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Duos : A Platformer - v2.4 | @Stage\n\n@P1\n\nwhen flag clicked\nshow\ngo to x: (-221) y: (-40)\nset [xv 2 v] to [0]\nset [yv 2 v] to [0]\nforever\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n go to x: (-184) y: (-40)\n set [xv 2 v] to [0]\n set [yv 2 v] to [0]\n end\n if <key (left arrow v) pressed?> then\n change [xv 2 v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv 2 v] by (1)\n end\n set [xv 2 v] to ((xv 2) * (0.85))\n change x by (xv 2)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv 2))\n if <<key (up arrow v) pressed?> and <not <(xv 2) = [0]>>> then\n set [mode v] to [walljump]\n set [yv 2 v] to [8]\n set [xv 2 v] to (((xv 2) / ([abs v] of (xv 2) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv 2 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv 2) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv 2) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <key (up arrow v) pressed?> then\n set [mode v] to [jump]\n set [yv 2 v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv 2) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv 2) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv 2) > [-15]> then\n change [yv 2 v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv 2)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv 2))\n set [yv 2 v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen flag clicked\nbroadcast (pick random (1) to (10))\nif <(pick random (1) to (10)) = [1]> then\n broadcast (costume 1 v)\nend\nif <(pick random (1) to (10)) = [2]> then\n broadcast (costume 2 v)\nend\nif <(pick random (1) to (10)) = [3]> then\n broadcast (costume 3 v)\nend\nif <(pick random (1) to (10)) = [4]> then\n broadcast (costume 4 v)\nend\nif <(pick random (1) to (10)) = [5]> then\n broadcast (costume 5 v)\nend\nif <(pick random (1) to (10)) = [6]> then\n broadcast (costume 6 v)\nend\nif <(pick random (1) to (10)) = [7]> then\n broadcast (costume 7 v)\nend\nif <(pick random (1) to (10)) = [8]> then\n broadcast (costume 8 v)\nend\nif <(pick random (1) to (10)) = [9]> then\n broadcast (costume 9 v)\nend\nif <(pick random (1) to (10)) = [10]> then\n broadcast (costume 10 v)\nend\n\nwhen flag clicked\nset [blue score v] to [0]\nset [red score v] to [0]\nforever\n if <touching color (#2aff00)?> then\n broadcast (blue win v)\n change [blue score v] by (1)\n end\nend\n\n@P2\n\nwhen flag clicked\nshow\ngo to x: (-221) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n go to x: (-184) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <key (a v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (d v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<key (up arrow v) pressed?> and <not <(xv) = [0]>>> then\n set [mode2 v] to [walljump]\n set [yv v] to [6]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode2 v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <<key (a v) pressed?> or <key (d v) pressed?>> then\n set [mode2 v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode2 v] to [skid]\n else\n set [mode2 v] to [stand]\n end\n end\n end\n if <key (w v) pressed?> then\n set [mode2 v] to [jump]\n set [yv v] to [12]\n end\n end\n if <<<<(mode2) = [jump]> or <(mode2) = [walljump]>> and <(yv) < [0]>> or <<<(mode2) = [run]> or <(mode2) = [skid]>> and <(yv) < [-3]>>> then\n set [mode2 v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen flag clicked\nforever\n if <key (a v) pressed?> then\n switch costume to (costume2 v)\n end\n if <key (d v) pressed?> then\n switch costume to (costume1 v)\n end\n if <key (r v) pressed?> then\n go to x: (-184) y: (-5)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#2aff00)?> then\n broadcast (red win v)\n change [red score v] by (1)\n end\nend\n\n@ground\n\nwhen I receive [costume 2 v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [costume 1 v]\nswitch costume to (costume1 v)\n\nwhen I receive [costume 3 v]\nswitch costume to (costume2 v)\n\nwhen I receive [costume 4 v]\nswitch costume to (costume4 v)\n\nwhen I receive [costume 5 v]\nswitch costume to (costume5 v)\n\nwhen I receive [costume 6 v]\nswitch costume to (costume6 v)\n\nwhen I receive [costume 7 v]\nswitch costume to (costume7 v)\n\nwhen I receive [costume 8 v]\nswitch costume to (costume8 v)\n\nwhen I receive [costume 9 v]\nswitch costume to (costume9 v)\n\nwhen I receive [costume 10 v]\nswitch costume to (costume10 v)\n\n@blue wins\n\nwhen flag clicked\nhide\n\nwhen I receive [blue win v]\nshow\nplay sound [Win v] until done\nhide\nbroadcast (pick random (1) to (10))\nif <(pick random (1) to (10)) = [1]> then\n broadcast (costume 1 v)\nend\nif <(pick random (1) to (10)) = [2]> then\n broadcast (costume 2 v)\nend\nif <(pick random (1) to (10)) = [3]> then\n broadcast (costume 3 v)\nend\nif <(pick random (1) to (10)) = [4]> then\n broadcast (costume 4 v)\nend\nif <(pick random (1) to (10)) = [5]> then\n broadcast (costume 5 v)\nend\nif <(pick random (1) to (10)) = [6]> then\n broadcast (costume 6 v)\nend\nif <(pick random (1) to (10)) = [7]> then\n broadcast (costume 7 v)\nend\nif <(pick random (1) to (10)) = [8]> then\n broadcast (costume 8 v)\nend\nif <(pick random (1) to (10)) = [9]> then\n broadcast (costume 9 v)\nend\nif <(pick random (1) to (10)) = [10]> then\n broadcast (costume 10 v)\nend\n\nwhen I receive [intro over v]\nforever\n play sound [Movie 2 v] until done\nend\n\nwhen flag clicked\nforever\n if <(BLUE SCORE) = [10]> then\nend\n\n@red wins\n\nwhen flag clicked\nhide\n\nwhen I receive [red win v]\nshow\nplay sound [Win v] until done\nbroadcast (pick random (1) to (10))\nif <(pick random (1) to (10)) = [1]> then\n broadcast (costume 1 v)\nend\nif <(pick random (1) to (10)) = [2]> then\n broadcast (costume 2 v)\nend\nif <(pick random (1) to (10)) = [3]> then\n broadcast (costume 3 v)\nend\nif <(pick random (1) to (10)) = [4]> then\n broadcast (costume 4 v)\nend\nif <(pick random (1) to (10)) = [5]> then\n broadcast (costume 5 v)\nend\nif <(pick random (1) to (10)) = [6]> then\n broadcast (costume 6 v)\nend\nif <(pick random (1) to (10)) = [7]> then\n broadcast (costume 7 v)\nend\nif <(pick random (1) to (10)) = [8]> then\n broadcast (costume 8 v)\nend\nif <(pick random (1) to (10)) = [9]> then\n broadcast (costume 9 v)\nend\nif <(pick random (1) to (10)) = [10]> then\n broadcast (costume 10 v)\nend\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\n\ngo to [front v] layer\n\n@v2\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (v v)\ngo to x: (28) y: (-285)\nglide (2) secs to x: (2) y: (1)\nwait (2) seconds\nhide\nbroadcast (intro over v)\n\nwhen flag clicked\nplay sound [Boom Cloud v] until done\n\n@o who cares\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [intro over v]\nhide\n\n@Sprite1\n\nwhen I receive [intro over v]\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (pick random (1) to (10))\nif <(pick random (1) to (10)) = [1]> then\n broadcast (costume 1 v)\nend\nif <(pick random (1) to (10)) = [2]> then\n broadcast (costume 2 v)\nend\nif <(pick random (1) to (10)) = [3]> then\n broadcast (costume 3 v)\nend\nif <(pick random (1) to (10)) = [4]> then\n broadcast (costume 4 v)\nend\nif <(pick random (1) to (10)) = [5]> then\n broadcast (costume 5 v)\nend\nif <(pick random (1) to (10)) = [6]> then\n broadcast (costume 6 v)\nend\nif <(pick random (1) to (10)) = [7]> then\n broadcast (costume 7 v)\nend\nif <(pick random (1) to (10)) = [8]> then\n broadcast (costume 8 v)\nend\nif <(pick random (1) to (10)) = [9]> then\n broadcast (costume 9 v)\nend\nif <(pick random (1) to (10)) = [10]> then\n broadcast (costume 10 v)\nend\n\n | Arrows to move for blue. WAD to move for red. Get to the green portal to win. Propose this to be featured here https://scratch.mit.edu/studios/4228481/projects/\nPRESS FLAG AGIAN FOR NEW MAP!!!!\n\n--> Blue can walljump but red can jump higher than blue.\n\npleez pleez PLEEZ can we get this on trending?\n\nI know it's ez. If we hit 50 likes or favs I'll make a part 2 that's hard. The part 2 will be on my second account; @voicedosprey250_TEST , but I'll put the link here.\n\nWell! More than 25 likes! Thanks so much guys! Part 2 coming soon! Remix to add your own levels! \n\nADVERTISING IS OKAY |
~Lucky~| A Saint Patricks Day themed platformer #games | @Stage\n\n@player\n\nwhen I start as a clone\nswitch costume to (trail v)\nset [ghost v] effect to (5)\nrepeat (10)\n change [ghost v] effect by (5)\n change [color v] effect by (15)\n change size by (-2)\nend\ndelete this clone\n\ndefine Horizontal Movement\nset [vx v] to ((vx) * (0.75))\nchange x by (vx)\nif <key (right arrow v) pressed?> then\n change x by (3)\n switch costume to (facing right v)\n create clone of (_myself_ v)\n change [vx v] by (2)\nend\nif <key (left arrow v) pressed?> then\n change x by (-3)\n switch costume to (facing left v)\n create clone of (_myself_ v)\n change [vx v] by (-2)\nend\n\ndefine Touch Ground\nif <touching color (#57da3a)?> then\n set [vy v] to [0]\n repeat until <not <touching color (#57da3a)?>>\n change y by (1)\n end\n set [touching ground? v] to [true]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch backdrop to (level 1 v)\nforever\n if <(x position) > [210]> then\n next backdrop\n go to x: (-210) y: (-52)\n end\n if <touching (spikes v)?> then\n reset\n end\n if <touching (saw v)?> then\n reset\n end\n if <touching (trampoline v)?> then\n change [vy v] by (30)\n change y by (vy)\n set [touching ground? v] to [false]\n play sound [Boing v] until done\n end\nend\n\nwhen I receive [start v]\nclear graphic effects\nswitch costume to (facing left v)\nset [vx v] to [0]\nset [vy v] to [0]\nset [touching ground? v] to [false]\ngo to x: (-171) y: (-26)\nforever\n Horizontal Movement\n Vertical Movement\nend\n\ndefine reset\nrepeat (15)\n change [ghost v] effect by (4)\nend\ngo to x: (-210) y: (-52)\nswitch costume to (facing right v)\nclear graphic effects\n\nwhen I receive [reset v]\nrepeat (30)\n change [ghost v] effect by (2)\nend\ngo to x: (-210) y: (-26)\nswitch costume to (facing right v)\nclear graphic effects\n\ndefine Vertical Movement\nif <<key (up arrow v) pressed?> and <(Touching Ground?) = [true]>> then\n create clone of (_myself_ v)\n set [vy v] to [11]\nend\nchange [vy v] by (-1)\nchange y by (vy)\nset [touching ground? v] to [false]\nTouch Ground\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nchange [ghost v] effect by (100)\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nforever\n if <(backdrop [name v]) = [Level 2]> then\n show\n switch costume to (level 1 v)\n end\n if <(backdrop [name v]) = [Level 3]> then\n show\n switch costume to (level 2 v)\n end\n if <(backdrop [name v]) = [Level 4]> then\n show\n switch costume to (level 3 v)\n end\n if <(backdrop [name v]) = [Level 5]> then\n hide\n end\n if <(backdrop [name v]) = [Level 6]> then\n show\n switch costume to (level 4 v)\n end\n if <(backdrop [name v]) = [Level 7]> then\n show\n switch costume to (level 5 v)\n end\n if <(backdrop [name v]) = [Level 8]> then\n show\n switch costume to (level 6 v)\n end\n if <(backdrop [name v]) = [Level 9]> then\n hide\n switch costume to (level 7 v)\n end\n if <(backdrop [name v]) = [Level 10]> then\n show\n switch costume to (level 8 v)\n end\n if <(backdrop [name v]) = [Level 11]> then\n switch costume to (level 9 v)\n end\n if <(backdrop [name v]) = [Level 12]> then\n show\n switch costume to (level 10 v)\n end\n if <(backdrop [name v]) = [Level 13]> then\n switch costume to (level 11 v)\n end\n if <(backdrop [name v]) = [Level 14]> then\n switch costume to (level 12 v)\n end\n if <(backdrop [name v]) = [Level 15]> then\n switch costume to (level 13 v)\n end\n if <(backdrop [name v]) = [Level 16]> then\n switch costume to (level 14 v)\n end\n if <(backdrop [name v]) = [Level 17]> then\n switch costume to (level 15 v)\n end\n if <(backdrop [name v]) = [Level 18]> then\n switch costume to (level 16 v)\n show\n end\n if <(backdrop [name v]) = [Level 19]> then\n switch costume to (level 17 v)\n show\n end\n if <(backdrop [name v]) = [Level 20]> then\n switch costume to (level 18 v)\n show\n end\n if <(backdrop [name v]) = [Level 21]> then\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n play sound [Oops v] until done\n end\nend\n\n@Saw\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nforever\n if <<<<<(backdrop [name v]) = [Level 5]> or <(backdrop [name v]) = [Level 6]>> or <(backdrop [name v]) = [Level 12]>> or <(backdrop [name v]) = [Level 15]>> or <(backdrop [name v]) = [Level 16]>> then\n if <<<(backdrop [name v]) = [Level 5]> or <(backdrop [name v]) = [Level 6]>> or <(backdrop [name v]) = [Level 12]>> then\n show\n go to [back v] layer\n turn left (5) degrees\n go to x: (34) y: (-84)\n else\n if <(backdrop [name v]) = [Level 16]> then\n show\n go to [back v] layer\n turn left (5) degrees\n go to x: (-29) y: (-84)\n else\n show\n go to [back v] layer\n turn left (5) degrees\n go to x: (208) y: (-78)\n end\n end\n else\n hide\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (-121) y: (-20)\nswitch costume to (trampoline:\) v)\nforever\n if <(backdrop [name v]) = [Level 7]> then\n show\n go to x: (-121) y: (-38)\n else\n if <(backdrop [name v]) = [Level 10]> then\n show\n go to x: (-121) y: (-38)\n else\n if <(backdrop [name v]) = [Level 14]> then\n show\n go to x: (-121) y: (-38)\n else\n if <(backdrop [name v]) = [Level 17]> then\n show\n go to x: (59) y: (-38)\n else\n if <(backdrop [name v]) = [Level 18]> then\n show\n go to x: (146) y: (-38)\n else\n hide\n end\n end\n end\n end\n end\nend\n\n@clouds\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nset [ghost v] effect to (40)\ngo to x: (-300) y: (85)\npoint in direction (90)\nforever\n move (2) steps\n wait (0.01) seconds\n if <(x position) > [300]> then\n hide\n go to x: (-300) y: (63)\n wait (2) seconds\n show\n end\nend\n\n@Love, fav, follow banner\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (-160) y: (188)\nforever\n wait (pick random (5) to (17)) seconds\n show\n repeat (13)\n change y by (-3)\n wait (0.01) seconds\n end\n wait (4) seconds\n repeat (10)\n change y by (4)\n wait (0.01) seconds\n end\n hide\nend\n\n@Skip Button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (30)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\n else\n point in direction (90)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (30)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next backdrop\n reset\n wait (2) seconds\n end\n if <(backdrop [name v]) = [Level 21]> then\n hide\n end\nend\n\ndefine reset\nbroadcast (reset v)\n\n@Previous Button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (30)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\n else\n point in direction (90)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n reset\n switch backdrop to (previous backdrop v)\n wait (2) seconds\n end\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (30)\n end\nend\n\ndefine reset\nbroadcast (reset v)\n\n@Reset Button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (30)\ngo to x: (-152) y: (-115)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\n else\n point in direction (90)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n reset\n end\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (30)\n end\nend\n\ndefine reset\nbroadcast (reset v)\n\n@Music Button\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (30)\nswitch costume to (unmute v)\ngo to x: (-153) y: (-163)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\n else\n point in direction (90)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait (1) seconds\n end\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (30)\n end\nend\n\nwhen I receive [start v]\nplay sound [Nebula v] until done\n\nwhen I receive [start v]\nforever\n if <(costume [name v]) = [Mute]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\n@Icon for Intro\n\nwhen flag clicked\nwait (5) seconds\nbroadcast (start v)\nhide\n\nwhen flag clicked\nshow\nswitch backdrop to (intro v)\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nend\n\n@Particals\n\ndefine ResetGhosting\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\ngo [backward v] (100) layers\nResetGhosting\nshow\ngo to (random position v)\nrepeat (10)\n change [ghost v] effect by (-4)\n move (-1) steps\nend\nrepeat (10)\n move (-1) steps\n turn right (15) degrees\nend\nrepeat (10)\n move (1) steps\n turn right (15) degrees\nend\nrepeat (10)\n change [ghost v] effect by (4)\n move (1) steps\nend\ndelete this clone\n\ndefine Fade| In Or Out?| (inorout ) Speed| (speed)\nif <(inorout ) = [in]> then\n repeat (speed)\n change [ghost v] effect by (-10)\n end\nend\nif <(inorout ) = [out]> then\n repeat (speed)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [start v]\nwait (0.1) seconds\nset [gameyo v] to [false]\nResetGhosting\nforever\n if <(GameYo) = [false]> then\n create clone of (_myself_ v)\n else\n delete this clone\n end\nend\n\n@Sun\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nforever\n if <(backdrop [number v]) > [9]> then\n hide\n end\nend\n\n | ~Lucky~| A Saint Patricks Day Themed Platformer\n=============================================\n~Story~\nYour a Leprechan, and your pot of gold is missing! You must find the rainbow, and follow it until you reach the end to find it.\n=============================================\nwelp Saint Patricks Day is comming up, so I decided to make a platformer based on it. I started working on this in Janurary. This was finshed before Febuary. I just don't have much ideas, so this gave me an Idea.\n=============================================\nEveyone, go check out my friend @Matthew_K1 's platformer for St. Patricks day! Also make sure to get him to 3k before March 20th(thats his b-day!)\nhttps://scratch.mit.edu/projects/503078267/ CHECK IT OUT!!!!!\n=============================================\nNotes: \nThis platformer is my best yet, I made it smoother, tightened the movement, and ajusted the trail effect. I think I did a decent job on this, dont you?\n=============================================\n~credits~\nCode- All code by ME\nArt-\nTree art by @INorth\nFont on tb from Cooltext.com\nMusic- Nebula by @-Xaf-\nIdea- I was looking at platformers, and I saw a STP themed one, so I took that idea and made a platformer\nEverything else by me\n============================================\nDo you have any ideas for new platformers? If so, comment them down below and maybe I will make a platformer using that idea and credit you for it\n=============================================\nTags:\n#all #trending #games #art #music #platformer #SaintPatricksDay #leprechan #potofgold #rainbow #followtherainbow #taginthetitle #INorth #-Xaf- #-AMETHYSTQUEEN- |
