (0.88))\nset [y v] to (((CAMERA Y) * (0.88)) + (116))\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-150]\n\nwhen I receive [report order v]\nadd (join [Decoration ] (costume [name v])) to [debug v]\n\n@StatsLives\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nif <(type) = [pause]> then\n if <(EDIT) > []> then\n hide\n end\nend\n\nwhen I receive [setup - level v]\ngo to x: (0) y: (162)\nchange y by (-2)\nswitch costume to (a0 v)\nset [type v] to [apples]\nset x to (-220)\nset [i v] to [1]\ncreate clone of (_myself_ v)\nchange x by (15)\nchange [i v] by (-1)\ncreate clone of (_myself_ v)\nset [type v] to [max]\nchange x by (24)\nset [i v] to [1]\ncreate clone of (_myself_ v)\nchange x by (15)\nchange [i v] by (1)\ncreate clone of (_myself_ v)\nset [type v] to [time]\nset x to (220)\nset [i v] to [5]\ncreate clone of (_myself_ v)\nchange x by (-24)\nchange [i v] by (-1)\ncreate clone of (_myself_ v)\nchange x by (-15)\nchange [i v] by (-1)\ncreate clone of (_myself_ v)\nchange x by (-24)\nchange [i v] by (-1)\ncreate clone of (_myself_ v)\nchange x by (-15)\nchange [i v] by (-1)\ncreate clone of (_myself_ v)\nset [type v] to [pause]\nswitch costume to (pause v)\nset x to (0)\ncreate clone of (_myself_ v)\nset [type v] to []\nset x to (0)\nchange y by (2)\nswitch costume to (game-base v)\n\nwhen I start as a clone\nchange [clones v] by (1)\nchange [gui sprite # v] by (1)\n\nwhen I receive [game loop - scroll v]\nif <(type) = [max]> then\n switch costume to (join [a] (letter (i) of ([max apples v] of [float apple v])))\nelse\n if <(type) = [apples]> then\n switch costume to (join [a] (letter ((length of (APPLES)) - (i)) of (APPLES)))\n else\n if <(type) = [time]> then\n switch costume to (join [a] (letter (i) of (TIME)))\n else\n if <(type) = [pause]> then\n if <<<(GAME STATE) = [BEGIN]> or <(GAME STATE) = [PLAY]>> and <touching (mouse-pointer v)?>> then\n change size by ([ceiling v] of (((120) - (size)) * (0.2)) )\n else\n change size by ([floor v] of (((100) - (size)) * (0.2)) )\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [gui sprite # v] to [3]\n\nwhen I receive [menu - setup v]\nhide\n\nwhen this sprite clicked\nif <(type) = [pause]> then\n if <(IN-GAME MENU) = []> then\n set [in-game menu v] to [pause button]\n else\n set [in-game menu v] to []\n end\nend\n\nwhen I receive [level - complete v]\nif <(type) = [pause]> then\n hide\nend\n\nwhen I receive [report order v]\nadd (join [StatsLives ] (costume [name v])) to [debug v]\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-5000]\n\n@Mob - Eye\n\nwhen flag clicked\nhide\n\nwhen I receive [game - loop obj v]\nif <(typ) = []> then\n stop [this script v]\nend\nif <(state) = [show]> then\n show\n set [state v] to []\n if <(typ) = [blink]> then\n set [frame v] to [0]\n go [forward v] (1) layers\n end\nend\nif <(typ) = [3]> then\n tick eye\nend\n\nwhen I receive [game loop - scroll v]\nprocess\n\ndefine init\ngo to [front v] layer\ngo [backward v] (GUI SPRITE #) layers\nswitch costume to (blank v)\nset [color v] effect to (HUE)\nset [root idx v] to [0]\nrepeat (length of [map v])\n change [root idx v] by (1)\n set [typ v] to (item (root idx) of [map v])\n if <(typ) = [3]> then\n set [root x v] to (((((root idx) - (1)) mod (LSX)) * (60)) + (30))\n set [root y v] to ((([floor v] of (((root idx) - (1)) / (LSX)) ) * (60)) + (30))\n spawn [3] \n end\nend\nset [typ v] to []\nhide\n\nwhen I receive [setup - level v]\ninit\n\ndefine spawn (typ) <clone?>\nset [costume# v] to [Big Eye]\nset [typ v] to [3]\nset [id v] to [1]\nset [mob x v] to (root x)\nset [mob y v] to (root y)\nset [state v] to [show]\nif <clone?> then\n create clone of (_myself_ v)\nend\n\ndefine tick eye\nset [dx v] to ((PLAYER X) - (root x))\nset [dy v] to ((PLAYER Y) - (root y))\nif <([abs v] of (dx) ) > ([abs v] of (dy) )> then\n set [temp v] to (([abs v] of (dx) ) / (10))\nelse\n set [temp v] to (([abs v] of (dy) ) / (10))\nend\nset [mob x v] to ((root x) + ((dx) / (temp)))\nset [mob y v] to ((root y) + ((dy) / (temp)))\nchange [frame v] by (1)\nif <(frame) > [200]> then\n set [frame v] to [0]\n if <([abs v] of ((mob x) - (CAMERA X)) ) < [300]> then\n if <([abs v] of ((mob y) - (CAMERA Y)) ) < [240]> then\n set [typ v] to [blink]\n create clone of (_myself_ v)\n set [typ v] to [3]\n end\n end\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nif <(de-clone) > [0]> then\n stop [this script v]\nend\nif <(typ) = [blink]> then\n set [de-clone v] to [1]\n set [mob x v] to (root x)\n set [mob y v] to (root y)\n set [costume# v] to [blink1]\n set [frame v] to [0]\n set [state v] to [show]\nend\n\nwhen I receive [reset after death v]\nif <(de-clone) > [0]> then\n delete clone\nend\nset [mob x v] to (root x)\nset [mob y v] to (root y)\nset [state v] to [show]\nhide\n\ndefine process\nif <(typ) = []> then\n stop [this script v]\nend\nswitch costume to (big v)\ngo to x: ((mob x) - (CAMERA X)) y: ((mob y) - (CAMERA Y))\nswitch costume to (costume#)\nif <(typ) = [blink]> then\n if <(frame) < [2]> then\n switch costume to ((costume [number v]) + (frame))\n else\n if <(frame) < [10]> then\n switch costume to ((costume [number v]) + (2))\n else\n if <(frame) < [12]> then\n switch costume to ((costume [number v]) + ((11) - (frame)))\n else\n delete clone\n end\n end\n end\n change [frame v] by (1)\nend\n\ndefine delete clone\nif <(typ) > []> then\n change [clones v] by (-1)\n delete this clone\nend\n\nwhen I receive [edit - remove clones v]\nif <(typ) > []> then\n delete clone\nend\n\nwhen I receive [edit - reload v]\ninit\n\nwhen I receive [start v]\nadd [>>> 3] to [debug v]\ngo to [front v] layer\ngo [backward v] (GUI SPRITE #) layers\n\nwhen I receive [report order v]\nadd (join [Mob - Eye: ] (costume [name v])) to [debug v]\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-1200]\n\n@Float Apple\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [game loop - scroll v]\nif <(typ) = []> then\n stop [this script v]\nend\nif <(state) = [show]> then\n first show\nend\nif <([floor v] of (typ) ) = [12]> then\n tick float\nend\ndraw\n\ndefine init\ngo to [front v] layer\ngo [backward v] (GUI SPRITE #) layers\nswitch costume to (blank v)\nset [max apples v] to [0]\nset [root idx v] to [0]\nrepeat ((LSX) * (LSX))\n change [root idx v] by (1)\n set [temp v] to (item (root idx) of [map v])\n set [typ v] to (item (temp) of [mask v])\n set [typ v] to (join (letter (5) of (typ)) (letter (6) of (typ)))\n if <(typ) = [12]> then\n set [root x v] to (((((root idx) - (1)) mod (LSX)) * (60)) + (30))\n set [root y v] to ((([floor v] of (((root idx) - (1)) / (LSX)) ) * (60)) + (30))\n change [max apples v] by (1)\n spawn (typ) \n else\n if <(temp) = [80]> then\n set [root x v] to (((((root idx) - (1)) mod (LSX)) * (60)) + (30))\n set [root y v] to ((([floor v] of (((root idx) - (1)) / (LSX)) ) * (60)) + (30))\n replace item (root idx) of [map v] with [79]\n change [max apples v] by (1)\n spawn [12.5] \n else\n if <(temp) = [15]> then\n change [max apples v] by (1)\n end\n end\n end\nend\nset [typ v] to []\nhide\n\nwhen I receive [setup - level v]\ninit\n\ndefine spawn (typ) <clone?>\nset [costume# v] to (join [typ ] (temp))\nset [typ v] to (typ)\nset [id v] to [1]\nset [mob x v] to (root x)\nset [mob y v] to (root y)\nset [state v] to [show]\nset [frame v] to [0]\nif <clone?> then\n create clone of (_myself_ v)\nend\n\ndefine tick float\nif <(oi) > []> then\n set [mob x v] to (item ((oi) + (2)) of [obj v])\n set [mob y v] to ((item ((oi) + (3)) of [obj v]) + (30))\n change [mob y v] by (item ((oi) + (5)) of [obj v])\nelse\n set [mob x v] to (root x)\n set [mob y v] to (root y)\nend\nchange [mob y v] by ((6) * ([sin v] of ((((root x) + (root y)) + (TICK)) * (5)) ))\nif <([abs v] of ((PLAYER X) - (mob x)) ) < [30]> then\n if <([abs v] of ((PLAYER Y) - (mob y)) ) < [30]> then\n if <(EDIT) < [1]> then\n if <(SFX) > [0]> then\n start sound [coin 2 v]\n start sound [crunch v]\n end\n if <(typ) = [12]> then\n add [15] to [particle v]\n add (mob x) to [particle v]\n add (mob y) to [particle v]\n else\n add [collect] to [particle v]\n add (mob x) to [particle v]\n add (mob y) to [particle v]\n add (costume [name v]) to [particle v]\n end\n change [apples v] by (1)\n delete clone\n end\n end\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\n\nwhen I receive [reset after death v]\nif <(de-clone) > [0]> then\n delete clone\nend\n\ndefine draw\nif <(typ) = []> then\n stop [this script v]\nend\nif <(typ) = [12.5]> then\n if <not <([player substance v] of [player v]) = [hidden]>> then\n hide\n stop [this script v]\n end\n show\nend\nif <<([abs v] of ((mob x) - (CAMERA X)) ) > [240]> or <([abs v] of ((mob y) - (CAMERA Y)) ) > [180]>> then\n switch costume to (big v)\nend\ngo to x: ((mob x) - (CAMERA X)) y: ((mob y) - (CAMERA Y))\nswitch costume to (costume#)\n\ndefine delete clone\nif <(typ) > []> then\n change [clones v] by (-1)\n delete this clone\nend\n\nwhen I receive [edit - remove clones v]\nif <(typ) > []> then\n delete clone\nend\n\nwhen I receive [edit - reload v]\ninit\n\ndefine first show\nshow\nset [state v] to []\nif <(typ) = [12]> then\n set [oi v] to [0]\n repeat until <(oi) > (length of [obj v])>\n if <([abs v] of ((root x) - (item ((oi) + (2)) of [obj v])) ) < ((item ((oi) + (4)) of [obj v]) + (5))> then\n if <([abs v] of (((root y) - (60)) - (item ((oi) + (3)) of [obj v])) ) < ((item ((oi) + (5)) of [obj v]) + (30))> then\n stop [this script v]\n end\n end\n change [oi v] by (OBJ*)\n end\nelse\n set [ghost v] effect to (90)\n go to [front v] layer\n go [backward v] (GUI SPRITE #) layers\nend\nset [oi v] to []\n\nwhen I receive [report order v]\nadd (join [Float Apple: ] (costume [name v])) to [debug v]\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-1150]\n\n@Collect\n\nwhen flag clicked\nhide\n\nwhen I receive [edit - remove clones v]\nif <(is clone) > []> then\n change [clones v] by (-1)\n if <(collected) > [0]> then\n change [gui sprite # v] by (-1)\n end\n delete this clone\nend\n\nwhen I receive [edit - reload v]\ninit\n\nwhen I receive [setup - level v]\ninit\n\ndefine init\ndelete all of [collect v]\nset [collected v] to []\nset [is clone v] to []\nset size to (100) %\ngo to [front v] layer\ngo [backward v] (GUI SPRITE #) layers\nswitch costume to (key1 v)\nshow\nset [id v] to [0]\nlocate [70] [key1]\nlocate [85] [mega apple]\nset [typ v] to []\nhide\n\nwhen I receive [game loop - scroll v]\nif <(typ) = []> then\n stop [this script v]\nend\nif <(collected) = []> then\n switch costume to (big v)\n if <(typ) = [key1]> then\n go to x: ((mob x) - (CAMERA X)) y: (((mob y) - (CAMERA Y)) + ((6) * ([sin v] of ((((x) + (y)) + (TICK)) * (5)) )))\n else\n go to x: ((mob x) - (CAMERA X)) y: (((mob y) - (CAMERA Y)) + ((6) * ([sin v] of ((((x) + (y)) + (TICK)) * (3)) )))\n set size to ((100) + ((4) * ([sin v] of ((((x) + (y)) + (TICK)) * (25)) ))) %\n end\n switch costume to (typ)\n if <(EDIT) < [1]> then\n if <([abs v] of ((PLAYER X) - (mob x)) ) < [26]> then\n if <([abs v] of ((PLAYER Y) - (mob y)) ) < [26]> then\n collect\n end\n end\n end\n stop [this script v]\nend\nchange x by (((mob x) - (x position)) / (5))\nchange y by (((mob y) - (y position)) / (5))\nif <(size) > [72]> then\n change size by (-3)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [is clone v] to [1]\n\ndefine locate (tile id) (typ)\nset [root idx v] to (item # of (tile id) in [map v])\nif <(root idx) > [0]> then\n set [typ v] to (typ)\n set [root x v] to (((((root idx) - (1)) mod (LSX)) * (60)) + (30))\n set [root y v] to ((([floor v] of (((root idx) - (1)) / (LSX)) ) * (60)) + (30))\n set [mob x v] to (root x)\n set [mob y v] to (root y)\n create clone of (_myself_ v)\nend\n\ndefine get nx ny\nset [nx v] to (((((root idx) - (1)) mod (LSX)) * (60)) + (30))\nset [ny v] to ((([floor v] of (((root idx) - (1)) / (LSX)) ) * (60)) + (30))\n\ndefine collect\nreplace item (root idx) of [map v] with [1]\nset [mob x v] to ((-70) + ((32) * (length of [collect v])))\nset [mob y v] to [160]\nadd (typ) to [collect v]\nset [collected v] to (length of [collect v])\nchange [gui sprite # v] by (1)\ngo to [front v] layer\nif <(typ) = [key1]> then\n if <(SFX) > [0]> then\n start sound [Key v]\n end\nelse\n if <(SFX) > [0]> then\n start sound [Key v]\n end\n add [burst] to [particle v]\n get nx ny\n add (nx) to [particle v]\n add (ny) to [particle v]\n add [mega apple] to [particle v]\n set [shake v] to [12]\nend\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\nif <(collected) = []> then\n order [-1150]\nelse\n order [-5000]\nend\n\nwhen I receive [report order v]\nadd (join [Collect ] (costume [name v])) to [debug v]\n\n@Wipe\n\nwhen flag clicked\nset [wipe mode v] to []\nset [clone v] to []\nswitch costume to (level 1 v)\nset size to (100) %\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nif <(wipe mode) = []> then\n stop [this script v]\nend\nif <(clone) = [1]> then\n wait (0.4) seconds\n repeat (16)\n change [ghost v] effect by (7)\n end\n broadcast (wipe - done v)\n change [gui sprite # v] by (-1)\n change [clones v] by (-1)\n delete this clone\nend\nwait [0]\nrepeat (15)\n change [ghost v] effect by (8)\n change size by (-2)\nend\nchange [gui sprite # v] by (-1)\ngo to [front v] layer\ngo [backward v] (GUI SPRITE #) layers\n\ndefine wipe <front>\nhide\nif <(wipe mode) > [0]> then\n stop [this script v]\nend\nif <(clone) > []> then\n change [clones v] by (-1)\n change [gui sprite # v] by (-1)\n delete this clone\nend\nset size to (100) %\nset [wipe mode v] to [1]\nset [x v] to [-360]\ngo to [front v] layer\nif <not <front>> then\n go [backward v] (GUI SPRITE #) layers\nend\nchange [gui sprite # v] by (1)\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (strip v)\nset [dy v] to [1]\ncreate clone of (_myself_ v)\nswitch costume to (strip2 v)\nset [dy v] to [-1]\ncreate clone of (_myself_ v)\nwait ((7) / (30)) seconds\nset [ghost v] effect to (100)\nif <<(LEVEL #) = [11]> and <(EDIT) = []>> then\n set [temp v] to [Custom Level]\nelse\n set [temp v] to (join [Level ] ((LEVEL #) + (0)))\nend\nswitch costume to (temp)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0) seconds\nswitch costume to (apple wipe v)\nset [dy v] to []\ncreate clone of (_myself_ v)\nswitch costume to (temp)\nwait (0.6) seconds\nset [game state v] to [next level]\n\nwhen [l v] key pressed\nif <(username) = [griffpatch]> then\n wipe <>\nend\n\nwhen I start as a clone\nchange [gui sprite # v] by (1)\nchange [clones v] by (1)\nset [clone v] to [1]\nshow\nif <(dy) = []> then\n stop [this script v]\nend\nset [brightness v] effect to (100)\ngo to x: (0) y: ((dy) * (x))\nrepeat until <(x) > [-20]>\n change [x v] by (20)\n go to x: (0) y: ((dy) * (x))\nend\nwait (0.3) seconds\nchange [clones v] by (-1)\nchange [gui sprite # v] by (-1)\ndelete this clone\n\ndefine wait (frames)\nrepeat (frames)\n if <key (any v) pressed?> then\n stop [this script v]\n end\n wait (0) seconds\nend\n\nwhen I receive [wipe - done v]\nset [wipe mode v] to []\n\nwhen I receive [level - jump to level v]\nwipe \n\nwhen I receive [back to main menu v]\nif <(wipe mode) = []> then\n stop [this script v]\nend\nrepeat (16)\n change [ghost v] effect by (7)\nend\nif <(clone) = [1]> then\n change [gui sprite # v] by (-1)\n change [clones v] by (-1)\n delete this clone\nend\nchange [gui sprite # v] by (-1)\ngo to [front v] layer\ngo [backward v] (GUI SPRITE #) layers\nhide\nset [wipe mode v] to []\n\nwhen I receive [level continue v]\nwipe <>\n\nwhen I receive [report order v]\nadd (join [Wipe ] (costume [name v])) to [debug v]\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-4000]\n\n@Stencil\n\nwhen I receive [game loop - scroll v]\nif <<(PLAYER DEATH) = []> and <(TICK) > [0]>> then\n switch costume to (big v)\n go to (player v)\n switch costume to ([costume name v] of [player v])\n point in direction ([direction v] of [player v])\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [ghost v] effect to (90)\n\nwhen I receive [start v]\ngo to [front v] layer\ngo [backward v] (GUI SPRITE #) layers\nset rotation style [all around v]\n\nwhen I receive [report order v]\nadd (join [Stencil ] (costume [name v])) to [debug v]\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-1105]\n\n@Font\n\nwhen flag clicked\nset [i v] to [0]\nset size to (110) %\nhide\n\ndefine write (text)\nshow\nset [ghost v] effect to (100)\nset [i v] to [0]\nrepeat (length of (text))\n change [i v] by (1)\n switch costume to (costume1 v)\n switch costume to (letter (i) of (text))\n if <(costume [number v]) > [1]> then\n create clone of (_myself_ v)\n end\n change x by ((item (costume [number v]) of [font w v]) + (0))\nend\nset [i v] to [0]\nhide\n\nwhen I receive [menu - show scores v]\nif <(i) > [0]> then\n change [clones v] by (-1)\n delete this clone\nend\nif <not <(GAME STATE) = [MENU LEVELS]>> then\n stop [this script v]\nend\nwait (0) seconds\ngo to [front v] layer\nwrite score [1] y: [-13]\nwrite score [2] y: [-37]\nwrite score [3] y: [-61]\ngo to [back v] layer\ngo [forward v] (12) layers\n\ndefine frame to time (frame)\nset [txt v] to (frame)\nset [temp v] to ([floor v] of (((txt) * (10)) / (30)) )\nset [txt v] to (join [.] ((temp) mod (10)))\nset [temp v] to ([floor v] of ((temp) / (10)) )\nset [txt v] to (join ((temp) mod (10)) (txt))\nset [temp v] to ([floor v] of ((temp) / (10)) )\nset [txt v] to (join [:] (join ((temp) mod (6)) (txt)))\nset [temp v] to ([floor v] of ((temp) / (6)) )\nset [txt v] to (join ((temp) mod (10)) (txt))\nif <(temp) < [10]> then\n\nwhen I start as a clone\nchange [clones v] by (1)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine write score (id) y: (y)\nif <(item ((id) * (2)) of [level scores v]) > []> then\n go to x: (47) y: (y)\n frame to time (item ((id) * (2)) of [level scores v])\n write (join (txt) (join [ - ] (item (((id) * (2)) - (1)) of [level scores v])))\nend\n\nwhen I receive [edit - remove clones v]\nif <(i) > [0]> then\n change [clones v] by (-1)\n delete this clone\nend\n\nwhen I receive [report order v]\nadd (join [font ] (costume [name v])) to [debug v]\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-4500]\n\n@Cloud Scores\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = cloud # (id)\nset [value v] to []\nif <(id) < [9]> then\n if <(id) < [5]> then\n if <(id) < [3]> then\n if <(id) < [2]> then\n set [value v] to (☁ CLOUD1)\n else\n set [value v] to (☁ CLOUD2)\n end\n else\n if <(id) < [4]> then\n set [value v] to (☁ CLOUD3)\n else\n set [value v] to (☁ CLOUD4)\n end\n end\n else\n if <(id) < [7]> then\n if <(id) < [6]> then\n set [value v] to (☁ CLOUD5)\n else\n set [value v] to (☁ CLOUD6)\n end\n else\n if <(id) < [8]> then\n set [value v] to (☁ CLOUD7)\n else\n set [value v] to (☁ CLOUD8)\n end\n end\n end\nelse\n if <(id) < [10]> then\n set [value v] to (☁ CLOUD9)\n end\nend\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 write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine set cloud # (id) to (value)\nif <(id) < [9]> then\n if <(id) < [5]> then\n if <(id) < [3]> then\n if <(id) < [2]> then\n set [☁ cloud1 v] to (value)\n else\n set [☁ cloud2 v] to (value)\n end\n else\n if <(id) < [4]> then\n set [☁ cloud3 v] to (value)\n else\n set [☁ cloud4 v] to (value)\n end\n end\n else\n if <(id) < [7]> then\n if <(id) < [6]> then\n set [☁ cloud5 v] to (value)\n else\n set [☁ cloud6 v] to (value)\n end\n else\n if <(id) < [8]> then\n set [☁ cloud7 v] to (value)\n else\n set [☁ cloud8 v] to (value)\n end\n end\n end\nelse\n if <(id) < [10]> then\n set [☁ cloud9 v] to (value)\n end\nend\n\ndefine write int (val)\nset [encoded v] to (join (encoded) (length of (val)))\nset [encoded v] to (join (encoded) (val))\n\ndefine value = read int\nset [value v] to []\nrepeat (letter (letter #) of (encoded))\n change [letter # v] by (1)\n set [value v] to (join (value) (letter (letter #) of (encoded)))\nend\nchange [letter # v] by (1)\n\nwhen I receive [cloud - load level scores v]\nLoad Scores\n\ndefine Load Scores\ndelete all of [level scores v]\nvalue = cloud # ((LEVEL #) - (1))\nbegin decode of (value)\nvalue = read from encoded\nrepeat until <(value) = []>\n add (value) to [level scores v]\n value = read int\n add (value) to [level scores v]\n value = read from encoded\nend\n\nwhen I receive [cloud - save v]\nLoad Scores\nset [save v] to []\nrecord score if faster [1] (username) score ([time v] of [player v])\nif <(APPLES) = ([max apples v] of [float apple v])> then\n record score if faster [2] (username) score ([time v] of [player v])\n if <(item # of [85] in [map v]) = [0]> then\n record score if faster [3] (username) score ([time v] of [player v])\n end\nend\nsave scores\nif <(save) > [0]> then\n broadcast (New Record v)\nend\nLoad Scores\n\ndefine record score if faster (id) (name) score (score)\nset [value v] to (item ((id) * (2)) of [level scores v])\nif <<(value) < [1]> or <(score) < (value)>> then\n replace item ((id) * (2)) of [level scores v] with (score)\n replace item (((id) * (2)) - (1)) of [level scores v] with (username)\n set [save v] to [1]\nend\nsave scores\n\ndefine save scores\nbegin decode of []\nset [id v] to [1]\nrepeat ((length of [level scores v]) / (2))\n write (item (id) of [level scores v]) to encoded\n write int (item ((id) + (1)) of [level scores v])\n change [id v] by (2)\nend\nset cloud # ((LEVEL #) - (1)) to (encoded)\n\nwhen I receive [new record v]\ngo to [front v] layer\nchange [gui sprite # v] by (1)\ngo to x: (0) y: (0)\nshow\nwait (5) seconds\nhide\ngo to [front v] layer\nchange [gui sprite # v] by (-1)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nsave scores\nLoad Scores\n\nset [☁ cloud6 v] to []\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-5000]\n\nwhen I receive [report order v]\nadd (join [cloud scores ] (costume [name v])) to [debug v]\n\n@menu\n\nset [production v] to [1]\n\nwhen flag clicked\nset [master ask v] to []\nset [sfx v] to [2]\nset [game state v] to [MENU]\ndelete all of [debug v]\nif <(PRODUCTION) > [0]> then\n set [level # v] to [1]\nend\nset [clones v] to [0]\nbroadcast (EDIT - Load v) and wait\nGet Spawn\nbroadcast (setup - level v) and wait\nbroadcast (order v) and wait\ndelete all of [order v]\nbroadcast (_order v) and wait\nbroadcast (setup - background v) and wait\nif <(PRODUCTION) < [1]> then\n broadcast (start v)\n stop [this script v]\nend\nchange [gui sprite # v] by (1)\nSetup Main Menu []\n\ndefine Menu (level)\nset [tick v] to [0]\nset [menu camera x v] to [0]\nbroadcast (Menu - setup v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0) seconds\nif <(level) > []> then\n set [game state v] to [MENU LEVELS]\n set [level # v] to (level)\n broadcast (CLOUD - Load Level Scores v) and wait\n broadcast (Menu - Show Scores v)\nend\nset [mx v] to [0]\nset [my v] to [0]\nrepeat until <(GAME STATE) = [MENU OFF]>\n change [tick v] by (1)\n if <(GAME STATE) = [MENU]> then\n change [menu camera x v] by (((0) - (menu camera x)) * (0.25))\n else\n if <(GAME STATE) = [MENU LEVELS]> then\n change [menu camera x v] by (((540) - (menu camera x)) * (0.25))\n end\n end\n if <(GAME STATE) = [MENU]> then\n change [mx v] by (((mouse x) - (mx)) * (0.05))\n change [my v] by (((mouse y) - (my)) * (0.05))\n else\n change [mx v] by (((0) - (mx)) * (0.05))\n change [my v] by (((0) - (my)) * (0.05))\n end\n set [camera x v] to (((PLAYER X) + (100)) + (menu camera x))\n set [camera y v] to ((PLAYER Y) + (30))\n change [camera x v] by (() + ((mx) * (0.25)))\n change [camera y v] by (() + ((my) * (0.25)))\n broadcast (game - loop obj v)\n broadcast (game loop - particles v)\n broadcast (Menu Tick v)\n broadcast (game loop - scroll v)\n broadcast (CLOUD - Load Level Scores v)\nend\nwait (0.03) seconds\nbroadcast (Menu - Off v)\nchange [level # v] by (-1)\nbroadcast (Level - Jump to Level v) and wait\nchange [level # v] by (1)\nset [game state v] to [MENU EXIT]\nwait (0.06) seconds\nbroadcast (EDIT - Remove Clones v) and wait\nwait (0.03) seconds\nbroadcast (EDIT - Load v) and wait\nwait (0.03) seconds\nbroadcast (EDIT - Reload v) and wait\nbroadcast (start v)\nstop [this script v]\n\nwhen I start as a clone\nchange [clones v] by (1)\nchange [gui sprite # v] by (1)\nset [over v] to [0]\nshow\nrepeat until <(GAME STATE) = [MENU EXIT]>\n if <(id) = [White]> then\n set [ghost v] effect to ((100) - ((([menu camera x v] of [menu v]) - (240)) / (3.5)))\n else\n if <<(id) = [Labels]> or < (id) contains [Text ]?>> then\n position x ((pos x) - ([menu camera x v] of [menu v]))\n set [ghost v] effect to ((100) - (([menu camera x v] of [menu v]) - (240)))\n \n change size by ([ceiling v] of (((52) - (size)) * (0.2)) )\n end\n else\n tick\n end\n end\nend\nchange [gui sprite # v] by (-1)\nchange [clones v] by (-1)\ndelete this clone\n\nwhen this sprite clicked\nif <(MASTER ASK) > []> then\n stop [this script v]\nend\nif < (id) contains [AUDIO]?> then\n if <(id) = [AUDIO ON]> then\n set [id v] to [AUDIO SFX]\n set [sfx v] to [1]\n else\n if <(id) = [AUDIO SFX]> then\n set [id v] to [AUDIO OFF]\n set [sfx v] to []\n else\n set [id v] to [AUDIO ON]\n set [sfx v] to [2]\n end\n end\n broadcast (Audio Toggle v)\nend\nif <(SFX) > [0]> then\n start sound [coin 2 v]\nend\nif <(id) = [old PLAY]> then\n set [level # v] to [2]\n set [game state v] to [MENU OFF]\nend\nif <<(id) = [LEVELS]> or <(id) = [PLAY]>> then\n set [game state v] to [MENU LEVELS]\n wait (0.25) seconds\n broadcast (CLOUD - Load Level Scores v) and wait\n broadcast (Menu - Show Scores v)\nend\nif << (id) contains [Level ]?> or <(id) = [SELECT]>> then\n set [game state v] to [MENU OFF]\nend\nif <(id) = [BACK]> then\n set [game state v] to [MENU]\n broadcast (Menu - Show Scores v)\nend\nleft\nright\nif <(id) = [EDITOR]> then\n set [level # v] to [12]\n set [game state v] to [MENU OFF]\n set [edit v] to [0]\nend\nif <(id) = [LOAD]> then\n broadcast (EDIT - Load Ask v) and wait\n if <(LEVEL #) = [12]> then\n set [game state v] to [MENU OFF]\n end\nend\n\nwhen I receive [menu - off v]\nif <(pos x) < [20]> then\n repeat (30)\n change [tick v] by (1)\n change [camera x v] by (0)\n broadcast (game loop - scroll v)\n end\nend\n\ndefine position x (x)\nset x to (round (x))\nif <(round (x)) = (x position)> then\n show\nelse\n hide\nend\n\ndefine tick\nswitch costume to (id)\nif <touching (mouse-pointer v)?> then\n change size by ([ceiling v] of ((((size) * (1.12)) - (size)) * (0.2)) )\n if < (id) contains [level ]?> then\n if <(over) = [0]> then\n set [over v] to [1]\n if <(SFX) > [0]> then\n start sound [click v]\n end\n end\nelse\n if <(size) < (size)> then\n change size by ([ceiling v] of (((size) - (size)) * (0.2)) )\n else\n change size by ([floor v] of (((size) - (size)) * (0.2)) )\n end\n set [over v] to [0]\nend\nposition x ((pos x) - ([menu camera x v] of [menu v]))\n\nwhen I receive [menu - show scores v]\nif < (id) contains [Level ]?> then\n set [id v] to (join [Level ] ((LEVEL #) - (1)))\n set size to ([ceiling v] of ((size) * (1.1)) ) %\nend\nif < (id) contains [Text ]?> then\n set [id v] to (join [Text ] ((LEVEL #) - (1)))\n switch costume to (id)\nend\n\nwhen [left arrow v] key pressed\nleft\n\ndefine left\nif <(id) = [LEFT]> then\n if <(GAME STATE) = [MENU LEVELS]> then\n start sound [coin 2 v]\n if <(LEVEL #) > [2]> then\n set size to (150) %\n change [level # v] by (-1)\n broadcast (CLOUD - Load Level Scores v)\n broadcast (Menu - Show Scores v)\n end\n end\nend\n\nwhen [right arrow v] key pressed\nright\n\ndefine right\nif <(id) = [RIGHT]> then\n if <(GAME STATE) = [MENU LEVELS]> then\n start sound [coin 2 v]\n if <(LEVEL #) < [10]> then\n set size to (150) %\n change [level # v] by (1)\n broadcast (CLOUD - Load Level Scores v)\n broadcast (Menu - Show Scores v)\n end\n end\nend\n\ndefine Setup Main Menu (level)\ndelete all of [debug v]\ngo to [front v] layer\nswitch costume to (white v)\nset size to (100) %\nset [id v] to (costume [name v])\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nset [pos x v] to [540]\nswitch costume to (labels v)\nset size to (100) %\nset [id v] to (costume [name v])\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (text 1 v)\nset size to (52) %\nset [id v] to (costume [name v])\nchange [pos x v] by (91)\ngo to x: (91) y: (30)\ncreate clone of (_myself_ v)\nset size to (10) %\nhide\nset [level # v] to [2]\nset [size v] to [100]\nset [pos x v] to [0]\nset [id v] to [PLAY]\nset y to (-5)\ncreate clone of (_myself_ v)\nset [id v] to [EDITOR]\nchange y by (-54)\ncreate clone of (_myself_ v)\nif <(SFX) > [0]> then\n if <(SFX) > [1]> then\n set [id v] to [AUDIO ON]\n else\n set [id v] to [AUDIO SFX]\n end\nelse\n set [id v] to [AUDIO OFF]\nend\nchange y by (-54)\ncreate clone of (_myself_ v)\nset [size v] to [35]\nset [id v] to [Level 1]\nset y to (-5)\nset [pos x v] to ((540) + (-134))\ncreate clone of (_myself_ v)\nset [size v] to [100]\nset [id v] to [BACK]\nset y to (128)\nset [pos x v] to ((540) + (-140))\ncreate clone of (_myself_ v)\nset [id v] to [LOAD]\nset [pos x v] to ((540) + (140))\ncreate clone of (_myself_ v)\nset [id v] to [LEFT]\nset y to (-134)\nset [pos x v] to ((540) + (-140))\ncreate clone of (_myself_ v)\nset [id v] to [RIGHT]\nset [pos x v] to ((540) + (140))\ncreate clone of (_myself_ v)\nset [id v] to [SELECT]\nset [pos x v] to ((540) + (0))\ncreate clone of (_myself_ v)\nset [id v] to []\nMenu (level)\nset size to (100) %\n\nwhen I receive [back to main menu v]\nif <(GAME STATE) = [back to level select]> then\n Back to Menu (LEVEL #)\nelse\n Back to Menu []\nend\n\ndefine Get Spawn\nset [spawn idx v] to (item # of [76] in [map v])\nset [player x v] to (((((SPAWN IDX) - (1)) mod (LSX)) * (60)) + (30))\nset [player y v] to ((([floor v] of (((SPAWN IDX) - (1)) / (LSX)) ) * (60)) + (17))\nset [camera x v] to ((PLAYER X) + (100))\nset [camera y v] to ((PLAYER Y) + (30))\nchange [player x v] by (-14)\nset [player inv v] to [0]\n\nwhen I receive [back to level select v]\nif <(id) = []> then\n set [game state v] to [back to level select]\n broadcast (BACK TO MAIN MENU v)\nend\n\ndefine Back to Menu (level)\nset [game state v] to [MENU]\nwait (0.1) seconds\nset [edit v] to []\nbroadcast (EDIT - Remove Clones v) and wait\nwait (0.03) seconds\nset [level # v] to [1]\nbroadcast (EDIT - Load v) and wait\nwait (0.03) seconds\nbroadcast (EDIT - Reload v) and wait\nwait (0.03) seconds\nbroadcast (EDIT - remap width v) and wait\nGet Spawn\nSetup Main Menu (level)\n\nif <(level) = []> then\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-4300]\n\nwhen I receive [report order v]\nadd (join [menu ] (costume [name v])) to [debug v]\n\n@in-game menu\n\nwhen flag clicked\nhide\nshow list [level code v]\ngo to x: (0) y: (159)\nset [vis v] to [0]\nset [in-game menu v] to []\nset [id v] to []\nswitch costume to (edit menu v)\nset size to (50) %\n\nwhen I receive [game loop - scroll v]\nif <(id) = [fake]> then\n stop [this script v]\nend\nif <<(EDIT) > []> or <<(IN-GAME MENU) > []> and <(id) > []>>> then\n if <(vis) < [1]> then\n set [vis v] to [1]\n show\n end\n if <(id) = [pause back]> then\n stop [this script v]\n end\n if <(id) = [editor help]> then\n stop [this script v]\n end\n set [over v] to []\n if <([drawing v] of [editor v]) < [1]> then\n if <([abs v] of ((y position) - (mouse y)) ) < [15]> then\n if <([abs v] of ((x position) - (mouse x)) ) < [68]> then\n set [over v] to [1]\n if <(was over) = []> then\n if <(SFX) > [0]> then\n start sound [click v]\n end\n end\n if <mouse down?> then\n if <(vis) = [1]> then\n set [vis v] to [2]\n show menu\n end\n else\n set [vis v] to [1]\n end\n end\n end\n end\n if <(over) > [0]> then\n change size by ([ceiling v] of (((110) - (size)) * (0.2)) )\n if <(id) > []> then\n switch costume to (id)\n next costume\n end\n else\n if <[100] > (size)> then\n change size by ([ceiling v] of (((110) - (size)) * (0.2)) )\n else\n change size by ([floor v] of (((100) - (size)) * (0.2)) )\n end\n if <(id) > []> then\n switch costume to (id)\n else\n if <<(EDIT) = [1]> = <(costume [name v]) = [edit]>> then\n if <(EDIT) = [1]> then\n switch costume to (edit menu v)\n else\n switch costume to (edit v)\n end\n end\n end\n end\nelse\n if <(vis) > [0]> then\n set [vis v] to [0]\n hide\n end\n if <(id) > []> then\n change [gui sprite # v] by (-1)\n change [clones v] by (-1)\n delete this clone\n end\nend\nset [was over v] to (over)\n\ndefine show menu\nif <(MASTER ASK) > []> then\n stop [this script v]\nend\nif <(id) = []> then\n if <(IN-GAME MENU) > []> then\n set [in-game menu v] to []\n set size to (130) %\n broadcast (EDITOR - close menu v) and wait\n else\n if <(EDIT) > [0]> then\n clone editor menu\n else\n broadcast (EDIT - toggle play v) and wait\n end\n end\n stop [this script v]\nend\nif < (id) contains [AUDIO]?> then\n if <(id) = [AUDIO ON]> then\n set [id v] to [AUDIO SFX]\n set [sfx v] to [1]\n else\n if <(id) = [AUDIO SFX]> then\n set [id v] to [AUDIO OFF]\n set [sfx v] to []\n else\n set [id v] to [AUDIO ON]\n set [sfx v] to [2]\n end\n end\n broadcast (Audio Toggle v)\nend\nif <(SFX) > [0]> then\n start sound [coin 2 v]\nend\nif <(id) = [Continue]> then\n set [in-game menu v] to []\n stop [this script v]\nend\nif <(id) = [EDIT - CLOSE]> then\n set [in-game menu v] to []\n broadcast (EDITOR - close menu v) and wait\n stop [this script v]\nend\nif <(id) = [EDIT - PLAY]> then\n set [in-game menu v] to []\n broadcast (EDIT - toggle play v) and wait\n broadcast (EDITOR - close menu v) and wait\n stop [this script v]\nend\nif <(id) = [EDIT - NEW]> then\n broadcast (hide help v)\n set [id v] to [fake]\n create clone of (_myself_ v)\n hide\n ask [Clear level and start again? \[Y/N\]] and wait\n if <(letter (1) of (answer)) = [y]> then\n broadcast (EDIT - New Level v) and wait\n else\n set [in-game menu v] to []\n broadcast (EDITOR - close menu v) and wait\n end\n stop [this script v]\nend\nif <(id) = [EDIT - MAIN MENU]> then\n set [in-game menu v] to []\n broadcast (BACK TO MAIN MENU v)\n stop [this script v]\nend\nif <(id) = [Restart]> then\n set [player death v] to [reset]\n set [in-game menu v] to []\n broadcast (EDITOR - close menu v) and wait\n stop [this script v]\nend\nif <(id) = [EDIT - SAVE]> then\n save menu\nend\nif <(id) = [EDIT - LOAD]> then\n broadcast (hide help v)\n create clone of (_myself_ v)\n Load Menu \n set [in-game menu v] to []\n broadcast (EDITOR - close menu v) and wait\n stop [this script v]\nend\nif <(id) = [Continue3]> then\n set [in-game menu v] to []\n broadcast (Level Continue v)\n broadcast (EDITOR - close menu v) and wait\n stop [this script v]\nend\nif <(id) = [Try Again]> then\n set [replay idx v] to []\n change [level # v] by (-1)\n set [in-game menu v] to []\n broadcast (Level Continue v)\n broadcast (EDITOR - close menu v) and wait\n stop [this script v]\nend\nif <(id) = [Replay]> then\n change [level # v] by (-1)\n set [replay idx v] to [9999999]\n set [in-game menu v] to []\n broadcast (Level Continue v)\n broadcast (EDITOR - close menu v) and wait\n stop [this script v]\nend\nif <(id) = [Next Level]> then\n set [replay idx v] to []\n set [in-game menu v] to []\n broadcast (Level Continue v)\n broadcast (EDITOR - close menu v) and wait\n stop [this script v]\nend\nif <(id) = [Save Replay]> then\n save replay menu\nend\nif <(id) = [Level Select]> then\n set [in-game menu v] to []\n broadcast (BACK TO LEVEL SELECT v)\n stop [this script v]\nend\n\nwhen I receive [editor - close menu v]\nif <(id) > []> then\n change [gui sprite # v] by (-1)\n change [clones v] by (-1)\n delete this clone\nend\n\nwhen I start as a clone\nswitch costume to (id)\nchange [gui sprite # v] by (1)\nchange [clones v] by (1)\n\nwhen I receive [start v]\nif <(EDIT) > []> then\n go to x: (0) y: (159)\n go to [front v] layer\n show\n broadcast (EDIT - toggle play v)\nelse\n hide\nend\n\ndefine clone editor menu\nset [in-game menu v] to [1]\nset size to (50) %\ngo to x: (-100) y: (110)\nset [id v] to [EDIT - PLAY]\ncreate clone of (_myself_ v)\nchange y by (-48)\nset [id v] to [EDIT - MAIN MENU]\ncreate clone of (_myself_ v)\nchange y by (-48)\nset [id v] to [EDIT - CLOSE]\ncreate clone of (_myself_ v)\ngo to x: (100) y: (110)\nset [id v] to [EDIT - SAVE]\ncreate clone of (_myself_ v)\nchange y by (-48)\nset [id v] to [EDIT - LOAD]\ncreate clone of (_myself_ v)\nchange y by (-48)\nset [id v] to [EDIT - NEW]\ncreate clone of (_myself_ v)\nset size to (100) %\ngo to x: (0) y: (0)\nset [id v] to [editor help]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (159)\nset [id v] to []\nset size to (130) %\n\ndefine reload\nset [in-game menu v] to []\nbroadcast (EDITOR - close menu v) and wait\nset [spawn idx v] to (([floor v] of ((PLAYER Y) / (60)) ) * (LSX))\nchange [spawn idx v] by (([floor v] of ((PLAYER X) / (60)) ) + (1))\nset [player inv v] to [45]\nwait (0) seconds\nbroadcast (EDIT - Reload v) and wait\nwait (0) seconds\nbroadcast (EDIT - remap width v) and wait\n\nwhen I receive [back to main menu v]\nif <(id) > []> then\n change [gui sprite # v] by (-1)\n change [clones v] by (-1)\n delete this clone\nend\nhide\n\ndefine val = replace (a) with (b) from (txt)\nset [val v] to []\nrepeat (length of (txt))\n set [c v] to (letter ((length of (val)) + (1)) of (txt))\n if <(c) = (a)> then\n set [val v] to (join (val) (b))\n else\n set [val v] to (join (val) (c))\n end\nend\n\ndefine save menu\nset [in-game menu v] to []\nbroadcast (EDIT - Save v) and wait\nval = replace [ ] with [Z] from (item (1) of [level code v])\nval = replace [+] with [B] from (val)\nval = replace [-] with [C] from (val)\nset [val v] to (join ((length of (val)) + (1234567)) (val))\nreplace item (1) of [level code v] with (val)\ninsert [Select the entire code below by double clicking it] at (1) of [level code v] \ninsert [] at (2) of [level code v] \ninsert [] at (4) of [level code v] \ninsert [Then right click it and choose "Copy"] at (5) of [level code v] \ninsert [This is your level code - save it somewhere safe!] at (6) of [level code v] \nhide list [level code v]\nforever\n repeat until <not <mouse down?>>\n wait (0) seconds\n end\n repeat until <<mouse down?> or <key (space v) pressed?>>\n wait (0) seconds\n end\n set [val v] to []\n if <([abs v] of (mouse x) ) > [184]> then\n set [val v] to [1]\n end\n if <([abs v] of ((mouse y) - (44)) ) > [96]> then\n set [val v] to [1]\n end\n if <key (space v) pressed?> then\n set [val v] to [1]\n end\n if <(val) > [0]> then\n show list [level code v]\n repeat until <not <mouse down?>>\n wait (0) seconds\n end\n broadcast (EDITOR - close menu v) and wait\n stop [this script v]\n end\nend\n\ndefine Load Menu <in editor>\nhide\nset [master ask v] to [LOAD]\nask [Enter your "Level Code" here:] and wait\nset [master ask v] to []\nforever\n if <(answer) = []> then\n if <(IN-GAME MENU) > [0]> then\n show\n end\n stop [this script v]\n end\n read number (answer) [7]\n read until end (answer) from [8]\n if <((num) - (1234567)) = (length of (val))> then\n set [level # v] to [12]\n val = replace [Z] with [ ] from (val)\n val = replace [B] with [+] from (val)\n val = replace [C] with [-] from (val)\n delete all of [level code v]\n add (val) to [level code v]\n broadcast (EDIT - Import Level v) and wait\n if <in editor> then\n broadcast (EDIT - Import Level 2 v) and wait\n end\n stop [this script v]\n end\n read number (answer) [8]\n read until end (answer) from [9]\n if <((num) - (12345678)) = (length of (val))> then\n load replay []\n stop [this script v]\n end\n ask [Your code was invalid, please try again:] and wait\nend\n\ndefine read number (text) (len)\nset [num v] to []\nrepeat (len)\n set [num v] to (join (num) (letter ((length of (num)) + (1)) of (text)))\nend\n\ndefine read until end (txt) from (idx)\nset [val v] to []\nset [i v] to (idx)\nforever\n set [c v] to (letter (i) of (txt))\n if <<(c) = []> or <(c) = [ ]>> then\n stop [this script v]\n end\n set [val v] to (join (val) (c))\n change [i v] by (1)\nend\n\nwhen I receive [edit - new level v]\nif <(id) = []> then\n wait (0.1) seconds\n reload\n reset camera\nend\n\nwhen I receive [edit - import level 2 v]\nif <(id) = []> then\n wait (0.1) seconds\n broadcast (EDIT - Load v) and wait\n set [in-game menu v] to []\n broadcast (EDITOR - close menu v) and wait\n set [player inv v] to [45]\n wait (0) seconds\n broadcast (EDIT - Reload v) and wait\n wait (0) seconds\n broadcast (EDIT - remap width v) and wait\n reset camera\nend\n\ndefine reset camera\nset [spawn idx v] to (item # of [76] in [map v])\nif <(SPAWN IDX) < [1]> then\n set [spawn idx v] to (((4) * (LSX)) + (3))\nend\nif <(SPAWN IDX) > [0]> then\n set [player x v] to (((((SPAWN IDX) - (1)) mod (LSX)) * (60)) + (30))\n set [player y v] to ((([floor v] of (((SPAWN IDX) - (1)) / (LSX)) ) * (60)) + (17))\nelse\n set [player x v] to [128]\n set [player y v] to [280]\nend\n\nwhen I receive [hide help v]\nif <(id) = [editor help]> then\n hide\nend\n\nwhen I receive [edit - load ask v]\nLoad Menu <>\n\nwhen I receive [pause menu v]\nif <<(EDIT) > [0]> or <(id) > []>> then\n stop [this script v]\nend\npuase menu\n\ndefine puase menu\nset [in-game menu v] to [1]\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (pause back v)\nset [id v] to [pause back]\ncreate clone of (_myself_ v)\nset size to (50) %\ngo to x: (0) y: (35)\nif <(REPLAY IDX) = []> then\n set [id v] to [Restart]\n create clone of (_myself_ v)\n change y by (-65)\n if <(SFX) > [0]> then\n if <(SFX) > [1]> then\n set [id v] to [AUDIO ON]\n else\n set [id v] to [AUDIO SFX]\n end\n else\n set [id v] to [AUDIO OFF]\n end\n create clone of (_myself_ v)\n change y by (-48)\n set [id v] to [EDIT - MAIN MENU]\n set [id v] to [Level Select]\n create clone of (_myself_ v)\nelse\n set [id v] to [Save Replay]\n create clone of (_myself_ v)\n change y by (-65)\n set x to (0)\n set [id v] to [Try Again]\n create clone of (_myself_ v)\n change y by (-48)\n set x to (0)\n set [id v] to [Next Level]\n create clone of (_myself_ v)\n change y by (-48)\n set x to (0)\n set [id v] to [Level Select]\n create clone of (_myself_ v)\nend\nset [id v] to []\nset [c v] to [2]\nrepeat until <<(c) = [1]> or <(IN-GAME MENU) = []>>\n if <key (p v) pressed?> then\n change [c v] by (1)\n else\n set [c v] to [0]\n end\n broadcast (game loop - scroll v) and wait\nend\nrepeat until <not <key (p v) pressed?>>\n wait (0) seconds\nend\nset [in-game menu v] to []\n\ndefine clone level complete menu\nset [replay idx v] to []\nset [in-game menu v] to [1]\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (pause back v)\nset [id v] to [pause back]\ncreate clone of (_myself_ v)\nset size to (50) %\ngo to x: (-90) y: (0)\nset [id v] to [Continue3]\ncreate clone of (_myself_ v)\nchange y by (-48)\nset [id v] to [Try Again]\ncreate clone of (_myself_ v)\nchange y by (-70)\nset [id v] to [Level Select]\ncreate clone of (_myself_ v)\nset x to (90)\nset [id v] to [Replay]\ncreate clone of (_myself_ v)\ngo to x: (0) y: (159)\nset [id v] to []\nset size to (130) %\nhide\n\nwhen I receive [level - complete v]\nclone level complete menu\n\ndefine save replay menu\nset [master ask v] to [SAVE REPLAY]\nval = replace [ ] with [LJ] from (BLACK BOX)\ndelete all of [level code v]\nadd (join ((length of (val)) + (12345678)) (val)) to [level code v]\ninsert [Select the entire REPLAY code by double clicking it] at (1) of [level code v] \ninsert [] at (2) of [level code v] \ninsert [] at (4) of [level code v] \ninsert [Then right click it and choose "Copy"] at (5) of [level code v] \ninsert [This is your replay code - save it somewhere safe!] at (6) of [level code v] \nhide list [level code v]\nforever\n repeat until <not <mouse down?>>\n wait (0) seconds\n end\n repeat until <<mouse down?> or <key (space v) pressed?>>\n wait (0) seconds\n end\n set [val v] to []\n if <([abs v] of (mouse x) ) > [184]> then\n set [val v] to [1]\n end\n if <([abs v] of ((mouse y) - (44)) ) > [96]> then\n set [val v] to [1]\n end\n if <key (space v) pressed?> then\n set [val v] to [1]\n end\n if <(val) > [0]> then\n show list [level code v]\n repeat until <not <mouse down?>>\n wait (0) seconds\n end\n set [master ask v] to []\n stop [this script v]\n end\nend\n\nbroadcast (game loop - scroll v)\n\ndefine load replay (txt)\ndelete all of [black box v]\nset [i v] to []\nset [i2 v] to [0]\nrepeat (length of (val))\n change [i2 v] by (1)\n set [c v] to (letter (i2) of (val))\n if <(c) = [LJ]> then\n add (i) to [black box v]\n set [i v] to []\n else\n set [i v] to (join (i) (c))\n end\nend\nadd (i) to [black box v]\nset [level # v] to (item (3) of [black box v])\nset [game state v] to [MENU OFF]\nset [replay idx v] to [999999]\n\nwhen this sprite clicked\nif <(id) = [pause back]> then\n if <<(IN-GAME MENU) > [0]> and <not <(GAME STATE) = [WIN]>>> then\n set [in-game menu v] to []\n end\nend\n\ndefine order (this z)\nif <(this z) < (item (1) of [order v])> then\n set [i1 v] to [2]\n set [i2 v] to (length of [order v])\n repeat until <(i1) > (i2)>\n set [last z v] to ([floor v] of ((i1) + (((i2) - (i1)) / (5))) )\n if <(this z) > (item (last z) of [order v])> then\n set [i2 v] to ((last z) - (1))\n else\n set [i1 v] to ((last z) + (1))\n end\n end\n insert (this z) at (i1) of [order v] \n go [forward v] ((i1) - (1)) layers\nelse\n insert (this z) at (1) of [order v] \nend\n\nwhen I receive [_order v]\norder [-4200]\n\nwhen I receive [report order v]\nadd (join [in-game menu: ] (id)) to [debug v]\n\n@Music\n\nwhen flag clicked\ngo to [back v] layer\nset volume to (30) %\nforever\n play sound [8 Bit Street! Funky City Chiptune Game Music by HeatleyBros v] until done\nend\n\nwhen I receive [start v]\nrepeat until <(volume) > [29]>\n change volume by (1)\nend\n\nwhen I receive [level - complete v]\nrepeat until <(volume) < [13]>\n change volume by (-1)\nend\n\nwhen I receive [audio toggle v]\nstop [other scripts in sprite v]\nif <(SFX) > [1]> then\n forever\n play sound [8 Bit Street! Funky City Chiptune Game Music by HeatleyBros v] until done\n end\nelse\n stop all sounds\nend\n\n | This is much better - \nhttps://scratch.mit.edu/projects/497576842\n\nTo defeat Steve: Avoid his attacks then jump on his head when he is weak\n\nThis is a sequel to the other volcanic games I have made. Thanks for all the support as they have got much more famous than I could have dreamed. Unfortunately, this will be the final one in the series. Don't worry though, I have many other scrolling platformers you can access from my profile:\n#1 https://scratch.mit.edu/projects/397484781/\n#2 https://scratch.mit.edu/projects/468647664/\n#3 https://scratch.mit.edu/projects/470686157/\n\nHelp appel find his way out of the volcanic lands in this new remix by @poliakoff. Read original project for more instructions. This took about 5 days to make as 2 or 3 were spent decoding. There is some other type of save code which you use for making levels. This was at first very confusing. Remember, even though the code may look confusing, if you look at it properly it will all make sense\n\n\n@Griffpatch for the original. Without him I don't know what scratch would be.This project would certainly have never existed without him.\nAppel Character - Thanks to @legobouwer9\nMusic - www.youtube.com/channel/UCsLlqLIE-TqDq3lh5kU2PeA\nSFX - https://freesound.org/\n\n(most credits copied from original)\n\n\n\n\n\n\n#games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff #games #all #art #appel #poliakoff |
☁ Mountain A Platformer ☁ (Mobile Friendly) #Games #All | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(level) = [3]> then\n switch backdrop to (arrière plan1 v)\n end\n if <(level) = [8]> then\n switch backdrop to (backdrop1 v)\n end\n if <(level) = [15]> then\n switch backdrop to (arrière plan2 v)\n end\nend\n\n@spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\nforever\n go to x: (36) y: (27)\nend\n\n@levels\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nhide variable [☁ time speedrun v]\nshow variable [level v]\nswitch costume to (1 v)\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\nrepeat until <(level) = [17]>\n if <(level) = [17]> then\n set [level v] to [1]\n reset timer\n end\nend\n\n@Platform guy\n\nwhen flag clicked\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-104)\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n switch costume to (costume2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n fast\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [13]\n else\n set [y v] to [0]\n end\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [237]> then\n broadcast (message1 v)\n go to x: (-223) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <touching (sprite1 v)?>> then\n go to x: (-223) y: (-100)\n play sound [Death v] until done\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n play sound [Inferno v] until done\nend\n\nwhen I receive [someone pressed s key v]\nchange [level v] by (1)\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [someone pressed skip button v]\ngo to x: (-218) y: (-106)\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n if <(x position) > [237]> then\n broadcast (message1 v)\n go to x: (-223) y: (100)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change y by (9)\n end\nend\n\nwait (1) seconds\nchange y by (-1)\n\n@thumnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nturn right (90) degrees\n\ngo to (random position v)\n\ngo to x: (36) y: (28)\n\n@skip\n\nwhen flag clicked\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (217) y: (157)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n if <<touching (mouse-pointer v)?> and <not <([costume # v] of [levels v]) = [15]>>> then\n broadcast (someone pressed skip button v)\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [someone pressed skip button v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n forever\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\nwait (9) seconds\n\nhide\n\nshow\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (40) y: (-40)\nshow\n\nforever\n if <(level) = [11]> then\nend\n\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 (50))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (-180) to (180))\n repeat until <(x position) > [239]>\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 (-180) to (180))\n repeat until <(x position) < [-239]>\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\n | ☁ Mountain A Platformer ☁ (Mobile Friendly)\n\nPlease ❤️⭐️ & Follow me for more ☻ \n \n_Instructions_\n\nUse ⬆⬅➡ and don't touch the spikes,\n15 levels 100 % Possible \nHave Fun !\n-----Notes-----\nLast update : 08/27/2021\n\n------Tags------ \n#clemJ72 #Games #All #Cool #mountain #platformer #FR #EN #world #me #you\n\n---Other---\n12h of work \nMusic: Inferno by @-xaf-\n \n*Credits*\n@-xaf-\n@You for watching\n\n |
あつ森Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [あつもり v] until done\nend\n\n@プレイヤー\n\nwhen I receive [次のステージ v]\ngo to x: (-187) y: (-77)\n\ndefine 初期設定\nset [動力\(y\) v] to [0]\nset [動力\(x\) v] to [0]\ngo to x: (-187) y: (-77)\n\nwhen I receive [動け v]\nforever\n broadcast (ターボチェック v)\nend\n\nwhen flag clicked\nshow\nset size to (200) %\ngo to x: (-187) y: (-77)\n\nwhen I receive [動け v]\ngo to x: (-187) y: (-77)\nset [動力\(x\) v] to [0]\nset [動力\(y\) v] to [0]\nshow\nset size to (100) %\npoint in direction (90)\nforever\n set [動力\(x\) v] to ((動力\(x\)) * (0.9))\n if <key (any v) pressed?> then\n change [動力\(x\) v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n point in direction ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (90))\n else\n change [動力\(x\) v] by (<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>)\n point in direction ((<<mouse down?> and <(mouse x) > [0]>> - <<mouse down?> and <[0] > (mouse x)>>) * (90))\n end\n change x by (動力\(x\))\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change x by ((動力\(x\)) * (-1))\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(動力\(x\)) > [0]> then\n set [動力\(x\) v] to [-7]\n else\n set [動力\(x\) v] to [7]\n end\n set [動力\(y\) v] to [10]\n else\n set [動力\(x\) v] to [0]\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [動力\(y\) v] to [15]\n end\n end\n if <touching (バックパック 大ジャンプ v)?> then\n set [動力\(y\) v] to [10]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [動力\(y\) v] to [20]\n end\n end\n change y by (1)\n change [動力\(y\) v] by (-1)\n change y by (動力\(y\))\n if <touching (地面 v)?> then\n change y by ((動力\(y\)) * (-1))\n set [動力\(y\) v] to [0]\n end\n if <(x position) > [230]> then\n 初期設定\n broadcast (次のステージ v)\n end\n if <(y position) < [-170]> then\n 初期設定\n end\n if <touching (川 v)?> then\n 初期設定\n end\n if <touching (タランチュラ v)?> then\n 初期設定\n end\n if <[-230] > (x position)> then\n change x by (10)\n end\nend\n\nwait (1) seconds\n\n@地面\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset [タイム v] to [0]\nhide variable [タイム v]\nhide variable [☁ 世界記録 v]\n\nwhen I receive [動け v]\nshow variable [☁ 世界記録 v]\nshow variable [タイム v]\n\nwhen I receive [動け v]\nrepeat until <(costume [name v]) = [クリア]>\n wait (1) seconds\n change [タイム v] by (1)\nend\n\nwhen I receive [動け v]\nforever\n if <<(costume [name v]) = [クリア]> and <(☁ 世界記録) > (タイム)>> then\n set [☁ 世界記録 v] to (タイム)\n hide variable [☁ 世界記録 v]\n hide variable [タイム v]\n end\nend\n\n@背景\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set drag mode [not draggable v]\n go to [back v] layer\n show\nend\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (36) y: (28)\nshow\n\nwhen this sprite clicked\nnext costume\nwait (1) seconds\nhide\nbroadcast (動け v)\n\n@川\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (20) y: (-163)\nswitch costume to (コスチューム1 v)\n\n@木\n\nwhen flag clicked\nswitch costume to (木 v)\ngo to x: (51) y: (-18)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen I receive [動け v]\nshow\n\n@タランチュラ\n\nwhen flag clicked\ngo to x: (94) y: (-104)\nswitch costume to (1 v)\n\nwhen I receive [次のステージ v]\nnext costume\n\n@Love fave\n\nwhen I receive [動け v]\nforever\n wait (1) seconds\n change [ghost v] effect by (25)\n wait (0.2) seconds\n change [ghost v] effect by (25)\n wait (0.2) seconds\n change [ghost v] effect by (25)\n wait (0.2) seconds\n change [ghost v] effect by (25)\n wait (0.2) seconds\n change [ghost v] effect by (-25)\n wait (0.2) seconds\n change [ghost v] effect by (-25)\n wait (0.2) seconds\n change [ghost v] effect by (-25)\n wait (0.2) seconds\n change [ghost v] effect by (-25)\n wait (0.2) seconds\n wait (1) seconds\nend\n\nwhen I receive [動け v]\nshow\n\nwhen flag clicked\ngo to x: (-303) y: (18)\nset [ghost v] effect to (0)\nhide\ngo to [front v] layer\nset size to (100) %\n\n@スプライト2\n\nwhen flag clicked\nhide\n\n | pc=上下右左かクリック\nMobile=タップ\n世界記録… 18秒\nコメ欄に嘘書いてもバレます! |