Moon II Platformer (mobile friendly) | @Stage\n\nwhen I receive [start v]\nforever\n play sound [TheFatRat - Oblivion \(feat. Lola Blanc\).mp3 v] until done\nend\n\nwhen I receive [unmute v]\nset volume to (100) %\n\nwhen I receive [mute v]\nset volume to (0) %\n\nwhen flag clicked\nset volume to (100) %\n\n@Player\n\ndefine Spin off screen\nset rotation style [all around v]\nset [player death v] to [1]\nstart sound [crashed oof v]\nset [y v v] to [15]\nrepeat until <(y position) < [-178]>\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [player death v] to [0]\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo [forward v] (3) layers\ngo to [front v] layer\n\nnext backdrop\n\nwhen I start as a clone\nswitch costume to (2 v)\nclear graphic effects\nset size to (80) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-8)\nend\ndelete this clone\n\nwhen I receive [start v]\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nreset timer\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\nforever\n change y by (1)\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [y v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (ground v)?>> or <<mouse down?> and <<touching (ground v)?> and <(mouse y) > [50]>>>> then\n start sound [suck1 v]\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n if <touching (the thing v)?> then\n Spin off screen\n end\n if <touching (spike v)?> then\n Spin off screen\n else\n if <[-166] > (y position)> then\n go to x: (-199) y: (80)\n end\n end\n if <touching color (#ffff00)?> then\n start sound [smw_spring_jump @ToadfanSchool v]\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <(Stage) = [9]> then\n if <[-166] > (y position)> then\n go to x: (-199) y: (80)\n end\nend\n\nwhen flag clicked\ngo [forward v] (10) layers\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\n\nwhen I receive [start v]\ngo [forward v] (3) layers\ngo to x: (-199) y: (80)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (80) %\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nSpin off screen\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [forward v] (5) layers\nforever\n switch costume to (Stage)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nset [stage v] to [1]\n\nwhen I receive [goal v]\nchange [stage v] by (1)\n\n@Spike\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\n\nwhen I receive [goal v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (コスチューム1 v)\n\n@The thing\n\nwhen I receive [start v]\nshow\n\nwhen I receive [goal v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\ngo [forward v] (5) layers\nhide\nswitch costume to (コスチューム1 v)\nforever\n repeat (3)\n change y by ((20) * (0.9))\n end\n wait (1) seconds\n repeat (3)\n change y by ((-20) * (0.9))\n end\n wait (2) seconds\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nset y to (12)\n\nwhen flag clicked\nset y to (0)\nforever\n change y by (YYY)\nend\n\nwhen flag clicked\nset [yyy v] to [0]\nforever\n repeat (10)\n change [☁ world record v] by (-0.1)\n end\n repeat (20)\n change [☁ world record v] by (0.1)\n end\n repeat (10)\n change [☁ world record v] by (-0.1)\n end\nend\n\n@:D\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\n\n@My logo\n\nwhen flag clicked\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\ngo [forward v] (5) layers\n\n@skip\n\nwhen flag clicked\nswitch costume to (grass v)\nhide\nset size to (75) %\nforever\n point in direction (([sin v] of ((timer) * (1200)) ) + (90))\n wait (..2) seconds\n if <(Stage) > [6]> then\n switch costume to (cave v)\n else\n switch costume to (grass v)\n end\n if <(Stage) = [11]> then\n hide\n end\nend\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo to x: (-180) y: (-155)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Goal v)\n\nwhen I receive [cutscene boss v]\nhide\n\n@Music\n\nwhen I receive [start v]\ngo to x: (-201) y: (138)\nswitch costume to (100% v)\nshow\nforever\n go to [back v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [name v]) = [0%]> then\n switch costume to (100% v)\n broadcast (Unmute v)\n else\n switch costume to (0% v)\n broadcast (Mute v)\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\nhide\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nset [trans on or off v] to [On]\ngo to [front v] layer\ngo [forward v] (1) layers\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-15)\nwait (0.6) seconds\nset [trans on or off v] to [Off]\nrepeat (5)\n change x by (-80)\nend\nhide\n\n@Awesome Particles\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (-200)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (180)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@sun\n\nwhen flag clicked\ngo to x: (-5) y: (-25)\nset size to (100) %\nset [sun suze v] to [100]\nforever\n change size by ([cos v] of (Sun Suze) )\n change [sun suze v] by (7)\nend\n\nwhen flag clicked\nshow\nforever\n if <<<<<(Stage) = [7]> or <(Stage) = [8]>> or <(Stage) = [9]>> or <(Stage) = [10]>> or <(Stage) = [11]>> then\n hide\n else\n show\n end\nend\n\n@Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Watermark]> then\n Keyframe [1.8]\n show\n switch costume to (watermark v)\n set size to (100) %\n switch costume to (pos hack v)\n go to x: (0) y: (-50)\n repeat until <(timer) > [8]>\n switch costume to (pos hack v)\n change y by (((0) - (y position)) / (10))\n switch costume to (watermark v)\n end\n repeat (50)\n switch costume to (pos hack v)\n change y by (((-50) - (y position)) / (10))\n switch costume to (watermark v)\n end\nend\n\nwhen flag clicked\nStart Intro\n\ndefine Start Intro\nreset timer\nset volume to (100) %\nstart sound [Music v]\nhide\nclear graphic effects\nset [clone id v] to [Parent]\nset [var 1 v] to [0.1]\nset [var 2 v] to [-5]\ndelete all of [intro v]\nadd [0] to [intro v]\nadd [0] to [intro v]\nadd [100] to [intro v]\nadd [90] to [intro v]\nCreate Particles\nCreate Clone [Keyframe]\nCreate Clone [Back]\npoint in direction (90)\nrepeat (8)\n turn right (45) degrees\n Create Clone [Line]\nend\nCreate Clone [Text]\nCreate Clone [Circle]\nCreate Clone [Top0.5]\nCreate Clone [Bottom0.5]\nCreate Clone [Top000]\nCreate Clone [Bottom000]\nCreate Clone [Pos Master]\nCreate Clone [Watermark]\n\ndefine Create Clone (id)\nset [# v] to (Clone ID)\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nset [clonedir v] to (direction)\nset [clone size v] to (size)\nset [clone id v] to (id)\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\ncreate clone of (_myself_ v)\ngo to x: (CloneX) y: (CloneY)\npoint in direction (CloneDir)\nset size to (Clone Size) %\nset [clone id v] to (#)\n\ndefine Set Size to (size)\nset [costume # v] to (costume [number v])\nif <(size) > [100]> then\n switch costume to (size hack v)\nend\nset size to (size) %\nswitch costume to (Costume #)\n\ndefine Go to (x) (y)\nset [costume # v] to (costume [number v])\nswitch costume to (pos hack v)\ngo to x: (x) y: (y)\nswitch costume to (Costume #)\n\ndefine Go to (x) (y) (z) (focal length)\nset [costume # v] to (costume [number v])\nswitch costume to (pos hack v)\nset [x v] to ((focal length) * (((x) + (item (1) of [intro v])) / ((z) + (item (3) of [intro v]))))\nset [intro: y v] to ((focal length) * (((y) + (item (2) of [intro v])) / ((z) + (item (3) of [intro v]))))\npoint in direction (item (4) of [intro v])\ngo to x: (X) y: (Intro: Y)\nswitch costume to (Costume #)\n\nwhen I start as a clone\nif <(Clone ID) = [Keyframe]> then\n Keyframe [1.8]\n Beat [2]\n Size Thing [2.7] [1]\n Create Clone [Left]\n Create Clone [Right]\n Size Thing [3.5] [2]\n Size Thing [4.4] [1]\n Size Thing [5.2] [2]\n Create Clone [Left]\n Create Clone [Right]\n Size Thing [6.1] [1]\n Size Thing [7.0] [2]\n Size Thing [7.8] [1]\n Create Clone [Left]\n Create Clone [Right]\n Size Thing [8.7] [2]\n broadcast (Start v)\nend\nif <(Clone ID) = [Pos Master]> then\n repeat until <(timer) > [4]>\n replace item (4) of [intro v] with ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n end\n point in direction (item (4) of [intro v])\n set [var 1 v] to [1]\n repeat (15)\n turn right (Var 1) degrees\n change [var 1 v] by ((Var 1) / (4))\n replace item (4) of [intro v] with (direction)\n end\n repeat (20)\n turn right (((90) - (direction)) / (5)) degrees\n replace item (4) of [intro v] with (direction)\n end\n repeat until <(timer) > [6.1]>\n replace item (4) of [intro v] with ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n end\n repeat until <(timer) > [7.0]>\n replace item (2) of [intro v] with ((item (2) of [intro v]) + (((-500) - (item (2) of [intro v])) / (5)))\n replace item (4) of [intro v] with ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n end\n repeat until <(timer) > [7.8]>\n replace item (2) of [intro v] with ((item (2) of [intro v]) + (((300) - (item (2) of [intro v])) / (5)))\n replace item (4) of [intro v] with ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n end\n repeat until <(timer) > [10]>\n replace item (2) of [intro v] with ((item (2) of [intro v]) + (((0) - (item (2) of [intro v])) / (5)))\n replace item (4) of [intro v] with ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n end\nend\n\ndefine Size Thing (time) (type)\nrepeat until <(timer) > (time)>\n replace item (3) of [intro v] with ((item (3) of [intro v]) + (Var 2))\n change [var 2 v] by (0.4)\nend\nBeat (type)\nset [var 1 v] to [0.1]\nset [var 2 v] to [-5]\n\ndefine Keyframe (time)\nwait until <(timer) > (time)>\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n show\n switch costume to (oc v)\n repeat until <(timer) > [4.5]>\n point in direction (item (4) of [intro v])\n go to x: (0) y: (0)\n Set Size to (item (3) of [intro v])\n end\n switch costume to (text v)\n set [color v] effect to (0)\n repeat until <(timer) > [6.1]>\n point in direction (item (4) of [intro v])\n go to x: (0) y: (0)\n Set Size to (item (3) of [intro v])\n end\n repeat until <(timer) > [7]>\n point in direction (item (4) of [intro v])\n go to x: (0) y: ((y position) + (((50) - (y position)) / (5)))\n Set Size to (item (3) of [intro v])\n end\n repeat until <(timer) > [7.8]>\n point in direction (item (4) of [intro v])\n go to x: (0) y: ((y position) + (((-50) - (y position)) / (5)))\n Set Size to (item (3) of [intro v])\n end\n repeat until <(timer) > [10]>\n point in direction (item (4) of [intro v])\n go to x: (0) y: ((y position) + (((0) - (y position)) / (5)))\n Set Size to (item (3) of [intro v])\n end\nend\nif <(Clone ID) = [Circle]> then\n show\n set [brightness v] effect to (-100)\n switch costume to (circle2 v)\n Keyframe [1.8]\n switch costume to (circle v)\n set [var 1 v] to [20]\n repeat (8)\n Set Size to ((size) + (Var 1))\n change [var 1 v] by (10)\n go to [front v] layer\n end\n repeat (30)\n Set Size to ((size) + (Var 1))\n change [var 1 v] by (((0) - (Var 1)) / (7))\n go to [front v] layer\n end\n delete this clone\nend\nif < (Clone ID) contains [Top]?> then\n show\n switch costume to (top v)\n wait (join (letter (4) of (Clone ID)) (join (letter (5) of (Clone ID)) (letter (6) of (Clone ID)))) seconds\n set [var 1 v] to [0.1]\n repeat until <(timer) > [5]>\n Go to (x position) ((y position) + (Var 1))\n change [var 1 v] by ((Var 1) / (5))\n end\nend\nif < (Clone ID) contains [Bottom]?> then\n show\n switch costume to (bottom v)\n wait (join (letter (7) of (Clone ID)) (join (letter (8) of (Clone ID)) (letter (9) of (Clone ID)))) seconds\n set [var 1 v] to [0.1]\n repeat until <(timer) > [5]>\n Go to (x position) ((y position) - (Var 1))\n change [var 1 v] by ((Var 1) / (5))\n end\nend\nif <(Clone ID) = [Diamond 1]> then\n show\n switch costume to (diamond 1 v)\n set [var 2 v] to [100]\n set [var 1 v] to [0]\n Set Size to [0]\n forever\n Go to [0] [0] (size) (size)\n Set Size to (((Var 1) + (item (3) of [intro v])) / (2))\n change [var 1 v] by (((Var 2) - (Var 1)) / (5))\n end\nend\nif <(Clone ID) = [Diamond 3]> then\n show\n switch costume to (diamond 1 v)\n set [var 2 v] to [100]\n set [var 1 v] to [0]\n set [brightness v] effect to (-100)\n set [ghost v] effect to (85)\n Set Size to [0]\n forever\n Set Size to ((((Var 1) + (item (3) of [intro v])) / (2)) - (0))\n change [var 1 v] by (((Var 2) - (Var 1)) / (5))\n Go to ((size) / (5)) ((size) / (-5)) (size) (size)\n end\nend\nif <(Clone ID) = [Diamond 2]> then\n show\n switch costume to (diamond 2 v)\n set [var 2 v] to [100]\n set [var 1 v] to [0]\n Set Size to [0]\n forever\n Go to [0] [0] (size) (size)\n Set Size to (((Var 1) + (item (3) of [intro v])) / (2))\n change [var 1 v] by (((Var 2) - (Var 1)) / (5))\n end\nend\nif <(Clone ID) = [Diamond 4]> then\n show\n switch costume to (diamond 2 v)\n set [var 2 v] to [100]\n set [var 1 v] to [0]\n set [brightness v] effect to (-100)\n set [ghost v] effect to (85)\n Set Size to [0]\n forever\n Set Size to ((((Var 1) + (item (3) of [intro v])) / (2)) - (0))\n change [var 1 v] by (((Var 2) - (Var 1)) / (5))\n Go to ((size) / (10)) ((size) / (-10)) (size) (size)\n end\nend\n\nwhen I receive [{intro} beat v]\nif <(Clone ID) = [Diamond 1]> then\n change [var 2 v] by ((Var 2) / (0.5))\nend\nif <(Clone ID) = [Diamond 3]> then\n change [var 2 v] by ((Var 2) / (0.5))\nend\nif <(Clone ID) = [Diamond 2]> then\n change [var 2 v] by ((Var 2) / (0.5))\nend\nif <(Clone ID) = [Diamond 4]> then\n change [var 2 v] by ((Var 2) / (0.5))\nend\n\ndefine Beat (type)\nif <(type) = [1]> then\n broadcast ({Intro} Beat v)\n Create Clone [Diamond 3]\n Create Clone [Diamond 1]\nend\nif <(type) = [2]> then\n broadcast ({Intro} Beat v)\n Create Clone [Diamond 4]\n Create Clone [Diamond 2]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Back]> then\n show\n switch costume to (back v)\n forever\n go to [back v] layer\n end\nend\nif <(Clone ID) = [Line]> then\n Keyframe [1.8]\n show\n switch costume to (line 1 v)\n set [var 1 v] to [10]\n point in direction (CloneDir)\n repeat (11)\n move (Var 1) steps\n set [var 1 v] to ((Var 1) * (0.9))\n end\n repeat (11)\n move (Var 1) steps\n set [var 1 v] to ((Var 1) * (0.9))\n next costume\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(Clone ID) = [Left]> then\n show\n switch costume to (left v)\n set [brightness v] effect to (100)\n Go to [-400] [0]\n repeat (30)\n Go to ((x position) + (((400) - (x position)) / (10))) [0]\n end\n delete this clone\nend\nif <(Clone ID) = [Right]> then\n show\n switch costume to (right v)\n set [brightness v] effect to (100)\n Go to [400] [0]\n repeat (30)\n Go to ((x position) + (((-400) - (x position)) / (10))) [0]\n end\n delete this clone\nend\n\nwhen I receive [start v]\nif <(Clone ID) = [Text]> then\n stop [other scripts in sprite v]\n point in direction (90)\n repeat (30)\n set [x v] to (([sin v] of ((timer) * (750)) ) * (((25) - (size)) * (0.75)))\n set [intro: y v] to (([cos v] of ((timer) * (750)) ) * (((25) - (size)) * (0.75)))\n go to x: (X) y: (Intro: Y)\n change size by (((25) - (size)) / (10))\n end\n repeat (20)\n set [x v] to (([sin v] of ((timer) * (750)) ) * (((25) - (size)) * (0.75)))\n set [intro: y v] to (([cos v] of ((timer) * (750)) ) * (((25) - (size)) * (0.75)))\n go to x: (X) y: (Intro: Y)\n change size by (((25) - (size)) / (10))\n change [ghost v] effect by (5)\n end\n delete this clone\nelse\n stop [other scripts in sprite v]\n delete this clone\nend\n\ndefine Create Particles\nrepeat (150)\n Create Clone [Particle]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n Keyframe [1]\n set [var 1 v] to (pick random (-180) to (180))\n set [var 2 v] to (pick random (1) to (1000))\n show\n switch costume to (particle v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (25)\n set size to (10) %\n forever\n set [x v] to (([sin v] of ((Var 1) + (item (4) of [intro v])) ) * (((Var 2) + (item (3) of [intro v])) / (2)))\n set [intro: y v] to (([cos v] of ((Var 1) + (item (4) of [intro v])) ) * (((Var 2) + (item (3) of [intro v])) / (2)))\n Go to ((X) + (item (1) of [intro v])) ((Intro: Y) + (item (2) of [intro v]))\n end\nend\n\n | How to move - Use arrow keys or mobile controls\nDo not touch - Spike - Magma\nHow to skip - Click skip button |
☁ Mars ☁ || [PART 3] A multiplayer scrolling platformer #games #all #game | @Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\nwait (3) seconds\nhide variable [mouse x,y v]\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@Blank\n\nwhen flag clicked\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <<touching (platforms2 v)?> or <touching (platforms v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platforms2 v)?> or <touching (platforms v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platforms2 v)?> or <touching (platforms v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (platforms2 v)?> or <touching (platforms v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [collectibles\(saved\) v] to (COLLECTED)\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [collectibles\(saved\) v] to (COLLECTED)\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n if <(DoubleJumpBought) = [1]> then\n set [sy v] to [30]\n else\n set [sy v] to [16]\n end\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\ndefine Player Tick\n\nwhen flag clicked\nforever\n if <(MiniModeBought) = [1]> then\n if <key (down arrow v) pressed?> then\n set size to (40) %\n wait until <not <key (down arrow v) pressed?>>\n set [sy v] to [10]\n else\n if <key (s v) pressed?> then\n end\n end\nend\n\nset size to (100) %\n\nwhen flag clicked\nforever\n if <<touching color (#ff4d00)?> or <<touching color (#ff3f00)?> or <touching color (#ff6100)?>>> then\n start sound [Hurt v]\n set [collectibles\(saved\) v] to (COLLECTED)\n set [exit v] to [die]\n end\n if <touching (meteors v)?> then\n start sound [Hurt v]\n set [collectibles\(saved\) v] to (COLLECTED)\n set [exit v] to [die]\n end\n if <<touching color (#ff0000)?> or <<touching color (#ff0000)?> or <touching color (#ff1900)?>>> then\n start sound [Hurt v]\n set [collectibles\(saved\) v] to (COLLECTED)\n set [exit v] to [die]\n end\nend\n\nwhen flag clicked\nset [collectibles\(saved\) v] to [0]\nforever\n if <(COLLECTED) = [0]> then\n set [collected v] to (Collectibles\(Saved\))\n end\nend\n\nwhen flag clicked\nforever\n if <(MiniModeBought) = [1]> then\n if <key (s v) pressed?> then\n set size to (40) %\n wait until <not <key (s v) pressed?>>\n set [sy v] to [10]\n else\n if <key (down arrow v) pressed?> then\n end\n end\nend\n\nwhen [c v] key pressed\nif <(username) = [IAMibrahim]> then\n set [x v] to [2283]\n set [y v] to [1188]\nend\n\nwhen flag clicked\nbroadcast (afgsghghdj v)\n\nwhen flag clicked\nbroadcast (afgsghghdj v)\n\nwhen flag clicked\nbroadcast (afgsghghdj v)\nbroadcast (afgsghghdj v)\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [240] y: [0]\n Clone at x: [100] y: [285]\nend\nhide\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [5]> then\n forever\n repeat (8)\n LavaDown\n end\n LavaGoingUp\n repeat (10)\n LavaUp\n end\n LavaGoingDown\n end\n end\nend\n\ndefine LavaGoingUp\nswitch costume to (lavadown3 v)\nwait (0.2) seconds\nswitch costume to (lavadown2 v)\nwait (1) seconds\nswitch costume to (lavadown1 v)\nwait (0.2) seconds\n\ndefine LavaUp\nswitch costume to (lavaup1 v)\nwait (0.2) seconds\nswitch costume to (lavaup2 v)\nwait (0.2) seconds\nswitch costume to (lavaup3 v)\nwait (0.2) seconds\n\ndefine LavaGoingDown\nswitch costume to (lavadown1 v)\nwait (0.2) seconds\nswitch costume to (lavadown2 v)\nwait (0.2) seconds\nswitch costume to (lavadown3 v)\nwait (0.2) seconds\n\ndefine LavaDown\nswitch costume to (lavadown4 v)\nwait (0.2) seconds\n\nwhen I start as a clone\ngo to [back v] layer\n\nforever\n\n@Landscape\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n if <touching (player v)?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\nset [keys v] to [0]\n\nwhen I receive [tick v]\nif <(letter (1) of (costume [name v])) = [c]> then\n next costume\n if <(letter (1) of (costume [name v])) = [k]> then\n next costume\n end\nend\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n if <(letter (1) of (costume [name v])) = [c]> then\n change [collected v] by (1)\n else\n change [keys v] by (1)\n end\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: [127] y: [-61]\n Clone at x: [184] y: [-21]\n Clone at x: [242] y: [-29]\n Clone at x: [289] y: [-54]\n Clone at x: [578] y: [149]\n Clone at x: [618] y: [149]\n Clone at x: [658] y: [149]\n Clone at x: [1423] y: [183]\n Clone at x: [1463] y: [183]\n Clone at x: [1503] y: [183]\n Clone at x: [1864] y: [702]\n Clone at x: [1884] y: [742]\n Clone at x: [1904] y: [702]\n Clone at x: [1338] y: [942]\n Clone at x: [1338] y: [982]\n Clone at x: [1854] y: [1400]\n Clone at x: [1854] y: [1440]\n Clone at x: [1854] y: [1480]\n Clone at x: [301] y: [1065]\n Clone at x: [1894] y: [1480]\n Clone at x: [1894] y: [1440]\n Clone at x: [1894] y: [1400]\n Clone at x: [1934] y: [1400]\n Clone at x: [1934] y: [1440]\n Clone at x: [1934] y: [1480]\n Clone at x: [1974] y: [1480]\n Clone at x: [1974] y: [1440]\n Clone at x: [1974] y: [1400]\n Clone at x: [2014] y: [1480]\n Clone at x: [2014] y: [1440]\n Clone at x: [2014] y: [1400]\n Clone at x: [2054] y: [1480]\n Clone at x: [2054] y: [1440]\n Clone at x: [2054] y: [1400]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (open v)\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [2315] y: [286]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [2315] y: [286]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [2315] y: [286]\n end\n end\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nshow\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@text\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@meteors\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (170)\npoint in direction (32)\nswitch costume to (pick random (1) to (3))\nshow\nrepeat until <<touching (player v)?> or <<touching (platforms v)?> or <touching (platforms2 v)?>>>\n change y by (-3)\n wait (0.1) seconds\nend\nif <<touching (platforms v)?> or <touching (platforms2 v)?>> then\n Explode\nend\ndelete this clone\n\nglide (pick random (3) to (5)) secs to x: (y position) y: (-180)\n\ndefine Explode\nswitch costume to (explode1 v)\nwait (0.1) seconds\nswitch costume to (explode2 v)\nwait (0.1) seconds\nswitch costume to (explode3 v)\nwait (0.1) seconds\nswitch costume to (explode4 v)\nwait (0.1) seconds\nswitch costume to (explode5 v)\nwait (0.1) seconds\nswitch costume to (explode6 v)\nwait (0.1) seconds\nswitch costume to (explode7 v)\nwait (0.1) seconds\nswitch costume to (explode8 v)\nwait (0.1) seconds\nswitch costume to (explode9 v)\ndelete this clone\n\nwhen I start as a clone\nforever\n if <key (right arrow v) pressed?> then\n change x by (-8)\n end\nend\n\nwhen I start as a clone\nforever\n if <key (left arrow v) pressed?> then\n change x by (8)\n end\nend\n\nwhen I start as a clone\nforever\n if <key (up arrow v) pressed?> then\n change y by (0.5)\n end\nend\n\nwhen I start as a clone\nforever\n set [playerycheck2 v] to (playerYCheck)\n wait (0.2) seconds\n if <(playerYCheck) < (PlayerYCheck2)> then\n change y by (-0.5)\n end\nend\n\nwhen I start as a clone\nforever\n if <(y position) = [-180]> then\n delete this clone\n end\nend\n\n@shop\n\nwhen flag clicked\nset [shopopened? v] to [0]\nswitch costume to (shop v)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen this sprite clicked\nset [shopopened? v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (-120) y: (0)\nswitch costume to (costume1 v)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nset [shopopened? v] to [0]\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(shopOpened?) = [1]> then\n show\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n wait until <not <(shopOpened?) = [1]>>\n else\n hide\n wait until <not <(shopOpened?) = [0]>>\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume2 v)\nwait until <(shopOpened?) = [0]>\ndelete this clone\n\nwhen I start as a clone\nset [parachute v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(COLLECTED) > [9]> then\n end\nend\n\nchange [collected v] by (-10)\nset [parachute v] to [1]\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n if <(shopOpened?) = [1]> then\n show\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n go to [front v] layer\n wait until <not <(shopOpened?) = [1]>>\n else\n hide\n wait until <not <(shopOpened?) = [0]>>\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume2 v)\nwait until <(shopOpened?) = [0]>\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(COLLECTED) > [4]> then\n change [collected v] by (-5)\n set [minimodebought v] to [1]\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen flag clicked\nset [minimodebought v] to [0]\nset [doublejumpbought v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(COLLECTED) > [9]> then\n change [collected v] by (-10)\n set [doublejumpbought v] to [1]\n wait until <not <mouse down?>>\n end\n end\nend\n\n@parachute\n\nwhen flag clicked\n\nforever\n go to (player v)\n if <key (space v) pressed?> then\n if <not <(in air) = [0]>> then\n show\n change [sy v] by (2)\n end\n else\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n hide\n reset timer\nend\n\nwhen [timer v] > (0.3)\nshow\ngo to [front v] layer\n\n@Sprite5\n\nwhen flag clicked\nhide\nforever\n if <(EXIT) = [win]> then\n wait (2) seconds\n show\n go to [front v] layer\n Win_Animation\n end\nend\n\nwhen [timer v] > (0.3)\n\ndefine Win_Animation\nswitch costume to (costume5 v)\nrepeat (5)\n wait (0.5) seconds\n next costume\nend\nwait (3) seconds\nswitch costume to (costume1 v)\n\nwhen I start as a clone\n\nwhen I receive [done with clone v]\nswitch costume to (costume11 v)\nwait (2) seconds\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nglide (1) secs to x: (200) y: (0)\n\n@Sprite6\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [intro v]\nforever\n go to [front v] layer\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n if <<(COLLECTED) > [10]> or <(COLLECTED) = [10]>> then\n show\n switch costume to (letter (2) of (COLLECTED))\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n show\n switch costume to (letter (1) of (COLLECTED))\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n turn right (8) degrees\nelse\n point in direction (90)\nend\ngo to [back v] layer\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [collectibles\(saved\) v] to (COLLECTED)\n set [exit v] to [die]\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (spike1 v)\n Clone at x: [945] y: [33]\n Clone at x: [1645] y: [255]\n Clone at x: [1110] y: [727]\n Clone at x: [1170] y: [727]\n Clone at x: [1050] y: [727]\n Clone at x: [990] y: [727]\n Clone at x: [930] y: [727]\n Clone at x: [870] y: [727]\n Clone at x: [810] y: [727]\n switch costume to (spike2 v)\n Clone at x: [2092] y: [310]\n switch costume to (saw v)\n Clone at x: [1107] y: [17]\n switch costume to (4 v)\n Clone at x: [215] y: [-82]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nchange [exit v] by (1)\n\nwhen flag clicked\n\nset [:done v] to [0]\n\nwhen I start as a clone\nset [intro over v] to [0]\nwait until <(intro over) = [1]>\nforever\n if <(costume [name v]) = [4]> then\n repeat (25)\n change x by (-2)\n end\n repeat (25)\n change x by (2)\n end\n end\nend\n\n@checkpoints\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <<(costume [number v]) < [4]> or <(costume [number v]) = [4]>> then\n if <touching (player v)?> then\n switch costume to (checkpointyes v)\n set [check point# v] to [1]\n end\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n if <(check point#) < [1]> then\n switch costume to (checkpointno v)\n Clone at x: [1618] y: [800]\n end\n if <[0] < (check point#)> then\n switch costume to (checkpointyes v)\n Clone at x: [1618] y: [818]\n end\n switch costume to (speakeralien v)\n Clone at x: [1270] y: [922]\n if <(Bridge) = [1]> then\n switch costume to (costume1 v)\n Clone at x: [981] y: [887]\n end\n switch costume to (the beginning v)\n Clone at x: [100] y: [95]\n switch costume to (path v)\n Clone at x: [651] y: [979]\n Clone at x: [259] y: [1143]\n switch costume to (fall v)\n Clone at x: [-29] y: [1143]\n Clone at x: [2508] y: [1166]\n Clone at x: [2237] y: [1440]\n switch costume to (explorers v)\n Clone at x: [1730] y: [1495]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nchange [exit v] by (1)\n\nwhen flag clicked\nset [check point# v] to [0]\n\nwhen flag clicked\nforever\n if <(EXIT) = [die]> then\n if <(check point#) = [0]> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n end\n if <(check point#) = [1]> then\n repeat (10)\n set [x v] to [1621]\n set [y v] to [818]\n end\n end\n end\nend\n\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\ndefine Text: (text) Duration: (duration)\nset [saying v] to (text)\nset [saying# v] to [1]\nset [said v] to []\nrepeat (length of (Saying))\n say (join (Said) (letter (Saying#) of (Saying)))\n set [said v] to (join (Said) (letter (Saying#) of (Saying)))\n change [saying# v] by (1)\n wait ((duration) / (length of (Saying))) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(costume [number v]) = [5]> then\n Text: [Welcome to Valles Marineris! It is a huge canyon on Mars and in real life too! Funfact: It is as large as 4000km which is as big as the United States] Duration: [3]\n wait (1) seconds\n Text: [So do you wanna get across because I will build you a bridge if you give me 10 coins] Duration: [2]\n wait (1) seconds\n Text: [Press X to pay for a bridge across the Valles Marineris] Duration: [1]\n wait (2) seconds\n say []\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(costume [number v]) = [5]> then\n if <key (x v) pressed?> then\n if <[9] < (COLLECTED)> then\n change [collected v] by (-10)\n set [bridge v] to [1]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [bridge v] to [0]\nwait until <(Bridge) = [1]>\nswitch costume to (costume1 v)\nClone at x: [981] y: [887]\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [7]> then\n set size to (100) %\n set rotation style [left-right v]\n end\nend\n\n@platforms2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [die]\n if <(costume [number v]) = [9]> then\n delete this clone\n end\n if <(costume [number v]) = [10]> then\n delete this clone\n end\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (spike2 v)\n Clone at x: [1770] y: [611]\n switch costume to (spike3 v)\n Clone at x: [1324] y: [770]\n switch costume to (spike4 v)\n Clone at x: [844] y: [770]\n switch costume to (spike5 v)\n Clone at x: [836] y: [1036]\n switch costume to (spike6 v)\n Clone at x: [1400] y: [1090]\n switch costume to (laser1 v)\n Clone at x: [1700] y: [1090]\n if <(Bridge) = [1]> then\n switch costume to (bridge v)\n Clone at x: [981] y: [887]\n end\n switch costume to (otherway1 v)\n Clone at x: [382] y: [966]\n switch costume to (otherwayfail1 v)\n Clone at x: [41] y: [1041]\n switch costume to (otherway2 v)\n Clone at x: [471] y: [1151]\n switch costume to (otherway3 v)\n Clone at x: [843] y: [1249]\nend\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\nchange [exit v] by (1)\n\nClone at x: [565] y: [40]\nClone at x: [630] y: [40]\nClone at x: [680] y: [40]\n\nwhen I start as a clone\nif <(costume [name v]) = [Laser1]> then\n forever\n switch costume to (laser1 v)\n wait (1) seconds\n switch costume to (laser2 v)\n wait (1) seconds\n end\nend\n\nwhen I receive [connected v]\nwait until <(Bridge) = [1]>\nswitch costume to (bridge v)\nClone at x: [981] y: [887]\n\nwhen I start as a clone\nforever\n if <<(costume [number v]) = [9]> or <(costume [number v]) = [10]>> then\n show\n wait (1) seconds\n hide\n end\nend\n\nhide\n\ndefine Delete keyhole (number)\nif <(number) = [1]> then\n broadcast (DeleteKey1 v)\nend\nif <(number) = [2]> then\n broadcast (DeleteKey2 v)\nend\n\nwhen I receive [deletekey1 v]\nif <(costume [number v]) = [9]> then\n hide\n delete this clone\nend\n\nwhen I receive [deletekey2 v]\nif <(costume [number v]) = [10]> then\n hide\n delete this clone\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n\nswitch costume to (otherway3 v)\nClone at x: [] y: []\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nwait (5) seconds\ndelete this clone\n\nwhen I receive [intro v]\nset [intro over v] to [0]\nset [x2 v] to [-210]\nset [y2 v] to [150]\nrepeat (48)\n Clone (x2) , (y2)\nend\n\nset [intro over v] to [1]\n\ndefine Clone (x) , (y)\nswitch costume to (screenshot 2020-09-17 085202 v)\ngo to [front v] layer\ngo to x: (x) y: (y)\nchange [x2 v] by (60)\ncreate clone of (_myself_ v)\nif <[210] < (x2)> then\n set [x2 v] to [-210]\n change [y2 v] by (-60)\nend\n\n@Sprite10\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (space v)\n\nwhen I start as a clone\nforever\n glide (0.5) secs to x: (-30) y: (0)\n glide (0.5) secs to x: (0) y: (0)\nend\n\nwhen I receive [delete space v]\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\nshow\n\nwhen I receive [connected v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\ncreate clone of (_myself_ v)\nrepeat until <<key (space v) pressed?> or <mouse down?>>\nswitch costume to (costume2 v)\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nrepeat until <<key (space v) pressed?> or <mouse down?>>\nswitch costume to (costume3 v)\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nrepeat until <<key (space v) pressed?> or <mouse down?>>\nswitch costume to (costume5 v)\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nrepeat until <<key (space v) pressed?> or <mouse down?>>\nswitch costume to (costume4 v)\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nrepeat until <<key (space v) pressed?> or <mouse down?>>\nswitch costume to (costume6 v)\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nwait until <<key (space v) pressed?> or <mouse down?>>\nbroadcast (Intro v)\nwait (3) seconds\nhide\nbroadcast (delete space v)\n\nwhen flag clicked\nhide\n\n@mass report stopper\n\nwhen I start as a clone\ncreate clone of (_myself_ v)\ndelete this clone\n\ndefine CrAsH THE MAsS REPORTERS\nif <touching (mouse-pointer v)?> then\n create clone of (_myself_ v)\nelse\n CrAsH THE MAsS REPORTERS\nend\n\nwhen flag clicked\nCrAsH THE MAsS REPORTERS\n\n | was #2 on trending!!!!!!!!\n\nNo ads or they will be reported \nTurbo warp:\nhttps://turbowarp.org/474143156\n\nMOBILE CONTROLS:\n· Everything is normal touch where you wanna go \n\nDesktop Controls:\n· Use arrow keys or WASD\n· It is a multiplayer game so others can see you\nand you can see them\n- Press N to reduce lag\n\nThanks to these people for support and follow them:\n@codeknight10\n@titanium01\n@codeitwithaasiya\n@mfmmaryam\n\n\n\n\n@codeknight10 ← click that\nComment "best game ever!"\n\nQ&A:\nWhy can't I see anyone?\nNo one is online or you are a new scratcher or your internet isn't working or you previously hit see inside\n\nF4f?\nNO\n\nCan we advertise?\nNO\n\nWhen is part 4 coming out?\nAfter I make Cops & Robbers☁ |
Blended - A Platformer | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (color)\nend\n\n@blank\n\n@player\n\nwhen flag clicked\nset [color v] to (pick random (1) to (7))\nforever\n if <key (1 v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\n end\n switch costume to (1 v)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\n end\n end\n if <key (2 v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\n end\n switch costume to (2 v)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\n end\n end\n if <key (3 v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\n end\n switch costume to (3 v)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\n end\n end\n if <key (4 v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\n end\n switch costume to (4 v)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\n end\n end\n if <key (5 v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\n end\n switch costume to (5 v)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\n end\n end\n if <key (6 v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\n end\n switch costume to (6 v)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\n end\n end\n if <key (7 v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\n end\n switch costume to (7 v)\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\n end\n end\nend\n\nwhen flag clicked\nset [color v] to (pick random (1) to (7))\nforever\n if <key (1 v) pressed?> then\n set [color v] to [1]\n end\n if <key (2 v) pressed?> then\n set [color v] to [2]\n end\n if <key (3 v) pressed?> then\n set [color v] to [3]\n end\n if <key (4 v) pressed?> then\n set [color v] to [4]\n end\n if <key (5 v) pressed?> then\n set [color v] to [5]\n end\n if <key (6 v) pressed?> then\n set [color v] to [6]\n end\n if <key (7 v) pressed?> then\n set [color v] to [7]\n end\nend\n\nwhen I receive [game start v]\nbroadcast (next level v)\nshow\nset [ghost v] effect to (0)\ngo to x: (-235) y: (0)\nset [level v] to [1]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (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 y by (-5)\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 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 (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)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [15]\n end\n change y by (1)\n if <touching (portal v)?> then\n go to x: (-235) y: (0)\n change [level v] by (1)\n broadcast (next level v)\n end\n if <(y position) = [-179]> then\n broadcast (ded v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-235) y: (0)\n set [ghost v] effect to (0)\n end\n if <<touching (lava v)?> or <touching (spike v)?>> then\n broadcast (ded v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-235) y: (0)\n set [ghost v] effect to (0)\n end\n if <<touching (jump v)?> or <touching (jump2 v)?>> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nbroadcast (Game Start v)\n\nwhen I receive [next level v]\nswitch costume to (black v)\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.1) seconds\nend\nswitch costume to (color)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\nend\n\n@color\n\nwhen flag clicked\nset [color v] to (pick random (1) to (7))\nforever\n if <key (1 v) pressed?> then\n set [color v] to [1]\n end\n if <key (2 v) pressed?> then\n set [color v] to [2]\n end\n if <key (3 v) pressed?> then\n set [color v] to [3]\n end\n if <key (4 v) pressed?> then\n set [color v] to [4]\n end\n if <key (5 v) pressed?> then\n set [color v] to [5]\n end\n if <key (6 v) pressed?> then\n set [color v] to [6]\n end\n if <key (7 v) pressed?> then\n set [color v] to [7]\n end\nend\n\n@Ground\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n switch costume to (level)\n if <(level) = [12]> then\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\n end\n end\nend\n\n@Spike\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Portal\n\n@thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n | a platformer where you can't see your own character!\n\nwasd or arrow keys to move\nit's a very short platformer, i know, i'm sorry\npress number keys to change character and background color\n\n1 = red\n2 = orange\n3 = yellow\n4 = green\n5 = blue\n6 = purple\n7 = pink |
platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n end\n end\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-150) y: (79)\n end\n if <(x position) > [220]> then\n go to x: (-155) y: (134)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\ngo to x: (-132) y: (79)\n\n | Use arrow keys to move and avoid spikes and lava.\nThis game is not finished I just need to add more levels but the game works.people try to get this on trending and tell me when this is on trending |