Platformer [WIP] | @Stage\n\nwhen flag clicked\nswitch backdrop to (basic v)\n\n@Ball\n\nwhen flag clicked\nset [gravity v] to [-3]\nforever\n if <key (left arrow v) pressed?> then\n set [x velocity v] to [-4]\n else\n if <key (right arrow v) pressed?> then\n set [x velocity v] to [4]\n else\n set [x velocity v] to [0]\n end\n end\n if <not <touching (ground v)?>> then\n change y by (Gravity)\n end\n change x by (X Velocity)\nend\n\nwhen flag clicked\nset [jump unlocked v] to [0]\nwait until <(Jump Unlocked) = [1]>\nforever\n if <key (up arrow v) pressed?> then\n if <(Sounds Unlocked) = [1]> then\n start sound [Finger Snap v]\n end\n repeat (10)\n change y by (15)\n end\n repeat until <touching (ground v)?>\n change y by (Gravity)\n end\n end\nend\n\nwhen flag clicked\nset [deaths v] to [0]\ngo to x: (-160) y: (-85)\nset [level v] to [0]\nforever\n if <(x position) = [241]> then\n change [level v] by (1)\n go to x: (-160) y: (-85)\n if <(Sounds Unlocked) = [1]> then\n start sound [Connect v]\n end\n end\nend\n\nwhen flag clicked\nhide variable [deaths v]\nforever\n if <touching color (#ff0000)?> then\n if <(Sounds Unlocked) = [1]> then\n start sound [Disconnect v]\n end\n change [deaths v] by (1)\n go to x: (-160) y: (-85)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#eeff00)?> then\n if <(Sounds Unlocked) = [1]> then\n start sound [Finger Snap v]\n end\n repeat (15)\n change y by (15)\n end\n end\n if <touching color (#ffec00)?> then\n if <(Sounds Unlocked) = [1]> then\n start sound [Finger Snap v]\n end\n repeat (15)\n change y by (15)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-181]> then\n if <(Sounds Unlocked) = [1]> then\n start sound [Disconnect v]\n end\n change [deaths v] by (1)\n go to x: (-160) y: (-85)\n end\nend\n\nwhen flag clicked\nswitch costume to (ball-a v)\nforever\n wait until <<(Level) = [8]> or <<(Level) = [37]> or <(Level) = [43]>>>\n if <(x position) = [-242]> then\n go to x: (178) y: (-57)\n end\nend\n\nwhen I receive [colors unlocked v]\nset [rainbow unlocked v] to [0]\nforever\n if <key (y v) pressed?> then\n switch costume to (ball-a v)\n end\n if <key (b v) pressed?> then\n switch costume to (ball-b v)\n end\n if <key (g v) pressed?> then\n switch costume to (ball-d v)\n end\n if <key (p v) pressed?> then\n switch costume to (ball-e v)\n end\n if <<(Rainbow Unlocked) = [1]> and <key (r v) pressed?>> then\n repeat until <<<key (g v) pressed?> or <key (b v) pressed?>> or <<key (y v) pressed?> or <key (p v) pressed?>>>\n next costume\n wait (0.2) seconds\n end\n end\nend\n\nwhen flag clicked\nhide variable [time v]\nset [time v] to [0]\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (eggnemy v)?> then\n start sound [Disconnect v]\n go to x: (-160) y: (-85)\n change [deaths v] by (1)\n end\nend\n\nwhen I receive [trail unlocked v]\nset [trail on v] to [1]\nforever\n if <(Trail On) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nstop [other scripts in sprite v]\nrepeat (10)\n change size by (-6)\nend\ndelete this clone\n\nwhen I receive [trail unlocked v]\nforever\n if <key (t v) pressed?> then\n if <(Trail On) = [0]> then\n set [trail on v] to [1]\n else\n if <(Trail On) = [1]> then\n set [trail on v] to [0]\n end\n end\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n wait until <(Level) = [29]>\n if <key (s v) pressed?> then\n change [level v] by (1)\n go to x: (-160) y: (-85)\n if <(Sounds Unlocked) = [1]> then\n start sound [Connect v]\n end\n end\nend\n\nwhen flag clicked\nforever\n wait until <(Level) = [34]>\n if <key (u v) pressed?> then\n change [level v] by (1)\n go to x: (-160) y: (-85)\n if <(Sounds Unlocked) = [1]> then\n start sound [Connect v]\n end\n end\nend\n\nwhen flag clicked\nforever\n wait until <(Level) = [42]>\n if <key (c v) pressed?> then\n change [level v] by (1)\n go to x: (-160) y: (-85)\n if <(Sounds Unlocked) = [1]> then\n start sound [Connect v]\n end\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (basic v)\nwait until <(Level) = [3]>\nswitch costume to (cliff v)\nwait until <(Level) = [4]>\nswitch costume to (basic v)\nwait until <(Level) = [6]>\nswitch costume to (gap v)\nwait until <(Level) = [7]>\nswitch costume to (basic v)\nwait until <(Level) = [8]>\nswitch costume to (gap v)\nwait until <(Level) = [9]>\nswitch costume to (cage v)\nwait until <(Level) = [10]>\nswitch costume to (cliff v)\nwait until <(Level) = [11]>\nswitch costume to (basic v)\nwait until <(Level) = [12]>\nswitch costume to (gap v)\nwait until <(Level) = [13]>\nswitch costume to (basic v)\nwait until <(Level) = [14]>\nswitch costume to (volcano v)\nwait until <(Level) = [15]>\nswitch costume to (spider man v)\nwait until <(Level) = [16]>\nswitch costume to (wall jumps v)\nwait until <(Level) = [17]>\nswitch costume to (basic v)\nwait until <(Level) = [18]>\nswitch costume to (fake death v)\nwait until <(Level) = [20]>\nswitch costume to (volcano v)\nwait until <(Level) = [21]>\nswitch costume to (cage v)\nwait until <(Level) = [22]>\nswitch costume to (basic v)\nwait until <(Level) = [24]>\nswitch costume to (gap v)\nwait until <(Level) = [25]>\nswitch costume to (spider man v)\nswitch backdrop to (t jump v)\nwait until <(Level) = [26]>\nswitch costume to (basic v)\nswitch backdrop to (basic v)\nwait until <(Level) = [27]>\nswitch costume to (gap hard v)\nwait until <(Level) = [28]>\nswitch costume to (basic v)\nwait until <(Level) = [29]>\nswitch costume to (gap v)\nswitch backdrop to (2 spikes v)\nwait until <(Level) = [30]>\nswitch costume to (basic v)\nwait until <(Level) = [31]>\nswitch costume to (fake death v)\nswitch backdrop to (secret ladder v)\nwait until <(Level) = [32]>\nswitch costume to (volcano v)\nswitch backdrop to (spring parkour v)\nwait until <(Level) = [33]>\nswitch costume to (wall jumps v)\nwait until <(Level) = [34]>\nswitch costume to (fake death v)\nwait until <(Level) = [35]>\nswitch costume to (basic v)\nswitch backdrop to (basic v)\nwait until <(Level) = [36]>\nswitch costume to (wall jumps v)\nswitch backdrop to (spring parkour v)\nwait until <(Level) = [37]>\nswitch costume to (gap hard v)\nswitch backdrop to (ceiling/spikes v)\nwait until <(Level) = [38]>\nswitch costume to (volcano v)\nswitch backdrop to (combo jumps v)\nwait until <(Level) = [39]>\nswitch costume to (basic v)\nswitch backdrop to (basic v)\nwait until <(Level) = [41]>\nswitch costume to (gap v)\nwait until <(Level) = [42]>\nswitch costume to (spider man v)\nswitch backdrop to (ceiling/spikes v)\nwait until <(Level) = [43]>\nswitch costume to (wall jumps v)\nswitch backdrop to (t jump v)\nwait until <(Level) = [44]>\nswitch costume to (big gap v)\nswitch backdrop to (basic v)\nwait until <(Level) = [45]>\nswitch backdrop to (2 spikes v)\nwait until <(Level) = [46]>\nswitch costume to (big gap v)\nswitch backdrop to (spring parkour v)\nwait until <(Level) = [47]>\nswitch costume to (basic v)\nswitch backdrop to (spring avoidance v)\n\nwhen [m v] key pressed\nset volume to (70) %\nwait until <(Music Unlocked) = [1]>\nif <(Muted) = [0]> then\n set [muted v] to [1]\n set volume to (0) %\n stop [this script v]\nend\nif <(Muted) = [1]> then\n set [muted v] to [0]\n stop [this script v]\nend\n\nwhen flag clicked\nset volume to (70) %\nset [sounds unlocked v] to [0]\nset [muted v] to [0]\nset [music unlocked v] to [0]\nwait until <(Music Unlocked) = [1]>\nforever\n wait until <(Muted) = [0]>\n play sound [Video Game 1 v] until done\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (start v)\nwait until <(Level) = [1]>\nswitch costume to (level 2 v)\n\nwhen I receive [jump unlocked v]\nswitch costume to (jump unlocked v)\nwait until <(Level) = [2]>\nswitch costume to (red hurts v)\nswitch backdrop to (2 spikes v)\nwait until <(Level) = [3]>\nswitch costume to (that's a big jump! v)\nswitch backdrop to (basic v)\nwait until <(Level) = [4]>\nswitch costume to (level 4 v)\nwait until <(Level) = [5]>\nswitch costume to (level 5 v)\nswitch backdrop to (jump pads v)\nwait until <(Level) = [6]>\nswitch costume to (level 6 v)\nswitch backdrop to (basic v)\nwait until <(Level) = [7]>\nswitch costume to (present v)\n\nwhen I receive [music unlocked v]\nswitch costume to (music v)\nwait until <(Level) = [8]>\nswitch costume to (level 8 v)\nswitch backdrop to (2 spikes v)\nwait until <(Level) = [9]>\nswitch costume to (level 9 v)\nswitch backdrop to (basic v)\nwait until <(Level) = [10]>\nswitch costume to (level 10 v)\nswitch backdrop to (secret ladder v)\nwait until <(Level) = [11]>\nswitch costume to (present level 11 v)\nswitch backdrop to (basic v)\n\nwhen I receive [colors unlocked v]\nswitch costume to (colors unlocked v)\nwait until <(Level) = [12]>\nswitch costume to (new color combo v)\nswitch backdrop to (combo jumps v)\nwait until <(Level) = [13]>\nswitch costume to (13! v)\nswitch backdrop to (basic v)\n\nwhen I receive [sounds unlocked v]\nswitch costume to (sounds unlocked v)\nwait until <(Level) = [14]>\nswitch costume to (level 14 v)\nwait until <(Level) = [15]>\nswitch costume to (tarantula guy v)\nswitch backdrop to (2 spikes v)\nwait until <(Level) = [16]>\nswitch backdrop to (basic v)\nswitch costume to (level 16 v)\nwait until <(Level) = [17]>\nswitch backdrop to (basic v)\nswitch costume to (another upgrade v)\n\nwhen I receive [trackers unlocked v]\nswitch costume to (trackers unlocked v)\nwait until <(Level) = [18]>\nswitch costume to (ez v)\nwait until <(Level) = [19]>\nswitch costume to (harder v)\nswitch backdrop to (2 spikes v)\nwait until <(Level) = [20]>\nswitch backdrop to (combo jumps v)\nswitch costume to (getting harder v)\nwait until <(Level) = [21]>\nswitch backdrop to (t jump v)\nswitch costume to (fun v)\nwait until <(Level) = [22]>\nswitch costume to (another flag... v)\nswitch backdrop to (basic v)\n\nwhen I receive [eggnemies unlocked v]\nswitch costume to (eggnemies..? v)\nwait until <(Level) = [23]>\nswitch costume to (there's one v)\nwait until <(Level) = [24]>\nswitch costume to (another v)\nwait until <(Level) = [25]>\nswitch costume to (not any harder v)\nwait until <(Level) = [26]>\nswitch costume to (sorry v)\nwait until <(Level) = [27]>\nswitch costume to (deeper v)\nwait until <(Level) = [28]>\nswitch costume to (reward!? v)\nwait until <(Level) = [29]>\nswitch costume to (no tricks v)\nwait until <(Level) = [30]>\nswitch backdrop to (basic v)\nswitch costume to (wow... v)\nwait until <(Level) = [31]>\nswitch costume to (pretty easy v)\nwait until <(Level) = [32]>\nswitch costume to (hidden v)\nwait until <(Level) = [33]>\nswitch costume to (fine v)\nwait until <(Level) = [34]>\nswitch costume to (u know v)\nswitch backdrop to (ceiling/spikes v)\nwait until <(Level) = [35]>\nswitch costume to (stop skipping v)\n\nwhen I receive [trail unlocked v]\nswitch costume to (trail unlocked v)\n\nwhen I receive [rainbow unlocked v]\nswitch costume to (rainbow unlocked v)\nwait until <(Level) = [36]>\nswitch costume to (more eggs v)\nwait until <(Level) = [37]>\nswitch costume to (memories v)\nwait until <(Level) = [38]>\nswitch costume to (king of the hill v)\nwait until <(Level) = [39]>\nswitch costume to (present v)\n\nwhen I receive [moving blocks unlocked v]\nswitch costume to (moving blocks unlocked v)\nwait until <(Level) = [40]>\nswitch costume to (it's alive v)\nwait until <(Level) = [41]>\nswitch costume to (favorite v)\nwait until <(Level) = [42]>\nswitch costume to (can't you see v)\nwait until <(Level) = [43]>\nswitch costume to (not impossible v)\nwait until <(Level) = [44]>\nswitch costume to (fast v)\nwait until <(Level) = [45]>\nswitch costume to (getting harder v)\nwait until <(Level) = [46]>\nswitch costume to (again v)\nwait until <(Level) = [47]>\nswitch costume to (oh my v)\n\n@Green Flag\n\nwhen flag clicked\nwait until <(Level) = [0]>\nhide\nwait until <(Level) = [1]>\nshow\nwait until <touching (ball v)?>\nset [jump unlocked v] to [1]\nbroadcast (Jump Unlocked v)\nhide\nwait until <(Level) = [7]>\nshow\nwait until <touching (ball v)?>\nset [music unlocked v] to [1]\nbroadcast (Music Unlocked v)\nhide\nwait until <(Level) = [11]>\nshow\nwait until <touching (ball v)?>\nset [colors unlocked v] to [1]\nbroadcast (Colors Unlocked v)\nhide\nwait until <(Level) = [13]>\nshow\nwait until <touching (ball v)?>\nset [sounds unlocked v] to [1]\nstart sound [Win v]\nbroadcast (Sounds Unlocked v)\nhide\nwait until <(Level) = [17]>\nshow\nwait until <touching (ball v)?>\nshow variable [deaths v]\nshow variable [time v]\nstart sound [Win v]\nbroadcast (Trackers Unlocked v)\nhide\nwait until <(Level) = [22]>\nshow\nwait until <touching (ball v)?>\nstart sound [Win v]\nbroadcast (Eggnemies Unlocked v)\nhide\nwait until <(Level) = [30]>\nshow\nwait until <touching (ball v)?>\nstart sound [Win v]\nbroadcast (Trail Unlocked v)\nhide\nwait until <(Level) = [35]>\nshow\nwait until <touching (ball v)?>\nstart sound [Win v]\nset [rainbow unlocked v] to [1]\nbroadcast (Rainbow Unlocked v)\nhide\nwait until <(Level) = [39]>\nshow\nwait until <touching (ball v)?>\nstart sound [Win v]\nbroadcast (Moving Blocks Unlocked v)\nhide\n\n@Eggnemy\n\nwhen flag clicked\nhide\nwait until <(Level) = [0]>\ngo to x: (106) y: (-96)\nwait until <(Level) = [23]>\nshow\nrepeat until <(Level) = [24]>\n point in direction (90)\n if <(Level) = [24]> then\n stop [this script v]\n end\n wait (1) seconds\n if <(Level) = [24]> then\n stop [this script v]\n end\n repeat (20)\n change x by (-10)\n wait (0.005) seconds\n if <(Level) = [24]> then\n stop [this script v]\n end\n end\n point in direction (-90)\n if <(Level) = [24]> then\n stop [this script v]\n end\n wait (1) seconds\n if <(Level) = [24]> then\n stop [this script v]\n end\n repeat (20)\n change x by (10)\n wait (0.005) seconds\n if <(Level) = [24]> then\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [24]>\ngo to x: (210) y: (-64)\nshow\nrepeat until <(Level) = [25]>\n point in direction (90)\n if <(Level) = [25]> then\n stop [this script v]\n end\n wait (1) seconds\n if <(Level) = [25]> then\n stop [this script v]\n end\n repeat (8)\n change x by (-10)\n wait (0.005) seconds\n if <(Level) = [25]> then\n stop [this script v]\n end\n end\n point in direction (-90)\n if <(Level) = [25]> then\n stop [this script v]\n end\n wait (1) seconds\n if <(Level) = [25]> then\n stop [this script v]\n end\n repeat (8)\n change x by (10)\n wait (0.005) seconds\n if <(Level) = [25]> then\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [25]>\nhide\nwait until <(Level) = [36]>\npoint in direction (90)\ngo to x: (-121) y: (85)\nshow\nwait until <(Level) = [37]>\nhide\nwait until <(Level) = [38]>\ngo to x: (53) y: (73)\nshow\nrepeat until <(Level) = [39]>\n point in direction (90)\n if <(Level) = [39]> then\n stop [this script v]\n end\n wait (1) seconds\n if <(Level) = [39]> then\n stop [this script v]\n end\n repeat (20)\n change x by (-5)\n wait (0.005) seconds\n if <(Level) = [39]> then\n stop [this script v]\n end\n end\n point in direction (-90)\n if <(Level) = [39]> then\n stop [this script v]\n end\n wait (1) seconds\n if <(Level) = [39]> then\n stop [this script v]\n end\n repeat (20)\n change x by (5)\n wait (0.005) seconds\n if <(Level) = [39]> then\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [39]>\nhide\ngo to x: (230) y: (-64)\nwait until <(Level) = [41]>\nshow\nrepeat until <(Level) = [42]>\n point in direction (90)\n if <(Level) = [42]> then\n stop [this script v]\n end\n wait (1) seconds\n if <(Level) = [42]> then\n stop [this script v]\n end\n repeat (10)\n change x by (-10)\n wait (0.005) seconds\n if <(Level) = [42]> then\n stop [this script v]\n end\n end\n point in direction (-90)\n if <(Level) = [42]> then\n stop [this script v]\n end\n wait (1) seconds\n if <(Level) = [42]> then\n stop [this script v]\n end\n repeat (10)\n change x by (10)\n wait (0.005) seconds\n if <(Level) = [42]> then\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [42]>\nhide\n\nwait until <(Level) = [41]>\nshow\n\n@Moving Block 1\n\nwhen flag clicked\nwait until <(Level) = [0]>\nhide\ngo to x: (90) y: (-80)\nswitch costume to (red block v)\nwait until <(Level) = [40]>\nshow\nrepeat until <(Level) = [41]>\n repeat (10)\n change y by (10)\n wait (0.005) seconds\n if <(Level) = [41]> then\n stop [this script v]\n end\n end\n repeat (10)\n change y by (-10)\n wait (0.005) seconds\n if <(Level) = [41]> then\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [41]>\nhide\nwait until <(Level) = [44]>\nswitch costume to (spring v)\ngo to x: (165) y: (-156)\nshow\nrepeat until <(Level) = [46]>\n glide (0.5) secs to x: (20) y: (-156)\n if <(Level) = [46]> then\n stop [this script v]\n end\n glide (0.5) secs to x: (-115) y: (-156)\n if <(Level) = [46]> then\n stop [this script v]\n end\n glide (0.5) secs to x: (20) y: (-156)\n if <(Level) = [46]> then\n stop [this script v]\n end\n glide (0.5) secs to x: (165) y: (-156)\n if <(Level) = [46]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [46]>\nhide\n\n@Moving Block 2\n\nwhen flag clicked\nwait until <(Level) = [0]>\nhide\ngo to x: (-59) y: (20)\nswitch costume to (red block v)\nwait until <(Level) = [40]>\nshow\nrepeat until <(Level) = [41]>\n repeat (10)\n change y by (-10)\n wait (0.005) seconds\n if <(Level) = [41]> then\n stop [this script v]\n end\n end\n repeat (10)\n change y by (10)\n wait (0.005) seconds\n if <(Level) = [41]> then\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [41]>\nhide\ngo to x: (0) y: (20)\nshow\nrepeat until <(Level) = [42]>\n repeat (10)\n change y by (-10)\n wait (0.1) seconds\n if <(Level) = [42]> then\n stop [this script v]\n end\n end\n repeat (10)\n change y by (10)\n wait (0.005) seconds\n if <(Level) = [42]> then\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [42]>\nhide\n\n | Movement Keys: Up, Left, Right\nColor Keys: B=Blue, Y=Yellow, G=Green, P=Purple\nMute Music: M\nStop/Start Trail: T\n\n***Note: Some Keys Need To Be Unlocked!*** |
Lunar a platformer | @Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X velocity) * (0.85))\n change x by (X velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by (([y position v] of [ground v]) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y velocity)\n if <touching (ground v)?> then\n change y by ((Y velocity) - ((Y velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nstart sound [Pixel Party v]\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n | Lunar a platformer is finally out Help lunar get through the obstacles safe and easily. Please Like and favorite the project.\n\n Spam green flag if it's laggy.\n\nUse left, right ,up Arrows to move, or WASD\n\nIf we can get 90 likes and favorites on this project I will make a part 2 |
Platformer v1.0 | @Stage\n\nwhen flag clicked\nforever\n play sound [time/space - Anomaly v] until done\nend\n\n@meta (skopiuj i przeciągnij najpierw)\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [win v]\nhide\n\n@level (skopiuj, ale wstaw na predostatnim miejscu)\n\nwhen flag clicked\nshow\nswitch costume to (level1 v)\nwait (0.001) seconds\nforever\n switch costume to (level)\nend\n\nwhen I receive [win v]\nhide\n\n@Gracz (WSTAW NA KOŃCU\n\nwhen flag clicked\nset [level v] to [1]\nset [win v] to [31]\nforever\n if <<key (up arrow v) pressed?> and <<touching color (#797979)?> or <touching color (#00c113)?>>> then\n broadcast (jump v)\n end\nend\n\nwhen flag clicked\ngo to x: (-164) y: (43)\nset [moja zmienna v] to [1]\nforever\n if <<not <<touching color (#797979)?> or <touching color (#00c113)?>>> and <(moja zmienna) = [1]>> then\n repeat until <<touching color (#00c113)?> or <touching color (#797979)?>>\n change y by (-10)\n end\n set [moja zmienna v] to [1]\n end\nend\n\nwhen I receive [jump v]\nrepeat (8)\n change y by (20)\n if <touching color (#673200)?> then\n repeat until <touching color (#00c113)?>\n change y by (-10)\n end\n stop [this script v]\n end\nend\nset [moja zmienna v] to [1]\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n broadcast (right v)\n end\n if <key (left arrow v) pressed?> then\n broadcast (left v)\n end\nend\n\nwhen I receive [right v]\npoint in direction (90)\nif <touching color (#673200)?> then\n change x by (-10)\nelse\n change x by (10)\nend\n\nwhen I receive [left v]\npoint in direction (-90)\nif <touching color (#673200)?> then\n change x by (10)\nelse\n change x by (-10)\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (meta \(skopiuj i przeciągnij najpierw\) v)?> then\n change [level v] by (1)\n go to x: (-164) y: (43)\n end\nend\n\nwhen I start as a clone\nset [dead x v] to (x position)\nrepeat (10)\n change y by (10)\n set x to (dead X)\n change [ghost v] effect by (5)\nend\nrepeat (10)\n change y by (-10)\n set x to (dead X)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(level) = (win)> then\n hide\n broadcast (win v)\n end\nend\n\nwhen flag clicked\nforever\n if <<not <touching color (#00c113)?>> and <<not <touching color (#673200)?>> and <touching color (#ffffff)?>>> then\n set [moja zmienna v] to [1]\n end\n if <<touching color (#ff0000)?> or <(y position) < [-175]>> then\n create clone of (_myself_ v)\n go to x: (-164) y: (43)\n end\nend\n\nwhen I receive [dead v]\nhide\n\nwhen flag clicked\nif <touching (coin v)?> then\n broadcast (collect coin v)\nend\n\n@win/dead\n\nwhen flag clicked\nhide\nwait until <(Lives) = [0]>\nbroadcast (dead v)\nshow\nswitch costume to (dead v)\n\nwhen I receive [win v]\nforever\n switch costume to (win v)\n show\nend\n\n@lives\n\nwhen flag clicked\nhide\nset [live_heart v] to [No]\nif <<(MAX LIVES) = [No]> or <<(MAX LIVES) = [1]> or <(MAX LIVES) = [0]>>> then\n show\n switch costume to (infinite v)\n go to x: (-152) y: (160)\n forever\n change [color v] effect by (5)\n end\nelse\n go to x: (-152) y: (160)\n set [live_heart v] to [1]\n switch costume to (lives v)\n create clone of (_myself_ v)\n switch costume to (heart v)\n go to x: (-149) y: (160)\n repeat ((MAX LIVES) - (1))\n create clone of (_myself_ v)\n change [live_heart v] by (1)\n change x by (28)\n end\n change [live_heart v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine Nie wpisuj nic w okienko, jeżeli chcesz ustawić ilość żyć na nieskończoność. (number)\nif <<(number) = []> or <<(number) = [1]> or <(number) = [0]>>> then\n if <(number) = []> then\n set [max lives v] to [No]\n else\n set [max lives v] to (number)\n end\nelse\n set [max lives v] to (number)\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nNie wpisuj nic w okienko, jeżeli chcesz ustawić ilość żyć na nieskończoność. []\nwait (1) seconds\n\nwhen I receive [win v]\nhide\n\nwhen I receive [dead v]\nshow\n\n@thumbnail\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n | ==========Thanks for over 1000 views!===========\nOmg guys im so happy this game is popular. I know there is on scratch better projects like amm Slither.io by griffpatch but for me is so much because my account here is not very popular :(\n==========================================\nThis project is the most popular game on my account but i don't understand that ;) THIS GAME IS SO BUGGY!\ni got on my account better projects like "Off road"....\n__________________________________________________\n-----------------------------------------------------------------\n\nArrow keys to move, up arrow to jump.\nDon't fall and don't touch red spikes and lava.\n-------------------------------\nwarning the game is buggy.\n---------------\npls follow!\n |
Adventure A ☁ Multiplayer Platformer #games #all | @Stage\n\nwhen flag clicked\nforever\n play sound [:D v] until done\nend\n\n@ \n\n@player\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x v] by (-0.9)\n switch costume to (1 v)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (0.9)\n switch costume to (2 v)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y v] to [9]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<<touching (ground v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n switch costume to (4 v)\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <touching (trampolines v)?> then\n switch costume to (4 v)\n set [y v] to [15]\nend\nif <<touching (spikes v)?> or <<touching (lazers real v)?> or <<touching (stomper v)?> or <<touching (lava v)?> or <touching (saws v)?>>>>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (X Spawn) y: (Y Spawn)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(x position) > [233]> then\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (Next Level v)\n 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\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\ngo to [front v] layer\n\nwhen I receive [next level v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n go to x: (-218) y: (21)\n end\nend\n\n@Friends/Scratchers\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (90)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nsay (value)\nvalue=read from encode\nvalue=read from encode\nset x to (value)\nvalue=read from encode\nset y to (value)\nvalue=read from encode\nswitch costume to (value)\nvalue=read from encode\nif <(value) = ([costume # v] of [ground v])> then\n show\nelse\n hide\nend\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen flag clicked\nset size to (70) %\n\n@Connection Statements\n\nwhen flag clicked\nforever\n switch costume to (Connecting)\nend\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nshow\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (5)\n go to [front v] layer\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\ngo to [front v] layer\n\n@Clouds\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (pick random (2) to (5)) seconds\nend\n\nwhen backdrop switches to [game v]\n\nwhen I start as a clone\ngo [backward v] (500) layers\nset size to (pick random (50) to (100)) %\nshow\nset [ghost v] effect to (80)\ngo to x: (300) y: (pick random (180) to (50))\nglide (pick random (15) to (20)) secs to x: (-300) y: (y position)\ndelete this clone\n\nwhen I receive [next level v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nhide\n\n@Sun\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (([sin v] of ((timer) * (100)) ) * (20)) y: (([sin v] of ((timer) * (100)) ) * (20))\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n show\n go to x: (0) y: (0)\nend\n\n@Words\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Deco\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\n@love and fave 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@Captions\n\nwhen flag clicked\nforever\n wait (1) seconds\n switch costume to (costume1 v)\n go to x: (197) y: (240)\n show\n repeat (8)\n switch costume to (costume3 v)\n change y by (-4)\n switch costume to (costume1 v)\n end\n wait (3) seconds\n repeat (10)\n switch costume to (costume3 v)\n change y by (4)\n switch costume to (costume1 v)\n end\n hide\n go to x: (197) y: (240)\n wait (3) seconds\n switch costume to (costume2 v)\n go to x: (197) y: (240)\n show\n repeat (8)\n switch costume to (costume3 v)\n change y by (-4)\n switch costume to (costume2 v)\n end\n wait (3) seconds\n repeat (10)\n switch costume to (costume3 v)\n change y by (4)\n switch costume to (costume2 v)\n end\n hide\n go to x: (197) y: (240)\nend\n\n | DISCLAIMER: if you remix change at least some of the code, and not just change the color :| or else I'll report it.\n\nThe sequel is out!! https://scratch.mit.edu/projects/474427881\n\nI recommend reading this before you play.\n-------------------------------------------------------------------------\n☁ Adventure - Multiplayer Platformer\n95% by me. \nOriginal share date January 11th 2021\nReshared January 17th 2021 because of a bug in the multiplayer code that I fixed.\n-------------------------Instructions below------------------------\n\nHow To Play:\nUse Arrow Keys to move. Do not hit spikes or lava. Run with your friends as you play the level in Multiplayer!☁\n\nNew Scratchers Can Not Play :(\nThe max players is 10\n\nFull? Server 2: https://scratch.mit.edu/projects/472624971\n\n❤️ & ⭐ This Project\nFollow Me @Potatopan1 for more epic games\n\n---------------------------------NOTES------------------------------\n-My first multiplayer platformer so, pls be nice xD\n\n |