MidNight - Platformer 2 {Mobile Exclusive} | @Stage\n\n@Karakter\n\nwhen flag clicked\nhide\ngo to x: (-154) y: (9)\nwait (1) seconds\nwait (1) seconds\nshow\nset [level v] to [1]\nforever\n Kukla. <(y) > [0]>\nend\n\ndefine Kukla. <yukarı>\nset [duvar v] to [0]\nset [yere çarpma v] to [0]\nchange [y v] by (-1)\nchange y by (y)\nrepeat until <not <touching (yer v)?>>\n if <yukarı> then\n change y by (-1)\n else\n set [yere çarpma 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 <(Yere çarpma) = [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 (yer v)?>>\n change x by ((([abs v] of (x) ) / (x)) * (-1))\n set [duvar v] to [1]\nend\nif <<(Duvar) = [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) > [282]> then\n broadcast (Yeni level v)\n repeat (1)\n change [level v] by (1)\n end\nend\nif <<touching (kazıklar v)?> or <touching (kazıklar v)?>> then\n broadcast (Baştan başla v)\nend\n\nwhen I receive [baştan başla v]\ngo to x: (-154) y: (9)\n\nwhen I receive [yeni level v]\nif <not <(level) = [12]>> then\n go to x: (-154) y: (9)\nend\n\nwhen I receive [bitiş v]\nwait (5) seconds\nstop all sounds\nstop [all v]\n\nwhen flag clicked\nforever\n play sound [hareketli fon müzikleri v] until done\nend\n\n@Yer\n\nwhen flag clicked\nshow\nrepeat until <(level) = [12]>\n if <(level) = [1]> then\n switch costume to (kostüm 1 v)\n go to x: (36) y: (28)\n end\n if <(level) = [2]> then\n switch costume to (kostüm 2 v)\n go to x: (36) y: (28)\n end\n if <(level) = [3]> then\n switch costume to (kostüm 8 v)\n go to x: (36) y: (28)\n end\n if <(level) = [4]> then\n switch costume to (kostüm 9 v)\n go to x: (36) y: (28)\n end\n if <(level) = [5]> then\n switch costume to (kostüm 3 v)\n go to x: (36) y: (28)\n end\n if <(level) = [6]> then\n switch costume to (kostüm 4 v)\n go to x: (36) y: (28)\n end\n if <(level) = [7]> then\n switch costume to (kostüm 5 v)\n go to x: (36) y: (28)\n end\n if <(level) = [8]> then\n switch costume to (kostüm 6 v)\n go to x: (36) y: (28)\n end\n if <(level) = [9]> then\n switch costume to (kostüm 7 v)\n go to x: (36) y: (28)\n end\n if <(level) = [10]> then\n switch costume to (kostüm 10 v)\n go to x: (36) y: (28)\n end\n if <(level) = [11]> then\n switch costume to (kostüm 11 v)\n go to x: (36) y: (28)\n end\n if <(level) = [12]> then\n hide\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n switch costume to (kostüm 11 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (kostüm 1 v)\n\n@Kazıklar \n\nwhen flag clicked\nhide\nwait (1) seconds\nwait (1) seconds\nswitch costume to (kostüm 2 v)\nshow\nrepeat until <(level) = [12]>\n if <(level) = [1]> then\n show\n go to [front v] layer\n switch costume to (kostüm 1 v)\n go to x: (-37) y: (-58)\n end\n if <(level) = [2]> then\n show\n go to [front v] layer\n switch costume to (kostüm 2 v)\n go to x: (-37) y: (-58)\n end\n if <(level) = [3]> then\n show\n go to [front v] layer\n switch costume to (kostüm 3 v)\n go to x: (-37) y: (-58)\n end\n if <(level) = [4]> then\n show\n go to [front v] layer\n switch costume to (kostüm 4 v)\n go to x: (-37) y: (-58)\n end\n if <(level) = [5]> then\n show\n go to [front v] layer\n switch costume to (kostüm 5 v)\n go to x: (-37) y: (-58)\n end\n if <(level) = [6]> then\n show\n go to [front v] layer\n switch costume to (kostüm 6 v)\n go to x: (-37) y: (-58)\n end\n if <(level) = [7]> then\n show\n go to [front v] layer\n switch costume to (kostüm 7 v)\n go to x: (-37) y: (-58)\n end\n if <(level) = [8]> then\n show\n go to [front v] layer\n switch costume to (kostüm 8 v)\n go to x: (-37) y: (-58)\n end\n if <(level) = [9]> then\n show\n go to [front v] layer\n switch costume to (kostüm 9 v)\n go to x: (-37) y: (-58)\n end\n if <(level) = [10]> then\n show\n go to [front v] layer\n switch costume to (kostüm 10 v)\n go to x: (-37) y: (-58)\n end\n if <(level) = [11]> then\n show\n go to [front v] layer\n switch costume to (kostüm 11 v)\n go to x: (-37) y: (-58)\n end\n if <(level) = [12]> then\n hide\n broadcast (Bitiş v)\n end\nend\n\nwhen I receive [bitiş v]\nhide\n\n@kalp yldz\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\n@Kapak\n\nwhen I receive [timer v]\nforever\n set [time v] to (timer)\nend\n\nwhen I receive [timer v]\nforever\n if <(level) = [11]> then\n if <(time) > (☁ World Record)> then\n set [☁ world record v] to (time)\n end\n end\nend\n\nwhen flag clicked\nshow\nset [☁ world record v] to (time)\nwait (2) seconds\nrepeat (10)\n wait (0.01) seconds\n change [ghost v] effect by (25)\nend\nreset timer\nbroadcast (timer v)\n\n | Trend:#3\nADS(REKLAM): ⛔\nFirst Part: https://scratch.mit.edu/projects/472853711\n1. Bölüm: https://scratch.mit.edu/projects/472853711\nThird Part: https://scratch.mit.edu/projects/474746676\n3.Bölüm: https://scratch.mit.edu/projects/474746676\n\n\nEN: \n✅Welcome to the MidNight Platformer 2 game\n✅Second series of the MidNight Platformer game\n✅Updates will come in future series.\n✅Some places have hidden thorns. It is important \n that you pass calmly and carefully :D\n⭐ Mobil Exclusive \n⛔ = ADS\n\nTR:\n✅MidNight (GeceYarısı) Platformer 2 oyununa \n hoşgeldiniz.\n✅MidNight (GeceYarısı) Platformer oyununun 2. \n serisi.\n✅Gelecek serilerde güncellemeler gelecektir.\n✅Dikkat edin bazı yerlerde gizli kazıklar var sakince \n ve dikkatlice geçmenizi öneririm :D\n⭐ Oyun Mobil Ayrıcalıklıdır.\n⛔ = Reklam \n |
1 Year | A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset volume to (100) %\nforever\n play sound [Tobu & Itro - Sunburst.mp3 v] until done\nend\n\nwhen I receive [finished! v]\nrepeat (10)\n change volume by (-10)\nend\nnext backdrop\nwait (1) seconds\nstop [other scripts in sprite v]\nbroadcast (song! v)\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [song! v]\nwait (1) seconds\nforever\n play sound [Kool & The Gang - Celebration \(Official Music Video\) v] until done\nend\n\n@Menu screen\n\nwhen flag clicked\npoint in direction (90)\nshow\nswitch costume to (background v)\nset size to (140) %\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset size to (100) %\npoint in direction (90)\nswitch costume to (play button v)\ngo to [front v] layer\nforever\n point in direction ((90) + (([sin v] of (((timer) - (1)) * (100)) ) * (10)))\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (round (size))) / (5))\n if <mouse down?> then\n broadcast (Start! v)\n stop [this script v]\n end\n else\n change size by (((100) - (round (size))) / (5))\n end\n if <key (space v) pressed?> then\n broadcast (Start! v)\n stop [this script v]\n end\nend\n\nwhen I receive [start! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Player\n\nwhen I receive [start! v]\nshow variable [level v]\nwait (.1) seconds\nshow\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to ((x) * (.88))\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?>> then\n set [y v] to [12.5]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-15]\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?>> and <touching (ground v)?>> then\n set [y v] to [12.5]\n end\n if <(x position) > [245]> then\n change [level v] by (1)\n go to x: (-210) y: (-106)\n end\n change y by (1)\nend\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide variable [level v]\nset [level v] to [1]\ngo to x: (-210) y: (-106)\nhide\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <touching (wall v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n if <touching (wall v)?> then\n change y by (1)\n end\n if <touching (wall v)?> then\n change y by (1)\n end\n if <touching (wall v)?> then\n change y by (1)\n end\n if <touching (wall v)?> then\n change y by (1)\n end\n if <touching (wall v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [12.5]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-15]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\nend\n\nwhen I receive [finished! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nset [level v] to [15]\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [finished! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@lol\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nforever\n if <(LEVEL) = [9]> then\n show\n else\n hide\n end\nend\n\n@Wall\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nforever\n if <(LEVEL) = [11]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [let me out! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [let me out! v]\nrepeat until <(round (x position)) = [-347]>\n change y by (((-347) - (round (x position))) / (10))\nend\n\n@Switch\n\nwhen flag clicked\ngo to x: (-203) y: (103)\nswitch costume to (off v)\nclear graphic effects\nhide\nforever\n if <(LEVEL) = [11]> then\n show\n if <touching (player v)?> then\n next costume\n broadcast (LET ME OUT! v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n end\nend\n\n@Exit\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nhide\nforever\n if <(LEVEL) = [15]> then\n show\n if <touching (player v)?> then\n broadcast (Finished! v)\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen I receive [finished! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Black Screen\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [finished! v]\nshow\nhide variable [level v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@NICO\n\nwhen flag clicked\ngo to x: (0) y: (-19)\nswitch costume to (costume1 v)\nset size to (100) %\nclear graphic effects\nhide\n\nwhen I receive [finished! v]\nwait (1) seconds\nswitch costume to (costume2 v)\nshow\nforever\n next costume\n wait (.5) seconds\nend\n\nwhen I receive [finished! v]\nforever\n point in direction ((90) + (([sin v] of (((timer) - (1)) * (200)) ) * (10)))\nend\n\n@T-nail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\n | guys! this is blowing up! pls go check out my other projects.\n\nArrow keys!\n\nHello guys! welcome back to my profile! :)\n\nSo i have a platformer here about my 1 year on scratch! :0\n\nIT GOT 100 LOVES!\n\nSo! begin playing!\n\nCredits:\nMe\nScratch\nSong: Kool & The Gang - Celebration\nKleki.com for the background of the celebration dance\nAnd you!\n\nWell, that's all so see ya next time! \n\nTags:\n#Platformer #Games #NICO\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nIf u want to know, i have a roblox account called NICOHUT123 (which is actually how i got my scratch name) and i am putting this out there if u want to play w/ me or friend me, though i might not play w/ a lot of people who ask, it just depends.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nso, @keexah, @pikakiet, and @betameister1234... i couldn't get the previous idea to work, the one i told u about, that's because not all of u submitted ur voice lines... sry 'bout that =( |
Fall || -A platformer- | @Stage\n\nwhen flag clicked\nset volume to (60) %\nforever\n play sound [akiurara v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (秋 v)\n\n@キャラクター\n\nwhen flag clicked\ngo to x: (-186) y: (13)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (52) %\npoint in direction (90)\nshow\nhide variable [判定1 v]\nhide variable [x v]\nhide variable [y v]\nset [判定1 v] to [0]\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 (#ffa300)?> then\n change y by (1)\n if <touching color (#ffa300)?> then\n change y by (1)\n if <touching color (#ffa300)?> then\n change y by (1)\n if <touching color (#ffa300)?> then\n change y by (1)\n if <touching color (#ffa300)?> then\n change y by (1)\n if <touching color (#ffa300)?> then\n change y by (1)\n if <touching color (#ffa300)?> 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 (#ffa300)?> 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 (#ffa300)?>> then\n start sound [nyu2 v]\n set [y v] to [17]\n end\n change y by (1)\n if <<<touching color (#ff0000)?> or <[-170] > (y position)>> or <touching (どんぐり v)?>> 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\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\nwhen flag clicked\nforever\n if <touching color (#2a00ff)?> then\n set [y v] to [17]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#e8ff00)?> then\n set [y v] to [25]\n end\nend\n\n@ステージ\n\nwhen flag clicked\ngo to x: (0) y: (-5)\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [次のステージ v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n set [判定1 v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n set [判定1 v] to [2]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n set [判定1 v] to [3]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n set [判定1 v] to [4]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n set [判定1 v] to [5]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n set [判定1 v] to [6]\n end\nend\n\n@紅葉\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.15) seconds\nend\n\nwhen I start as a clone\ngo to x: (pick random (-200) to (200)) y: (155)\nswitch costume to (pick random (1) to (5))\nset size to (pick random (20) to (30)) %\nshow\nrepeat until <<touching (ステージ v)?> or <touching (_edge_ v)?>>\n turn right ((size) + (pick random (1) to (5))) degrees\n change y by (pick random (-5) to (-10))\nend\ndelete this clone\n\n@どんぐり\n\nwhen flag clicked\nset size to (20) %\nhide\n\nwhen flag clicked\nforever\n if <(判定1) = [1]> then\n show\n go to x: (6) y: (-120)\n end\nend\n\nwhen flag clicked\nforever\n if <(判定1) = [2]> then\n show\n go to x: (-2) y: (-40)\n end\nend\n\nwhen flag clicked\nforever\n if <(判定1) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(判定1) = [4]> then\n show\n go to x: (-50) y: (32)\n end\nend\n\nwhen flag clicked\nforever\n if <(判定1) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(判定1) = [6]> then\n hide\n end\nend\n\n@サムネ用1\n\nwhen flag clicked\nforever\n hide\nend\n\n@サムネ用2\n\nwhen flag clicked\nforever\n hide\nend\n\n | <English>\nIt is a platformer made with the image of"fall".\nSquat by pressing the down arrow key.\nBlue 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「秋」をイメージして作ったプラットフォーマーです。秋の要素が盛り沢山あります!(このゲームはスマホでもプレイできます。)\n\n~操作方法~\n右へ移動・・・右矢印キーorDキー\n左へ移動・・・左矢印キーorAキー\nジャンプ・・・上矢印キーorWキー\nしゃがむ・・・下矢印キーorSキー\n\n~ブロックの色と種類~\n水色・・・地面や壁\n赤色・・・障害物\n青色・・・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※夏バージョンはこちらから!\nhttps://scratch.mit.edu/projects/473094093\n\n※冬バージョンはこちらから!\nhttps://scratch.mit.edu/projects/482067480 |
Text - A Platformer | @Stage\n\nwhen [timer v] > (0)\nswitch backdrop to (... v)\n\n@플레이어\n\nwhen flag clicked\nshow variable [레벨 v]\nset [레벨 v] to [1]\nswitch backdrop to (배경 1 v)\nset size to (25) %\n리셋\nforever\n go to [front v] layer\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <<touching color (#9c6000)?> or <touching ( v)?>> then\n change y by (2)\n if <<touching color (#9c6000)?> or <touching ( v)?>> then\n change y by (2)\n if <<touching color (#9c6000)?> or <touching ( v)?>> then\n change y by (2)\n if <<touching color (#9c6000)?> or <touching ( v)?>> then\n change y by (2)\n if <<touching color (#9c6000)?> or <touching ( v)?>> then\n change y by (2)\n if <<touching color (#9c6000)?> or <touching ( v)?>> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> 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 color (#9c6000)?> or <touching ( v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#9c6000)?> or <touching ( v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n 리셋\n end\n if <touching color (#006bff)?> then\n set [yv v] to [20]\n end\n if <(y position) < [-180]> then\n 리셋\n end\n if <[250] < (x position)> then\n 리셋\n next backdrop\n change [레벨 v] by (1)\n end\nend\n\ndefine 리셋\nclear graphic effects\npoint in direction (90)\ngo to x: (-201) y: (50)\nswitch costume to (1 v)\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (25) %\nshow\n\nwhen [timer v] > (0)\nhide\nhide variable [레벨 v]\n\nwhen flag clicked\n\nif <not <(username) = [tmzmfocj1234]>> then\n stop [all v]\nend\n\nwhen [m v] key pressed\nif <(username) = [tmzmfocj1234]> then\n go to (mouse-pointer v)\nend\n\nwhen flag clicked\nforever\n if <(username) = [yookang]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(username) = [tmzmfocj1234]>> then\n play sound [Electric by bubblebee3 v] until done\n end\nend\n\nwhen [r v] key pressed\n리셋\n\n@썸네일\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\nswitch costume to (모양 1 v)\n\n@ \n\nwhen flag clicked\nhide\nwait until <(레벨) = [24]>\nshow\nif <(username) = [Mark-2008]> then\n say [스크립트 보기를 눌러서 이게 뭔지 보세요]\nend\nwait until <(레벨) = [25]>\nhide\n\nwhen [timer v] > (0)\nhide\n\n | 조종: 화살표 키/WASD 리셋: [R]키\n빨강: 죽음 파랑: 점프\n오직 글자로만 이루어졌습니다.\n총 30레벨까지 있습니다.\n노잼인데 재밌다고들 하시는…(참고로 망겜입니다) |
Portal Platformer v3.12 | @Stage\n\nwhen I receive [green flag v]\nswitch backdrop to (tn & splash v)\n\nwhen I receive [play v]\nswitch backdrop to (play v)\n\nwhen [m v] key pressed\nif <<([abs v] of (mouse x) ) < [240]> and <(username) = [ImRohan10187]>> then\n set [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n show variable [mouse v]\nelse\n hide variable [mouse v]\nend\n\nwhen I receive [green flag v]\nset [mouse v] to [0,0]\nhide variable [mouse v]\n\nwhen [1 v] key pressed\nif <(username) = [ImRohan10187]> then\n if <([0 v] of [thumbnail v]) > [0]> then\n ask [Which level do you want to skip to? <1,2,3>] and wait\n if <<(answer) < [5]> and <not <(answer) = []>>> then\n set [level v] to (answer)\n broadcast (Play Game v)\n else\n set [level v] to (LEVEL)\n end\n end\nend\n\nwhen [2 v] key pressed\nif <(username) = [ImRohan10187]> then\n if <([0 v] of [thumbnail v]) > [0]> then\n ask [Die Free? <Y/N>] and wait\n if <(answer) = [Y]> then\n set [die v] to [Y]\n end\n if <(answer) = [N]> then\n set [die v] to [N]\n end\n end\nend\n\nwhen [3 v] key pressed\nif <(username) = [ImRohan10187]> then\n if <([0 v] of [thumbnail v]) > [0]> then\n ask [Fast? <Y/N>] and wait\n if <(answer) = [Y]> then\n set [fast v] to [Y]\n end\n if <(answer) = [N]> then\n set [fast v] to [N]\n end\n end\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\n\nwhen I receive [green flag v]\nset [level v] to [1]\nGreen Flag\nHandle Variables Green Flag\n\ndefine Green Flag\nhide\nswitch costume to (player v)\nset size to (100) %\ngo to x: (0) y: (0)\nset rotation style [all around v]\npoint in direction (90)\nclear graphic effects\nset [clipping glitch v] to []\nhide variable [clipping glitch v]\ndelete all of [glitch characters v]\nshow list [glitches v]\nshow list [glitch characters v]\n\ndefine Handle Variables\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [friction v] to [0.8]\nset [in air v] to [Infinity]\nset [spawn size v] to [1]\nset [state v] to []\nset [time v] to [0]\nset [exit v] to []\n\nwhen I receive [play game v]\nshow\nset [tick v] to [0]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n stop [other scripts in sprite v]\n Game Start\n set [time100 v] to [0]\n repeat until <(EXIT) > []>\n change [tick v] by (1)\n if <(State) > []> then\n change [time100 v] by (3.33333)\n end\n Timer\n Movement\n broadcast (Movement v) and wait\n Spawn\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Death\n end\n stop [other scripts in sprite v]\nend\n\ndefine Game Start\nif <(LEVEL) = [1]> then\n Game Start at x: [-200] y: [100]\nelse\n if <(LEVEL) = [2]> then\n Game Start at x: [-200] y: [100]\n else\n if <(LEVEL) = [3]> then\n Game Start at x: [-200] y: [100]\n else\n if <(LEVEL) = [4]> then\n Game Start at x: [0] y: [100]\n end\n end\n end\nend\n\ndefine Game Start at x: (x) y: (y)\nHandle Variables\nset [x v] to (x)\nset [y v] to (y)\nHide Variables\nShow Variables\nset [spawn size v] to [1]\nswitch costume to (spawn v)\nset size to (1) %\nswitch costume to (player v)\nset [ghost v] effect to (0)\nshow\n\ndefine Handle Variables Green Flag\nHandle Variables\nset [level v] to [1]\nset [comment down v] to [#PortalPlatformer]\nset [time v] to [0]\nHide Variables\n\ndefine Hide Variables\nhide variable [level v]\nhide variable [x v]\nhide variable [y v]\nhide variable [scroll x v]\nhide variable [scroll y v]\nhide variable [speed x v]\nhide variable [speed y v]\nhide variable [friction v]\nhide variable [in air v]\nhide variable [spawn size v]\nhide variable [collect display v]\nhide variable [state v]\nhide variable [time v]\nhide variable [tick v]\nhide variable [exit v]\n\ndefine Show Variables\nshow variable [collect display v]\nshow variable [time v]\n\ndefine Movement\nif <(username) = [ImRohan10187]> then\n if <(FAST) = [Y]> then\n Movement [3] (Friction) [12] [16] [5] [-2] [-17] [-10] [16] <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (50))>>>> <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < ((x position) - (50))>>>> <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (50))>>>> [10] [50] [7] [30] <>\n else\n Movement [2] (Friction) [12] [16] [5] [-2] [-17] [-10] [16] <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (50))>>>> <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < ((x position) - (50))>>>> <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (50))>>>> [10] [50] [7] [30] <>\n end\nelse\n Movement [2] (Friction) [12] [16] [5] [-2] [-17] [-10] [16] <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > ((x position) + (50))>>>> <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < ((x position) - (50))>>>> <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (50))>>>> [10] [50] [7] [30] \nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player y by (speed y) (trampoline jump height) (trampoline jump height for final level)\nchange [y v] by (speed y)\nPosition\nTest - Trampoline (trampoline jump height) (trampoline jump height for final level)\nchange [in air v] by (1)\nrepeat until <not <touching (platforms v)?>>\n if <(speed y) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Change Player x by (speed x) (slope) (wall jump x) <wall jump trigger> (trampoline jump height) (trampoline jump height for final level)\nchange [x v] by (speed x)\nPosition\nTest - Trampoline (trampoline jump height) (trampoline jump height for final level)\nif <touching (platforms v)?> then\n repeat (slope)\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 ((slope) * (-1))\n if <wall jump trigger> then\n if <(speed x) > [0]> then\n set [speed x v] to (() - (wall jump x))\n else\n set [speed x v] to (wall jump x)\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(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\nif <not <(LEVEL) = [4]>> then\n if <(x) < [-230]> then\n set [x v] to [-230]\n end\nend\nif <not <(State) = [Moved]>> then\n set [state v] to [Moved]\nend\n\ndefine Death\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\ndefine Spawn\nif <not <(size) = [100]>> then\n Position\n repeat until <(size) = [100]>\n switch costume to (spawn v)\n change size by (Spawn Size)\n switch costume to (player v)\n change [spawn size v] by (1.6)\n end\nend\n\ndefine Test - Die <imrohan10187?>\nif <not <imrohan10187?>> then\n if <(username) = [ImRohan10187]> then\n if <touching (danger v)?> then\n if <(DIE) = [N]> then\n set [exit v] to [Die]\n end\n end\n else\n if <touching (danger v)?> then\n set [exit v] to [Die]\n end\n end\nend\n\ndefine Timer\nset [time v] to ((round (Time100)) / (100))\nif <(letter ((length of (TIME)) - (1)) of (TIME)) = [.]> then\n set [time v] to (join (TIME) [0])\nelse\n if <not <(letter ((length of (TIME)) - (2)) of (TIME)) = [.]>> then\n set [time v] to (join (TIME) [.00])\n end\nend\n\ndefine Game - Win\nbroadcast (Game - Win v) and wait\nset rotation style [left-right v]\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nif <(LEVEL) < [4]> then\n change [level v] by (1)\nend\nwait (1) seconds\n\ndefine Test - Glitch? <clipping glitch?>\nif <clipping glitch?> then\n add [CG] to [glitch characters v]\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n add (pick random (1) to (9)) to [glitch characters v]\n else\n add (join (pick random (1) to (9)) (pick random (1) to (9))) to [glitch characters v]\n end\n else\n add (join (pick random (1) to (9)) (join (pick random (1) to (9)) (pick random (1) to (9)))) to [glitch characters v]\n end\n if <(pick random (1) to (pick random (1) to (2))) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n add [x] to [glitch characters v]\n else\n add [y] to [glitch characters v]\n end\n else\n add [z] to [glitch characters v]\n end\n if <(pick random (1) to (2)) = [1]> then\n add (pick random (1) to (9)) to [glitch characters v]\n else\n add (join (pick random (1) to (9)) (pick random (1) to (9))) to [glitch characters v]\n end\n add [-] to [glitch characters v]\n if <(pick random (1) to (2)) = [1]> then\n add (pick random (1) to (9)) to [glitch characters v]\n else\n add (join (pick random (1) to (9)) (pick random (1) to (9))) to [glitch characters v]\n end\n if <(pick random (1) to (pick random (1) to (pick random (1) to (pick random (2) to (2))))) = [1]> then\n add [T] to [glitch characters v]\n else\n if <(pick random (1) to (2)) = [1]> then\n add [E] to [glitch characters v]\n else\n if <(pick random (1) to (2)) = [1]> then\n add [R] to [glitch characters v]\n else\n add [F] to [glitch characters v]\n end\n end\n end\n if <(pick random (1) to (2)) = [1]> then\n add (pick random (1) to (9)) to [glitch characters v]\n else\n add (join (pick random (1) to (9)) (pick random (1) to (9))) to [glitch characters v]\n end\n set [glitch character counter v] to [0]\n repeat (length of [glitch characters v])\n change [glitch character counter v] by (1)\n set [clipping glitch v] to (join (Clipping Glitch) (item (Glitch Character Counter) of [glitch characters v]))\n end\n broadcast (Clipping Glitch Error v) and wait\n show variable [clipping glitch v]\n add (join (username) (join [ ] (join [-] (join [ ] (Clipping Glitch))))) to [glitches v]\n stop [all v]\nend\n\nwhen I receive [play game v]\nforever\n Test - Glitch? <<<([abs v] of (x position) ) = [240]> and <(y position) < [-30]>> or <<([abs v] of (x position) ) < [201]> and <(y position) = [180]>>>\nend\n\nset [clipping glitch v] to (join (pick random (1) to (9)) (join (pick random (1) to (9)) (join (pick random (1) to (9)) (join [x] (join (pick random (1) to (9)) (join (pick random (1) to (9)) (join [-] (join (pick random (1) to (9)) (join (pick random (1) to (9)) (join [T] (pick random (1) to (9))))))))))))\n\ndefine Movement (speed) (friction) (slope) (jump height) (max in air) (gravity) (max gravity) (max scroll y) (wall jump x) <right movement trigger> <left movement trigger> <jump trigger> (scroll y delay) (trampoline jump height) (trampoline scroll y delay) (trampoline jump height for final level) <imrohan10187?>\nif <right movement trigger> then\n change [speed x v] by (speed)\nend\nif <left movement trigger> then\n change [speed x v] by ((speed) * (-1))\nend\nset [speed x v] to ((Speed x) * (friction))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change Player x by (round (Speed x)) (slope) (wall jump x) <jump trigger> (trampoline jump height) (trampoline jump height for final level)\nend\nif <jump trigger> then\n if <not <imrohan10187?>> then\n if <(In Air) < (max in air)> then\n set [speed y v] to (jump height)\n end\n else\n set [speed y v] to (jump height)\n end\nend\nchange [speed y v] by (gravity)\nif <(Speed y) < (max gravity)> then\n set [speed y v] to (max gravity)\nend\nChange Player y by (Speed y) (trampoline jump height) (trampoline jump height for final level)\nset [scroll x v] to (x)\nif <not <(LEVEL) = [4]>> then\n if <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\n end\nend\nif <<(Speed y) = ((trampoline jump height) - ([abs v] of (gravity) ))> and <not <(LEVEL) = [4]>>> then\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (scroll y delay)))\nelse\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (trampoline scroll y delay)))\nend\nif <(SCROLL Y) < (max scroll y)> then\n set [scroll y v] to (max scroll y)\nend\nPosition\nif <not <imrohan10187?>> then\n if <(y) < [-180]> then\n set [exit v] to [Die]\n end\nend\nTest - Die <imrohan10187?>\n\ndefine Test - Trampoline (trampoline jump height) (trampoline jump height for final level)\nif <touching (trampoline v)?> then\n if <(LEVEL) = [4]> then\n set [speed y v] to (trampoline jump height for final level)\n else\n set [speed y v] to (trampoline jump height)\n end\nend\n\nwhen I receive [game - win v]\nif <(username) = [ImRohan10187]> then\n if <(DIE) = [N]> then\n if <(FAST) = [N]> then\n World Record\n end\n end\nelse\n World Record\nend\n\nset [☁ world record - 1 v] to [21.90]\nset [☁ world record - 2 v] to [26.27]\nset [☁ world record - 3 v] to [28.83]\n\ndefine World Record\nif <<(☁ World Record - 1) > (TIME)> and <(LEVEL) = [1]>> then\n set [☁ world record - 1 v] to (TIME)\nend\nif <<(☁ World Record - 2) > (TIME)> and <(LEVEL) = [2]>> then\n set [☁ world record - 2 v] to (TIME)\nend\nif <<(☁ World Record - 3) > (TIME)> and <(LEVEL) = [3]>> then\n set [☁ world record - 3 v] to (TIME)\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nGreen Flag\n\ndefine Green Flag\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [all around v]\nset size to (100) %\nswitch costume to (level 1.1 v)\nclear graphic effects\nhide\nset [portal animation v] to []\n\nwhen I receive [fhp v]\nswitch costume to (fhp v)\nshow\ngo to [front v] layer\ngo [backward v] (100) layers\ngo to x: (128) y: (-222)\npoint in direction (63)\nwait until <key (any v) pressed?>\nwait (1) seconds\nhide\n\nwhen I receive [splash portal v]\nswitch costume to (portal v)\ngo to x: (188) y: (-73)\npoint in direction (90)\nset [ghost v] effect to (100)\nshow\nrepeat (34)\n change [ghost v] effect by (-3)\nend\nrepeat until <(Portal Animation) = [Stop]>\n switch costume to (portal v)\n wait (0.5) seconds\n switch costume to (portal2 v)\n wait (0.5) seconds\nend\n\nwhen I receive [pre-play v]\nrepeat (34)\n change [ghost v] effect by (3)\nend\nset [portal animation v] to [Stop]\nhide\n\nwhen I receive [play v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (level 1.1 v)\nshow\nclear graphic effects\nbroadcast (Play Game v)\n\nwhen I receive [movement v]\nPosition\n\ndefine Position\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nSetup\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine New Platform: Costume: (costume) x: (x) y: (y)\nset size to (100) %\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (costume)\n\ndefine Setup\nstop [other scripts in sprite v]\nset [x v] to [0]\nset [y v] to [0]\ndelete all of [collectables data v]\nshow list [collectables data v]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 1.1 v)\n New Platform: Costume: [Level 1.2] x: [360] y: [0]\n New Platform: Costume: [Level 1.3] x: [360] y: [0]\n New Platform: Costume: [Level 1.4] x: [500] y: [0]\n New Platform: Costume: [Level 1.5] x: [350] y: [200]\n New Platform: Costume: [Level 1.6] x: [600] y: [0]\n New Platform: Costume: [Level 1.7] x: [360] y: [0]\n New Platform: Costume: [Level 1.9] x: [500] y: [100]\n New Platform: Costume: [Level 1.10] x: [400] y: [0]\n New Platform: Costume: [Level 1.11] x: [500] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2.1 v)\n New Platform: Costume: [Level 2.2] x: [360] y: [0]\n New Platform: Costume: [Level 2.3] x: [360] y: [0]\n New Platform: Costume: [Level 2.4] x: [360] y: [0]\n New Platform: Costume: [Level 2.5] x: [360] y: [0]\n New Platform: Costume: [Level 2.6] x: [685] y: [0]\n New Platform: Costume: [Level 2.9] x: [10] y: [200]\n New Platform: Costume: [Level 2.10] x: [400] y: [75]\n New Platform: Costume: [Level 2.7] x: [25] y: [-275]\n New Platform: Costume: [Level 2.11] x: [590] y: [0]\n New Platform: Costume: [Level 2.12] x: [640] y: [0]\n New Platform: Costume: [Level 2.13] x: [550] y: [100]\n New Platform: Costume: [Level 2.14] x: [300] y: [350]\n New Platform: Costume: [Level 2.15] x: [500] y: [300]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3.1 v)\n New Platform: Costume: [Level 3.2] x: [650] y: [75]\n New Platform: Costume: [Level 3.3] x: [530] y: [-105]\n New Platform: Costume: [Level 3.4] x: [400] y: [200]\n New Platform: Costume: [Level 3.5] x: [0] y: [-200]\n New Platform: Costume: [Level 3.6] x: [400] y: [0]\n New Platform: Costume: [Level 3.6] x: [200] y: [0]\n New Platform: Costume: [Level 3.7] x: [200] y: [0]\n New Platform: Costume: [Level 3.8] x: [500] y: [0]\n New Platform: Costume: [Level 3.10] x: [290] y: [0]\n New Platform: Costume: [Level 3.10] x: [290] y: [100]\n New Platform: Costume: [Level 3.10] x: [290] y: [100]\n New Platform: Costume: [Level 3.12] x: [260] y: [60]\n New Platform: Costume: [Level 3.13] x: [20] y: [-310]\n New Platform: Costume: [Level 3.14] x: [565] y: [0]\n New Platform: Costume: [Level 3.15] x: [200] y: [600]\n else\n if <(LEVEL) = [4]> then\n set size to (100) %\n switch costume to (scratch v)\n New Platform: Costume: [Exclamation Mark] x: [250] y: [80]\n end\n end\n end\nend\n\nif <(LEVEL) = [3]> then\nNew Platform: Costume: [Level 3.3] x: [] y: []\nNew Platform: Costume: [Level 3.3] x: [] y: []\nNew Platform: Costume: [Level 3.4] x: [] y: []\nNew Platform: Costume: [Level 3.5] x: [] y: []\nNew Platform: Costume: [Level 3.6] x: [] y: []\nNew Platform: Costume: [Level 3.7] x: [] y: []\nNew Platform: Costume: [Level 3.8] x: [] y: []\nNew Platform: Costume: [Level 3.9] x: [] y: []\nNew Platform: Costume: [Level 3.10] x: [] y: []\nNew Platform: Costume: [Level 3.11] x: [] y: []\nNew Platform: Costume: [Level 3.12] x: [] y: []\nNew Platform: Costume: [Level 3.13] x: [] y: []\nNew Platform: Costume: [Level 3.14] x: [] y: []\nNew Platform: Costume: [Level 3.15] x: [] y: []\n\nNew Platform: Costume: [Level 3.4] x: [500] y: [95]\n\nforever\n New Platform: Costume: [Level 3.12] x: [0] y: [60]\n wait (0.1) seconds\nend\n\ndelete this clone\n\nforever\n wait (0.1) seconds\n stop [other scripts in sprite v]\nend\n\n@Danger\n\nwhen I receive [green flag v]\nGreen Flag\n\ndefine Green Flag\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [all around v]\nset size to (100) %\nswitch costume to (level 1.1 v)\nclear graphic effects\nhide\n\nwhen I receive [play v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (level 1.1 v)\nshow\nclear graphic effects\nbroadcast (Play Game v)\n\nwhen I receive [movement v]\nPosition\n\ndefine Position\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nSetup\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo [backward v] (10) layers\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine New Platform: Costume: (costume) x: (x) y: (y)\nset size to (100) %\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (costume)\n\ndefine Setup\nstop [other scripts in sprite v]\nset [x v] to [0]\nset [y v] to [0]\ndelete all of [collectables data v]\nshow list [collectables data v]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 1.1 v)\n New Platform: Costume: [Level 1.2] x: [360] y: [0]\n New Platform: Costume: [Level 1.3] x: [360] y: [0]\n New Platform: Costume: [Level 1.4] x: [500] y: [0]\n New Platform: Costume: [Level 1.5] x: [350] y: [200]\n New Platform: Costume: [Level 1.6] x: [600] y: [0]\n New Platform: Costume: [Level 1.7] x: [360] y: [0]\n New Platform: Costume: [Level 1.9] x: [500] y: [100]\n New Platform: Costume: [Level 1.10] x: [400] y: [0]\n New Platform: Costume: [Level 1.11] x: [500] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2.1 v)\n New Platform: Costume: [Level 2.2] x: [360] y: [0]\n New Platform: Costume: [Level 2.3] x: [360] y: [0]\n New Platform: Costume: [Level 2.4] x: [360] y: [0]\n New Platform: Costume: [Level 2.5] x: [360] y: [0]\n New Platform: Costume: [Level 2.6] x: [685] y: [0]\n New Platform: Costume: [Level 2.9] x: [10] y: [200]\n New Platform: Costume: [Level 2.10] x: [400] y: [75]\n New Platform: Costume: [Level 2.7] x: [25] y: [-275]\n New Platform: Costume: [Level 2.11] x: [590] y: [0]\n New Platform: Costume: [Level 2.12] x: [640] y: [0]\n New Platform: Costume: [Level 2.13] x: [550] y: [100]\n New Platform: Costume: [Level 2.14] x: [300] y: [350]\n New Platform: Costume: [Level 2.15] x: [500] y: [300]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3.1 v)\n New Platform: Costume: [Level 3.2] x: [650] y: [75]\n New Platform: Costume: [Level 3.3] x: [530] y: [-100]\n New Platform: Costume: [Level 3.4] x: [400] y: [200]\n New Platform: Costume: [Level 3.5] x: [0] y: [-200]\n New Platform: Costume: [Level 3.6] x: [400] y: [0]\n New Platform: Costume: [Level 3.6] x: [200] y: [0]\n New Platform: Costume: [Level 3.7] x: [200] y: [0]\n New Platform: Costume: [Level 3.8] x: [500] y: [0]\n New Platform: Costume: [Level 3.10] x: [290] y: [0]\n New Platform: Costume: [Level 3.10] x: [290] y: [100]\n New Platform: Costume: [Level 3.10] x: [290] y: [100]\n New Platform: Costume: [Level 3.12] x: [260] y: [60]\n New Platform: Costume: [Level 3.13] x: [20] y: [-310]\n New Platform: Costume: [Level 3.14] x: [565] y: [0]\n New Platform: Costume: [Level 3.15] x: [200] y: [400]\n else\n if <(LEVEL) = [4]> then\n set size to (100) %\n switch costume to (scratch v)\n New Platform: Costume: [Exclamation Mark] x: [250] y: [80]\n end\n end\n end\nend\n\nif <(LEVEL) = [3]> then\nNew Platform: Costume: [Level 3.3] x: [] y: []\nNew Platform: Costume: [Level 3.3] x: [] y: []\nNew Platform: Costume: [Level 3.4] x: [] y: []\nNew Platform: Costume: [Level 3.5] x: [] y: []\nNew Platform: Costume: [Level 3.6] x: [] y: []\nNew Platform: Costume: [Level 3.7] x: [] y: []\nNew Platform: Costume: [Level 3.8] x: [] y: []\nNew Platform: Costume: [Level 3.9] x: [] y: []\nNew Platform: Costume: [Level 3.10] x: [] y: []\nNew Platform: Costume: [Level 3.11] x: [] y: []\nNew Platform: Costume: [Level 3.12] x: [] y: []\nNew Platform: Costume: [Level 3.13] x: [] y: []\nNew Platform: Costume: [Level 3.14] x: [] y: []\nNew Platform: Costume: [Level 3.15] x: [] y: []\n\nNew Platform: Costume: [Level 3.4] x: [500] y: [95]\n\nforever\n New Platform: Costume: [Level 3.12] x: [0] y: [60]\n wait (0.1) seconds\nend\n\ndelete this clone\n\nforever\n wait (0.1) seconds\n stop [other scripts in sprite v]\nend\n\n@Background\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play v]\nshow\n\nwhen I receive [movement v]\nset [ghost v] effect to (50)\ngo to x: (((((SCROLL X) * (0.5)) mod (480)) - (240)) * (-1)) y: (((SCROLL Y) * (-0.5)) - (12))\ngo to [back v] layer\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\ngo to x: (0) y: (0)\nswitch costume to (collectable v)\nset size to (100) %\nclear graphic effects\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nset [collect display v] to [0]\nset [collectable infoo v] to []\ndelete all of [collectables data v]\nshow list [collectables data v]\nswitch costume to (collectable v)\nif <(LEVEL) = [1]> then\n Clone at x: [-90] y: [-15] Info: [1st Beginning]\n Clone at x: [-43] y: [-15] Info: [2nd Beginning]\n Clone at x: [4] y: [-15] Info: [3rd Beginning]\n Clone at x: [242] y: [100] Info: [Top of Jump Platform]\n Clone at x: [449] y: [20] Info: [Top of Spikes 1]\n Clone at x: [492] y: [50] Info: [Top of Spikes 2]\n Clone at x: [533] y: [20] Info: [Top of Spikes 3]\n Clone at x: [650] y: [120] Info: [Top of Float Platform with Spikes Beneath]\n Clone at x: [1200] y: [192] Info: [Top of 3rd Raised Platform after which you jump on Floating Platforms]\n Clone at x: [1419] y: [294] Info: [Floating Platform 1]\n Clone at x: [1582] y: [377] Info: [Floating Platform 2]\n Clone at x: [1745] y: [250] Info: [Floating Platform 3]\n Clone at x: [1901] y: [320] Info: [Side of Wall]\n Clone at x: [1982] y: [402] Info: [Top of Wall]\n Clone at x: [2228] y: [332] Info: [Top of Float Platform with Spikes Beneath]\n Clone at x: [2491] y: [450] Info: [Top of Float Square Platform with 2 Spikes]\n Clone at x: [2646] y: [340] Info: [Top of Lava Pit]\n Clone at x: [2987] y: [313] Info: [In area between wall and small wall?]