Multiplayer Platformer II #All #Games II REMAKE | @Stage\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 (platform v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (platform 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 (platform v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (platform 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 (platform 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 (platform v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (platform 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 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\nif <touching (spring v)?> then\n set [y v] to [20]\nend\n\nwhen flag clicked\nset [y spawn. v] to [60]\nset [x spawn. v] to [-218]\ngo to x: (X Spawn.) y: (Y Spawn.)\nswitch costume to (player v)\nswitch backdrop to (cavesbackround v)\nshow\nset size to (70) %\nset [x v] to [0]\nset [y v] to [0]\n\ndefine Run block\nRun Engine\n\nwhen flag clicked\nset [max players! v] to [10]\nset [my player# v] to [0]\nbroadcast (setups v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(My player#) > [0]> then\n set [☁ p1 v] to [2]\nelse\n set [☁ p2 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 [platform 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 (platform v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (platform 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\nrepeat until <(LEVEL) = [16]>\nend\n\nset [timer v] to ((timer) + (1))\n\nwhen [timer v] > (timer)\nif <(My player#) = [1]> then\n set [☁ p1 v] to []\n set [my player# v] to []\nelse\n if <(My player#) = [2]> then\n set [☁ p2 v] to []\n set [my player# v] to []\n else\n if <(My player#) = [3]> then\n set [☁ p3 v] to []\n set [my player# v] to []\n else\n if <(My player#) = [4]> then\n set [☁ p4 v] to []\n set [my player# v] to []\n else\n if <(My player#) = [5]> then\n set [☁ p5 v] to []\n set [my player# v] to []\n else\n if <(My player#) = [6]> then\n set [☁ p6 v] to []\n set [my player# v] to []\n else\n if <(My player#) = [7]> then\n set [☁ p7 v] to []\n set [my player# v] to []\n else\n if <(My player#) = [8]> then\n set [☁ p8 v] to []\n set [my player# v] to []\n else\n if <(My player#) = [9]> then\n set [☁ p9 v] to []\n set [my player# v] to []\n else\n set [☁ p10 v] to []\n set [my player# v] to []\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nreset timer\nset [timer v] to [0]\n\nwhen flag clicked\nset [level v] to [1]\nforever\n play sound [TheFatRat - Time Lapse v] until done\nend\n\nset [my player# v] to []\n\nwhen flag clicked\nshow variable [☁ highscore v]\nshow variable [timer v]\nset [☁ highscore v] to [300]\n\nwhen I receive [begin v]\nrepeat until <(LEVEL) = [16]>\n change [timer v] by (1)\n wait (0.1) seconds\nend\n\n@Other players\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (Value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [color v] effect to (0)\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS!) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My player#) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6.)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (Player#)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (value)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue=read from encode\nsay (value)\nvalue=read from encode\nvalue=read from encode\nset x to (value)\nvalue=read from encode\nset y to (value)\nvalue=read from encode\nswitch costume to (value)\nvalue=read from encode\nif <(value) = ([costume # v] of [platform v])> then\n show\nelse\n hide\nend\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player# v] to (Player#)\nend\n\nwhen flag clicked\nbroadcast (setups v)\nforever\n show\n set size to (70) %\nend\n\nshow\n\n@Platform\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Connection Statements\n\nwhen flag clicked\nforever\n switch costume to (Connecting..)\n go to [front v] layer\nend\n\nwhen I receive [begin v]\nhide\n\nwhen flag clicked\nshow\n\n@Danger\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen [timer v] > (0.01)\nswitch costume to (thumbnail v)\nset size to (100) %\nset [ghost v] effect to (100)\npoint in direction (90)\ngo to x: (-400) y: (0)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change x by (((0) - (x position)) / (2))\nend\n\nwhen flag clicked\nhide\nswitch costume to (thumbnail v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (-400) y: (0)\npoint in direction (90)\ngo to [front v] layer\nforever\n reset timer\nend\n\n@spring\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(LEVEL) = [8]> then\n show\n go to x: (-56) y: (-134)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(LEVEL) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(LEVEL) = [10]> then\n show\n go to x: (-56) y: (-134)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(LEVEL) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(LEVEL) = [14]> then\n show\n go to x: (12) y: (-134)\n end\nend\n\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(LEVEL) = [15]> then\n hide\n end\nend\n\n@Clouds\n\nwhen I start as a clone\nshow\nforever\n switch costume to (pick random (1) to (2))\n set size to (pick random (70) to (80)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (200) y: (pick random (20) to (180))\n repeat (50)\n change x by (2)\n end\n if <touching (_edge_ v)?> then\n hide\n end\n wait (pick random (1) to (5)) seconds\n end\n switch costume to (pick random (1) to (2))\n set size to (pick random (70) to (80)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\n\nwhen flag clicked\n\nwhen I receive [begin v]\nhide\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\n | If this doesn't work TRY THIS INSTEAD :D\nhttps://scratch.mit.edu/projects/477920761\nWelcome To my first multiplayer platformer!! :D\n- 100% Mutiplayer BUG FIXED!!! (almost)\n- Up to 10 Players\n- Mobile friendly\n- Avoid the dangers.\n- Heart, Star and a FOLLOW for more epic games. |
VOID | an endless platformer | @Stage\n\nwhen flag clicked\nbroadcast (boot v)\nset [start v] to [0]\nset [score v] to [0]\nswitch backdrop to (start v)\nset [brightness v] effect to (-50)\n\nwhen I receive [new danger v]\nif <not <(start) = [0]>> then\n wait (pick random (0.5) to (1)) seconds\n if <(pick random (1) to (2)) = [2]> then\n broadcast (spike v)\n else\n broadcast (spear v)\n end\n stop [this script v]\nelse\n stop [this script v]\nend\n\nwhen I receive [shake v]\nif <not <(start) = [0]>> then\n switch backdrop to (backdrop1 v)\n repeat (15)\n if <not <(start) = [0]>> then\n switch backdrop to (backdrop2 v)\n wait () seconds\n switch backdrop to (backdrop3 v)\n wait () seconds\n switch backdrop to (backdrop4 v)\n wait () seconds\n switch backdrop to (backdrop5 v)\n else\n switch backdrop to (title background2 v)\n stop [this script v]\n end\n end\n switch backdrop to (backdrop1 v)\nend\n\nwhen I receive [boot v]\nstop [other scripts in sprite v]\nbroadcast (boot=over v)\nstop [this script v]\n\nwhen I receive [start v]\nwait (0.6) seconds\nswitch backdrop to (backdrop1 v)\nwait (0.9) seconds\nbroadcast (new danger v)\nbroadcast (New danger#2 v)\n\nwhen I receive [new danger#2 v]\nforever\n wait (pick random (2) to (5)) seconds\n create clone of (rockets v)\n wait () seconds\nend\n\nwhen I receive [new danger#2 v]\nforever\n wait (pick random (2) to (3)) seconds\n create clone of (bombs v)\n wait () seconds\nend\n\nwhen I receive [new danger#2 v]\nforever\n wait (pick random (15) to (30)) seconds\n create clone of (healing item v)\n wait () seconds\nend\n\nwhen I receive [new danger#2 v]\nforever\n wait (pick random (5) to (12)) seconds\n create clone of (lasers v)\n wait () seconds\nend\n\nwhen I receive [start v]\nwait (1) seconds\nset [score v] to [0]\nforever\n wait (0.08) seconds\n change [score v] by (1)\nend\n\nwhen I receive [start v]\nset [score v] to [0]\n\nwhen I receive [shake#2 v]\nif <not <(start) = [0]>> then\n switch backdrop to (backdrop1 v)\n repeat (2)\n if <not <(start) = [0]>> then\n switch backdrop to (backdrop1 v)\n wait () seconds\n switch backdrop to (backdrop2 v)\n wait () seconds\n switch backdrop to (backdrop3 v)\n wait () seconds\n switch backdrop to (backdrop4 v)\n wait () seconds\n switch backdrop to (backdrop5 v)\n else\n switch backdrop to (title background2 v)\n stop [this script v]\n end\n end\n switch backdrop to (backdrop1 v)\nend\n\nwhen I receive [hurt v]\nif <not <(start) = [0]>> then\n switch backdrop to (backdrop1 v)\n repeat (2)\n if <not <(start) = [0]>> then\n switch backdrop to (backdrop2 v)\n wait () seconds\n switch backdrop to (backdrop3 v)\n wait () seconds\n switch backdrop to (backdrop4 v)\n wait () seconds\n switch backdrop to (backdrop5 v)\n else\n switch backdrop to (title background2 v)\n stop [this script v]\n end\n end\n switch backdrop to (backdrop1 v)\nend\n\nwhen I receive [end v]\nbroadcast (d v)\nbroadcast (d2 v)\nbroadcast (d3 v)\nstop [other scripts in sprite v]\nwait (0.8) seconds\nrepeat (10)\n switch backdrop to (title background2 v)\nend\nstop [this script v]\n\nwhen I receive [show v]\nwait (0.2) seconds\nswitch backdrop to (title background2 v)\nclear graphic effects\n\n@Blank\n\n@Intro\n\nwhen flag clicked\nset [game start v] to [0]\nIntro\nbroadcast (show v)\nset [game start v] to [1]\n\ndefine Particles\nswitch costume to (particle v)\nrepeat (10)\n create clone of (_myself_ v)\nend\n\ndefine Intro\nstart sound [DJVI - Supercharge v]\nhide\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nset [@introbroad v] to [1]\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nswitch costume to (filler v)\nset [brightness v] effect to (30)\nrepeat (5)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nset [brightness v] effect to (0)\nwait (.7) seconds\nset [@introbroad v] to [2]\nwait until <(@IntroBroad) = [3]>\nParticles\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait (2.7) seconds\nset [@introbroad v] to [4]\n\nwhen I start as a clone\nif <(costume [name v]) = [Logo]> then\n wait (.3) seconds\n show\n set size to (0) %\n set [i v] to [-179]\n point in direction (i)\n set [i v] to [0]\n repeat until <(@IntroBroad) = [2]>\n go to [front v] layer\n set [i v] to (((i) * (.8)) + (((150) - (size)) / (15)))\n change size by (i)\n turn right (((90) - (direction)) / (5)) degrees\n end\n repeat (20)\n switch costume to (blank v)\n set size to (i) %\n change size by (((250) - (size)) / (3))\n set [i v] to (size)\n switch costume to (logo v)\n end\n set [@introbroad v] to [3]\n delete this clone\nelse\n if <(costume [name v]) = [Filler]> then\n show\n go to x: (0) y: (5000)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (3))\n end\n wait until <(@IntroBroad) = [3]>\n delete this clone\n else\n if <(costume [name v]) = [Name]> then\n wait (.1) seconds\n show\n set [i v] to [0]\n set size to (i) %\n repeat until <(@IntroBroad) = [4]>\n go to [front v] layer\n set [i v] to (((i) * (.8)) + (((100) - (size)) / (5)))\n change size by (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 set [i v] to [0]\n repeat (20)\n change [ghost v] effect by (5)\n change size by ([tan v] of (i) )\n change [i v] by (5)\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 set [@introbroad v] to [0]\n delete this clone\n else\n if <(costume [name v]) = [Particle]> then\n show\n set size to (pick random (80) to (250)) %\n set [i v] to (pick random (-5) to (5))\n set [i2 v] to (pick random (10) to (20))\n set [ghost v] effect to (pick random (20) to (50))\n set [brightness v] effect to (pick random (-70) to (20))\n repeat until <touching (_edge_ v)?>\n change [ghost v] effect by (1)\n change x by (i)\n change y by (i2)\n change [i2 v] by (-2)\n end\n delete this clone\n else\n if <(costume [name v]) = [Borders]> then\n if <(@IntroBroad) = [5]> then\n set [i v] to [1]\n else\n wait (0.05) seconds\n set [i v] to [2]\n end\n show\n go to [front v] layer\n set size to (100) %\n set [ghost v] effect to (0)\n if <(i) = [1]> then\n go to x: (-500) y: (90)\n else\n go to x: (500) y: (-90)\n end\n repeat (20)\n change x by (((0) - (x position)) / (4))\n end\n set x to (0)\n if <(i) = [1]> then\n repeat (20)\n change [ghost v] effect by (5)\n change size by (((0) - (size)) / (4))\n change y by (((240) - (y position)) / (6))\n end\n else\n repeat (20)\n change [ghost v] effect by (5)\n change size by (((0) - (size)) / (4))\n change y by (((-240) - (y position)) / (6))\n end\n end\n delete this clone\n end\n end\n end\n end\nend\n\nwait (0.05) seconds\nswitch costume to (borders v)\ncreate clone of (_myself_ v)\nwait (0.05) seconds\nset [@introbroad v] to [5]\ncreate clone of (_myself_ v)\n\n@shading\n\nwhen flag clicked\nshow\nrepeat (2)\n go to [front v] layer\nend\nswitch costume to (dot v)\nset size to (450) %\nswitch costume to (darkenss v)\n\nwhen I receive [position v]\ngo to (player sprite v)\n\nwhen I receive [die v]\nglide (0.1) secs to x: (0) y: (0)\n\nwhen I receive [die v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nset [ghost v] effect to (100)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen [timer v] > (redstop_timer)\nforever\n go to [back v] layer\n hide\nend\n\nwhen flag clicked\nforever\n if <(die?) = [0]> then\n if <(Health) > [2]> then\n set [ghost v] effect to (100)\n else\n if <(Health) > [1]> then\n set [ghost v] effect to (70)\n else\n if <(Health) > [0]> then\n set [ghost v] effect to (35)\n else\n set [ghost v] effect to (0)\n end\n end\n end\n end\nend\n\nwhen I receive [boot v]\nforever\n go to [back v] layer\n hide\n if <(start) = [1]> then\n repeat (5)\n go to [front v] layer\n end\n show\n stop [this script v]\n end\nend\n\n@Player sprite\n\ndefine Physics (friction) (stiffness)\nset [yv v] to [0]\nset [xv v] to [0]\nset [direction v] to [0]\nif <not <touching (ground v)?>> then\n change [yv v] by (-1.15)\nend\nchange y by (YV)\nif <touching (ground v)?> then\n repeat ([abs v] of ([ceiling v] of (YV) ) )\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n set [yv v] to [1]\nend\nchange x by (XV)\nif <touching (ground v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [-8]> or <not <touching (ground v)?>>>\n change [slope v] by (-1)\n change y by (1)\n end\n if <(Slope) = [-8]> then\n change y by (Slope)\n repeat ([abs v] of ([ceiling v] of (XV) ) )\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\n set [xv v] to [0]\n end\nend\nturn right (Direction) degrees\nset [direction v] to ((Direction) * (stiffness))\nset [xv v] to ((XV) * (friction))\n\nwhen I receive [die v]\nshow\nclear graphic effects\nset [move v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nset [direction v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [lock v] to [0]\nswitch costume to (death particles v)\nrepeat (2)\n clone\nend\nset rotation style [all around v]\nrepeat (10)\n go to x: ((x position) + (pick random (-2) to (2))) y: ((y position) + (pick random (-2) to (2)))\n if <(direction) > [1]> then\n switch costume to (die2 v)\n turn left (1) degrees\n else\n switch costume to (die v)\n turn right (1) degrees\n end\n go to [front v] layer\n change size by (25)\n change [ghost v] effect by (9)\nend\nset rotation style [left-right v]\nhide\n\ndefine clone\nrepeat (2)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [4]> then\n set [brightness v] effect to (pick random (-20) to (50))\n set [ghost v] effect to (pick random (-15) to (30))\n set [color v] effect to (pick random (-10) to (10))\n set size to (pick random (200) to (500)) %\n go to x: ((x position) + (pick random (-4) to (4))) y: ((y position) + (pick random (-4) to (4)))\n point in direction (pick random (-60) to (60))\n repeat (7)\n move (pick random (0) to (20)) steps\n end\n wait () seconds\n move (1) steps\n forever\n Physics [0.35] [0.8]\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n wait (pick random (0.3) to (0.8)) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine turn (turn amount)\nif <(pick random (1) to (2)) = [1]> then\n repeat (3)\n turn right (turn amount) degrees\n end\nelse\n repeat (3)\n turn left (turn amount) degrees\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n wait (0.12) seconds\n repeat (2)\n turn (pick random (1) to (15))\n end\nend\n\nwhen I receive [die v]\nset [pitch v] effect to (pick random (80) to (-50))\nstart sound [die v]\nwait (0.8) seconds\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (player v)\nset size to (300) %\nshow\nrepeat (5)\n set [ghost v] effect to (50)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\nend\nset [move v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nset [direction v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [lock v] to [0]\n\nwhen I receive [die v]\nset [die? v] to [1]\nwait (1) seconds\nset [die? v] to [0]\n\nwhen I receive [hurt v]\nchange [health v] by (-1)\nset [pitch v] effect to (pick random (10) to (-110))\nstart sound [damage v]\nrepeat (3)\n set [ghost v] effect to (50)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\nend\n\nwhen [r v] key pressed\nif <(move) = [1]> then\n broadcast (die v)\nend\n\nwhen I receive [heal v]\nrepeat (5)\n set [ghost v] effect to (50)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\nend\n\nwhen [timer v] > (redstop_timer)\nhide\n\nwhen I receive [boot v]\nhide\n\nwhen I receive [start v]\nset [health v] to [3]\nwait (1.35) seconds\nset [move v] to [1]\nshow\ndelete this clone\n\nwhen I receive [end v]\nset [die? v] to [0]\nset [lock v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [sound v] to [0]\nset [health v] to [3]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nwait (0.45) seconds\ndelete this clone\n\nwhen I receive [start v]\nwait (1.3) seconds\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (0)\nset [die? v] to [0]\nset [lock v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [sound v] to [0]\nset [health v] to [3]\nset size to (300) %\ngo to [front v] layer\nclear graphic effects\nforever\n go to [front v] layer\n if <(start) = [1]> then\n if <(move) = [1]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [speed x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [speed x v] by (-1)\n end\n change x by (speed X)\n if <<touching (ground v)?> or <touching (walls v)?>> then\n change x by ((speed X) * (-1))\n set [speed x v] to [0]\n else\n set [speed x v] to ((speed X) * (0.9))\n end\n change y by (speed Y)\n if <<touching (ground v)?> or <touching (walls v)?>> then\n change y by ((speed Y) * (-1))\n set [speed y v] to [0]\n if <(Lock) = [0]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [pitch v] effect to (pick random (-30) to (30))\n if <(touching bottom) = [0]> then\n start sound [Jump v]\n end\n set [speed y v] to [14]\n set [lock v] to [1]\n end\n end\n else\n change [speed y v] by (-1)\n set [lock v] to [0]\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(move) = [1]> then\n if <(y position) < [-175]> then\n broadcast (die v)\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Healing) = [0]> then\n if <(move) = [1]> then\n if <(Laser can hurt) = [1]> then\n if <touching (lasers v)?> then\n if <not <(Health) = [0]>> then\n broadcast (Hurt v)\n else\n broadcast (die v)\n end\n wait (1) seconds\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(move) = [1]> then\n if <<<touching (upper / lower dangers v)?> or <touching (rockets v)?>> or <touching (bombs v)?>> then\n if <not <(Health) = [0]>> then\n broadcast (Hurt v)\n else\n broadcast (die v)\n end\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [start v]\nforever\n broadcast (position v)\nend\n\nwhen I receive [start v]\npoint in direction (90)\nset [yv v] to [0]\nset [xv v] to [0]\nset [direction v] to [0]\nswitch costume to (player v)\n\nwhen I receive [boot v]\ngo to x: (0) y: (0)\n\n@Health\n\nwhen I receive [start v]\nwait (0.6) seconds\nshow\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (full v)\npoint in direction (90)\ngo to x: ([x position v] of [player sprite v]) y: (([y position v] of [player sprite v]) + (30))\n\nwhen flag clicked\nforever\n if <(die?) = [0]> then\n if <<<touching (mouse-pointer v)?> or <touching (ground v)?>> or <touching (walls v)?>> then\n repeat (10)\n if <not <<<touching (mouse-pointer v)?> or <touching (ground v)?>> or <touching (walls v)?>>> then\n clear graphic effects\n end\n change [ghost v] effect by (6)\n end\n wait until <not <<<touching (mouse-pointer v)?> or <touching (ground v)?>> or <touching (walls v)?>>>\n else\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <<<touching (mouse-pointer v)?> or <touching (ground v)?>> or <touching (walls v)?>>\n end\n end\nend\n\nwhen I receive [die v]\nset [y speed v] to [15]\npoint in direction (pick random (-45) to (45))\nrepeat (30)\n change [ghost v] effect by (5)\n turn right (9) degrees\n change [y speed v] by (-1.5)\n change y by (Y speed)\nend\nswitch costume to (full v)\nset [health v] to [3]\nwait (0.5) seconds\nset [ghost v] effect to (0)\npoint in direction (90)\ngo to x: ([x position v] of [player sprite v]) y: (([y position v] of [player sprite v]) + (30))\nset [y speed v] to [15]\n\nwhen I receive [heal v]\nif <(Health) < [3]> then\n change [health v] by (pick random (2) to (3))\nend\nif <(Health) > [3]> then\n set [health v] to [3]\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to ((Health) + (2))\nend\n\nwhen [timer v] > (redstop_timer)\nhide\n\nwhen I receive [boot v]\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [hurt v]\nset [hurt v] to [1]\nwait (0.6) seconds\nset [hurt v] to [0]\n\nwhen I receive [position v]\nif <(die?) = [0]> then\n point in direction (90)\n go to x: ([x position v] of [player sprite v]) y: (([y position v] of [player sprite v]) + (30))\nend\n\n@Ground\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n set size to (250) %\n go to x: (0) y: (-110)\nend\n\nwhen [timer v] > (redstop_timer)\nhide\n\nwhen I receive [boot v]\nhide\n\nwhen I receive [start v]\nwait (0.6) seconds\nshow\n\nwhen I receive [end v]\nwait (0.6) seconds\nhide\n\n@Walls\n\nwhen I receive [end v]\nwait (0.6) seconds\nhide\n\nwhen I receive [start v]\nwait (0.6) seconds\nshow\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n set size to (250) %\n go to x: (0) y: (-100)\nend\n\nwhen [timer v] > (redstop_timer)\nhide\n\nwhen I receive [boot v]\nhide\n\n@Level detection\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nshow\nforever\n set size to (250) %\n go to x: (0) y: (-110)\n set [ghost v] effect to (100)\n if <touching (player sprite v)?> then\n set [touching bottom v] to [1]\n else\n set [touching bottom v] to [0]\n end\nend\n\nwhen [timer v] > (redstop_timer)\nhide\n\n@effects\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-130)\nswitch costume to (costume2 v)\nset [ghost v] effect to (20)\nrepeat (5)\n go to [front v] layer\nend\nforever\n change y by ([cos v] of ((timer) * (120)) )\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)\ngo to x: (pick random (-250) to (250)) y: (-180)\nset [brightness v] effect to (pick random (-60) to (20))\nset [ghost v] effect to (pick random (0) to (10))\nset size to (pick random (10) to (300)) %\nrepeat (30)\n change [ghost v] effect by (4)\n change y by (4)\n turn right (7) degrees\nend\ndelete this clone\n\nwhen I receive [start v]\nwait (0.6) seconds\ngo to [back v] layer\n\nwhen I receive [show v]\nwait (0.2) seconds\nshow\n\n@Upper / lower Dangers\n\nwhen I receive [spear v]\nswitch costume to (spear v)\nhide\npoint towards (player sprite v)\ngo to x: (pick random (-225) to (225)) y: (180)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n point towards (player sprite v)\n repeat until <(y position) < [-179]>\n move (14) steps\n end\n repeat (2)\n move (14) steps\n end\n broadcast (new danger v)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [spike v]\nif <(pick random (1) to (2)) = [2]> then\n point in direction (180)\n go to x: (pick random (-172) to (172)) y: (180)\n set [up/down v] to [90]\n set [set_x v] to (x position)\nelse\n point in direction (0)\n go to x: (pick random (-172) to (172)) y: (-180)\n set [up/down v] to [-90]\n set [set_x v] to (x position)\nend\ncreate clone of (warning v)\nswitch costume to (pick random (1) to (3))\nhide\nwait (0.8) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <<<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> or <(costume [number v]) = [3]>> then\n repeat (23)\n move (16) steps\n end\n move (16) steps\n broadcast (new danger v)\n delete this clone\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [end v]\nwait (0.4) seconds\nhide\nstop [other scripts in sprite v]\nbroadcast (d v)\ndelete this clone\n\nwhen I receive [d v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@bombs\n\nwhen I start as a clone\nshow\nset size to (250) %\npoint in direction (pick random (0) to (360))\ngo to x: (pick random (-200) to (200)) y: (180)\nfall\n\nwhen flag clicked\nset [bomb fall v] to [-0.5]\nswitch costume to (bomb v)\nhide\n\ndefine fall\nrepeat until <<<<<touching (ground v)?> or <touching (upper / lower dangers v)?>> or <touching (rockets v)?>> or <touching (player sprite v)?>> or <(y position) < [-175]>>\n change y by (bomb fall)\n change [bomb fall v] by (-0.5)\nend\nif <(y position) < [-175]> then\n boom\nend\nchange y by (5)\nboom\n\ndefine boom\nbroadcast (shake#2 v)\nset [bomb fall v] to [-0.5]\nset [pitch v] effect to (pick random (-20) to (60))\nstart sound [Bombexplosion v]\nswitch costume to (bomb v)\nrepeat (9)\n point in direction (90)\n next costume\nend\ndelete this clone\n\nwhen I receive [end v]\nwait (0.4) seconds\nstop [other scripts in sprite v]\nbroadcast (d2 v)\ndelete this clone\n\nwhen I receive [d2 v]\nhide\ndelete this clone\n\n@warning\n\nwhen flag clicked\nhide\nset size to (600) %\ngo to [back v] layer\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nset [brightness v] effect to (15)\nset x to (set_X)\nshow\nwait (0.8) seconds\ndelete this clone\n\nwhen I receive [end v]\nwait (0.4) seconds\nstop [other scripts in sprite v]\ndelete this clone\n\n@rockets\n\nwhen flag clicked\nswitch costume to (rocket v)\nhide\n\nwhen I start as a clone\nshow\nif <(pick random (1) to (2)) = [2]> then\n go to x: (235) y: (pick random (180) to (-180))\nelse\n go to x: (-235) y: (pick random (180) to (-180))\nend\nrepeat (6)\n point towards (player sprite v)\n move (10) steps\nend\nrepeat until <<<<touching (player sprite v)?> or <touching (ground v)?>> or <touching (bombs v)?>> or <touching (upper / lower dangers v)?>>\n point towards (player sprite v)\n move (2) steps\nend\nBoom\n\nwhen I start as a clone\nrepeat (8)\n wait (0.4) seconds\n set [brightness v] effect to (45)\n wait (0.4) seconds\n set [brightness v] effect to (0)\nend\nBoom\n\ndefine Boom\nbroadcast (shake#2 v)\nset [pitch v] effect to (pick random (20) to (-60))\nstart sound [rocketexplode v]\nswitch costume to (rocket v)\nwait () seconds\nrepeat (7)\n point in direction (90)\n next costume\nend\ndelete this clone\n\nwhen I receive [end v]\nwait (0.4) seconds\nstop [other scripts in sprite v]\nbroadcast (d3 v)\ndelete this clone\n\nwhen I receive [d3 v]\nhide\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nhide\nswitch costume to (costume9 v)\nrepeat (3)\n hide\n go to [front v] layer\nend\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [redstop_timer v] to ((timer) + (0.0001))\nend\n\nwhen [timer v] > (redstop_timer)\ngo to [front v] layer\nshow\nstop [this script v]\n\n@assets\n\nwhen flag clicked\nforever\n set size to (300) %\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\n@lasers\n\nwhen flag clicked\nset [laser can hurt v] to [0]\nswitch costume to (dot v)\nset size to (300) %\nhide\n\nwhen I start as a clone\nshow\nset [pitch v] effect to (80)\nstart sound [laser#2 v]\nbroadcast (lasers v)\ngo to [back v] layer\nset [ghost v] effect to (90)\nset [brightness v] effect to (80)\npoint in direction (pick random (0) to (360))\ngo to x: (0) y: (pick random (-150) to (120))\nshow\n\ndefine show\nswitch costume to (laser v)\nbroadcast (shake v)\nrepeat (50)\n switch costume to (dot v)\n change size by (6)\n switch costume to (laser v)\n change [ghost v] effect by (-0.8)\n change [brightness v] effect by (-1.4)\nend\nstart sound [laser v]\nswitch costume to (dot v)\nset size to (700) %\nswitch costume to (laser v)\nset [ghost v] effect to (0)\nset [brightness v] effect to (15)\nset [laser can hurt v] to [1]\nwait (0.7) seconds\nrepeat (10)\n switch costume to (dot v)\n change size by (-20)\n switch costume to (laser v)\n change [ghost v] effect by (10)\nend\nset [laser can hurt v] to [0]\ndelete this clone\n\nwhen I start as a clone\nrepeat (25)\n change [brightness v] effect by (20)\n wait (0.05) seconds\n change [brightness v] effect by (-20)\n wait (0.05) seconds\nend\n\nwhen I receive [end v]\nset volume to (0) %\ndelete this clone\n\nwhen I receive [start v]\nset volume to (100) %\n\n@Healing item\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n set size to (250) %\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nshow\ngo to x: (pick random (-200) to (200)) y: (180)\nfall\n\ndefine fall\nrepeat until <<touching (ground v)?> or <(y position) < [-175]>>\n change y by (-1)\nend\nif <(y position) < [-175]> then\n wait () seconds\n repeat (7)\n change y by (-1)\n end\n wait () seconds\n delete this clone\nend\nchange y by (0.5)\n\nwhen I start as a clone\nforever\n if <touching (player sprite v)?> then\n broadcast (Heal v)\n set [pitch v] effect to (pick random (60) to (-60))\n start sound (pick random (1) to (5))\n wait (0.05) seconds\n delete this clone\n end\nend\n\nwhen I receive [heal v]\nset [healing v] to [1]\nwait (1) seconds\nset [healing v] to [0]\n\nwhen [timer v] > (redstop_timer)\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Title screen\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset size to (110) %\npoint in direction (90)\nswitch costume to (play? v)\ncreate clone of (_myself_ v)\nswitch costume to (title v)\nset size to (130) %\nforever\n go to [front v] layer\n go to x: (0) y: (95)\n change size by ([cos v] of ((timer) * (200)) )\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [2]> then\n go to [front v] layer\n go to x: (0) y: (-40)\n end\nend\n\nwhen [timer v] > (redstop_timer)\nhide\n\nwhen I start as a clone\nforever\n if <(game start) = [1]> then\n if <(start) = [0]> then\n if <(costume [number v]) = [2]> then\n if <touching (mouse-pointer v)?> then\n change size by (((135) - (size)) / (7))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (start v)\n wait until <not <mouse down?>>\n end\n else\n change size by (((110) - (size)) / (7))\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nshow\nstart sound [start#2 v]\nrepeat (5)\n change [ghost v] effect by (20)\n change [pixelate v] effect by (20)\nend\nhide\n\nwhen I receive [start v]\nset [start v] to [1]\n\nwhen I receive [end v]\nwait (1.3) seconds\nset [start v] to [0]\n\nwhen I receive [show v]\nwait (0.2) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [end v]\nwait (1.3) seconds\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\n change [pixelate v] effect by (-20)\nend\nclear graphic effects\n\nwhen flag clicked\nrepeat (10)\n show\nend\n\nwhen I start as a clone\nrepeat (10)\n show\nend\n\n@title background\n\nwhen I receive [start v]\nwait (0.1) seconds\nrepeat (5)\n change [ghost v] effect by (-4)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [start v]\nrepeat (3)\n go to [front v] layer\nend\n\nwhen I receive [boot v]\nhide\nset [ghost v] effect to (15)\ngo to [back v] layer\n\nwhen I receive [end v]\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [show v]\nwait (0.2) seconds\nshow\n\n@Music\n\nwhen I receive [end v]\nrepeat (25)\n change [pitch v] effect by (-4)\n change volume by (-3)\nend\nwait () seconds\nrepeat (10)\n change [pitch v] effect by (10)\n change volume by (10)\nend\nclear sound effects\n\nwhen I receive [show v]\nwait (0.6) seconds\nrepeat (100)\n change volume by (1)\nend\nwait () seconds\nclear sound effects\n\nwhen flag clicked\nset volume to (0) %\nforever\n play sound [Portal 2 Soundtrack - Wheatley Battle \( BOSS \) v] until done\nend\n\n@Life UI\n\nwhen I receive [die v]\nrepeat (7)\n go to x: (pick random (-204) to (-202)) y: (pick random (156) to (154))\n wait () seconds\n go to x: (-203) y: (155)\nend\nnext costume\n\nwhen I receive [boot v]\nswitch costume to (costume1 v)\nset size to (250) %\nset [ghost v] effect to (100)\nhide\n\nshow\n\nwhen I receive [start v]\nwait (1.35) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n go to [front v] layer\n hide\nend\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nwait () seconds\nforever\nend\n\nif <(costume [number v]) = [5]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (end v)\n stop [this script v]\nend\n\nwhen I receive [die v]\nwait (0.5) seconds\nbroadcast (end v)\nstop [this script v]\n\n@Points\n\nwhen flag clicked\nforever\n go to [front v] layer\n front\nend\n\nwhen flag clicked\nset size to (250) %\nset [brightness v] effect to (80)\nhide\nset [x position of numbers v] to [-220]\nset [the number v] to [0]\nset [maximum length v] to [15]\nset [width between numbers v] to [20]\ngo to x: (x position of numbers) y: (160)\nrepeat (maximum length)\n set [the number v] to (score)\n create clone of (_myself_ v)\n change x by (width between numbers)\nend\n\nwhen I start as a clone\nswitch costume to (0 v)\ngo to [front v] layer\nforever\n switch costume to (letter ((((x position) - (x position of numbers)) / (width between numbers)) + (1)) of (score))\n if <(letter ((((x position) - (x position of numbers)) / (width between numbers)) + (1)) of (score)) = []> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nrepeat (7)\n front\n go to [front v] layer\nend\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n front\nend\n\ndefine front\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\nend\n\n | [!] Warning [!]\n~*=~*=~*=~*=~*=~*=~*=~*=~*=~*=~*=~*=~*=~*=~*=~\nMake sure that you play in full screen, otherwise the graphics won't be so good, and gameplay would be harder...\n~*=~*=~*=~*=~*=~*=~*=~*=~*=~*=~*=~*=~*=~*=~*=~\n ...You have been warned...\n ;p |