\n Clone at x: [3435] y: [396] Info: [Top of Spikes Pit Left]\n Clone at x: [3483] y: [425] Info: [Top of Spikes Pit Mid]\n Clone at x: [3531] y: [396] Info: [Top of Spikes Pit Right]\n Clone at x: [4278] y: [393] Info: [Top of Floating Platform Almost End 1]\n Clone at x: [4108] y: [481] Info: [Top of Floating Platform Almost End 2]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [0] y: [40] Info: [Beginning Top]\n Clone at x: [279] y: [21] Info: [Over the Pit left]\n Clone at x: [326] y: [35] Info: [Over the Pit mid]\n Clone at x: [373] y: [21] Info: [Over the Pit right]\n Clone at x: [607] y: [68] Info: [Top of first stair]\n Clone at x: [752] y: [191] Info: [Top of Spikes of Second stair]\n Clone at x: [1024] y: [214] Info: [Over 1st float rectangle]\n Clone at x: [1235] y: [180] Info: [Over 1st float square]\n Clone at x: [1451] y: [180] Info: [Over 2nd float square]\n Clone at x: [1675] y: [180] Info: [Over 2nd float square]\n Clone at x: [1860] y: [135] Info: [Side Wall]\n Clone at x: [1937] y: [200] Info: [On wall]\n Clone at x: [2164] y: [340] Info: [Big Float Platform #1.1]\n Clone at x: [2330] y: [400] Info: [Big Float Platform #1.2]\n Clone at x: [2401] y: [388] Info: [Big Float Platform #1.3]\n Clone at x: [2625] y: [450] Info: [Big Float Platform #2 Mid]\n Clone at x: [2700] y: [406] Info: [Big Float Platform #2.2]\n Clone at x: [2528] y: [132] Info: [Top of Pit which is below big float platforms left]\n Clone at x: [2580] y: [150] Info: [Top of Pit which is below big float platforms mid]\n Clone at x: [2632] y: [132] Info: [Top of Pit which is below big float platforms right]\n Clone at x: [2760] y: [97] Info: [Top of Platform b4 da slope]\n Clone at x: [3250] y: [235] Info: [Top of Slope perpendicular]\n Clone at x: [3575] y: [91] Info: [Top of 1st metal circle]\n Clone at x: [3785] y: [91] Info: [Top of 2nd metal circle]\n Clone at x: [3990] y: [91] Info: [Top of 3rd metal circle]\n Clone at x: [4206] y: [90] Info: [Slope 2.1]\n Clone at x: [4308] y: [187] Info: [Slope 2.2]\n Clone at x: [4431] y: [297] Info: [Slope 2.3]\n Clone at x: [4537] y: [328] Info: [Over Slope 2 - Spikes]\n Clone at x: [4714] y: [415] Info: [Top of Float Round from Below Platform #1]\n Clone at x: [4550] y: [494] Info: [Top of Float Round from Below Platform #2]\n Clone at x: [4736] y: [591] Info: [Top of Float Round from Below Platform #2]\n Clone at x: [4932] y: [950] Info: [Side Wall End 1]\n Clone at x: [4932] y: [1000] Info: [Side Wall End 2]\n Clone at x: [4932] y: [1050] Info: [Side Wall End 3]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [125] y: [41] Info: [Top of Lava Pit]\n Clone at x: [425] y: [89] Info: [Top of Float Platform 1]\n Clone at x: [650] y: [218] Info: [Top of Float Platform 2]\n Clone at x: [650] y: [170] Info: [Top of Float Platform 2.2]\n Clone at x: [874] y: [180] Info: [Top of Float Platform 3]\n Clone at x: [1110] y: [28] Info: [Before Stair]\n Clone at x: [1204] y: [109] Info: [Stair 1]\n Clone at x: [1298] y: [190] Info: [Stair 2]\n Clone at x: [1496] y: [159] Info: [Side Wall with Spikes]\n Clone at x: [1685] y: [26] Info: [Safe Platform Mid Jump]\n Clone at x: [1978] y: [38] Info: [Top of Float Square 1]\n Clone at x: [2177] y: [38] Info: [Top of Float Square 2]\n Clone at x: [2482] y: [0] Info: [Top of 5 Spikes Left]\n Clone at x: [2532] y: [30] Info: [Top of 5 Spikes]\n Clone at x: [2582] y: [0] Info: [Top of 5 Spikes Right]\n Clone at x: [2879] y: [65] Info: [Top of So much Spikes]\n Clone at x: [3164] y: [58] Info: [Top of Ninja 1]\n Clone at x: [3455] y: [157] Info: [Top of Ninja 2]\n Clone at x: [3745] y: [257] Info: [Top of Ninja 3]\n Clone at x: [3883] y: [-80] Info: [Almost near Tramp]\n Clone at x: [4000] y: [-80] Info: [Below Cave 1]\n Clone at x: [4055] y: [-80] Info: [Below Cave 2]\n Clone at x: [4110] y: [-80] Info: [Below Cave 3]\n Clone at x: [4199] y: [4] Info: [Side Wall Near Tramp]\n Clone at x: [4524] y: [-48] Info: [Above Pit near Tramp]\n Clone at x: [4787] y: [-60] Info: [Above Tramp]\n Clone at x: [4873] y: [485] Info: [Float near Portal 1]\n Clone at x: [4705] y: [579] Info: [Float near Portal 2]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [156] y: [88] Info: []\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y) Info: (info)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [collected max v] by (1)\nset [collectable infoo v] to (info)\nadd (info) to [collectables data v]\n\nwhen I receive [movement v]\nPosition ((x) - (SCROLL X)) (((y) + ((3) * ([sin v] of (((x) + (TICK)) * (10)) ))) - (SCROLL Y))\nset [collect display v] to (join (COLLECTED) (join [/] (COLLECTED MAX)))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\nif <<key (c v) pressed?> and <(username) = [ImRohan10187]>> then\n hide list [collectables data v]\nelse\n show list [collectables data v]\nend\n\nClone at x: [242] y: [100] Info: []\n\n@Portal\n\nwhen I receive [green flag v]\nhide\ngo to x: (0) y: (0)\nswitch costume to (closed v)\nset size to (100) %\nclear graphic effects\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [portal info v] to []\ndelete all of [portal data v]\nshow list [portal data v]\nadd (join [Level ] (join (LEVEL) [:])) to [portal data v]\nswitch costume to (closed v)\nset size to (100) %\nif <(LEVEL) = [1]> then\n Go to x: [4303] y: [610] Info: []\nelse\n if <(LEVEL) = [2]> then\n Go to x: [5123] y: [1185] Info: []\n else\n if <(LEVEL) = [3]> then\n Go to x: [4900] y: [700] Info: []\n else\n if <(LEVEL) = [4]> then\n set size to (70) %\n Go to x: [250] y: [-52] Info: []\n end\n end\n end\nend\n\ndefine Position\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 Go to x: (x) y: (y) Info: (info)\nset [x v] to (x)\nset [y v] to (y)\nset [portal info v] to (join (x) (join [,] (y)))\nadd (Portal Info) to [portal data v]\n\nwhen I receive [movement v]\nPosition\nif <(username) = [ImRohan10187]> then\n if <touching (player v)?> then\n set [exit v] to [Win]\n end\nelse\n if <<touching (player v)?> and <<(costume [name v]) = [Open]> or <(costume [name v]) = [Scratch Open]>>> then\n set [exit v] to [Win]\n end\nend\nif <<key (p v) pressed?> and <(username) = [ImRohan10187]>> then\n hide list [portal data v]\nelse\n show list [portal data v]\nend\n\nwhen I receive [open portal v]\nif <(LEVEL) = [4]> then\n switch costume to (scratch open v)\nelse\n switch costume to (open v)\nend\n\n@Thumbnail\n\nwhen I receive [green flag v]\nGreen Flag\nSetup\n\ndefine Green Flag\nhide\nswitch costume to (thumbnail v)\nswitch backdrop to (tn & splash v)\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [all around v]\ngo to [front v] layer\nbroadcast (FHP v)\nset [costume v] to []\nset [thumbnail transition? v] to []\nset [tn transition ghost effect v] to [0]\nset [tn transition = done? v] to []\nset [enter splash transition ghost effect v] to [100]\nset [x v] to [0]\nset [y v] to [0]\nset [play? v] to []\nset [final x v] to [0]\nset [final y v] to [0]\nset [0 v] to []\nset [die v] to [N]\nset [fast v] to [N]\n\ndefine Setup\nCostume: [Thumbnail] x: [0] y: [0] Direction: [63]\nCostume: [Lava Wave TN] x: [0] y: [-170] Direction: [90]\nCostume: [Lava Wave TN2] x: [480] y: [-170] Direction: [90]\nwait until <key (any v) pressed?>\nset [thumbnail transition? v] to [Yes]\nbroadcast (Thumbnail Transition v) and wait\nCostume: [Splash] x: [0] y: [0] Direction: [90]\nCostume: [PlayButton] x: [0] y: [-45] Direction: [90]\nCostume: [Portal] x: [188] y: [-73] Direction: [90]\n\ndefine Thumbnail\n\ndefine Lava Wave TN\n\ndefine Splash\n\ndefine PlayButton\n\ndefine Portal\n\ndefine Costume: (costume) x: (x) y: (y) Direction: (direction)\nswitch costume to (costume)\nset [x v] to (x)\nset [y v] to (y)\npoint in direction (direction)\nset size to (100) %\ncreate clone of (_myself_ v)\nset [costume v] to (costume)\n\nset rotation style [all around v]\ngo to [front v] layer\n\nwhen I receive [splash portal v]\n\nrepeat until <[] > []>\n switch costume to (costume 1)\n wait (0.3) seconds\n switch costume to (costume 2)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\n\nif <(costume [name v]) = [Thumbnail]> then\n switch costume to (dot v)\n set size to (100) %\n switch costume to (thumbnail v)\n Position\n show\nend\nif <(costume [name v]) = [Lava Wave TN]> then\n Position\n go to [back v] layer\n show\n Wave Effect\nend\nif <(costume [name v]) = [Lava Wave TN2]> then\n set size to (150) %\n Position\n set size to (100) %\n go to [back v] layer\n show\n Wave Effect\nend\nwait until <[] = [Yes]>\nrepeat until <<[] = [Done]> or <[] > []>>\n if <(costume [name v]) = [Thumbnail]> then\n switch costume to (thumbnail v)\n end\n if <(costume [name v]) = [Lava Wave TN]> then\n switch costume to (thumbnail v)\n end\n if <(costume [name v]) = [Lava Wave TN2]> then\n switch costume to (thumbnail v)\n end\n broadcast (TN Transition Occuring v)\n if <(costume [name v]) = [Thumbnail]> then\n switch costume to (lava wave tn v)\n end\n if <(costume [name v]) = [Lava Wave TN]> then\n switch costume to (lava wave tn v)\n end\n if <(costume [name v]) = [Lava Wave TN2]> then\n switch costume to (lava wave tn v)\n end\n broadcast (TN Transition Occuring v)\n if <(costume [name v]) = [Thumbnail]> then\n switch costume to (lava wave tn2 v)\n end\n if <(costume [name v]) = [Lava Wave TN]> then\n switch costume to (lava wave tn2 v)\n end\n if <(costume [name v]) = [Lava Wave TN2]> then\n switch costume to (lava wave tn2 v)\n end\n broadcast (TN Transition Occuring v)\n wait until <<[] > [100]> or <[] = [100]>>\nend\nif <(costume [name v]) = [Splash]> then\n Position\n show\nend\nif <(costume [name v]) = [PlayButton]> then\n Position\n set size to (100) %\n show\n repeat until <(Play?) > []>\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [play? v] to [Yes]\n end\n end\n repeat until <(size) = [100]>\n change size by (-2)\n end\n if <(Play?) = [Yes]> then\n broadcast (Play v) and wait\n end\nend\n\nswitch backdrop to (tn & splash v)\nset size to (100) %\nclear graphic effects\ngo to x: (x) y: (y)\npoint in direction (direction)\n\nswitch costume to (dot v)\nset size to (100) %\nswitch costume to (thumbnail v)\ngo to x: (x) y: (y)\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Wave Effect\nshow\nrepeat until <(TN Transition = Done?) = [Done]>\n set size to (150) %\n change x by (-3)\n if <(x position) < [-479]> then\n set x to ((x position) * (-1))\n end\n set size to (100) %\nend\n\nset size to (100) %\n\nwhen I receive [tn transition occuring v]\nrepeat until <<[] > [100]> or <[] = [100]>>\n change [ghost v] effect by (3)\nend\n\nwhen I start as a clone\n\nif <(costume [name v]) = [Thumbnail]> then\n switch costume to (dot v)\n set size to (100) %\n switch costume to (thumbnail v)\n Position\n show\nend\nif <(costume [name v]) = [Lava Wave TN]> then\n Position\n go to [back v] layer\n show\n Wave Effect\nend\nif <(costume [name v]) = [Lava Wave TN2]> then\n set size to (150) %\n Position\n set size to (100) %\n go to [back v] layer\n show\n Wave Effect\nend\nwait until <[] = [Yes]>\nrepeat until <<[] = [Done]> or <[] > []>>\n if <(costume [name v]) = [Thumbnail]> then\n switch costume to (thumbnail v)\n end\n if <(costume [name v]) = [Lava Wave TN]> then\n switch costume to (thumbnail v)\n end\n if <(costume [name v]) = [Lava Wave TN2]> then\n switch costume to (thumbnail v)\n end\n broadcast (TN Transition Occuring v)\n if <(costume [name v]) = [Thumbnail]> then\n switch costume to (lava wave tn v)\n end\n if <(costume [name v]) = [Lava Wave TN]> then\n switch costume to (lava wave tn v)\n end\n if <(costume [name v]) = [Lava Wave TN2]> then\n switch costume to (lava wave tn v)\n end\n broadcast (TN Transition Occuring v)\nend\nif <(costume [name v]) = [Splash]> then\n Position\n show\nend\nif <(costume [name v]) = [PlayButton]> then\n Position\n set size to (100) %\n show\n repeat until <(Play?) > []>\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [play? v] to [Yes]\n end\n end\n repeat until <(size) = [100]>\n change size by (-2)\n end\n if <(Play?) = [Yes]> then\n broadcast (Play v) and wait\n end\nend\n\nif <(costume [name v]) = [Thumbnail]> then\n switch costume to (lava wave tn2 v)\nend\nif <(costume [name v]) = [Lava Wave TN]> then\n switch costume to (lava wave tn2 v)\nend\nif <(costume [name v]) = [Lava Wave TN2]> then\n switch costume to (lava wave tn2 v)\nend\nrepeat until <<[] > [100]> or <[] = [100]>>\n change [ghost v] effect by (3)\nend\nwait until <<[] > [100]> or <[] = [100]>>\n\nwhen I start as a clone\nif <(costume [name v]) = [Thumbnail]> then\n switch costume to (dot v)\n set size to (100) %\n switch costume to (thumbnail v)\n Position\n show\nend\nif <(costume [name v]) = [Lava Wave TN]> then\n Position\n go to [back v] layer\n show\n Wave Effect\nend\nif <(costume [name v]) = [Lava Wave TN2]> then\n set size to (150) %\n Position\n set size to (100) %\n go to [back v] layer\n show\n Wave Effect\nend\nif <<(Thumbnail Transition?) = [Yes]> or <(Thumbnail Transition?) > []>> then\n if <(costume [name v]) = [Splash]> then\n Position\n clear graphic effects\n set [ghost v] effect to (100)\n show\n end\n if <(costume [name v]) = [PlayButton]> then\n Position\n clear graphic effects\n set size to (100) %\n set [ghost v] effect to (100)\n show\n broadcast (PlayButton Code v)\n end\n Enter Splash Transition\nend\n\nrepeat until <<<[] = [Done]> or <[] > []>> and <<[] = [Done]> or <[] > []>>>\nif <(costume [name v]) = [Splash]> then\n Position\n show\nend\nif <(costume [name v]) = [PlayButton]> then\n Position\n set size to (100) %\n show\n repeat until <(Play?) > []>\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [play? v] to [Yes]\n end\n end\n repeat until <(size) = [100]>\n change size by (-2)\n end\n if <(Play?) = [Yes]> then\n broadcast (Play v) and wait\n end\nend\n\nwhen I receive [thumbnail transition v]\nrepeat until <<(TN Transition Ghost Effect) > [100]> or <(TN Transition Ghost Effect) = [100]>>\n change [tn transition ghost effect v] by (3)\n change [ghost v] effect by (3)\nend\nset [tn transition = done? v] to [Done]\nbroadcast (Splash Portal v)\n\ndefine Enter Splash Transition\nrepeat until <<(Enter Splash Transition Ghost Effect) < [0]> or <(Enter Splash Transition Ghost Effect) = [0]>>\n change [enter splash transition ghost effect v] by (-3)\n change [ghost v] effect by (-3)\nend\n\ndefine Exit Splash Transition\nrepeat (34)\n change [ghost v] effect by (3)\nend\n\nwhen I receive [playbutton code v]\nif <(costume [name v]) = [PlayButton]> then\n repeat until <<(Play?) = [Play]> or <(Play?) > []>>\n if <touching (mouse-pointer v)?> then\n repeat until <<<(size) = [110]> or <(size) > [110]>> or <not <touching (mouse-pointer v)?>>>\n change size by (2)\n end\n else\n repeat until <<(size) = [100]> or <(size) < [100]>>\n change size by (-2)\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [play? v] to [Play]\n broadcast (Pre-Play v)\n end\n end\nend\n\nwhen I receive [pre-play v]\nExit Splash Transition\nwait (0.5) seconds\nset [0 v] to [1]\nbroadcast (Play v)\n\nwhen I receive [play v]\nrepeat (10)\n delete this clone\nend\n\nforever\n\nswitch costume to (portal2 v)\n\nwhen I receive [clipping glitch error v]\nswitch costume to (game crash v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [play game v]\nwait (1) seconds\nswitch costume to (pls l,s,f :\) v)\nset [final x v] to [0]\nset [final y v] to [200]\n\nwhen I receive [movement v]\nPosition ((Final x) - (SCROLL X)) ((Final y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(LEVEL) = [4]> then\n show\n else\n hide\n end\nelse\n hide\nend\nset [ghost v] effect to (0)\n\n@Trampoline\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (100) %\nhide\nset [tramp x v] to [0]\nset [tramp y v] to [0]\n\nwhen I receive [movement v]\nPosition ((Tramp x) - (SCROLL X)) ((Tramp y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<(LEVEL) = [3]> or <(LEVEL) = [4]>> then\n show\n else\n hide\n end\nelse\n hide\nend\nif <touching (player v)?> then\n broadcast (Extend Trampoline v)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nif <(LEVEL) = [3]> then\n New Trampoline at x: [4788] y: [-111]\nelse\n if <(LEVEL) = [4]> then\n New Trampoline at x: [-150] y: [60]\n end\nend\n\ndefine New Trampoline at x: (x) y: (y)\nset [tramp x v] to (x)\nset [tramp y v] to (y)\n\nif <<(LEVEL) = [3]> or <(LEVEL) = [4]>> then\n\nwhen I receive [extend trampoline v]\nswitch costume to (costume2 v)\nwait (0.5) seconds\nswitch costume to (costume1 v)\n\nrepeat (10)\n switch costume to (costume2 v)\nend\n\n@Sea\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nset [ghost v] effect to (20)\n\nwhen I receive [movement v]\nif <(round ([size v] of [player v])) = [100]> then\n Position (((((SCROLL X) * (-1)) - (TICK)) mod (480)) - (240)) (((-180) - (SCROLL Y)) + ((10) * ([sin v] of ((TICK) * (5)) )))\n go to [back v] layer\n go [forward v] (1) layers\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\n@Logo\n\nwhen I receive [green flag v]\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n | This is my First Project in my account. It is finally ready after 3 entire months of Hard work, research and determination. Hope you enjoy Playing :)\nPRESS SPACE TO BEGIN\nBe Sure to press the Green Flag TWICE to prevent bugs.\nCursor Keys, WASD or Mobile Controls to Move the player. You can move right, left and jump.\nCollect all the coins to open the Portal at the end of each level. To finish the level, you must enter the Portal.\nThere is a surprise waiting for you in Level 1 itself. If any of you finds out, be sure to comment down with tag #I-Found-It.\nAt the end of the last level, an awesome graphic scene with the blends of Scratch's logo is waiting for you. Didn't get it? Don't worry, Play to find out ;)\n\nIf the game is LAGGY for you, play the game on TurboWarp over here: https://turbowarp.org/474673415\nOr, try closing other tabs, it helps a lot.\n\nIf you really read these instructions and made it through the entire game comment down #Portal-Platformer!\n\nAny nice background music for this? Any person who suggests will get a Shoutout! |