Dark || A Platformer | @Stage\n\nwhen I receive [intro v]\nforever\n play sound [LittleBigPlanet 2 - Halloween Haunted House v] until done\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?> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>>> 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?> or <<mouse down?> and <(x position) > ((mouse x) + (20))>>>> 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?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> and <touching (level v)?>> then\n set [y vel v] to (jump height)\nend\nchange y by (1)\n\nwhen I receive [end v]\ngo to x: (-198) y: (-10)\n\nwhen I receive [intro v]\ngo to [back v] layer\nshow\nset [level v] to [1]\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (costume1 v)\nReset Position [-198] [-10]\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [13]\n if <<touching (bird v)?> or <touching (spikes v)?>> then\n start sound [Roblox Death Sound - OOF Sound Effect v]\n Reset Position [-198] [-10]\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [intro v]\nwait (2) seconds\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (intro v)\n\ndefine Reset Position (x) (y)\ngo to x: (x) y: (y)\n\n@end\n\nwhen I receive [intro v]\nswitch costume to (costume5 v)\nshow\nforever\n if <touching (player v)?> then\n broadcast (end v)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [end v]\nchange [level v] by (1)\n\nwhen I receive [end v]\nchange [level v] by (1)\n\n@Thumbnail\n\nwhen flag clicked\nset [sec v] to [0]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to x: (3) y: (24)\nhide variable [sec v]\nwait (.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (TS v)\n\nwhen I receive [ts v]\nshow variable [sec v]\nforever\n wait (1) seconds\n change [sec v] by (1)\nend\n\nwhen I receive [go v]\nstop [other scripts in sprite v]\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (Level)\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (go v)\n end\nend\n\n@background\n\nwhen I receive [intro v]\nif <(sx) > [0]> then\n if <([tofront v] of [game v]) = [3]> then\n go to [front v] layer\n go [backward v] (1) layers\n end\nelse\n if <([tofront v] of [game v]) = [10]> then\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\n\nwhen I receive [intro v]\nset [x v] to [0]\nswitch costume to (dot v)\ngo to x: (0) y: (0)\nset size to (200) %\nswitch costume to (costume2 v)\nshow\nset [mx v] to [0.7]\nset [sx v] to [0.65]\ncreate clone of (_myself_ v)\nset [ghost v] effect to (10)\n\nwhen I receive [intro v]\nif <(showing) > [-1]> then\n position ((round (((x) - ((@Scroll X) * (mx))) mod (960))) - (600)) ((26) - ((@Scroll Y) * (mx)))\n change [x v] by (sx)\nend\n\nwhen I start as a clone\nset [x v] to [0]\nswitch costume to (dot v)\ngo to x: (0) y: (0)\nset size to (200) %\nswitch costume to (costume2 v)\nshow\nset [mx v] to [1.1]\nset [sx v] to [-1.1]\nset [ghost v] effect to (60)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\n@Bird\n\nwhen flag clicked\ngo to x: (-219) y: (147)\nset size to (30) %\nforever\n go to [back v] layer\n wait (.1) seconds\n next costume\nend\n\nwhen I receive [intro v]\nforever\n glide (5) secs to x: (252) y: (y position)\n go to x: (-219) y: (147)\nend\n\n | ★★★Instructions★★★\n\n- Up Arrow - To Jump\n- W - To Jump\n- Left Arrow - To Move Left\n- A - To Move Left\n- Right Arrow- To Move Right\n- D - To Move Right |
gobo - platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [ v] until done\nend\n\n@gobo\n\ndefine physics\nset size to (50) %\nchange [yv v] by (-1)\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1.8)\n switch costume to (2 v)\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (1.8)\n switch costume to (1 v)\nend\nset [xv v] to ((xv) * (0.8))\nchange x by (xv)\nif <touching color (#ffb623)?> then\n set [yv v] to [17.7]\nend\nif <touching (spikes v)?> then\n go to x: (-200) y: (-10)\nend\nif <<touching color (#71a360)?> or <touching color (#675f51)?>> then\n change y by (1)\nend\nif <<touching color (#71a360)?> or <touching color (#675f51)?>> then\n change y by (1)\nend\nif <<touching color (#71a360)?> or <touching color (#675f51)?>> then\n change y by (1)\nend\nif <<touching color (#71a360)?> or <touching color (#675f51)?>> then\n change y by (1)\nend\nif <<touching color (#71a360)?> or <touching color (#675f51)?>> then\n change y by (1)\nend\nif <(x position) > [230]> then\n go to x: (-200) y: (-10)\n broadcast (next level v)\nend\nif <(y position) < [-180]> then\n go to x: (-200) y: (-10)\nend\nif <<touching color (#71a360)?> or <touching color (#675f51)?>> then\n change y by (-4)\n change x by ((xv) * (-1))\nend\nchange y by (yv)\nif <<touching color (#71a360)?> or <touching color (#675f51)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <<touching color (#71a360)?> or <touching color (#675f51)?>>> then\n set [yv v] to [14]\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (-10)\n\nwhen flag clicked\npoint in direction (90)\nshow\nswitch costume to (1 v)\nswitch backdrop to (1 v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (-10)\nforever\n physics\nend\n\n@level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\nswitch costume to (level1 v)\n\n@spikes\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen I receive [next level v]\ngo to [back v] layer\nnext costume\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n | hello! this is gobo - platformer!\n\n- game-instructions:\n- use the arrow keys to move.\n- don´t touch the spikes!\n\n- i hope you like it! |
Dark : A scrolling platformer | @Stage\n\nwhen I receive [end v]\nchange [brightness v] effect by (10)\n\n@Player\n\ndefine C\nset [checkpoint last touched : x v] to [750]\nset [checkpoint last touched : y v] to [446]\n\ndefine Reset checkpoints\nset [checkpoint last touched : x v] to (SCROLLX)\nset [checkpoint last touched : y v] to (SCROLLY)\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nset size to (45) %\nshow\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nC\nshow\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [tick v]\nforever\n Tick\nend\n\ndefine Tick\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1)\n switch costume to (costume2 v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1)\n switch costume to (costume3 v)\nend\nchange x by (XVEL)\nset [xvel v] to ((XVEL) * (0.9))\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 x by ((XVEL) * (-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)>>> then\n if <(XVEL) > [0]> then\n set [xvel v] to [-10]\n else\n set [xvel v] to [10]\n end\n set [yvel v] to [15]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yvel v] by (-1)\nchange y by (YVEL)\nif <touching (ground v)?> then\n change y by ((YVEL) * (-1))\n set [yvel 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 (ground v)?> then\n set [yvel v] to [13]\n end\nend\nchange y by (1)\nchange [scrollx v] by ((x position) * (-1))\nchange [scrolly v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <[710] < (SCROLLY)> then\n Position\nend\nif <touching (ground2 v)?> then\n Position\nend\nif <<[710] < (SCROLLY)> or <touching (ground2 v)?>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\nend\nif <touching color (#031300)?> then\n Reset checkpoints\nend\nif <touching (ground3 v)?> then\n set [yvel v] to [20]\nend\nif <touching (ground4 v)?> then\n broadcast (Next level v) and wait\nend\nif <touching (ground3 v)?> then\n play sound [Mario-jump-sound v] until done\nend\n\nwhen I receive [next level v]\nset [checkpoint last touched : x v] to [750]\nset [checkpoint last touched : y v] to [446]\ngo to [front v] layer\ngo [backward v] (2) layers\n\ndefine Position\nset [scrollx v] to (Checkpoint last touched : X)\nset [scrolly v] to (Checkpoint last touched : Y)\nReset checkpoints\nset [ghost v] effect to (0)\nplay sound [Roblox Death Sound OOF Sound Effect v] until done\n\nwhen I receive [go back v]\nPosition\n\nwhen [up arrow v] key pressed\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (SCROLLX) y: (SCROLLY)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nPosition\nnext costume\n\ndefine Position\nset [scrollx v] to [750]\nset [scrolly v] to [446]\nclear graphic effects\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to [front v] layer\n go [backward v] (5) layers\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n broadcast (End v) and wait\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to (player v)\n go to [front v] layer\n go [backward v] (12) layers\nend\n\n@Ground2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (SCROLLX) y: (SCROLLY)\nend\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scrollx v] to [750]\nset [scrolly v] to [446]\nclear graphic effects\n\n@Ground3\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (SCROLLX) y: (SCROLLY)\nend\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scrollx v] to [750]\nset [scrolly v] to [446]\nclear graphic effects\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\nend\n\n@Ground4\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (SCROLLX) y: (SCROLLY)\nend\n\nwhen I receive [next level v]\nPosition\nnext costume\n\ndefine Position\nset [scrollx v] to [750]\nset [scrolly v] to [446]\nclear graphic effects\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\nend\n\n@Sound4\n\nwhen flag clicked\ngo to x: (90) y: (-150)\nhide\nforever\n repeat (10)\n turn right (1.5) degrees\n wait (0.05) seconds\n end\n wait (0.2) seconds\n repeat (10)\n turn left (1.5) degrees\n wait (0.05) seconds\n end\nend\n\nwhen this sprite clicked\nbroadcast (Go back v)\n\nwhen flag clicked\nswitch costume to (1 v)\npoint in direction (90)\nset size to (50) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (5))\n set [brightness v] effect to (5)\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (2) layers\n show\nend\n\n@Sound3\n\nwhen flag clicked\ngo to x: (150) y: (-150)\nforever\n repeat (10)\n turn right (1.5) degrees\n wait (0.05) seconds\n end\n wait (0.2) seconds\n repeat (10)\n turn left (1.5) degrees\n wait (0.05) seconds\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next level v)\n\nwhen flag clicked\nswitch costume to (1 v)\npoint in direction (90)\nset size to (50) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (5))\n set [brightness v] effect to (5)\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\n@Sound2\n\nwhen flag clicked\ngo to x: (210) y: (-150)\nhide\nbroadcast (Munsic v)\nset [munsic on v] to [1]\nforever\n repeat (10)\n turn right (1.5) degrees\n wait (0.05) seconds\n end\n wait (0.2) seconds\n repeat (10)\n turn left (1.5) degrees\n wait (0.05) seconds\n end\nend\n\nwhen this sprite clicked\nif <(Munsic on) = [0]> then\n broadcast (Munsic v)\n switch costume to (1 v)\nelse\n set [munsic on v] to [0]\n repeat (5)\n change size by (1)\n end\n switch costume to (2 v)\nend\n\nwhen I receive [munsic v]\nset [munsic on v] to [1]\n\nwhen flag clicked\nswitch costume to (1 v)\npoint in direction (90)\nset size to (50) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (5))\n set [brightness v] effect to (5)\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Munsic on) = [0]> then\n set volume to (0) %\n else\n set volume to (50) %\n end\nend\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\n@Thumb\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n | Follow the rules- DUE BY FEB 1st \n\n\nPrizes-\n1st place will get a studio saying to follow them. \nAnd hundreds of people will be invited.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nyou scrolled here for no reason :) |
The Golden City (Platformer) #all #games | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nif <key (space v) pressed?> then\n wait (0.25) seconds\n next backdrop\nend\n\nwhen flag clicked\nforever\n play sound [trailer v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume2 v)\nswitch backdrop to (backdrop1 v)\ngo to x: (-207) y: (-5)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(y position) = [-181]> then\n go to x: (-207) y: (-5)\n set [x v] to [0]\n set [y v] to [0]\n end\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) * (.9))\n change x by (x)\n if <touching color (#000000)?> then\n change x by ((x) * (-1))\n if <key (up arrow 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 [10]\n end\n else\n set [x v] to [0]\n end\n end\n change [y v] by (-.5)\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <touching color (#c8c8c8)?> then\n go to x: (-207) y: (-5)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching color (#ff922c)?> then\n set [y v] to [13]\n end\nend\n\ngo to x: (128) y: (-180)\n\nset [x v] to [5]\n\nwhen flag clicked\nforever\n if <(x position) = [242]> then\n next backdrop\n go to x: (-207) y: (-5)\n end\nend\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n wait until <key (r v) pressed?>\n go to x: (-207) y: (100)\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nhide\n\n | PART TWO IS OUT!! https://scratch.mit.edu/projects/398231037/\n\nIM SO SORRY!!! I ACCIDENTALLY RESHARED!!!\nYeah, I just remixed a random project 2 years ago and I just found it in my trash can. So, I thought I'd share it. Hope you enjoy...?\nCheck out this AWESOME remix made by @Simero https://scratch.mit.edu/projects/932003311/ |
Zombie hunt : A platformer | @Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [play v]\nswitch backdrop to (bkg v)\nset [brightness v] effect to (10)\nwait until <(Big zombie dead?) = [yes]>\nset [brightness v] effect to (0)\nwait until <[17] = (LEVEL)>\nswitch backdrop to (backdrop1 v)\nbroadcast (Can go to ending v) and wait\nstart sound [SpringInMyStepSilentPartner-arabsongtop \(1\) v]\n\nwhen I receive [main menu v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [endstory v]\n\n change volume by (-10)\nend\n\nstart sound [SpringInMyStepSilentPartner-arabsongtop \(1\) v]\n\n@Sprite5\n\ndefine Smooth Glide to x (x) y (y) Speed (s)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (s))\n change y by (((y) - (y position)) / (s))\nend\ngo to x: (x) y: (y)\n\ndefine CloneID = (#)\nset [clone id v] to (#)\ncreate clone of (_myself_ v)\n\ndefine BounceToSize (size)\nrepeat (35)\n set [movement v] to (((movement) * (.8)) + (((size) - (size)) * (.3)))\n change size by (movement)\nend\n\nwhen flag clicked\nstart sound [Kovan & Electro Light - Skyline \[NCS release\] v]\nhide\nrepeat (6)\n CloneID = [Arrow]\n wait (0.1) seconds\n CloneID = [Arrow2]\n wait (0.1) seconds\nend\ngo to x: (0) y: (0)\nset [brightness v] effect to (20)\nrepeat (4)\n CloneID = [Circle]\n change [brightness v] effect by (-10)\n wait (0.06) seconds\nend\nset [brightness v] effect to (30)\nCloneID = [Are]\nwait (0.5) seconds\nCloneID = [You]\nwait (0.5) seconds\nCloneID = [Ready?]\nwait (0.5) seconds\nCloneID = [Arrow up transition]\nwait (0.4) seconds\nCloneID = [Ur logo here boi]\nClone Particles\nwait (0.2) seconds\nCloneID = [Ur name]\nwait (1) seconds\ngo to x: (0) y: (-150)\nset [brightness v] effect to (0)\nrepeat (6)\n CloneID = [Bars]\n change y by (60)\n wait (0) seconds\nend\nwait (0.5) seconds\nCloneID = [Down arrow2]\nwait (0.2) seconds\nCloneID = [Ur name part 1]\nClone Particles\nwait (0.2) seconds\nCloneID = [Ur name part 2]\nwait (0.2) seconds\nCloneID = [Ur name part 3]\nClone Particles\nwait (1) seconds\nCloneID = [Down arrow3]\nwait (0.5) seconds\nCloneID = [Ur logo2]\nClone Particles\nwait (1) seconds\nClone Particles\nwait (1.5) seconds\nCloneID = [Up arrow now]\nwait (1) seconds\nbroadcast (Intro done v)\nstop [this script v]\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow]> then\n switch costume to (arrow 1 v)\n show\n go to x: (0) y: (500)\n Smooth Glide to x [0] y [0] Speed [5]\n wait (0.2) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n switch costume to (arrow 2 v)\n show\n go to x: (0) y: (500)\n Smooth Glide to x [0] y [0] Speed [5]\n wait (0.2) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Circle]> then\n set [ghost v] effect to (0)\n show\n repeat (18)\n switch costume to (blank v)\n change size by ((size) / (4))\n switch costume to (circle v)\n end\n wait (1.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Are]> then\n switch costume to (are v)\n show\n go to x: (-500) y: (0)\n Smooth Glide to x [0] y [0] Speed [5]\n wait (1.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [You]> then\n switch costume to (you v)\n show\n go to x: (-500) y: (0)\n Smooth Glide to x [0] y [0] Speed [5]\n wait (1.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ready?]> then\n switch costume to (ready? v)\n show\n go to x: (-500) y: (0)\n Smooth Glide to x [0] y [0] Speed [5]\n wait (1.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow up transition]> then\n set size to (100) %\n switch costume to (arrow 3 v)\n show\n go to x: (0) y: (-500)\n Smooth Glide to x [0] y [0] Speed [5]\n wait (2) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ur logo here boi]> then\n switch costume to (ur logo v)\n show\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n BounceToSize [55]\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ur name]> then\n switch costume to (costume1 v)\n go to x: (-500) y: (0)\n set [brightness v] effect to (0)\n show\n Smooth Glide to x [0] y [0] Speed [5]\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n show\n switch costume to (particle v)\n clear graphic effects\n set size to (80) %\n go to x: (0) y: (0)\n set [color v] effect to (pick random (-10) to (10))\n go to [front v] layer\n go [backward v] (5) layers\n set [var 1 v] to (pick random (10) to (15))\n set [var 2 v] to (pick random (2) to (7))\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <touching (_edge_ v)?>\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n end\n repeat (10)\n move (Var 1) steps\n change y by (Var 2)\n change [var 2 v] by (-0.4)\n set [var 1 v] to ((Var 1) * (0.95))\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\ndefine Clone Particles\nset [clone id v] to [Particle]\nrepeat (75)\n create clone of (_myself_ v)\n turn right (15) degrees\nend\npoint in direction (90)\n\nwhen I start as a clone\nif <(Clone ID) = [Bars]> then\n set size to (0) %\n switch costume to (bars v)\n show\n repeat (18)\n change size by (((100) - (size)) / (4))\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Down arrow2]> then\n set size to (100) %\n switch costume to (arrow 4 v)\n show\n go to x: (0) y: (500)\n Smooth Glide to x [0] y [0] Speed [5]\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ur name part 1]> then\n set size to (180) %\n switch costume to (name v)\n go to x: (-55) y: (0)\n show\n BounceToSize [80]\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ur name part 2]> then\n set size to (180) %\n switch costume to (name2 v)\n go to x: (0) y: (0)\n show\n BounceToSize [80]\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ur name part 3]> then\n set size to (180) %\n switch costume to (name3 v)\n go to x: (55) y: (0)\n show\n BounceToSize [80]\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Down arrow3]> then\n set [color v] effect to (6)\n set size to (100) %\n switch costume to (arrow 4 v)\n show\n go to x: (0) y: (500)\n Smooth Glide to x [0] y [0] Speed [5]\n wait (2.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Ur logo2]> then\n switch costume to (ur logo2 v)\n show\n go to x: (0) y: (0)\n BounceToSize [55]\n repeat (35)\n go to x: (0) y: (0)\n point in direction ((([tan v] of (((timer) - (2)) * (150)) ) * (6)) + (90))\n set size to ((([cos v] of (((timer) - (2)) * (400)) ) * (5)) + (55)) %\n end\n repeat until <(round (direction)) = (round (90))>\n turn right (((90) - (direction)) / (5)) degrees\n end\n wait (0.4) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Up arrow now]> then\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n set size to (100) %\n switch costume to (arrow 3 v)\n show\n go to x: (0) y: (-500)\n Smooth Glide to x [0] y [0] Speed [5]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\n@Backstory\n\nwhen I receive [intro done v]\nwait (0.5) seconds\nswitch costume to (costume1 v)\nhide\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nset y to (-2)\nrepeat (4)\n wait (2) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\n next costume\n repeat (5)\n change [ghost v] effect by (-20)\n end\nend\nwait (2) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\nbroadcast (Main Menu v)\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\n@Main menu\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nshow\nforever\n set y to (([sin v] of ((timer) * (250)) ) * (5))\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [endstory v]\nhide\n\n@Main menu backdrop\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\nwhen I receive [main menu v]\nclear graphic effects\nClone id = [Backdrop part 1]\nClone id = [Backdrop part 2]\nClone id = [Backdrop part 3]\nClone id = [Backdrop part 4]\nforever\n go to x: (0) y: (0)\n hide\nend\n\ndefine Clone id = (#)\nset [clone id v] to (#)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [Backdrop part 1]> then\n switch costume to (costume1 v)\n show\n forever\n go to [back v] layer\n go to x: ((mouse x) / (-20)) y: ((mouse y) / (-30))\n if <[yes] = (Is playing)> then\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Backdrop part 2]> then\n switch costume to (costume2 v)\n show\n forever\n go to [back v] layer\n go [forward v] (1) layers\n go to x: ((mouse x) / (15)) y: ((mouse y) / (20))\n if <[yes] = (Is playing)> then\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Backdrop part 3]> then\n show\n forever\n switch costume to (costume3 v)\n go to [back v] layer\n go [forward v] (1) layers\n go to x: ((mouse x) / (5)) y: ((mouse y) / (5))\n if <[yes] = (Is playing)> then\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Backdrop part 4]> then\n go to x: (0) y: (0)\n show\n forever\n switch costume to (costume4 v)\n go to [back v] layer\n go [forward v] (1) layers\n go to x: ((mouse x) / (20)) y: ((mouse y) / (35))\n if <[yes] = (Is playing)> then\n hide\n end\n end\nend\n\n@Player\n\ndefine Run physics\nset rotation style [left-right v]\nchange [yvel v] by (-1)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (0.9)\n point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-0.9)\n point in direction (-90)\nend\nset [xvel v] to ((Xvel) * (0.9))\nchange x by (Xvel)\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to [13]\n if <[0] < (Xvel)> then\n set [xvel v] to [-7]\n else\n set [xvel v] to [7]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching (level v)?> then\n change y by ((Yvel) * (-1))\n set [yvel 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 (level v)?> then\n set [yvel v] to [15]\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I receive [next level v]\nstart sound [Ding Sound Effect \(1\) v]\ngo to x: (-180) y: (-50)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [next level v]\nswitch costume to (costume1 v)\n\nwhen I receive [ded v]\nswitch costume to (costume1 v)\n\nwhen I receive [boss battle v]\nforever\n if <<touching (turret bullet v)?> or <<touching (king zombie v)?> or <touching (enemy v)?>>> then\n repeat (5)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (10)\n end\n broadcast (Ded v) and wait\n end\nend\n\nwhen I receive [deefeated zombee boss v]\nforever\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n if <touching (water v)?> then\n set [underwater? v] to [yes]\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\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 [xvel v] by (1.3)\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 [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n change [breath v] by (-3)\n else\n set [underwater? v] to [no]\n set [breath v] to [200]\n end\nend\n\nwhen I receive [play v]\nshow\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics\nend\n\nwhen I receive [play v]\nforever\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <touching (enemy v)?> then\n repeat (5)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (10)\n end\n broadcast (Ded v) and wait\n end\n if <touching (sprite1 v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen I receive [play v]\nforever\n if <<touching (zombie drool/acid v)?> or <<(y position) < [-170]> or <touching (spikes v)?>>> then\n broadcast (Ded v) and wait\n end\nend\n\nwhen I receive [play v]\nforever\n go to [front v] layer\n go [backward v] (6) layers\nend\n\nwhen I receive [play v]\nforever\n switch costume to (costume1 v)\n go to [front v] layer\n go [backward v] (4) layers\nend\n\nwhen I receive [play v]\nshow\nset [playing? v] to [yes]\n\nwhen flag clicked\nset [playing? v] to [no]\n\nwhen flag clicked\nforever\n if <(Breath) < [0]> then\n broadcast (Ded v) and wait\n end\nend\n\nwhen I receive [endstory v]\nhide\n\nwhen I receive [endstory v]\nset volume to (0) %\n\nwhen flag clicked\nset [breath v] to [200]\nset volume to (100) %\nset [underwater? v] to [no]\n\nwhen I receive [ded v]\nset [breath v] to [200]\nset [underwater? v] to [no]\n\nwhen I receive [next level v]\nset [underwater? v] to [no]\nset [breath v] to [200]\n\n@Level\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [16]> then\n broadcast (Boss Battle v) and wait\nend\n\nwhen I receive [play v]\nshow\nswitch costume to (costume1 v)\nforever\n set [level v] to (costume [number v])\n set [brightness v] effect to (20)\n go to [front v] layer\n go [backward v] (16) layers\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\nforever\n set [ghost v] effect to (100)\nend\n\n@Enemy\n\ndefine Clone at x : (x) y : (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n Clone physics\nend\n\ndefine Clone physics\nset [zombie x v] to (x position)\nset [zombie y v] to (y position)\nchange x by (Xvel)\nchange [yvel v] by (-1)\nif <(x position) < ([x position v] of [player v])> then\n change [xvel v] by (0.4)\n switch costume to (costume1 v)\nend\nif <([x position v] of [player v]) < (x position)> then\n change [xvel v] by (-0.4)\n switch costume to (costume2 v)\nend\nset [xvel v] to ((Xvel) * (0.9))\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (1)\nend\nif <touching (level v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n set [xvel v] to ((0) - (Xvel))\nend\nchange y by (Yvel)\nif <touching (level v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [10]\nend\nif <<(y position) < [-170]> or <touching (water v)?>> then\n broadcast (Zombie ded v) and wait\n delete this clone\nend\n\nwhen I receive [ded v]\nbroadcast (Spawn enemy v)\ndelete this clone\n\nwhen I receive [spawn enemy v]\nset volume to (50) %\nif <[3] = (LEVEL)> then\n Clone at x : [150] y : [-50]\n start sound [Zombie Alive v]\nelse\n if <[4] = (LEVEL)> then\n Clone at x : [150] y : [-50]\n Clone at x : [120] y : [-50]\n start sound [Zombie Alive v]\n else\n if <[6] = (LEVEL)> then\n Clone at x : [180] y : [-50]\n Clone at x : [150] y : [-50]\n Clone at x : [120] y : [-50]\n start sound [Zombie Alive v]\n else\n if <[7] = (LEVEL)> then\n Clone at x : [150] y : [100]\n else\n if <[10] = (LEVEL)> then\n Clone at x : [150] y : [100]\n Clone at x : [120] y : [100]\n Clone at x : [90] y : [100]\n else\n if <[11] = (LEVEL)> then\n Clone at x : [-40] y : [60]\n else\n if <[12] = (LEVEL)> then\n Clone at x : [-50] y : [80]\n Clone at x : [170] y : [80]\n else\n if <[13] = (LEVEL)> then\n wait (1) seconds\n Clone at x : [150] y : [-50]\n Clone at x : [170] y : [-50]\n Clone at x : [-100] y : [-50]\n Clone at x : [-150] y : [-50]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\nif <[2] = (LEVEL)> then\n Clone at x : [150] y : [-50]\n start sound [Zombie Alive v]\nelse\n if <[3] = (LEVEL)> then\n Clone at x : [150] y : [-50]\n Clone at x : [120] y : [-50]\n start sound [Zombie Alive v]\n else\n if <[5] = (LEVEL)> then\n Clone at x : [180] y : [-50]\n Clone at x : [150] y : [-50]\n Clone at x : [120] y : [-50]\n start sound [Zombie Alive v]\n else\n if <[6] = (LEVEL)> then\n Clone at x : [150] y : [100]\n else\n if <[9] = (LEVEL)> then\n Clone at x : [150] y : [100]\n Clone at x : [120] y : [100]\n Clone at x : [90] y : [100]\n else\n if <[10] = (LEVEL)> then\n Clone at x : [-40] y : [60]\n else\n if <[11] = (LEVEL)> then\n Clone at x : [-50] y : [80]\n Clone at x : [170] y : [80]\n else\n if <[12] = (LEVEL)> then\n wait (1) seconds\n Clone at x : [150] y : [-50]\n Clone at x : [170] y : [-50]\n Clone at x : [-100] y : [-50]\n Clone at x : [-150] y : [-50]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nrepeat until <(LEVEL) = [20]>\n go to [front v] layer\n go [backward v] (3) layers\n if <<touching (bullet v)?> or <touching (sword v)?>> then\n broadcast (Zombie ded v) and wait\n delete this clone\n end\nend\n\nwhen I receive [boss battle v]\nrepeat until <(Big zombie dead?) = [yes]>\n repeat (pick random (1) to (2))\n Clone at x : [150] y : [-45]\n wait (0.1) seconds\n end\n wait (pick random (2) to (3)) seconds\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [play v]\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [boss battle v]\nrepeat until <(Big zombie dead?) = [yes]>\n repeat (pick random (1) to (2))\n Clone at x : [-150] y : [-45]\n wait (0.1) seconds\n end\n wait (pick random (2) to (3)) seconds\nend\n\nwhen I receive [respawn v]\nbroadcast (Spawn enemy v)\ndelete this clone\n\nwhen I receive [endstory v]\nhide\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (costume1 v)\nforever\n set [level v] to (costume [number v])\n go to [front v] layer\n go [backward v] (25) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\n@Sword\n\nwhen I receive [next level v]\nrepeat (14)\n move (0) steps\nend\nif <(LEVEL) = [5]> then\n go to x: (20) y: (-100)\n show\n wait until <touching (player v)?>\n set [sword v] to [1]\n set [choice v] to [Sword]\nelse\n if <(SWORD) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [tick v]\nif <(SWORD) = [1]> then\n if <(Choice) = [Sword]> then\n go to (player v)\n point in direction ([direction v] of [player v])\n show\n else\n hide\n end\nend\n\nwhen [space v] key pressed\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(SWORD) = [1]> then\n if <(Choice) = [Sword]> then\n switch costume to (1 v)\n start sound [slash v]\n repeat (7)\n next costume\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (1 v)\n set [ghost v] effect to (0)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [play v]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nhide\nset [sword v] to [0]\nswitch costume to (1 v)\nforever\n set y to ((([sin v] of ((200) * (timer)) ) * (5)) + (-30))\n if <(SWORD) = [1]> then\n start sound [sfx2 v]\n go to [front v] layer\n show\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [tick v]\nif <(SWORD) = [1]> then\n if <(Choice) = [Sword]> then\n go to (player v)\n else\n hide\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I receive [sword slash v]\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(SWORD) = [1]> then\n if <(Choice) = [Sword]> then\n switch costume to (1 v)\n start sound [slash v]\n repeat (7)\n next costume\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n switch costume to (1 v)\n set [ghost v] effect to (0)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [endstory v]\nforever\n hide\n go to [back v] layer\nend\n\nwhen I receive [endstory v]\n\n change volume by (-10)\nend\n\n@Slime Particles\n\nwhen flag clicked\n\nwhen I receive [zombie ded v]\nstart sound [Punch Sound Effect v]\nif <not <(Is clone?) = [1]>> then\n repeat (4)\n Particles\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (0)\nset [color v] effect to (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-30) to (10))\nset [is clone? v] to [1]\ngo to x: (Zombie X) y: (Zombie Y)\nshow\nset [xv v] to (pick random (-8) to (8))\nset [yv v] to (pick random (5) to (20))\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change [yv v] by (-2)\n set [xv v] to ((xv) * (0.9))\n set [yv v] to ((yv) * (0.9))\n change x by (xv)\n change y by (yv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n else\n change y by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine Particles\nrepeat (3)\n create clone of (_myself_ v)\nend\n\nwhen I receive [play v]\nhide\nset [is clone? v] to []\n\nwhen I receive [endstory v]\nhide\n\n@Sprite1\n\ndefine Clone at x : (x) y : (y)\nswitch costume to (costume1 v)\nset [brightness v] effect to (20)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (6)\n next costume\n wait (0) seconds\n end\n end\nend\n\nwhen I receive [next level v]\nif <(LEVEL) = [6]> then\n Clone at x : [50] y : [-120]\nelse\n if <(LEVEL) = [7]> then\n Clone at x : [27] y : [-120]\n else\n if <(LEVEL) = [9]> then\n Clone at x : [27] y : [-95]\n else\n if <(LEVEL) = [13]> then\n Clone at x : [-82] y : [-97]\n else\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [ded v]\nif <(LEVEL) = [7]> then\n Clone at x : [50] y : [-120]\nelse\n if <(LEVEL) = [8]> then\n Clone at x : [27] y : [-120]\n else\n if <(LEVEL) = [10]> then\n Clone at x : [27] y : [-95]\n else\n if <(LEVEL) = [14]> then\n Clone at x : [-82] y : [-97]\n else\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen I receive [endstory v]\nhide\n\n@Zombie drool/acid\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (25) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\n@Water\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (25) layers\nend\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\n@King zombie\n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (yv)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n set [yv v] to (<<(y position) > (([y position v] of [player v]) - (500))> and <(([abs v] of (yv) ) / (yv)) = [-1]>> * (jump height))\nend\nset [xv v] to (((xv) + ((() * ((speed) * (-1))) + (() * (speed)))) * (friction))\nchange x by (xv)\nset [enemy - slope v] to [0]\nrepeat until <<(Enemy - Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [enemy - slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Enemy - Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\nend\n\nwhen I receive [boss battle v]\ngo to x: (150) y: (0)\nset rotation style [left-right v]\npoint in direction (-90)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nset [hp v] to [20]\nswitch costume to (HP)\nset [brightness v] effect to (0)\nforever\n if <(HP) > [0]> then\n set [big zombie dead? v] to [no]\n Gravity [-0.8] Jump Height [10] Speed [1] Friction [3] Slope [0]\n if <<touching (sword v)?> or <touching (bullet v)?>> then\n set [brightness v] effect to (-100)\n start sound [Hit v]\n change [hp v] by (-1)\n switch costume to (HP)\n wait until <not <<touching (sword v)?> or <touching (bullet v)?>>>\n set [brightness v] effect to (0)\n end\n else\n set [big zombie dead? v] to [yes]\n broadcast (Deefeated Zombee boss v)\n stop [this script v]\n end\nend\n\nwhen I receive [slash v]\nrepeat (4)\n move (0) steps\nend\nif <touching (sword v)?> then\n start sound [Hit v]\n change [hp v] by (-2)\n switch costume to (HP)\n wait until <not <touching (sword v)?>>\nend\n\nwhen I receive [deefeated zombee boss v]\nstart sound [Explosion v]\nset [brightness v] effect to (-100)\nset [yv v] to [20]\nrepeat until <(y position) < [-180]>\n change [yv v] by (-2)\n set [yv v] to ((yv) * (0.9))\n change y by (yv)\nend\nbroadcast (Flag UP v)\nrepeat (5)\n change [yv v] by (-2)\n set [yv v] to ((yv) * (0.9))\n change y by (yv)\nend\nhide\n\nwhen I receive [boss battle v]\nset [big zombie dead? v] to [no]\nset [hp v] to [20]\nswitch costume to (HP)\n\nwhen I receive [ded v]\nif <(HP) < [17]> then\n change [hp v] by (pick random (2) to (3))\nend\nswitch costume to (HP)\n\nwhen I receive [play v]\nset [big zombie dead? v] to [no]\n\nwhen I receive [play v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\n\nwhen I receive [endstory v]\nhide\n\n@Gun\n\nwhen I receive [next level v]\nrepeat (14)\n move (0) steps\nend\nif <(LEVEL) = [15]> then\n go to x: (0) y: (-100)\n show\n wait until <touching (player v)?>\n set [gun v] to [1]\n set [choice v] to [Gun]\nelse\n if <(Gun) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [tick v]\nif <(Gun) = [1]> then\n if <(Choice) = [Gun]> then\n go to (player v)\n point in direction ([direction v] of [player v])\n show\n else\n hide\n end\nend\n\nwhen [space v] key pressed\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(Gun) = [1]> then\n if <(Choice) = [Gun]> then\n switch costume to (1 v)\n start sound [gunshot v]\n go to [front v] layer\n go [backward v] (1) layers\n create clone of (bullet v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen [z v] key pressed\nif <<(SWORD) = [1]> and <(Gun) = [1]>> then\n if <(Choice) = [Sword]> then\n set [choice v] to [Gun]\n else\n set [choice v] to [Sword]\n end\nend\n\nwhen I receive [play v]\nhide\nset [gun v] to [0]\nswitch costume to (1 v)\nforever\n set y to ((([sin v] of ((200) * (timer)) ) * (5)) + (-30))\n if <(Gun) = [1]> then\n start sound [sfx2 v]\n go to [front v] layer\n show\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nset volume to (100) %\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nset [choice v] to []\n\nwhen I receive [play v]\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [play v]\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [sword slash v]\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(Gun) = [1]> then\n if <(Choice) = [Gun]> then\n switch costume to (1 v)\n start sound [gunshot v]\n go to [front v] layer\n go [backward v] (1) layers\n create clone of (bullet v)\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [switch v]\nif <<(SWORD) = [1]> and <(Gun) = [1]>> then\n if <(Choice) = [Sword]> then\n set [choice v] to [Gun]\n else\n set [choice v] to [Sword]\n end\n wait until <not <mouse down?>>\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\nwhen I receive [endstory v]\n\n change volume by (-10)\nend\n\n@Bullet\n\nwhen I start as a clone\nshow\ngo to (gun v)\npoint in direction ([direction v] of [gun v])\nchange y by (-10)\nset [speed v] to [20]\nmove (25) steps\nrepeat until <<touching (_edge_ v)?> or <touching (enemy v)?>>\n move (Speed) steps\nend\ndelete this clone\n\nwhen I receive [play v]\nhide\n\nwhen I receive [endstory v]\nhide\n\n@Wall\n\nwhen I receive [play v]\nset [ghost v] effect to (0)\nhide\nwait until <(LEVEL) = [16]>\nshow\nwait until <[yes] = (Big zombie dead?)>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [endstory v]\nhide\n\nwhen flag clicked\nhide\n\n@Turret\n\nwhen flag clicked\n\ndefine Clone at x : (x) y : (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nset size to (60) %\ngo to [front v] layer\ngo [backward v] (11) layers\nrepeat until <[yes] = (Big zombie dead?)>\n go to [front v] layer\n go [backward v] (11) layers\n point towards (player v)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nset size to (60) %\ngo to [front v] layer\ngo [backward v] (11) layers\nrepeat until <[yes] = (Big zombie dead?)>\n go to [front v] layer\n go [backward v] (11) layers\n set [turret num v] to (pick random (1) to (2))\n wait (pick random (3) to (4)) seconds\n create clone of (turret bullet v)\nend\n\nwhen I receive [play v]\nset [ghost v] effect to (100)\nhide\nhide\nwait until <(LEVEL) = [16]>\nClone at x : [180] y : [140]\nClone at x : [-180] y : [140]\nwait until <[yes] = (Big zombie dead?)>\n\nwhen I receive [endstory v]\nhide\n\n@Turret bullet\n\nwhen I start as a clone\nif <(Turret num) = [1]> then\n go to x: (-180) y: (140)\nelse\n go to x: (180) y: (140)\nend\nshow\nset size to (53) %\npoint towards (player v)\nchange y by (-10)\nset [speed for this thing v] to [4]\nmove (25) steps\nrepeat until <<<touching (level v)?> or <touching (sword v)?>> or <<touching (bullet v)?> or <<touching (_edge_ v)?> or <touching (player v)?>>>>\n move (Speed for this thing) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\n@restart\n\nwhen this sprite clicked\nbroadcast (respawn v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\npoint in direction (90)\nset size to (20) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (10)\n else\n change size by (((65) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [play v]\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\nwhen I receive [deefeated zombee boss v]\nforever\n hide\n set volume to (0) %\n set volume to (0) %\n set [volume v] to [0]\nend\n\nwhen I receive [endstory v]\nhide\n\n@Sound\n\nwhen this sprite clicked\nif <(Munsic on) = [0]> then\n broadcast (Munsic v)\n switch costume to (1 v)\nelse\n set [munsic on v] to [0]\n repeat (5)\n change size by (1)\n end\n switch costume to (2 v)\nend\n\nwhen I receive [munsic v]\nset [munsic on v] to [1]\n\nwhen I receive [main menu v]\nset [big zombie dead? v] to [no]\nset [volume v] to [50]\nrepeat until <(Big zombie dead?) = [yes]>\n start sound [Eric Levi v]\n wait (192.95) seconds\n set volume to (50) %\nend\nrepeat (5)\n change volume by (-10)\nend\nstop all sounds\nset volume to (0) %\nset volume to (0) %\nset volume to (0) %\n\nwhen flag clicked\nset [munsic on v] to [1]\nhide\n\nwhen I receive [main menu v]\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [play v]\nset volume to (50) %\nswitch costume to (1 v)\npoint in direction (90)\nset size to (20) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (10)\n else\n change size by (((65) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [main menu v]\nforever\n if <(Munsic on) = [0]> then\n set volume to (0) %\n else\n set volume to (50) %\n end\nend\n\nwhen I receive [deefeated zombee boss v]\nhide\nset [munsic on v] to [0]\nset volume to (0) %\nset volume to (0) %\n\nwhen I receive [deefeated zombee boss v]\nforever\n hide\n set volume to (0) %\n set volume to (0) %\n set [volume v] to [0]\nend\n\n@Tb\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (untitled drawing \(7\) v)\nforever\n go to [front v] layer\n go [backward v] (15) layers\n set [brightness v] effect to (100)\nend\n\nwhen I receive [endstory v]\nhide\n\n@Reccomendation\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nrepeat (14)\n move (0) steps\nend\nset size to (100) %\nif <(LEVEL) = [17]> then\n hide\n switch costume to (heart v)\n go to x: (-37) y: (40)\n create clone of (_myself_ v)\n switch costume to (star v)\n go to x: (80) y: (0)\n create clone of (_myself_ v)\n set size to (50) %\n switch costume to (costume1 v)\n go to x: (-130) y: (-40)\n create clone of (_myself_ v)\nelse\n hide\nend\n\nwhen I receive [ded v]\nif then\n delete this clone\nend\nset size to (100) %\nif <(LEVEL) = [17]> then\n hide\n switch costume to (heart v)\n go to x: (-37) y: (40)\n create clone of (_myself_ v)\n switch costume to (star v)\n go to x: (80) y: (0)\n create clone of (_myself_ v)\n set size to (50) %\n switch costume to (costume1 v)\n go to x: (-130) y: (-40)\n create clone of (_myself_ v)\nelse\n hide\n delete this clone\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nforever\n change y by ([sin v] of (((timer) * (20)) * (10)) )\n if <touching (player v)?> then\n start sound [sfx2 v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [endstory v]\nhide\n\n@Continue to ending\n\nwhen flag clicked\nhide\n\nwhen I receive [can go to ending v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen this sprite clicked\nif <(LEVEL) = [17]> then\n broadcast (Endstory v)\nend\n\nwhen I receive [endstory v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nshow\nforever\n if <(Playing?) = [no]> then\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (-5)\n switch costume to (costume2 v)\n set [color v] effect to (20)\n if <mouse down?> then\n broadcast (Play v) and wait\n set [is playing v] to [yes]\n end\n else\n change size by (((70) - (size)) / (5))\n set [brightness v] effect to (0)\n set [color v] effect to (0)\n switch costume to (costume1 v)\n end\n set y to (([sin v] of ((timer) * (300)) ) * (5))\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [main menu v]\nforever\n if <(Playing?) = [no]> then\n if <touching (mouse-pointer v)?> then\n set volume to (100) %\n start sound [click v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen I receive [endstory v]\nhide\n\nwhen flag clicked\nset [is playing v] to [no]\n\nwhen I receive [play v]\nset [is playing v] to [yes]\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nshow\nforever\n if <(Playing?) = [no]> then\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (-5)\n switch costume to (costume2 v)\n set [color v] effect to (20)\n if <mouse down?> then\n broadcast (Instructions v) and wait\n end\n else\n change size by (((70) - (size)) / (5))\n set [brightness v] effect to (0)\n set [color v] effect to (0)\n switch costume to (costume1 v)\n end\n set y to (([sin v] of ((timer) * (300)) ) * (5))\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [main menu v]\nforever\n if <(Playing?) = [no]> then\n if <touching (mouse-pointer v)?> then\n set volume to (100) %\n start sound [click v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\n@Deco\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [16]> then\n broadcast (Boss Battle v) and wait\nend\n\nwhen I receive [play v]\nshow\nswitch costume to (costume1 v)\nforever\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (17) layers\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\nwhen I receive [endstory v]\nhide\nforever\n set [ghost v] effect to (100)\nend\n\n@Mobile button 1\n\nwhen I receive [play v]\nshow\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\n go [backward v] (100) layers\n if <touching (mouse-pointer v)?> then\n change size by (((115) - (size)) / (5))\n set [brightness v] effect to (-5)\n set [color v] effect to (20)\n if <mouse down?> then\n broadcast (Sword slash v) and wait\n end\n else\n change size by (((100) - (size)) / (5))\n set [brightness v] effect to (0)\n set [color v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [endstory v]\nhide\n\n@Mobile button 2\n\nwhen I receive [play v]\nshow\nforever\n go to x: (-195) y: (-155)\n set [ghost v] effect to (0)\n go to [front v] layer\n go [backward v] (7) layers\n if <touching (mouse-pointer v)?> then\n change size by (((85) - (size)) / (5))\n set [brightness v] effect to (-5)\n set [color v] effect to (20)\n else\n change size by (((70) - (size)) / (5))\n set [brightness v] effect to (0)\n set [color v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [can go to ending v]\nhide\n\nwhen I receive [endstory v]\nhide\n\nwhen I receive [endstory v]\nhide\n\nwhen this sprite clicked\nbroadcast (Switch v) and wait\n\n@costume1 (6)\n\nwhen I receive [instructions v]\nset [scene v] to [Help]\nshow\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (5))\nend\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <<[50] < (mouse x)> and <(mouse y) > [50]>>>\nrepeat until <(round (y position)) = [-304]>\n change y by (((-304) - (y position)) / (5))\nend\nset [scene v] to [Home]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (-304)\nhide\n\nwhen I receive [endstory v]\nhide\n\n@End story\n\nwhen I receive [dontwaitnowstartendstorynoworelseiwillkilluandstuff v]\nwait (0.5) seconds\nswitch costume to (costume1 v)\nhide\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (0) layers\nshow\nshow\nset y to (-2)\nrepeat (3)\n wait (2) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\n next costume\n repeat (5)\n change [ghost v] effect by (-20)\n end\nend\nwait (2) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nnext costume\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (3) seconds\nrepeat (4)\n wait (2) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\n next costume\n repeat (5)\n change [ghost v] effect by (-20)\n end\nend\nrepeat (5)\n change [ghost v] effect by (20)\nend\nnext costume\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (3) seconds\nbroadcast (Outro v)\n\nwhen flag clicked\nhide\n\n@Mobile button 3\n\nwhen I receive [play v]\nshow\nforever\n go to x: (-195) y: (-155)\n set [ghost v] effect to (0)\n go to [front v] layer\n go [backward v] (17) layers\n if <touching (mouse-pointer v)?> then\n change size by (((85) - (size)) / (5))\n set [brightness v] effect to (-5)\n set [color v] effect to (20)\n if <mouse down?> then\n broadcast (Switch v) and wait\n end\n else\n change size by (((70) - (size)) / (5))\n set [brightness v] effect to (0)\n set [color v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [can go to ending v]\nhide\n\n@Endstory Transition\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [endstory v]\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (4)\n change [ghost v] effect by (25)\nend\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nbroadcast (Dontwaitnowstartendstorynoworelseiwillkilluandstuff v)\n\n@dead\n\nwhen I receive [ded v]\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nchange [deaths v] by (1)\nrepeat (5)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nstop [this script v]\n\nwhen flag clicked\nset [deaths v] to [0]\nhide\nstop [this script v]\n\nwhen I receive [endstory v]\nforever\n hide\nend\n\n | Thanks to @Super_Scratcher07 for his massive epic contest!!!!!!!!!!!!!!!!!!!!!!!!\nInstructions in the game\nIf you guys give this 30 loves i will do a part 2\n\nWE HIT 100 LOVES BOIS\n\n@vivmsquash loved??\n@-Scrumptious- aka @250119code2 loved and commented??\n |
Platformer Tutorial | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch costume to (introduction v)\n\nwhen this sprite clicked\nNext\n\ndefine Next\nrepeat (16)\n change [ghost v] effect by (6.25)\n change [pixelate v] effect by (5)\nend\nnext costume\nrepeat (16)\n change [ghost v] effect by (-6.25)\n change [pixelate v] effect by (-5)\nend\nclear graphic effects\n\nwhen [space v] key pressed\nNext\n\ndefine Previous\nrepeat (20)\n change [ghost v] effect by (5)\n change [pixelate v] effect by (5)\nend\nswitch costume to ((costume [number v]) - (1))\nrepeat (16)\n change [ghost v] effect by (-6.25)\n change [pixelate v] effect by (-5)\nend\nclear graphic effects\n\nwhen [right arrow v] key pressed\nNext\n\nwhen [left arrow v] key pressed\nPrevious\n\nswitch backdrop to (backdrop2 v)\nhide\n\n | Here is an easy to understand tutorial on how to create your very own platformer!\n\nClick, space, left arrow, right arrow for next slide. |
Summer || -A platformer- | @Stage\n\nwhen flag clicked\nswitch backdrop to (夏の背景2 v)\n\n@キャラクター\n\nwhen flag clicked\ngo to x: (-210) y: (13)\nset rotation style [left-right v]\nset [判定1 v] to [0]\nhide variable [判定1 v]\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 (#00e8ff)?> then\n change y by (1)\n if <touching color (#00e8ff)?> then\n change y by (1)\n if <touching color (#00e8ff)?> then\n change y by (1)\n if <touching color (#00e8ff)?> then\n change y by (1)\n if <touching color (#00e8ff)?> then\n change y by (1)\n if <touching color (#00e8ff)?> then\n change y by (1)\n if <touching color (#00e8ff)?> 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 (#00e8ff)?> 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 (#00e8ff)?>> 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 color (#ff0000)?> or <[-170] > (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 end\nend\n\nwhen flag clicked\nset volume to (65) %\nforever\n play sound [hoshinomatataki v] until done\nend\n\nwhen flag clicked\nforever\n if <touching color (#64ff00)?> then\n set [y v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ddff00)?> then\n set [y v] to [24]\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@ステージ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (-7) y: (0)\nshow\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [コスチューム6]> then\n set [判定1 v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [コスチューム8]> then\n set [判定1 v] to [3]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [コスチューム7]> then\n set [判定1 v] to [2]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [コスチューム9]> then\n set [判定1 v] to [4]\n end\nend\n\n@溶けていく地面\n\nwhen flag clicked\ngo to x: (2) y: (8)\nset size to (100) %\nhide\n\nwhen flag clicked\nforever\n if <(判定1) = [1]> then\n show\n switch costume to (コスチューム1 v)\n wait (1) seconds\n switch costume to (コスチューム2 v)\n wait (1) seconds\n switch costume to (コスチューム3 v)\n wait (1) seconds\n switch costume to (コスチューム4 v)\n wait (1) seconds\n switch costume to (コスチューム5 v)\n wait (1) seconds\n switch costume to (コスチューム6 v)\n wait (1) seconds\n switch costume to (コスチューム7 v)\n wait (1) seconds\n switch costume to (コスチューム8 v)\n forever\n hide\n end\n end\nend\n\n@メッセージ\n\nwhen flag clicked\ngo to x: (30) y: (171)\nset size to (100) %\nhide\n\nwhen flag clicked\nforever\n if <(判定1) = [1]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(判定1) = [1]>> then\n hide\n end\nend\n\n@回る手裏剣\n\nwhen flag clicked\ngo to x: (22) y: (103)\nset size to (83) %\nhide\nforever\n turn right (6) degrees\nend\n\nwhen flag clicked\nforever\n if <(判定1) = [3]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(判定1) = [3]>> then\n hide\n end\nend\n\n@サムネ用\n\nwhen flag clicked\nhide\n\n@サムネ用2\n\nwhen flag clicked\nhide\n\n | ※日本語は下※\n<English>\nIt is a platformer made with the image of"summer".\nSquat by pressing the down arrow key.\nGreen is the jump stand and yellow is the reinforced version of the jump stand .\nIf you enjoyed yourself even for a little bit, it makes me happy!(This game can also be played on your smartphone.)\n\n<日本語>\n~このゲームについて~\n「夏」をイメージして作ったプラットフォーマーです。夏の要素が盛り沢山あります!今だからこそこのゲームをプレイして、寒さを乗り切ろう!(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水色・・・地面や壁\n赤色・・・障害物\n緑色・・・バネ\n黄色・・・バネの強化版\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秋、冬バージョンも出すのでお楽しみに!\n\n※春バージョンはこちらから!\nhttps://scratch.mit.edu/projects/466589829\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 |