Software- A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (coding background v)\nforever\n if <<[3] < (level)> and <[8] > (level)>> then\n switch backdrop to (google v)\n end\n if <[8] = (level)> then\n switch backdrop to (coding background v)\n end\n if <[9] = (level)> then\n switch backdrop to (amongst us v)\n end\n if <[15] = (level)> then\n switch backdrop to (amongst us 2 v)\n end\n if <[16] = (level)> then\n switch backdrop to (coding background v)\n end\n if <[17] = (level)> then\n switch backdrop to (creeper aww man v)\n end\n if <[19] = (level)> then\n switch backdrop to (cavemen didnt actually live in caves for a long time v)\n end\n if <[23] = (level)> then\n switch backdrop to (coding background v)\n end\nend\n\n@da player\n\ndefine respawn command\nset size to (75) %\ngo to x: (-200) y: (0)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine engine v. 2.01\nchange [y v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> then\n change [x v] by (1)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [x v] by (-1)\n point in direction (-90)\nend\nset [x v] to ((X) * (0.88))\nchange x by (X)\nrepeat (8)\n if <touching (platformer v)?> then\n change y by (1.1)\n end\nend\nif <touching (platformer v)?> then\n change x by (() - (X))\n change y by (-8.8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [11]\n set [x v] to ((7) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (platformer v)?> then\n change y by (() - (Y))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching (platformer v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> then\n set [y v] to [13]\n end\nend\nif <<(y position) < [-180]> or <<touching (spoike v)?> or <touching (sprite1 v)?>>> then\n respawn command\nend\nchange y by (1)\nif <[235] < (x position)> then\n respawn command\n set size to (75) %\n change [level v] by (1)\n broadcast (LEVEL UP v)\nend\n\nwhen flag clicked\nswitch costume to (player v)\nshow\nrespawn command\nforever\n engine v. 2.01\nend\n\nwhen [1 v] key pressed\nswitch costume to (titel pic v)\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen I receive [cutscene v]\nhide\nwait (10) seconds\nshow\n\nwhen I receive [yo ded v]\nrespawn command\n\nwhen I receive [debug 1.23 v]\nrespawn command\n\nwhen flag clicked\nforever\n if <(ded) = [2]> then\n hide\n end\nend\n\n@Platformer\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset [level v] to [1]\ngo to [back v] layer\nforever\n switch costume to (join (letter (1) of (level)) (letter (2) of (level)))\nend\n\nwhen flag clicked\nhide variable [timer v]\nset [ded v] to [0]\nset [timer v] to [0]\nforever\n wait (0.1) seconds\n change [timer v] by (0.1)\n if <(ded) = [2]> then\n hide\n show variable [timer v]\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(ded) = [2]> then\n hide\n end\nend\n\n@spoike\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nforever\n go to x: (0) y: (0)\n if <(level) > [9]> then\n show\n go to [back v] layer\n switch costume to (join (letter (1) of (level)) (letter (2) of (level)))\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(ded) = [2]> then\n hide\n end\nend\n\n@da scene of cuts\n\nwhen flag clicked\ngo to x: () y: ()\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nset [ghost v] effect to (100)\nhide\nforever\n if <(level) = [25]> then\n broadcast (cutscene v)\n stop [this script v]\n end\n if <(ded) = [2]> then\n hide\n end\nend\n\nwhen I receive [cutscene v]\nshow\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nswitch costume to ( v)\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen [9 v] key pressed\nchange [level v] by (1)\n\n@sprite1\n\nwhen flag clicked\nhide\ngo to x: (-17) y: (-92)\nset [ghost v] effect to (0)\nforever\n if <(level) = [26]> then\n show\n forever\n moooooooooooooove\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nhide\ngo to x: (-17) y: (-92)\n\ndefine moooooooooooooove\nif <<(level) = [26]> or <(level) = [27]>> then\n switch costume to (2 v)\n repeat (50)\n change x by (4)\n end\n switch costume to (ze bad boi v)\n repeat (50)\n change x by (-4)\n end\nend\nif <(level) = [28]> then\n switch costume to (down v)\n repeat (50)\n change y by (-7)\n end\n switch costume to (up v)\n repeat (50)\n change y by (7)\n end\nend\nif <(level) = [29]> then\n switch costume to (2 v)\n glide (3) secs to x: (176) y: (59)\n switch costume to (ze bad boi v)\n glide (1) secs to x: (-156) y: (-104)\nend\nif <(level) = [30]> then\n glide (0.2) secs to x: (164) y: (-92)\n set size to (100) %\n switch costume to (ze bad boi v)\n wait (1) seconds\n create clone of (_myself_ v)\nend\nif <(level) = [31]> then\n go to x: (0) y: (0)\n if <(ded) = [2]> then\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.3) seconds\n end\n end\nend\n\nwhen [q v] key pressed\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(level) = [28]> then\n go to x: (28) y: (144)\n glide (1) secs to x: (28) y: (144)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n set y to (-140)\n change x by (-5)\n set size to (50) %\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(ded) = [2]> then\n hide\n end\nend\n\n@skip\n\nwhen flag clicked\ngo to x: (164) y: (-92)\nhide\nforever\n if <key (s v) pressed?> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(ded) = [2]> then\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(ded) = [2]> then\n show\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nrepeat (100)\n hide\nend\n\n@button\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nhide\nforever\n if <(level) = [31]> then\n forever\n show\n if <touching (da player v)?> then\n set [ded v] to [2]\n end\n end\n end\nend\n\n@debug1\n\nwhen flag clicked\nhide\nwait (7) seconds\nshow\nforever\n go to (da player v)\nend\n\nwhen I receive [cutscene v]\nhide\nwait (10) seconds\nshow\n\nwhen flag clicked\nforever\n if <touching (platformer v)?> then\n broadcast (debug 1.23 v)\n end\nend\n\n | ~~~~~~~~~~~~~~~Mobile Friendly~~~~~~~~~~~~~~~\nDOUBLE CLICK THE GREEN FLAG\nPlease consider to ⭐ and ❤️️\nTO SKIP A LEVEL HOLD THE S BUTTON AND CLICK THE SKIP BUTTON ON SCREEN\nThis time i also experimented with an into.\nI drew everything in this game (exept the among us thing) with my mouse. Coding by me.\nWow thank you so much for 500 views! That means a lot to me (: \n\nShoutout to : @Amazing_40 for finding (it) first!\nAlso credit to @-Xaf- for the ebic tunes\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nAwww man u found me good job (:\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHey u found my easter egg so here are some cool Emojis u can copy and paste:⚔️❤️♚♛♞☁☯㋡ |
Faded - a mobile friendly platformer | @Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n if <(The Level) = [11]> then\n switch backdrop to (e v)\n else\n switch backdrop to (e2 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Faded \[mp3clan\].mp3 v] until done\nend\n\n@Player\n\nwhen flag clicked\nset rotation style [left-right v]\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n switch costume to (player2 v)\n set [eee v] to [-90]\n change [x velocity v] by (-1.5)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n switch costume to (player v)\n set [eee v] to [90]\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 ((X velocity) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [-30]> and <mouse down?>>>> 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?> or <<(mouse y) > [-30]> and <mouse down?>>>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\nelse\n switch costume to (player v)\nend\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@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@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@Sprite1\n\nwhen flag clicked\nforever\n go to (player v)\n go to [back v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <not <(The Level) = [10]>> then\n hide\n go to x: (4) y: (1)\n turn right (15) degrees\n else\n switch costume to (costume1 v)\n show\n go to x: (4) y: (1)\n turn right (15) degrees\n if <touching (player v)?> then\n switch costume to (costume2 v)\n hide\n broadcast (shuriken YES v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [shuriken yes v]\nforever\n show\n go to [front v] layer\n point in direction (EEE)\n if <<key (space v) pressed?> or <mouse down?>> then\n create clone of (_myself_ v)\n wait until <not <<mouse down?> or <key (space v) pressed?>>>\n end\nend\n\nwhen I start as a clone\nrepeat until <touching (_edge_ v)?>\n move (15) steps\n if <touching (ground v)?> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [shuriken yes v]\nforever\n go to (player v)\nend\n\n@Sprite3\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n | \n\n\n\n\n\n\n\n\n\nMAKING THE SEQUEL!\ndont kill me its gonna have enemies and they are really hard to code lol\n\ncheck out my fruit ninja remake:\nhttps://scratch.mit.edu/projects/471006785/\n\ncheck out my hangman remake: https://scratch.mit.edu/projects/474801722/\n\ni tried :D\n\n\n\n\nsorry its generic. hope you enjoy |
MidNight - Platformer 3 | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\n@Yer\n\nwhen flag clicked\nshow\nrepeat until <(level) = [12]>\n if <(level) = [1]> then\n switch costume to (kostüm 1 v)\n go to x: (36) y: (28)\n end\n if <(level) = [2]> then\n switch costume to (kostüm 2 v)\n go to x: (36) y: (28)\n end\n if <(level) = [3]> then\n switch costume to (kostüm 3 v)\n go to x: (36) y: (28)\n end\n if <(level) = [4]> then\n switch costume to (kostüm 4 v)\n go to x: (36) y: (28)\n end\n if <(level) = [5]> then\n switch costume to (kostüm 7 v)\n go to x: (36) y: (28)\n end\n if <(level) = [6]> then\n switch costume to (kostüm 6 v)\n go to x: (36) y: (28)\n end\n if <(level) = [7]> then\n switch costume to (kostüm 5 v)\n go to x: (36) y: (28)\n end\n if <(level) = [8]> then\n switch costume to (kostüm 8 v)\n go to x: (36) y: (28)\n end\n if <(level) = [9]> then\n switch costume to (kostüm 9 v)\n go to x: (36) y: (28)\n end\n if <(level) = [10]> then\n switch costume to (kostüm 10 v)\n go to x: (36) y: (28)\n end\n if <(level) = [11]> then\n switch costume to (kostüm 11 v)\n go to x: (36) y: (28)\n end\n if <(level) = [12]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n switch costume to (kostüm 11 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (kostüm 1 v)\n\n@Karakter\n\nwhen flag clicked\nhide\nwait (2) seconds\ngo to x: (-154) y: (9)\nwait (1) seconds\nshow\nset [level v] to [1]\nforever\n Kukla. <(y) > [0]>\nend\n\ndefine Kukla. <yukarı>\nset [duvar v] to [0]\nset [yere çarpma v] to [0]\nchange [y v] by (-1)\nchange y by (y)\nrepeat until <not <touching (yer v)?>>\n if <yukarı> then\n change y by (-1)\n else\n set [yere çarpma 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 <(Yere çarpma) = [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 (yer v)?>>\n change x by ((([abs v] of (x) ) / (x)) * (-1))\n set [duvar v] to [1]\nend\nif <<(Duvar) = [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) > [282]> then\n broadcast (Yeni level v)\n repeat (1)\n change [level v] by (1)\n end\nend\nif <<touching (kazıklar v)?> or <touching (kazıklar v)?>> then\n broadcast (Baştan başla v)\nend\n\nwhen I receive [baştan başla v]\ngo to x: (-154) y: (9)\n\nwhen I receive [yeni level v]\nif <not <(level) = [12]>> then\n go to x: (-154) y: (9)\nend\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Spectre \[NCS Release\].mp2 v] until done\nend\n\nwhen I receive [bitiş v]\nwait (5) seconds\nstop all sounds\nstop [all v]\n\n@Kazıklar \n\nwhen I receive [bitiş v]\nhide\n\nwhen flag clicked\nhide\nwait (2) seconds\nwait (1) seconds\nswitch costume to (kostüm 2 v)\nshow\nrepeat until <(level) = [12]>\n if <(level) = [1]> then\n show\n go to [front v] layer\n switch costume to (kostüm 1 v)\n go to x: (36) y: (24)\n end\n if <(level) = [2]> then\n show\n go to [front v] layer\n switch costume to (kostüm 2 v)\n go to x: (36) y: (24)\n end\n if <(level) = [3]> then\n show\n go to [front v] layer\n switch costume to (kostüm 3 v)\n go to x: (36) y: (24)\n end\n if <(level) = [4]> then\n show\n go to [front v] layer\n switch costume to (kostüm 4 v)\n go to x: (36) y: (24)\n end\n if <(level) = [5]> then\n show\n go to [front v] layer\n switch costume to (kostüm 5 v)\n go to x: (36) y: (24)\n end\n if <(level) = [6]> then\n show\n go to [front v] layer\n switch costume to (kostüm 6 v)\n go to x: (36) y: (24)\n end\n if <(level) = [7]> then\n show\n go to [front v] layer\n switch costume to (kostüm 7 v)\n go to x: (36) y: (24)\n end\n if <(level) = [8]> then\n show\n go to [front v] layer\n switch costume to (kostüm 8 v)\n go to x: (36) y: (24)\n end\n if <(level) = [9]> then\n show\n go to [front v] layer\n switch costume to (kostüm 9 v)\n go to x: (36) y: (24)\n end\n if <(level) = [10]> then\n show\n go to [front v] layer\n switch costume to (kostüm 10 v)\n go to x: (36) y: (24)\n end\n if <(level) = [11]> then\n show\n go to [front v] layer\n switch costume to (kostüm 11 v)\n go to x: (36) y: (24)\n end\n if <(level) = [12]> then\n hide\n broadcast (Bitiş v)\n end\nend\n\n@Kapak \n\nwhen flag clicked\nwait (2) seconds\nrepeat (4)\n wait (0.01) seconds\n change [ghost v] effect by (25)\nend\n\n | ADS(REKLAM): ⛔\nFirst Part: https://scratch.mit.edu/projects/472853711\n1. Bölüm: https://scratch.mit.edu/projects/472853711\n SecondPart:https://scratch.mit.edu/projects/474366006\n2.Bölüm: https://scratch.mit.edu/projects/474366006\n\nEN: \n⭐A new game scroller platform game is coming\n✅Welcome to the MidNight Platformer 2 game\n✅Second series of the MidNight Platformer game ✅This is the last series.\n✅Some places have hidden thorns. It is important \n that you pass calmly and carefully :D\n\n\nTR:\n⭐Yeni bir oyun scrolling platform oyunu geliyor\n✅MidNight (GeceYarısı) Platformer 2 oyununa \n hoşgeldiniz.\n✅MidNight (GeceYarısı) Platformer oyununun 3. \n serisi.\n✅Bu son seridir.\n✅Dikkat edin bazı yerlerde gizli kazıklar var sakince \n ve dikkatlice geçmenizi öneririm :D |
The Sky || A Vertical Platformer #games #fun #all #vertical | @Stage\n\nwhen flag clicked\nforever\n play sound [OMFG - I Love You \(128 kbps\) 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\nswitch backdrop to (1 v)\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: (0) y: (-105)\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 (#37ff00)?> or <<touching color (#147b00)?> or <<touching color (#804400)?> or <touching color (#ffffff)?>>>> then\n change y by (1)\n if <<touching color (#37ff00)?> or <<touching color (#147b00)?> or <<touching color (#804400)?> or <touching color (#ffffff)?>>>> then\n change y by (1)\n if <<touching color (#37ff00)?> or <<touching color (#147b00)?> or <<touching color (#804400)?> or <touching color (#ffffff)?>>>> then\n change y by (1)\n if <<touching color (#37ff00)?> or <<touching color (#147b00)?> or <<touching color (#804400)?> or <touching color (#ffffff)?>>>> then\n change y by (1)\n if <<touching color (#37ff00)?> or <<touching color (#147b00)?> or <<touching color (#804400)?> or <touching color (#ffffff)?>>>> then\n change y by (1)\n if <<touching color (#37ff00)?> or <<touching color (#147b00)?> or <<touching color (#804400)?> or <touching color (#ffffff)?>>>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#37ff00)?> or <<touching color (#147b00)?> or <<touching color (#804400)?> or <touching color (#ffffff)?>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#37ff00)?> or <<touching color (#147b00)?> or <<touching color (#804400)?> or <touching color (#ffffff)?>>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [16]\n end\n end\n if <<<touching color (#ff0000)?> or <touching color (#a90000)?>> or <touching color (#a0a0a0)?>> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (0) y: (-105)\n end\n if <touching (trampoline v)?> then\n set [yv v] to [22]\n end\n if <(y position) < [-170]> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (0) y: (155)\n switch backdrop to (previous backdrop v)\n end\n if <(y position) = [170]> then\n go to x: (0) y: (-105)\n switch backdrop to (next backdrop v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n | ☁ The Sky ☁\n ☁ A Vertical & Mobile Friendly Platformer ☁\n\nPlease propose this to be featured here: https://scratch.mit.edu/studios/4228481/comments/\n\nLet's get this on trending! :P\n\nTELL UR FRIENDS!!! \n\nNOTE: THIS IS A HARD PLATFORMER. So please don't put "Impossible" or "Too hard I don't like this or i will either delete or report. Thank you! :)\n\nFollow for more great platformers! \n\nHope you enjoy! :D\n\n ☁ Instructions ☁\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 ☁ Notes ☁\n\n• 1/16/21 The Sky is now finished!!! :D Took me 5 days to make it.\n\n ☁ Tags ☁\n\n#games #TrentonTNT #ez #fun #ordinary #all #quality |
•PLATFORMER• ■Kakashi mission!■ Brawl Stars | @Stage\n\nwhen I receive [music v]\nset volume to (0) %\nrepeat (50)\n change volume by (2)\nend\n\nwhen I receive [music v]\nrepeat until <(backdrop [name v]) = [1]>\n play sound [Ikimono-Gakari — Blue Bird \(1\) v] until done\nend\n\nwhen flag clicked\nhide variable [☁ best time v]\nhide variable [timer v]\nswitch backdrop to (0 v)\nhide variable [hp v]\nset [hp v] to [2500]\nforever\n wait (1) seconds\nend\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [w1 v]\nforever\n if <(Timer) < (☁ Best time)> then\n forever\n set [☁ best time v] to (Timer)\n end\n end\nend\n\nwhen I receive [w1 v]\nrepeat (50)\n change volume by (-2)\nend\nstop [other scripts in sprite v]\nstop all sounds\nstart sound [the ninja reg v]\nrepeat (50)\n change volume by (2)\nend\n\n@Land\n\nwhen I receive [next level v]\nerase all\nnext costume\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\nshow\nerase all\nswitch costume to (костюм 1 v)\nforever\n if <(costume [name v]) = [костюм 8]> then\n broadcast (Tanos! v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n go to x: ((1) - (([x position v] of [hatake kakashi v]) / (2))) y: ((1) - (([y position v] of [hatake kakashi v]) / (2)))\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nbroadcast (1111111111111111 v)\nnext costume\nforever\n go to x: ((1) - (([x position v] of [hatake kakashi v]) / (2))) y: ((1) - (([y position v] of [hatake kakashi v]) / (2)))\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [костюм 4]> then\n broadcast (Wall v) and wait\n stop [this script v]\n end\nend\n\n@Hatake Kakashi\n\nwhen I receive [begin v]\nshow\nforever\n if <(y position) < [-170]> then\n set [y speed v] to [0]\n go to x: (-190) y: (-87)\n point in direction (90)\n end\n if <not <(backdrop [name v]) = [1]>> then\n if <(x position) > [214]> then\n broadcast (next level v)\n go to x: (-190) y: (-87)\n set [y speed v] to [0]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(in the air) < [8]>> then\n set [y speed v] to [11]\n end\nend\n\ndefine land cultivation <climb>\nswitch costume to (hitbox v)\nrepeat until <not <touching (land v)?>>\n if <climb> then\n change y by (-1)\n else\n change y by (1)\n set [in the air v] to [0]\n end\n set [y speed v] to [0]\nend\nswitch costume to (costum)\n\nwhen I receive [begin v]\nset size to (15) %\nset [y speed v] to [0]\nset rotation style [left-right v]\nforever\n if on edge, bounce\n change [y speed v] by (-2)\n change y by (Y speed)\n change [in the air v] by (1)\n land cultivation <(Y speed) > [0]>\nend\n\ndefine walk (steps)\nswitch costume to (hitbox v)\nchange x by (steps)\nset [slope v] to [0]\nrepeat until <<not <touching (land v)?>> or <(slope) = [8]>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\nswitch costume to (costum)\n\nwhen I receive [begin v]\nset size to (15) %\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n walk [-5]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n walk [5]\n end\n if <<not <key (left arrow v) pressed?>> and <not <key (right arrow v) pressed?>>> then\nend\n\nwhen flag clicked\nset [costum v] to [Kakashi]\n\nwhen I receive [2 v]\nstop [other scripts in sprite v]\n\nwhen I receive [begin v]\ngo to x: (-190) y: (-87)\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\nset rotation style [left-right v]\nswitch costume to (hatake kakashi v)\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nswitch costume to (костюм 1 v)\nset rotation style [all around v]\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nrepeat until <<touching (land v)?> or <touching (_edge_ v)?>>\n change y by (-10)\nend\nif <(direction) > [0]> then\n repeat until <(direction) > [85]>\n turn right (6) degrees\n end\nelse\n repeat until <(direction) < [-85]>\n turn right (-6) degrees\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nclear graphic effects\nforever\n if <touching (konan attack v)?> then\n go to x: (-190) y: (-87)\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [begin v]\nforever\n if <(Hp) < [1]> then\n stop [other scripts in sprite v]\n switch costume to (hatake kakashi2 v)\n repeat (100)\n change [ghost v] effect by (1)\n end\n stop [all v]\n end\nend\n\nwhen flag clicked\nswitch backdrop to (0 v)\nforever\n if <(backdrop [name v]) = [1]> then\n set [costum v] to [Hokage Kakashi ]\n broadcast (w1 v)\n stop [this script v]\n else\n set [costum v] to [Hatake Kakashi]\n change [timer v] by (0.02)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (wall v)?> then\n change x by (-10)\n end\nend\n\n@Weapon/rasengan\n\nwhen I receive [begin v]\nerase all\nforever\n hide\n if <key (1 v) pressed?> then\n set [web 2 v] to [1]\n broadcast (1 weapon v)\n end\n if <key (2 v) pressed?> then\n set [web 2 v] to [2]\n broadcast (2 weapon v)\n end\n if <key (3 v) pressed?> then\n set [web 2 v] to [3]\n broadcast (3 weapon v)\n end\n set pen color to (#ffffff)\n set pen size to (5)\n point towards (mouse-pointer v)\n go to (hatake kakashi v)\n if <(Web) > [0]> then\n if <(web 2) = [1]> then\n if <mouse down?