Om-Nom Stories || A Platformer! | @Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@Om-Nom Stories\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen [s v] key pressed\nif <not <(Level) = [13]>> then\n broadcast (skip v)\n wait (0.5) seconds\nend\n\n@Om-Nom\n\nwhen flag clicked\nhide\nset [level # v] to [1]\nshow\nset [appel v] to [0]\ngo to x: (-198) y: (68)\nset [my variable v] to [0]\nforever\n change [my variable v] by (-1)\n set [xv v] to ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) + ((xv) * (0.9)))\n change x by (xv)\n if <touching (ground v)?> then\n change x by ((0) - (xv))\n if <key (up arrow v) pressed?> then\n set [my variable v] to [10]\n set [xv v] to ((<key (left arrow v) pressed?> - <key (right arrow v) pressed?>) * (5))\n end\n end\n change y by (my variable)\n if <touching (ground v)?> then\n change y by ((-1) - (my variable))\n set [my variable v] to ((12) * <<key (up arrow v) pressed?> and <touching (ground v)?>>)\n change y by (1)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<(x position) > [224]> and <touching (_edge_ v)?>> then\n broadcast (next level v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-198) y: (68)\nset [level # v] to [1]\nshow\nset [appel v] to [0]\nwait (0) seconds\ngo to x: (-212) y: (142)\nchange [my variable v] by (-1)\nset [xv v] to ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) + ((xv) * (0.9)))\nchange x by (xv)\nif <touching (ground v)?> then\n change x by ((0) - (xv))\n if <key (up arrow v) pressed?> then\n set [my variable v] to [10]\n set [xv v] to ((<key (left arrow v) pressed?> - <key (right arrow v) pressed?>) * (5))\n end\nend\n\nchange y by (my variable)\nif <touching (ground v)?> then\n change y by ((-1) - (my variable))\n set [my variable v] to ((12) * <<key (up arrow v) pressed?> and <touching (ground v)?>>)\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-160]> then\n broadcast (restart v)\n switch costume to (sad om nom v)\n end\nend\n\nwhen I receive [restart v]\nswitch costume to (om nom v)\ngo to x: (-198) y: (68)\nset [level # v] to [1]\nshow\nset [appel v] to [0]\nwait (0) seconds\ngo to x: (-212) y: (142)\nchange [my variable v] by (-1)\nset [xv v] to ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) + ((xv) * (0.9)))\nchange x by (xv)\nif <touching (ground v)?> then\n change x by ((0) - (xv))\n if <key (up arrow v) pressed?> then\n set [my variable v] to [10]\n set [xv v] to ((<key (left arrow v) pressed?> - <key (right arrow v) pressed?>) * (5))\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nswitch costume to (om nom v)\nforever\n set [level v] to ([costume # v] of [ground v])\nend\n\nwhen I receive [skip v]\ngo to x: (-206) y: (78)\nset [level # v] to [1]\nshow\nset [appel v] to [0]\nwait (0) seconds\ngo to x: (-212) y: (142)\nchange [my variable v] by (-1)\nset [xv v] to ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) + ((xv) * (0.9)))\nchange x by (xv)\nif <touching (ground v)?> then\n change x by ((0) - (xv))\n if <key (up arrow v) pressed?> then\n set [my variable v] to [10]\n set [xv v] to ((<key (left arrow v) pressed?> - <key (right arrow v) pressed?>) * (5))\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (appel v)?> or <touching (appel2 v)?>> or <touching (appel3 v)?>> then\n set volume to (200) %\n start sound [Mouth Open v]\n end\nend\n\nswitch costume to (mouth open v)\n\nwhen flag clicked\nforever\n if <(distance to [appel v]) < [5]> then\n switch costume to (mouth open v)\n else\n switch costume to (om nom v)\n if <(distance to [appel2 v]) < [5]> then\n switch costume to (mouth open v)\n else\n switch costume to (om nom v)\n if <(distance to [appel3 v]) < [5]> then\n switch costume to (mouth open v)\n else\n switch costume to (om nom v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (om nom2 v)\n else\n switch costume to (om nom v)\n end\nend\n\n@Appel\n\nwhen flag clicked\nhide\nwait (0) seconds\nshow\nforever\n if <([costume # v] of [ground v]) = [1]> then\n show\n go to x: (-116) y: (-107)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [2]>\n end\n end\n if <([costume # v] of [ground v]) = [2]> then\n show\n go to x: (-126) y: (-103)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [3]>\n end\n end\n if <([costume # v] of [ground v]) = [3]> then\n show\n go to x: (-217) y: (-58)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [4]>\n end\n end\n if <([costume # v] of [ground v]) = [4]> then\n show\n go to x: (-126) y: (-65)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [5]>\n end\n end\n if <([costume # v] of [ground v]) = [4]> then\n show\n go to x: (-126) y: (-65)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [5]>\n end\n end\n if <([costume # v] of [ground v]) = [5]> then\n show\n go to x: (-218) y: (-57)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [6]>\n end\n end\n if <([costume # v] of [ground v]) = [6]> then\n show\n go to x: (-218) y: (-57)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [7]>\n end\n end\n if <([costume # v] of [ground v]) = [7]> then\n show\n go to x: (-121) y: (-12)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [8]>\n end\n end\n if <([costume # v] of [ground v]) = [8]> then\n show\n go to x: (-120) y: (35)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [9]>\n end\n end\n if <([costume # v] of [ground v]) = [9]> then\n show\n go to x: (-123) y: (80)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [10]>\n end\n end\n if <([costume # v] of [ground v]) = [10]> then\n show\n go to x: (-72) y: (-110)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [11]>\n end\n end\n if <([costume # v] of [ground v]) = [11]> then\n show\n go to x: (-3) y: (88)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [12]>\n end\n end\n if <([costume # v] of [ground v]) = [12]> then\n show\n go to x: (-120) y: (-12)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [13]>\n end\n end\n if <([costume # v] of [ground v]) = [13]> then\n show\n go to x: (-173) y: (-61)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n forever\n hide\n end\n end\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Appel2\n\nwhen flag clicked\nhide\nwait (0) seconds\nshow\nforever\n if <([costume # v] of [ground v]) = [1]> then\n show\n go to x: (-8) y: (-109)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [2]>\n end\n end\n if <([costume # v] of [ground v]) = [2]> then\n show\n go to x: (73) y: (-114)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [3]>\n end\n end\n if <([costume # v] of [ground v]) = [3]> then\n show\n go to x: (-48) y: (-17)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [4]>\n end\n end\n if <([costume # v] of [ground v]) = [4]> then\n show\n go to x: (42) y: (-11)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [5]>\n end\n end\n if <([costume # v] of [ground v]) = [4]> then\n show\n go to x: (47) y: (-111)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [5]>\n end\n end\n if <([costume # v] of [ground v]) = [5]> then\n show\n go to x: (72) y: (-62)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [6]>\n end\n end\n if <([costume # v] of [ground v]) = [6]> then\n show\n go to x: (-50) y: (-110)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [7]>\n end\n end\n if <([costume # v] of [ground v]) = [7]> then\n show\n go to x: (-48) y: (-112)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [8]>\n end\n end\n if <([costume # v] of [ground v]) = [8]> then\n show\n go to x: (69) y: (-110)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [9]>\n end\n end\n if <([costume # v] of [ground v]) = [9]> then\n show\n go to x: (23) y: (36)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [10]>\n end\n end\n if <([costume # v] of [ground v]) = [10]> then\n show\n go to x: (166) y: (-65)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [11]>\n end\n end\n if <([costume # v] of [ground v]) = [11]> then\n show\n go to x: (24) y: (-110)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [12]>\n end\n end\n if <([costume # v] of [ground v]) = [12]> then\n show\n go to x: (27) y: (-111)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [13]>\n end\n end\n if <([costume # v] of [ground v]) = [13]> then\n show\n go to x: (-117) y: (-62)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n forever\n hide\n end\n end\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Appel3\n\nwhen flag clicked\nhide\nwait (0) seconds\nshow\nforever\n if <([costume # v] of [ground v]) = [1]> then\n show\n go to x: (85) y: (-107)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [2]>\n end\n end\n if <([costume # v] of [ground v]) = [2]> then\n show\n go to x: (204) y: (-61)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [3]>\n end\n end\n if <([costume # v] of [ground v]) = [3]> then\n show\n go to x: (168) y: (-58)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [4]>\n end\n end\n if <([costume # v] of [ground v]) = [4]> then\n show\n go to x: (202) y: (-63)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [5]>\n end\n end\n if <([costume # v] of [ground v]) = [4]> then\n show\n go to x: (201) y: (-59)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [5]>\n end\n end\n if <([costume # v] of [ground v]) = [5]> then\n show\n go to x: (209) y: (86)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [6]>\n end\n end\n if <([costume # v] of [ground v]) = [6]> then\n show\n go to x: (137) y: (-56)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [7]>\n end\n end\n if <([costume # v] of [ground v]) = [7]> then\n show\n go to x: (196) y: (35)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [8]>\n end\n end\n if <([costume # v] of [ground v]) = [8]> then\n show\n go to x: (223) y: (34)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [9]>\n end\n end\n if <([costume # v] of [ground v]) = [9]> then\n show\n go to x: (218) y: (-12)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [10]>\n end\n end\n if <([costume # v] of [ground v]) = [10]> then\n show\n go to x: (214) y: (-15)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [11]>\n end\n end\n if <([costume # v] of [ground v]) = [11]> then\n show\n go to x: (171) y: (-115)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [12]>\n end\n end\n if <([costume # v] of [ground v]) = [12]> then\n show\n go to x: (215) y: (33)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n hide\n wait until <([costume # v] of [ground v]) = [13]>\n end\n end\n if <([costume # v] of [ground v]) = [13]> then\n show\n go to x: (-67) y: (-64)\n if <touching (om-nom v)?> then\n start sound [crunch v]\n forever\n hide\n end\n end\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Ground\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nhide\nwait (0) seconds\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\n@Level\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nhide variable [level v]\ngo to x: (294) y: (67)\nhide\nwait (0.6) seconds\nshow\nshow variable [level v]\nforever\n change [time v] by (1)\n wait (1) seconds\n if <([costume # v] of [ground v]) = [13]> then\n forever\n set [time v] to (Time)\n end\n end\nend\n\n@Love Favorite Follow\n\nwhen flag clicked\nhide\nwait (0) seconds\nforever\n wait (pick random (20) to (23)) seconds\n show\n go to x: (-120) y: (-3)\n repeat (9)\n change y by (-1)\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@Light\n\nwhen flag clicked\nforever\n Fix\nend\n\ndefine Fix\ngo to (om-nom v)\ngo to [back v] layer\nshow\nif <touching (om-nom v)?> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nwait (0) seconds\nforever\n set size to (50) %\n repeat (10)\n change size by (1)\n end\n wait (0.5) seconds\n repeat (10)\n change size by (-1)\n end\nend\n\n@LOL\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n if <(Level) = [13]> then\n show\n else\n hide\n end\nend\n\n | You are Om-Nom now.\n\nYou should end this platformer!\n\nI hope you will like it.\n\nArrow keys to move!\n\nand Love this project! NOW!!!\n\n" Om-Nom || Save the Family " is coming soon... :) |
☁Harry Potter Platformer (multiplayer broken) | @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 [Harry_Potter_Theme_Song_Hedwigs_Theme v] until done\nend\n\n@Blank\n\nwhen flag clicked\nforever\n hide variable [coins v]\n hide variable [collected v]\n hide variable [mouse x,y v]\nend\n\n@Harry [P1]\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\nrepeat (10)\n set [x v] to (*:*:chcpt x)\n set [y v] to ((*:*:chcpt y) + (100))\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (up arrow v) pressed?>>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n Game - Die\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\nif <[5130] < (x)> then\n set [x v] to [5130]\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?> or <(answer) = [1]>> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (2 v) pressed?> or <(answer) = [2]>> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (3 v) pressed?> or <(answer) = [3]>> then\n set [chat words v] to [3]\n say (item (3) of [chat v])\n wait (3) seconds\n say []\n set [chat v] to [0]\n else\n if <<key (4 v) pressed?> or <(answer) = [4]>> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (5 v) pressed?> or <(answer) = [5]>> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (6 v) pressed?> or <(answer) = [6]>> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (7 v) pressed?> or <(answer) = [7]>> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (8 v) pressed?> or <(answer) = [8]>> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (9 v) pressed?> or <(answer) = [9]>> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (0 v) pressed?> or <(answer) = [0]>> then\n set [chat words v] to [10]\n say (item (10) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (a v) pressed?> or <<(answer) = [a]> or <(answer) = [A]>>> then\n set [chat words v] to [11]\n say (item (11) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (b v) pressed?> or <<(answer) = [b]> or <(answer) = [B]>>> then\n set [chat words v] to [12]\n say (item (12) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (c v) pressed?> or <<(answer) = [c]> or <(answer) = [C]>>> then\n set [chat words v] to [13]\n say (item (13) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (d v) pressed?> or <<(answer) = [d]> or <(answer) = [D]>>> then\n set [chat words v] to [14]\n say (item (14) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (e v) pressed?> or <<(answer) = [e]> or <(answer) = [E]>>> then\n set [chat words v] to [15]\n say (item (15) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (f v) pressed?> or <<(answer) = [f]> or <(answer) = [F]>>> then\n set [chat words v] to [16]\n say (item (16) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (g v) pressed?> or <<(answer) = [g]> or <(answer) = [G]>>> then\n set [chat words v] to [17]\n say (item (17) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <<key (h v) pressed?> or <<(answer) = [h]> or <(answer) = [H]>>> then\n set [chat words v] to [18]\n say (item (18) of [chat v])\n wait (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <<<key (z v) pressed?> or <<(answer) = [z]> or <(answer) = [Z]>>> and <(username) = [kingofnumbers]>> then\n set [chat words v] to [19]\n say (item (19) of [chat v])\n wait (3) 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\n end\n end\n end\n end\n end\n end\nelse\n if <(username) = [kingofnumbers_]> then\n set [chat words v] to [20]\n say (item (22) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <(username) = [kingofnumbers]> then\n set [chat words v] to [20]\n say (item (20) of [chat v])\n else\n if <(username) = [Owl58]> then\n set [chat words v] to [21]\n say (item (21) of [chat v])\n else\n set [chat words v] to [0]\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 <<(x) = [4421]> and <(y) = [84]>> then\n set [checkpoint x v] to [2]\n set [checkpoint y v] to [2]\n end\nend\n\nwhen flag clicked\nset [*speed boost? v] to [1]\nset [*jump boost? v] to [1]\nset [*:*:chcpt clctd v] to (COLLECTED)\nset [*:*:chcpt j boost v] to (*jump boost?)\nset [*:*:chcpt s boost v] to (*speed boost?)\nset [*:*:chcpt x v] to [0]\nset [*:*:chcpt y v] to [0]\nset [checkpoint v] to [0]\nforever\n if <touching (toutching? v)?> then\n set [toutching? v] to [1]\n else\n set [toutching? v] to [0]\n end\nend\n\nwhen [r v] key pressed\ngame respawn\n\ndefine game respawn\nset [exit v] to []\nrepeat (10)\n set [x v] to (*:*:chcpt x)\n set [y v] to ((*:*:chcpt y) + (100))\nend\n\n\n\nwait (2) seconds\nsay []\nset [chat words v] to [0]\n\nwhen flag clicked\nforever\n hide variable [collected v]\nend\n\nwhen flag clicked\nforever\n show list [chat v]\nend\n\ndefine *game-skip\nif <(username) = [kingofnumbers]> then\n repeat (10)\n set [x v] to [3800]\n set [y v] to [100]\n end\nend\n\nwhen [k v] key pressed\n*game-skip\n\nwhen flag clicked\nforever\n\nset [level v] to [1]\n\nbroadcast (Reset v)\n\ndefine Test - Die\nif <<touching (danger v)?> or <touching (saws v)?>> then\n Game - Die\nend\n\nwhen flag clicked\nforever\n set [*:*:chcpt clctd v] to (COLLECTED)\n set [*:*:chcpt clctd v] to (COLLECTED)\n if <<<(x) < [1770]> and <(x) > [1625]>> and <<touching color (#e7e7e7)?> and <not <(checkpoint) = [1]>>>> then\n set [*:*:chcpt j boost v] to (*jump boost?)\n set [*:*:chcpt s boost v] to (*speed boost?)\n set [*:*:chcpt x v] to [1640]\n set [*:*:chcpt y v] to [0]\n set [checkpoint v] to [1]\n set [checkpoint v] to [1]\n end\n if <<<(x) < [4390]> and <(x) > [4340]>> and <<touching color (#e7e7e7)?> and <not <(checkpoint) = [2]>>>> then\n set [*:*:chcpt j boost v] to (*jump boost?)\n set [*:*:chcpt s boost v] to (*speed boost?)\n set [*:*:chcpt x v] to [4345]\n set [*:*:chcpt y v] to [115]\n set [checkpoint v] to [2]\n set [checkpoint v] to [2]\n end\nend\n\nbroadcast (*tbn v)\n\nwhen I receive [*tbn v]\nrepeat (100)\n set [x v] to [2475]\n set [y v] to [1595]\nend\n\nwhen I receive [****chat v]\nrepeat (1)\nend\n\nask [chat option:] and wait\nask [Type 'K'] and wait\n\nwhen flag clicked\nforever\n if <touching (exit v)?> then\n set [end? v] to [1]\n end\nend\n\n@Ron [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 else\n if <(chat) = [10]> then\n say (item (10) of [chat v]) for (2) seconds\n else\n if <(chat) = [11]> then\n say (item (11) of [chat v]) for (2) seconds\n else\n if <(chat) = [12]> then\n say (item (12) of [chat v]) for (2) seconds\n else\n if <(chat) = [13]> then\n say (item (13) of [chat v]) for (2) seconds\n else\n if <(chat) = [14]> then\n say (item (14) of [chat v]) for (2) seconds\n else\n if <(chat) = [15]> then\n say (item (15) of [chat v]) for (2) seconds\n else\n if <(chat) = [16]> then\n say (item (16) of [chat v]) for (2) seconds\n else\n if <(chat) = [17]> then\n say (item (17) of [chat v]) for (2) seconds\n else\n if <(chat) = [18]> then\n say (item (18) of [chat v]) for (2) seconds\n else\n if <(chat) = [19]> then\n say (item (19) of [chat v]) for (2) seconds\n else\n if <(chat) = [20]> then\n say (item (20) of [chat v]) for (2) seconds\n else\n if <(chat) = [21]> then\n say (item (21) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n broadcast (arrow v)\n else\n broadcast (no arrow v)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n show\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [1150] y: [-75]\nelse\n if <(LEVEL) = [2]> then\n hide\n else\n if <(LEVEL) = [3]> then\n show\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [1150] y: [-75]\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)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [-40]\n Clone at x: [2000] y: [35]\n Clone at x: [2490] y: [165]\nelse\n if <(LEVEL) = [2]> then\n else\n if <(LEVEL) = [2]> then\n Clone at x: [150] y: [-40]\n Clone at x: [2000] y: [35]\n end\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\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\nwhen [t v] key pressed\nbroadcast (Chat Open v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [*tbn v]\nhide\n\nwhen I receive [shop open v]\nhide\n\nwhen I receive [shop close v]\nshow\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [*tbn v]\nhide\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\nwhen I receive [*tbn v]\nhide\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\nwhen I receive [*tbn v]\nhide\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (5) seconds\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (999999) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (6) 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@Intro 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\nwhen I receive [1ntro over v]\nhide\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 receive [1ntro over v]\nhide\n\nwhen flag clicked\nreset timer\nhide variable [collected v]\nforever\n if <(timer) < [8]> then\n show variable [collected v]\n end\nend\n\n@Wand collectable\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 (harry \[p1\] v)?> then\n change [collected v] by (1)\n start sound [Coin v]\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [9999] y: [70]\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@Galleons:\n\nwhen flag clicked\nforever\n go to x: (36) y: (28)\n show\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [*tbn v]\nhide\n\n@Fakeoid\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 (costume1 v)\n Clone at x: [2005] y: [-75]\nelse\n if <(LEVEL) = [2]> then\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume1 v)\n Clone at x: [2005] y: [-75]\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\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <touching (harry \[p1\] v)?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@shop button\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\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 (shop 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 [s v] key pressed\nbroadcast (shop open v)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\nwhen I receive [shop 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\nchange [ghost v] effect by (100)\n\nwhen I receive [*tbn v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [chat close v]\nshow\n\n@online\n\nwhen flag clicked\nforever\n hide\nend\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n switch costume to (costume10 v)\nend\n\n@toutching?\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: [4505] y: [225]\n Clone at x: [500] y: [0]\nelse\n if <(LEVEL) = [2]> then\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 1 1 v)\n Clone at x: [4505] y: [225]\n Clone at x: [500] y: [0]\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\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [*ctp v]\nshow\n\n@Shop\n\nwhen I receive [tick v]\nif <(shop) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (shop 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\nwait (5) seconds\ngo to [front v] layer\ngo [backward v] (3) layers\n\nwhen I receive [shop open v]\nset [shop v] to [1]\n\nwhen I receive [shop close v]\nset [shop v] to [0]\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n if <key (1 v) pressed?> then\n if <<not <(*jump boost?) = [2]>> and <(COLLECTED) > [4]>> then\n set [*jump boost? v] to [2]\n change [collected v] by (-5)\n end\n end\n if <key (2 v) pressed?> then\n if <<not <(*speed boost?) = [2]>> and <(COLLECTED) > [4]>> then\n set [*speed boost? v] to [2]\n change [collected v] by (-5)\n end\n end\n end\nend\n\nwhen flag clicked\nrepeat (5)\n broadcast (shop close v)\nend\n\n@Close chat\n\nwhen flag clicked\nforever\n go to x: (11) y: (3)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(Chat) = [1]> then\n show\n else\n hide\n end\nend\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 Close 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 flag clicked\nwait (1) seconds\nforever\n go to [front v] layer\nend\n\n@Close shop\n\nwhen flag clicked\nforever\n go to x: (-5) y: (45)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(shop) = [1]> then\n show\n else\n hide\n end\nend\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 (shop close 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\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]\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: [500] y: [-75]\n Clone at x: [550] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [-50]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [250] y: [150]\n Clone at x: [300] y: [0]\n Clone at x: [400] y: [200]\n Clone at x: [400] y: [0]\n Clone at x: [-2500] y: [100]\n Clone at x: [0] y: [300]\n Clone at x: [0] y: [300]\n Clone at x: [0] y: [300]\n Clone at x: [0] y: [300]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 1 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [500] y: [-75]\n Clone at x: [550] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [-50]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [250] y: [150]\n Clone at x: [300] y: [0]\n Clone at x: [400] y: [200]\n Clone at x: [400] y: [0]\n Clone at x: [-2500] y: [100]\n Clone at x: [0] y: [300]\n Clone at x: [0] y: [300]\n Clone at x: [0] y: [300]\n Clone at x: [0] y: [300]\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\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n show\nend\n\n@Galleon\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 (harry \[p1\] v)?> then\n change [collected v] by (1)\n start sound [Coin v]\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [-7] y: [63]\n Clone at x: [1950] y: [-75]\n Clone at x: [1960] y: [-75]\n Clone at x: [1970] y: [-75]\n Clone at x: [1980] y: [-75]\n Clone at x: [475] y: [75]\n Clone at x: [3300] y: [250]\n Clone at x: [2955] y: [260]\n Clone at x: [480] y: [250]\n Clone at x: [1680] y: [20]\n Clone at x: [590] y: [-100]\n Clone at x: [3250] y: [10]\n Clone at x: [3810] y: [90]\n Clone at x: [4350] y: [90]\n Clone at x: [5100] y: [90]\n Clone at x: [0] y: [200]\n Clone at x: [0] y: [200]\n Clone at x: [0] y: [200]\n Clone at x: [0] y: [200]\n Clone at x: [0] y: [200]\nelse\n if <(LEVEL) = [2]> then\n else\n if <(LEVEL) = [3]> then\n switch costume to (coin1 v)\n Clone at x: [-7] y: [63]\n Clone at x: [1950] y: [-75]\n Clone at x: [1960] y: [-75]\n Clone at x: [1970] y: [-75]\n Clone at x: [1980] y: [-75]\n Clone at x: [475] y: [75]\n Clone at x: [3300] y: [250]\n Clone at x: [2955] y: [260]\n Clone at x: [480] y: [250]\n Clone at x: [1680] y: [20]\n Clone at x: [590] y: [-100]\n Clone at x: [3250] y: [10]\n Clone at x: [3810] y: [90]\n Clone at x: [4350] y: [90]\n Clone at x: [5100] y: [90]\n Clone at x: [0] y: [200]\n Clone at x: [0] y: [200]\n Clone at x: [0] y: [200]\n Clone at x: [0] y: [200]\n Clone at x: [0] y: [200]\n end\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)\ncreate clone of (_myself_ v)\n\nwhen I receive [*ctp v]\nshow\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]\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: [500] y: [-75]\n Clone at x: [550] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [0]\n Clone at x: [475] y: [-50]\n Clone at x: [300] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [250] y: [150]\n Clone at x: [300] y: [0]\n Clone at x: [400] y: [200]\n Clone at x: [500] y: [0]\nelse\n if <(LEVEL) = [2]> then\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [*ctp v]\nshow\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 (harry \[p1\] 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: [2350] y: [1650]\nelse\n if <(LEVEL) = [2]> then\n broadcast (*tbn v)\n Clone at x: [99999] y: [99999]\n stop [all v]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [2350] y: [1650]\n else\n if <(LEVEL) = [4]> then\n broadcast (*tbn v)\n Clone at x: [99999] y: [99999]\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 [*ctp v]\nhide\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\nwait (5) seconds\ngo to [front v] layer\ngo [backward v] (3) layers\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\nwhen flag clicked\nforever\n if <<(username) = [kingofnumbers]> or <(username) = [kingofnumbers_]>> then\n switch costume to (chatty2 v)\n else\n switch costume to (chatty v)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\n\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (1.5) seconds\nhide\n\nwhen I receive [*tbn v]\nshow\n\nwhen I receive [*ctp v]\nhide\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.000001)\nbroadcast (*tbn v)\n\n@toutching?2\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]\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]\nelse\n if <(LEVEL) = [2]> then\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <touching (harry \[p1\] v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [*ctp v]\nshow\n\n@coins\n\nwhen flag clicked\nshow\nforever\n switch costume to (COLLECTED)\n hide variable [collected v]\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (-75) y: (155)\nend\n\nwhen I receive [*tbn v]\nhide\n\nwhen I receive [*ctp v]\nshow\n\n@Y\n\nwhen I receive [*tbn v]\nrepeat (50)\n go to [front v] layer\n change [ghost v] effect by (2)\n wait (0.1) seconds\nend\n\nwhen I receive [*ctp v]\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to x: (-169) y: (-104)\n go to [front v] layer\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 flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (*ctp v)\n end\nend\n\nwhen I receive [**end v]\nhide\n\nwhen flag clicked\nwait (1) seconds\nhide\n\n@N\n\nwhen I receive [*tbn v]\n\nwhen I receive [*ctp v]\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n go to x: (-91) y: (-103)\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 flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (**end v) and wait\n stop [all v]\n end\nend\n\nwhen I receive [**end v]\nhide\n\nwhen I receive [*tbn v]\nrepeat (50)\n change [ghost v] effect by (2)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nwait (1) seconds\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to x: (-156) y: (-38)\n go to [front v] layer\nend\n\nwhen I receive [*tbn v]\nrepeat (50)\n change [ghost v] effect by (2)\n wait (0.1) seconds\nend\n\nwhen I receive [*ctp v]\nhide\n\nwhen I receive [**end v]\nhide\n\nwhen I receive [*tbn v]\n\nwhen flag clicked\nwait (1) seconds\nhide\n\n@Mobile chat\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(Chat) = [0]> then\n hide\n else\n show\n end\nend\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 v)\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 flag clicked\ngo to x: (29) y: (-156)\nset size to (100) %\n\nwhen I receive [chat open 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\nchange [ghost v] effect by (100)\n\nwhen I receive [*tbn v]\nhide\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (0)\nhide\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Jboost\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\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 if <<not <(*jump boost?) = [2]>> and <(COLLECTED) > [4]>> then\n set [*jump boost? v] to [2]\n change [collected v] by (-5)\n end\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 flag clicked\ngo to x: (-77) y: (15)\nset size to (100) %\n\nwhen I receive [shop open 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]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\nchange [ghost v] effect by (100)\n\nwhen I receive [*tbn v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [shop close v]\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Sboost\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\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 if <<not <(*speed boost?) = [2]>> and <(COLLECTED) > [4]>> then\n set [*speed boost? v] to [2]\n change [collected v] by (-5)\n end\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 flag clicked\ngo to x: (-77) y: (-60)\nset size to (100) %\n\nwhen I receive [begin v]\nset [size v] to [.8]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\nchange [ghost v] effect by (100)\n\nwhen I receive [*tbn v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [shop open 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 [shop close v]\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Blank2\n\nwhen flag clicked\nset [end? v] to [0]\nset [player time v] to [0]\nrepeat until <(end?) = [1]>\n wait (1) seconds\n change [player time v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(end?) = [1]> then\n if <(☁ best time) > (player time)> then\n set [☁ best time v] to (player time)\n set [by v] to (username)\n end\n end\nend\n\nset [☁ best time v] to [9999999999999]\nset [by v] to []\n\n | PART 2 OUT NOW!!! : https://scratch.mit.edu/projects/531257729/\n\nJoin my game competition : https://scratch.mit.edu/projects/744379777\n\nBasic arrow keys/wasd controls. Mobile friendly. Collect galleons (coins). Don't touch the death eaters(spikes) and get to the end. Have your volume up fairly high because the music starts quiet. The intro is loud though, so be warned.\n\nTHIS IS SERVER 1. If full, try server 2: https://scratch.mit.edu/projects/484958889/\nHacked version: https://scratch.mit.edu/projects/485534577/\n\nBTW:\n\nFinally got round to part 2 XD.\nDO NOT OPEN THE CODE WHILE PROJECT IS RUNNING, RISK OF COMPUTER COMBUSTION!\n\nThis is still in progress so you may not be able to complete this or have an amazing experience. Multiplayer does NOT work on turbowarp.\n\nWhen I get time I will try to add, I promise.\n\nFor now just try out the new features that don't fully yet work\n:)\n\nThanks to WarnerBros studios for literally HARRY POTTER. ITS IN THE NAME ...\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nOh yeah and J.K.Rowling\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nBut she's kinda homophobic so, yeah\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nShare this with your friends, and love, fave and follow, please\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nsay "Pineapple belongs on Pizza" if you found this.\nJoking, but how much controversy will this cause......?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHello?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nNah you’ve scrolled too far now\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nTold ya! |
Abandoned Caverns // Scrolling Platformer #games #platformers | @Stage\n\n@Intro1\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nclear graphic effects\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (text v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nbroadcast (intro2 v)\n\nwhen I start as a clone\nif <(costume [name v]) = [bg]> then\n go to x: (0) y: (0)\n set size to (100) %\n show\nend\nif <(costume [name v]) = [logo]> then\n point in direction (0)\n go to x: (0) y: (0)\n set size to (0) %\n show\n repeat (20)\n change size by (((100) - (size)) / (3))\n turn right (((90) - (direction)) / (3)) degrees\n end\n wait (0.1) seconds\n repeat (30)\n change x by (((-110) - (x position)) / (3))\n end\n wait (0.2) seconds\nend\nif <(costume [name v]) = [text]> then\n go to x: (0) y: (0)\n set size to (100) %\n go [backward v] (1) layers\n show\n repeat (30)\n change x by (((40) - (x position)) / (3))\n end\nend\n\nwhen I receive [intro2 v]\nif <(costume [name v]) = [bg]> then\n wait (0.5) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Intro2\n\nwhen flag clicked\nhide\n\ndefine Change X Y and clone\nset [y v] to [-3]\ncreate clone of (_myself_ v)\nchange [y v] by (6)\ncreate clone of (_myself_ v)\nchange [intro: x v] by (3)\n\nwhen I start as a clone\nif <(Clone) = [Tiles]> then\n switch costume to (tile 1 v)\n set size to (0) %\n go to [front v] layer\n point in direction (45)\n show\n repeat (20)\n switch costume to (blank 2 v)\n go to x: ((62) * (Intro: x)) y: ((34) * (y))\n change size by (((150) - (size)) / (10))\n switch costume to (tile 1 v)\n end\n wait (2) seconds\n delete this clone\nend\n\ndefine Clone Tiles\nset [intro: x v] to [-3]\nset [clone v] to [Tiles]\nrepeat (3)\n Change X Y and clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Tiles 2]> then\n switch costume to (tile 1 v)\n set size to (0) %\n go to [front v] layer\n point in direction (90)\n show\n repeat (20)\n switch costume to (blank 2 v)\n go to x: ((62) * (Intro: x)) y: ((34) * (y))\n change size by (((150) - (size)) / (10))\n switch costume to (tile 1 v)\n end\n wait (2) seconds\n delete this clone\nend\n\ndefine Clone Tiles 2\nset [intro: x v] to [-1.5]\nset [clone v] to [Tiles 2]\nChange X Y and clone\nChange X Y and clone\n\nwhen I start as a clone\nif <(Clone) = [Main Tile]> then\n switch costume to (tile 1 v)\n set size to (0) %\n go to [front v] layer\n point in direction (90)\n go to x: (0) y: (0)\n show\n repeat (20)\n switch costume to (blank v)\n change size by (((1200) - (size)) / (10))\n switch costume to (tile 1 v)\n end\n wait (2) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n switch costume to (circle v)\n set size to (0) %\n go to [front v] layer\n point in direction (90)\n go to x: (0) y: (0)\n show\n repeat (20)\n switch costume to (blank v)\n change size by (((1500) - (size)) / (7))\n switch costume to (circle v)\n end\n wait (5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Slide]> then\n switch costume to (slide v)\n set size to (100) %\n clear graphic effects\n go to [front v] layer\n point in direction (90)\n go to x: (0) y: (-1000)\n show\n repeat (50)\n switch costume to (blank v)\n change size by (((100) - (size)) / (1))\n change y by (((300) - (y position)) / (20))\n switch costume to (slide v)\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (c v)\n set size to (100) %\n clear graphic effects\n go to [front v] layer\n point in direction (90)\n go to x: (0) y: (-300)\n set [ghost v] effect to (100)\n show\n repeat (50)\n change [ghost v] effect by (-25)\n change y by (((0) - (y position)) / (7))\n end\n wait until <(timer) > [6]>\n repeat (15)\n change [ghost v] effect by (10)\n change size by (((0) - (size)) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Cover]> then\n switch costume to (cover v)\n set size to (100) %\n clear graphic effects\n go to [front v] layer\n point in direction (90)\n go to x: (0) y: (0)\n show\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Decoration 1]> then\n switch costume to (decoration 1 v)\n set size to (65) %\n clear graphic effects\n go to [front v] layer\n point in direction (90)\n go to x: (120) y: (-300)\n show\n repeat (50)\n switch costume to (blank v)\n change x by (((140) - (x position)) / (30))\n change y by (((-115) - (y position)) / (30))\n switch costume to (decoration 1 v)\n end\n wait until <(timer) > [6]>\n repeat (25)\n change x by (((0) - (x position)) / (3))\n change y by (((0) - (y position)) / (3))\n change size by (((0) - (size)) / (3))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Decoration 2]> then\n switch costume to (decoration 2 v)\n set size to (65) %\n clear graphic effects\n go to [front v] layer\n point in direction (90)\n go to x: (-300) y: (30)\n show\n repeat (50)\n switch costume to (blank v)\n change x by (((-175) - (x position)) / (30))\n change y by (((75) - (y position)) / (30))\n switch costume to (decoration 2 v)\n end\n wait until <(timer) > [6]>\n repeat (25)\n change x by (((0) - (x position)) / (3))\n change y by (((0) - (y position)) / (3))\n change size by (((0) - (size)) / (3))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Line 1]> then\n switch costume to (line 1 v)\n set size to (65) %\n clear graphic effects\n go to [front v] layer\n set [brightness v] effect to (90)\n point in direction (90)\n go to x: (-90) y: (-125)\n show\n repeat until <(costume [number v]) = [21]>\n next costume\n wait (0.005) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Line 2]> then\n switch costume to (line 2 1 v)\n set size to (65) %\n clear graphic effects\n go to [front v] layer\n point in direction (-90)\n go to x: (90) y: (125)\n show\n repeat until <(costume [number v]) = [40]>\n next costume\n wait (0.005) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Line 3]> then\n switch costume to (line 3 1 v)\n set size to (65) %\n clear graphic effects\n go to [front v] layer\n point in direction (90)\n go to x: (-50) y: (-125)\n show\n repeat until <(costume [number v]) = [52]>\n next costume\n wait (0.005) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Line 4]> then\n switch costume to (line 4 1 v)\n set size to (65) %\n clear graphic effects\n go to [front v] layer\n set [brightness v] effect to (90)\n point in direction (90)\n go to x: (90) y: (50)\n show\n repeat until <(costume [number v]) = [63]>\n next costume\n wait (0.005) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n switch costume to (circle v)\n set size to (0) %\n go to [front v] layer\n point in direction (90)\n go to x: (0) y: (0)\n show\n repeat (20)\n switch costume to (blank v)\n change size by (((1500) - (size)) / (7))\n switch costume to (circle v)\n end\n wait until <(timer) > [6]>\n repeat (15)\n switch costume to (blank v)\n change size by (((25) - (size)) / (5))\n switch costume to (circle v)\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 receive [intro2 v]\nreset timer\nset size to (100) %\nclear graphic effects\nset volume to (100) %\nstart sound [Music v]\ngo to x: (0) y: (0)\npoint in direction (90)\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [brightness v] effect to (-10)\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [brightness v] effect to (20)\nClone Tiles\nrepeat (2)\n wait (0.1) seconds\n change [brightness v] effect by (-20)\n Clone Tiles\nend\nwait (0) seconds\nset [brightness v] effect to (20)\nClone Tiles 2\nrepeat (2)\n wait (0.1) seconds\n change [brightness v] effect by (-20)\n Clone Tiles 2\nend\nwait (0) seconds\nset [brightness v] effect to (0)\nset [clone v] to [Main Tile]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [brightness v] effect to (-10)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [brightness v] effect to (-20)\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nclear graphic effects\nset [clone v] to [Slide]\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nset [brightness v] effect to (100)\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [clone v] to [Cover]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [clone v] to [Decoration 1]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [clone v] to [Decoration 2]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [clone v] to [Line 1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Line 2]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [clone v] to [Line 3]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [clone v] to [Line 4]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [clone v] to [Line 3]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [clone v] to [Line 4]\ncreate clone of (_myself_ v)\nwait until <(timer) > [6]>\nwait (1) seconds\nbroadcast (start v)\n\n@Player\n\ndefine physics\nset [🔒 xv v] to ((🔒 xv) * (0.9))\nchange [🔒 x v] by (🔒 xv)\nposition\nset [🔒 slope v] to [1]\nrepeat until <<(🔒 slope) > [5]> or <not <<touching (levels hitbox v)?> or <touching (levels dynamic v)?>>>>\n change [🔒 slope v] by (1)\n change [🔒 y v] by (1)\n position\nend\nif <(🔒 slope) > [5]> then\n change [🔒 y v] by (-5)\n repeat until <not <<touching (levels hitbox v)?> or <touching (levels dynamic v)?>>>\n change [🔒 x v] by ((([abs v] of (🔒 xv) ) / (🔒 xv)) * (-2.5))\n position\n end\n set [🔒 xv v] to [0]\nend\nif <not <<touching (levels hitbox v)?> or <touching (levels dynamic v)?>>> then\n change [🔒 yv v] by (-1)\nend\nchange [🔒 y v] by (🔒 yv)\nposition\nif <<touching (levels hitbox v)?> or <touching (levels dynamic v)?>> then\n repeat until <not <<touching (levels hitbox v)?> or <touching (levels dynamic v)?>>>\n change [🔒 y v] by ((([abs v] of (🔒 yv) ) / (🔒 yv)) * (-1))\n position\n end\n set [🔒 yv v] to [0]\nend\n\nwhen flag clicked\nhide\n\ndefine position\nset size to ((size) * (4)) %\ngo to x: (round ((🔒 x) - (🎥 cam x))) y: (round ((🔒 y) - (🎥 cam y)))\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nset [🎥 cam x v] to [0]\nset [🎥 cam y v] to [0]\nset size to (60) %\nset rotation style [left-right v]\nshow\nforever\n set [🔒 x v] to (checkpoint x)\n set [🔒 y v] to (checkpoint y)\n set [🔒 xv v] to [0]\n set [🔒 yv v] to [0]\n set [🔒 slope v] to [0]\n position\n clear graphic effects\n repeat until <<(🔒 y) < [-300]> or <<(🔒 x) < [-280]> or <touching (levels danger v)?>>>\n set [🔒 costume v] to (costume [name v])\n switch costume to (hitbox v)\n if <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n physics\n end\n change [🔒 xv v] by (<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> - <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>>)\n change [🔒 y v] by (-1)\n position\n if <<<touching (levels hitbox v)?> or <touching (levels dynamic v)?>> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [🔒 yv v] to [18]\n end\n change [🔒 y v] by (1)\n if <touching (bounce pads v)?> then\n set [🔒 yv v] to [25]\n end\n if <(🔒 x) > [4530]> then\n set [🔒 x v] to [4530]\n end\n if <(🔒 x) < [-220]> then\n set [🔒 x v] to [-220]\n end\n change [🎥 cam x v] by (round (((🔒 x) - (🎥 cam x)) / (10)))\n if <(🎥 cam x) < [0]> then\n set [🎥 cam x v] to [0]\n end\n if <(🎥 cam x) > [4320]> then\n set [🎥 cam x v] to [4320]\n end\n position\n switch costume to (🔒 costume)\n broadcast (🔒 player: animate v)\n point in direction ((([abs v] of (🔒 xv) ) / (🔒 xv)) * (90))\n end\n repeat (10)\n change [ghost v] effect by (10)\n position\n end\nend\n\nwhen I receive [🔒 player: animate v]\nif <<([floor v] of ([abs v] of (🔒 xv) ) ) > [0]> and <(round (🔒 yv)) = [0]>> then\n next costume\n if <(costume [name v]) = [hitbox]> then\n next costume\n next costume\n end\n wait (0.02) seconds\nelse\n switch costume to (idle v)\nend\n\nset [🔒 x v] to [4230]\nset [🔒 y v] to [0]\n\n@Other Players\n\ndefine physics\nset [🔒 xv v] to ((🔒 xv) * (0.9))\nchange [🔒 x v] by (🔒 xv)\nposition\nset [🔒 slope v] to [1]\nrepeat until <<(🔒 slope) > [5]> or <not <<touching (levels hitbox v)?> or <touching (levels dynamic v)?>>>>\n change [🔒 slope v] by (1)\n change [🔒 y v] by (1)\n position\nend\nif <(🔒 slope) > [5]> then\n change [🔒 y v] by (-5)\n repeat until <not <<touching (levels hitbox v)?> or <touching (levels dynamic v)?>>>\n change [🔒 x v] by ((([abs v] of (🔒 xv) ) / (🔒 xv)) * (-2.5))\n position\n end\n set [🔒 xv v] to [0]\nend\nif <not <<touching (levels hitbox v)?> or <touching (levels dynamic v)?>>> then\n change [🔒 yv v] by (-1)\nend\nchange [🔒 y v] by (🔒 yv)\nposition\nif <<touching (levels hitbox v)?> or <touching (levels dynamic v)?>> then\n repeat until <not <<touching (levels hitbox v)?> or <touching (levels dynamic v)?>>>\n change [🔒 y v] by ((([abs v] of (🔒 yv) ) / (🔒 yv)) * (-1))\n position\n end\n set [🔒 yv v] to [0]\nend\n\nwhen flag clicked\nhide\n\ndefine position\nset size to ((size) * (4)) %\ngo to x: (round ((🔒 x) - (🎥 cam x))) y: (round ((🔒 y) - (🎥 cam y)))\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nforever\n if <not <([🔒 x v] of [player v]) > [4340]>> then\n wait (2) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <([🔒 x v] of [player v]) < [10]> then\n set [🔒 x v] to [-300]\nelse\n set [🔒 x v] to (([🔒 x v] of [player v]) - (300))\nend\nset [🔒 y v] to [0]\nset [🔒 xv v] to [0]\nset [🔒 yv v] to [0]\nset [🔒 slope v] to [0]\nset size to (60) %\nset rotation style [left-right v]\nset [brightness v] effect to (15)\nshow\nunstuck\nrepeat until <<([abs v] of (🔒 y) ) > [300]> or <<(🔒 x) > (([🔒 x v] of [player v]) + (450))> or <touching (levels danger v)?>>>\n set [🔒 costume v] to (costume [name v])\n switch costume to (hitbox v)\n physics\n change [🔒 xv v] by (1)\n change [🔒 y v] by (-1)\n position\n if <<touching (levels hitbox v)?> or <touching (levels dynamic v)?>> then\n change [🔒 y v] by (1)\n position\n change [🔒 x v] by (10)\n position\n if <<touching (levels hitbox v)?> or <<touching (levels dynamic v)?> or <<touching (levels danger v)?> or <touching (bounce pads v)?>>>> then\n set [🔒 yv v] to [18]\n end\n change [🔒 x v] by (-10)\n position\n else\n change [🔒 y v] by (1)\n position\n end\n change [🔒 y v] by (-1)\n position\n if <<touching (levels hitbox v)?> or <touching (levels dynamic v)?>> then\n change [🔒 y v] by (1)\n change [🔒 x v] by (30)\n change [🔒 y v] by (-30)\n position\n if <not <<touching (levels hitbox v)?> or <touching (levels dynamic v)?>>> then\n set [🔒 yv v] to [18]\n end\n change [🔒 x v] by (-30)\n change [🔒 y v] by (30)\n position\n else\n change [🔒 y v] by (1)\n position\n end\n if <touching (bounce pads v)?> then\n set [🔒 yv v] to [25]\n end\n switch costume to (🔒 costume)\n point in direction ((([abs v] of (🔒 xv) ) / (🔒 xv)) * (90))\nend\nif <touching (levels danger v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n position\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<([floor v] of ([abs v] of (🔒 xv) ) ) > [0]> and <(round (🔒 yv)) = [0]>> then\n next costume\n if <(costume [name v]) = [hitbox]> then\n next costume\n next costume\n end\n wait (0.02) seconds\n else\n switch costume to (idle v)\n end\nend\n\ndefine unstuck\nposition\nrepeat until <not <<touching (levels hitbox v)?> or <touching (levels dynamic v)?>>>\n change [🔒 y v] by (1)\n position\nend\n\n@Background\n\nwhen flag clicked\nhide\n\ndefine position\nset [🔒 costume v] to (costume [name v])\nswitch costume to (dummy v)\nset size to ((size) * (4)) %\nswitch costume to (🔒 costume)\ngo to x: (round ((🔒 x) - ((🎥 cam x) / (10)))) y: (round ((🔒 y) - (🎥 cam y)))\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - ((🎥 cam x) / (10))))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset size to (100) %\ngo to [back v] layer\nforever\n position\nend\n\nwhen I receive [start v]\nswitch costume to (dummy v)\nset [🔒 x v] to [-480]\nset [🔒 y v] to [0]\nrepeat (8)\n next costume\n if <(costume [name v]) = [dummy]> then\n next costume\n end\n change [🔒 x v] by (480)\n create clone of (_myself_ v)\nend\n\n@Levels\n\ndefine position\nset [🔒 costume v] to (costume [name v])\nswitch costume to (dummy v)\nset size to ((size) * (4)) %\nswitch costume to (fill v)\ngo to x: (round ((🔒 x) - (🎥 cam x))) y: (round ((🔒 y) - (🎥 cam y)))\nswitch costume to (🔒 costume)\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (fill v)\nset [🔒 x v] to [-480]\nset [🔒 y v] to [0]\nrepeat (11)\n next costume\n change [🔒 x v] by (480)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (100) %\nforever\n position\nend\n\n@Levels Hitbox\n\ndefine position\nset [🔒 costume v] to (costume [name v])\nswitch costume to (dummy v)\nset size to ((size) * (4)) %\nswitch costume to (fill v)\ngo to x: (round ((🔒 x) - (🎥 cam x))) y: (round ((🔒 y) - (🎥 cam y)))\nswitch costume to (🔒 costume)\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (fill v)\nset [🔒 x v] to [-480]\nset [🔒 y v] to [0]\nrepeat (11)\n next costume\n change [🔒 x v] by (480)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (100)\nforever\n position\nend\n\n@Levels Danger\n\ndefine position\nset [🔒 costume v] to (costume [name v])\nswitch costume to (dummy v)\nset size to ((size) * (4)) %\nswitch costume to (fill v)\ngo to x: (round ((🔒 x) - (🎥 cam x))) y: (round ((🔒 y) - (🎥 cam y)))\nswitch costume to (🔒 costume)\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (fill v)\nset [🔒 x v] to [-480]\nset [🔒 y v] to [0]\nrepeat (11)\n next costume\n change [🔒 x v] by (480)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (100)\nforever\n position\nend\n\n@Levels Dynamic\n\ndefine position\nset [🔒 costume v] to (costume [name v])\nswitch costume to (dummy v)\nset size to ((size) * (4)) %\nswitch costume to (🔒 costume)\ngo to x: (round ((🔒 x) - (🎥 cam x))) y: (round ((🔒 y) - (🎥 cam y)))\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (1 v)\nset [🔒 x v] to [900]\nset [🔒 y v] to [-30]\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\nset [🔒 x v] to [3780]\nset [🔒 y v] to [20]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (100) %\nforever\n repeat (50)\n change [🔒 x v] by (2)\n position\n end\n repeat (20)\n change [🔒 x v] by (1)\n position\n end\n repeat (50)\n change [🔒 x v] by (-2)\n position\n end\n repeat (20)\n change [🔒 x v] by (-1)\n position\n end\nend\n\n@Bounce Pads\n\ndefine position\nset [🔒 costume v] to (costume [name v])\nswitch costume to (dummy v)\nset size to ((size) * (4)) %\nswitch costume to (fill v)\ngo to x: (round ((🔒 x) - (🎥 cam x))) y: (round ((🔒 y) - (🎥 cam y)))\nswitch costume to (🔒 costume)\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (fill v)\nset [🔒 x v] to [-480]\nset [🔒 y v] to [0]\nrepeat (11)\n next costume\n change [🔒 x v] by (480)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (100)\nforever\n position\nend\n\n@Checkpoints\n\ndefine position\nset [🔒 costume v] to (costume [name v])\nswitch costume to (dummy v)\nset size to ((size) * (4)) %\nswitch costume to (🔒 costume)\ngo to x: (round ((🔒 x) - (🎥 cam x))) y: (round ((🔒 y) - (🎥 cam y)))\nset size to ((size) / (4)) %\nif <<(round (x position)) = (round ((🔒 x) - (🎥 cam x)))> and <(round (y position)) = (round ((🔒 y) - (🎥 cam y)))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [checkpoint x v] to [-150]\nset [checkpoint y v] to [-100]\nhide\n\nwhen I receive [start v]\nswitch costume to (checkpoint v)\nset [🔒 x v] to [1215]\nset [🔒 y v] to [-115]\ncreate clone of (_myself_ v)\nset [🔒 x v] to [3150]\nset [🔒 y v] to [-110]\ncreate clone of (_myself_ v)\nswitch costume to (end v)\nset [🔒 x v] to [4470]\nset [🔒 y v] to [-40]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (100) %\nrepeat until <touching (player v)?>\n position\nend\nturn right (45) degrees\nswitch costume to (join (costume [name v]) [ complete])\nset [checkpoint x v] to (🔒 x)\nset [checkpoint y v] to (🔒 y)\nset [🔒 effect v] to [100]\nif <(costume [name v]) = [end complete]> then\n broadcast (end v)\nend\nforever\n turn right (((90) - (direction)) / (3)) degrees\n set [🔒 effect v] to ((🔒 effect) * (0.8))\n set [brightness v] effect to (🔒 effect)\n position\nend\n\n@End Message\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Thumb\n\nwhen flag clicked\nhide\nforever\nend\n\nreset timer\n\nwhen [timer v] > (0)\n\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nshow\n\n | This is a collab with @Colorful_me_ so make sure to check her out!\n\n@Colorful_me_'s version: https://scratch.mit.edu/projects/474831699/\n\n◈ // Info\nA generic platformer\nEverything is possible(I've tested it myself multiple times)\n\n₸ // Instructions\n▶ Finish the course\n\nKeyboard:\nWASD / arrow keys to move\n\nMobile:\ntap left / right / top of screen to move(you'll figure it out)\n\n⇑ // Credits\nLevels by @Colorful_me_\nArt and code by me\n\n#games #scrolling #platformer #platformers #easy #hard #art |
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