> then\n create clone of (_myself_ v)\n change [web v] by (-1)\n wait (0.1) seconds\n end\n else\n if <(web 2) = [3]> then\n if <mouse down?> then\n create clone of (_myself_ v)\n broadcast (122 v) and wait\n end\n else\n if <(web 2) = [2]> then\n if <mouse down?> then\n create clone of (_myself_ v)\n end\n end\n end\n end\n end\n set size to (15) %\nend\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n if <(web 2) = [2]> then\n change size by (15)\n set rotation style [all around v]\n show\n start sound (pick random (1) to (4))\n switch costume to (костюм 2 v)\n repeat until <<touching (land v)?> or <touching (_edge_ v)?>>\n if <touching (konan v)?> then\n change [konan hp v] by (-150)\n delete this clone\n end\n move (15) steps\n end\n move (15) steps\n repeat (100)\n change [ghost v] effect by (1)\n end\n delete this clone\n else\n if <(web 2) = [3]> then\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (konan v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [122 v]\nif <(web 2) = [3]> then\n set size to (50) %\n set [ghost v] effect to (0)\n show\n switch costume to (костюм 3 v)\n go to (hatake kakashi v)\n go to [front v] layer\n change size by (45)\n point towards (mouse-pointer v)\n set rotation style [left-right v]\n repeat until <touching (_edge_ v)?>\n if <touching (konan v)?> then\n change [konan hp v] by (join [-] (size))\n delete this clone\n end\n move (30) steps\n end\n delete this clone\nend\n\n@Weapon "bonus"\n\nwhen flag clicked\nset [web v] to ((1) / (0))\nbroadcast (begin v)\nhide\n\nwhen I start as a clone\nshow\nforever\n set [speed v] to [0]\n repeat (10)\n change [speed v] by (0.2)\n change y by (speed)\n end\n repeat (20)\n change [speed v] by (-0.1)\n change y by (speed)\n end\n set [speed v] to [0]\n repeat (10)\n change [speed v] by (-0.2)\n change y by (speed)\n end\n repeat (20)\n change [speed v] by (0.1)\n change y by (speed)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (hatake kakashi v)?> then\n change [web v] by (2)\n start sound [Coin v]\n delete this clone\n end\nend\n\n@Спрайт 5\n\nwhen I receive [1 weapon v]\nswitch costume to (костюм 1 v)\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [2 weapon v]\nswitch costume to (костюм 2 v)\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to (hatake kakashi v)\n change y by (50)\nend\n\ngo to x: (5) y: (100)\n\nwhen I receive [3 weapon v]\nswitch costume to (костюм 3 v)\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (5)\nend\n\n@Konan\n\ndefine обработка земли <подъем>\nswitch costume to (хитбокс v)\nrepeat until <not <touching (land v)?>>\n if <подъем> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y speed v] to [0]\nend\nswitch costume to (костюм 1 v)\n\nwhen flag clicked\nforever\n if <(x position) < [-230]> then\n set x to (230)\n if <(y position) < [5]> then\n set y to (5)\n end\n else\n if <(x position) > [230]> then\n set x to (-230)\n end\n end\nend\n\nwhen flag clicked\nhide variable [konan hp v]\nclear graphic effects\nforever\n set [move v] to (pick random (1) to (8))\n if <(move) = [1]> then\n set [move v] to [влево]\n end\n if <(move) = [2]> then\n set [move v] to [вправо]\n end\n if <(move) = [7]> then\n set [move v] to [влево]\n end\n if <(move) = [8]> then\n set [move v] to [вправо]\n end\n if <(move) = [3]> then\n set [move v] to [прыжок]\n end\n if <(move) = [4]> then\n set [move v] to [прыжок-влево]\n end\n if <(move) = [5]> then\n set [move v] to [прыжок-вправо]\n end\n if <(move) = [6]> then\n set [move v] to [замереть]\n end\n wait (pick random (0.2) to (0.8)) seconds\nend\n\ndefine прогулка (шаги)\nswitch costume to (хитбокс v)\nmove (шаги) steps\nset [slope v] to [0]\nrepeat until <<not <touching (land v)?>> or <(Tanos: slope) = [8]>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Tanos: slope) = [8]> then\n move ((-1) * (шаги)) steps\n change y by (-8)\nend\nswitch costume to (костюм 1 v)\n\nwhen I receive [tanos! v]\nshow\nset size to (18) %\nset rotation style [left-right v]\nset [y speed v] to [0]\nforever\n change [y speed v] by (-2)\n change y by (y speed)\n change [in air v] by (1)\n обработка земли <(y speed) > [0]>\nend\n\nwhen I receive [tanos! v]\ngo to x: (0) y: (0)\nforever\n if <(y position) < [-170]> then\n set [y speed v] to [0]\n set y to (170)\n end\nend\n\nwhen I receive [tanos! v]\nforever\n if <<<(move) = [вправо]> or <(move) = [прыжок-вправо]>> or <(move) = [влево]>> then\n point towards (hatake kakashi v)\n прогулка (4)\n end\n if <(move) = [замереть]> then\n point towards (hatake kakashi v)\n end\nend\n\nwhen I receive [tanos! v]\nshow variable [konan hp v]\nforever\n if <(IN AIR) < [8]> then\n if <<(move) = [прыжок]> or <<(move) = [прыжок-влево]> or <(move) = [прыжок-вправо]>>> then\n set [y speed v] to [14]\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [tanos! v]\nforever\n if <<touching (weapon/rasengan v)?> and <(web 2) = [3]>> then\n move (-5) steps\n end\nend\n\nwhen I receive [tanos! v]\nforever\n if <<touching (weapon/rasengan v)?> and <(web 2) = [3]>> then\n broadcast (a v)\n end\n if <<touching (weapon/rasengan v)?> and <(web 2) = [2]>> then\n broadcast (b v)\n end\n if <<touching (weapon/rasengan v)?> and <(web 2) = [1]>> then\n broadcast (c v)\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nwait (2) seconds\nrepeat (20)\n wait (0) seconds\n change x by (2)\n wait (0) seconds\n change x by (-2)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [tanos! v]\ngo to x: (0) y: (0)\nforever\n if <<touching (weapon/rasengan v)?> and <(web 2) = [3]>> then\n move (-10) steps\n end\nend\n\nwhen flag clicked\nset [konan hp v] to [3500]\n\nwhen I receive [win v]\nhide variable [konan hp v]\n\nwhen flag clicked\nforever\n if on edge, bounce\n if <key (right arrow v) pressed?> then\n move (-2) steps\n end\n if <key (left arrow v) pressed?> then\n move (2) steps\n end\nend\n\n@Konan attack\n\nwhen I receive [tanos! v]\nset size to (100) %\nclear graphic effects\nforever\n set [tanos attack v] to (pick random (1) to (5))\n create clone of (_myself_ v)\n wait (pick random (0.5) to (2)) seconds\nend\n\nwhen I receive [4 v]\nrepeat (13)\n change x by (1)\n wait (0) seconds\n change x by (-1)\n wait (0) seconds\nend\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I start as a clone\nforever\n if <touching (hatake kakashi v)?> then\n change [hp v] by (-350)\n delete this clone\n end\nend\n\ngo to x: (0) y: (0)\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n if <(tanos attack) = [1]> then\n switch costume to (костюм 5 v)\n go to (konan v)\n point in direction ([direction v] of [konan v])\n move (50) steps\n set size to (25) %\n show\n repeat until <<touching (hatake kakashi v)?> or <touching (_edge_ v)?>>\n move (10) steps\n end\n delete this clone\n end\n if <(tanos attack) = [3]> then\n set size to (20) %\n set rotation style [left-right v]\n go to (konan v)\n show\n switch costume to (костюм 4 v)\n repeat (80)\n point towards (hatake kakashi v)\n move (5) steps\n end\n delete this clone\n end\n if <<(tanos attack) = [4]> or <(tanos attack) = [5]>> then\n point towards (hatake kakashi v)\n repeat (200)\n switch costume to (костюм 3 v)\n if on edge, bounce\n move (10) steps\n end\n delete this clone\n end\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Light 1\n\nwhen I receive [boom v]\nwait (6) seconds\nhide\n\nwhen I receive [intro v]\nshow\nforever\n go to x: (-200) y: (-211)\n set [intro v] to [0]\n point in direction (15)\n repeat (16)\n turn right (intro) degrees\n change [intro v] by (0.1)\n end\n repeat (32)\n turn right (intro) degrees\n change [intro v] by (-0.05)\n end\n set [intro v] to [0]\n repeat (16)\n turn right (intro) degrees\n change [intro v] by (-0.1)\n end\n repeat (32)\n turn right (intro) degrees\n change [intro v] by (0.05)\n end\nend\n\nwhen I receive [boom v]\nrepeat (10)\n change x by (-2)\n wait (0.05) seconds\n change x by (2)\n wait (0.05) seconds\nend\n\n@Light 2\n\nwhen I receive [boom v]\nwait (6) seconds\nhide\n\nwhen I receive [boom v]\nrepeat (10)\n change x by (-2)\n wait (0.05) seconds\n change x by (2)\n wait (0.05) seconds\nend\n\nwhen I receive [intro v]\nshow\ngo to x: (200) y: (-211)\nforever\n set [intro 2 v] to [0]\n point in direction (-15)\n repeat (16)\n turn right (intro 2) degrees\n change [intro 2 v] by (-0.1)\n end\n repeat (32)\n turn right (intro 2) degrees\n change [intro 2 v] by (0.05)\n end\n set [intro 2 v] to [0]\n repeat (16)\n turn right (intro 2) degrees\n change [intro 2 v] by (0.1)\n end\n repeat (32)\n turn right (intro 2) degrees\n change [intro 2 v] by (-0.05)\n end\nend\n\nwhen I receive [intro v]\nset volume to (100) %\nplay sound [aronchupa_-_the_woodchuck_song_\(feat2 v] until done\nbroadcast (8 v)\nstart sound [aronchupa_-_the_woodchuck_song_\(feat v]\n\nwhen I receive [10 v]\nrepeat (50)\n change volume by (-2)\nend\n\n@Intro\n\nwhen I receive [boom v]\nrepeat (10)\n change x by (-2)\n wait (0.05) seconds\n change x by (2)\n wait (0.05) seconds\nend\n\ngo to [front v] layer\n\ngo [backward v] (1) layers\n\nwhen I receive [boom v]\nwait (6) seconds\nhide\n\nwhen I receive [intro v]\ngo to x: (0) y: (-150)\nshow\n\n@Name\n\nwhen I receive [boom v]\nwait (6) seconds\nhide\n\nwhen I receive [boom v]\nrepeat (10)\n change x by (-2)\n wait (0.05) seconds\n change x by (2)\n wait (0.05) seconds\nend\n\nwhen I receive [8 v]\nshow\ngo to x: (0) y: (250)\nrepeat (2)\n change y by (-10)\nend\nrepeat (2)\n change y by (-12)\nend\nrepeat (2)\n change y by (-14)\nend\nrepeat (2)\n change y by (-16)\nend\nrepeat (2)\n change y by (-18)\nend\nrepeat (2)\n change y by (-20)\nend\nrepeat (2)\n change y by (-22)\nend\nrepeat (2)\n change y by (-24)\nend\nbroadcast (Boom v)\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (2)\nend\nrepeat (5)\n change y by (1)\nend\nrepeat (5)\n change y by (-1)\nend\nrepeat (5)\n change y by (-2)\nend\nrepeat (5)\n change y by (-3)\nend\n\nwhen flag clicked\nbroadcast (Intro v)\nhide\n\nwhen I receive [intro v]\nhide\n\n@Ground\n\nwhen I receive [boom v]\nwait (6) seconds\nhide\n\nwhen I receive [boom v]\nhide\nrepeat (15)\n go to (name v)\n change y by (-30)\n set x to (pick random (-150) to (150))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (pick random (50) to (100)) %\nset [brightness v] effect to (pick random (0) to (-20))\npoint in direction (pick random (75) to (-75))\nrepeat (2)\n change [ghost v] effect by (5)\n move (pick random (8) to (10)) steps\n change y by (-2)\nend\nrepeat (2)\n change [ghost v] effect by (5)\n move (pick random (7) to (9)) steps\n change y by (-2)\nend\nrepeat (2)\n change [ghost v] effect by (5)\n move (pick random (6) to (8)) steps\n change y by (-2)\nend\nrepeat (2)\n change [ghost v] effect by (5)\n move (pick random (5) to (7)) steps\n change y by (-2)\nend\nrepeat (2)\n change [ghost v] effect by (5)\n move (pick random (4) to (6)) steps\n change y by (-2)\nend\nrepeat (2)\n change [ghost v] effect by (5)\n move (pick random (3) to (5)) steps\n change y by (-2)\nend\nrepeat (2)\n change [ghost v] effect by (5)\n move (pick random (2) to (4)) steps\n change y by (-2)\nend\nrepeat (2)\n change [ghost v] effect by (5)\n move (pick random (1) to (3)) steps\n change y by (-2)\nend\ndelete this clone\n\n@Effect\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I start as a clone\nwait (2) seconds\ndelete this clone\n\nwhen I receive [boom v]\nwait (4) seconds\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\npoint in direction (0)\nbroadcast (10 v)\nrepeat (36)\n create clone of (_myself_ v)\n turn right (10) degrees\nend\nbroadcast (begin v)\nhide\nbroadcast (Music v)\nshow variable [hp v]\nshow variable [☁ best time v]\nshow variable [timer v]\nset [timer v] to [0]\n\n@Konan hp\n\nwhen flag clicked\nhide\n\nwhen I receive [tanos! v]\nswitch costume to (8 v)\nforever\n hide\n go to (konan v)\n change y by (60)\n if <(Konan hp) < [1]> then\n broadcast (win v)\n hide variable [konan hp v]\n stop [this script v]\n end\nend\n\nwhen I receive [a v]\nnext costume\n\nwhen I receive [b v]\nnext costume\nnext costume\n\nwhen I receive [c v]\nnext costume\n\n@Balls\n\nwhen I receive [boom2 v]\ngo to ("you win" v)\nforever\n set y to (-120)\n set x to (pick random (-150) to (150))\n create clone of (_myself_ v)\n wait (pick random (0) to (0.1)) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nclear graphic effects\nswitch costume to (pick random (1) to (4))\nset size to (pick random (50) to (100)) %\nset [brightness v] effect to (pick random (0) to (-20))\npoint in direction (pick random (75) to (-75))\nrepeat (2)\n change [ghost v] effect by (5)\n move (pick random (7) to (10)) steps\n change y by (-2)\nend\nrepeat (2)\n change [ghost v] effect by (5)\n move (pick random (6) to (9)) steps\n change y by (-2)\nend\nrepeat (2)\n change [ghost v] effect by (5)\n move (pick random (5) to (8)) steps\n change y by (-2)\nend\nrepeat (2)\n change [ghost v] effect by (5)\n move (pick random (4) to (7)) steps\n change y by (-2)\nend\nrepeat (2)\n change [ghost v] effect by (5)\n move (pick random (3) to (6)) steps\n change y by (-2)\nend\nrepeat (2)\n change [ghost v] effect by (5)\n move (pick random (2) to (5)) steps\n change y by (-2)\nend\nrepeat (2)\n change [ghost v] effect by (5)\n move (pick random (1) to (4)) steps\n change y by (-2)\nend\nrepeat (2)\n change [ghost v] effect by (5)\n move (pick random (0) to (3)) steps\n change y by (-2)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Wall\n\nwhen I receive [wall v]\nshow\n\nwhen flag clicked\nhide\nclear graphic effects\nforever\n go to (land v)\nend\n\nwhen flag clicked\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nforever\n if <<(LOVED__) = [1]> and <(FAVED___) = [1]>> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n stop [this script v]\n end\nend\n\n@Forest/Konoha\n\nwhen flag clicked\nswitch costume to (костюм 1 v)\nforever\n go to x: ((1) - (([x position v] of [hatake kakashi v]) / (5))) y: ((1) - (([y position v] of [hatake kakashi v]) / (5)))\n go to [back v] layer\nend\n\nwhen I receive [w1 v]\nswitch costume to (konoha_background_7_by_pungpp_dcuedpl-fullview v)\n\n@"You win"\n\nwhen flag clicked\nstop [other scripts in sprite v]\nhide\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nwhen I receive [w1 v]\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (Boom2 v)\n\n@ Screensaver\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (4) y: (1)\nend\n\n | Instructions\n-------------------------------------------------------------------------\nControl:\n ^\n< > or W,A,D\nShoot-mouse\nWeapon selection-1,2,3\n\n Инструкция\n-------------------------------------------------------------------------\nУправление:\n ^\n< > или W,A,D\nСтрелять-мышь\nВыбор оружия-1,2,3\nsome bags( |
Jump.io3 || Rotateable Platformer || 100% Pen #Games #Pen #Platformer #All | @Stage\n\n@Pen Engine\n\ndefine LVL1\ndelete all of [vent v]\ndelete all of [spikes v]\nadd [1] to [spikes v]\nadd [50] to [spikes v]\nadd [25] to [spikes v]\nadd [2] to [spikes v]\nadd [70] to [spikes v]\nadd [25] to [spikes v]\nadd [2] to [spikes v]\nadd [70] to [spikes v]\nadd [25] to [spikes v]\nadd [5] to [spikes v]\nadd [0] to [spikes v]\nadd [-50] to [spikes v]\nadd [8] to [spikes v]\nadd [0] to [spikes v]\nadd [25] to [spikes v]\nadd [11] to [spikes v]\nadd [100] to [spikes v]\nadd [0] to [spikes v]\nadd [11] to [spikes v]\nadd [30] to [spikes v]\nadd [0] to [spikes v]\nadd [11] to [spikes v]\nadd [-120] to [spikes v]\nadd [25] to [spikes v]\nadd [12] to [spikes v]\nadd [-120] to [spikes v]\nadd [25] to [spikes v]\nadd [14] to [spikes v]\nadd [25] to [spikes v]\nadd [0] to [spikes v]\nadd [17] to [spikes v]\nadd [60] to [spikes v]\nadd [0] to [spikes v]\nadd [20] to [spikes v]\nadd [-60] to [spikes v]\nadd [-25] to [spikes v]\nadd [20] to [spikes v]\nadd [-60] to [spikes v]\nadd [-100] to [spikes v]\nadd [26] to [spikes v]\nadd [60] to [spikes v]\nadd [-25] to [spikes v]\nadd [26] to [spikes v]\nadd [60] to [spikes v]\nadd [-100] to [spikes v]\nadd [26] to [spikes v]\nadd [60] to [spikes v]\nadd [50] to [spikes v]\nadd [26] to [spikes v]\nadd [60] to [spikes v]\nadd [125] to [spikes v]\nadd [21] to [spikes v]\nadd [0] to [spikes v]\nadd [25] to [spikes v]\nadd [28] to [spikes v]\nadd [100] to [spikes v]\nadd [0] to [spikes v]\ndelete all of [platforms v]\nadd [0] to [platforms v]\nadd [0] to [platforms v]\nadd [0] to [platforms v]\nadd [170] to [platforms v]\nadd [400] to [platforms v]\nadd [0] to [platforms v]\nadd [0] to [platforms v]\nadd [120] to [platforms v]\nadd [550] to [platforms v]\nadd [150] to [platforms v]\nadd [-90] to [platforms v]\nadd [120] to [platforms v]\nadd [550] to [platforms v]\nadd [400] to [platforms v]\nadd [-135] to [platforms v]\nadd [80] to [platforms v]\nadd [400] to [platforms v]\nadd [600] to [platforms v]\nadd [-135] to [platforms v]\nadd [40] to [platforms v]\nadd [600] to [platforms v]\nadd [650] to [platforms v]\nadd [-135] to [platforms v]\nadd [40] to [platforms v]\nadd [500] to [platforms v]\nadd [800] to [platforms v]\nadd [180] to [platforms v]\nadd [60] to [platforms v]\nadd [300] to [platforms v]\nadd [900] to [platforms v]\nadd [180] to [platforms v]\nadd [100] to [platforms v]\nadd [0] to [platforms v]\nadd [900] to [platforms v]\nadd [180] to [platforms v]\nadd [20] to [platforms v]\nadd [-250] to [platforms v]\nadd [900] to [platforms v]\nadd [180] to [platforms v]\nadd [100] to [platforms v]\nadd [-350] to [platforms v]\nadd [700] to [platforms v]\nadd [0] to [platforms v]\nadd [50] to [platforms v]\nadd [-600] to [platforms v]\nadd [700] to [platforms v]\nadd [0] to [platforms v]\nadd [50] to [platforms v]\nadd [-850] to [platforms v]\nadd [700] to [platforms v]\nadd [0] to [platforms v]\nadd [60] to [platforms v]\nadd [-1100] to [platforms v]\nadd [750] to [platforms v]\nadd [45] to [platforms v]\nadd [40] to [platforms v]\nadd [-1100] to [platforms v]\nadd [900] to [platforms v]\nadd [135] to [platforms v]\nadd [90] to [platforms v]\nadd [-1000] to [platforms v]\nadd [1100] to [platforms v]\nadd [90] to [platforms v]\nadd [60] to [platforms v]\nadd [-1100] to [platforms v]\nadd [1100] to [platforms v]\nadd [0] to [platforms v]\nadd [40] to [platforms v]\nadd [-1300] to [platforms v]\nadd [1100] to [platforms v]\nadd [45] to [platforms v]\nadd [40] to [platforms v]\nadd [-1450] to [platforms v]\nadd [1200] to [platforms v]\nadd [45] to [platforms v]\nadd [20] to [platforms v]\nadd [-1600] to [platforms v]\nadd [1200] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [-1730] to [platforms v]\nadd [900] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [-2000] to [platforms v]\nadd [900] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [-2260] to [platforms v]\nadd [1000] to [platforms v]\nadd [45] to [platforms v]\nadd [100] to [platforms v]\nadd [-2300] to [platforms v]\nadd [1200] to [platforms v]\nadd [90] to [platforms v]\nadd [100] to [platforms v]\nadd [-2100] to [platforms v]\nadd [1200] to [platforms v]\nadd [0] to [platforms v]\nadd [30] to [platforms v]\nadd [-1860] to [platforms v]\nadd [1200] to [platforms v]\nadd [0] to [platforms v]\nadd [50] to [platforms v]\nadd [-1835] to [platforms v]\nadd [1400] to [platforms v]\nadd [-90] to [platforms v]\nadd [100] to [platforms v]\nadd [-2050] to [platforms v]\nadd [1400] to [platforms v]\nadd [0] to [platforms v]\nadd [120] to [platforms v]\ndelete all of [checkpoints v]\nadd [0] to [checkpoints v]\nadd [11] to [checkpoints v]\nadd [19] to [checkpoints v]\nadd [27] to [checkpoints v]\n\nadd [-2300] to [platforms v]\n\ndefine create particle at x: (x) y: (y)\nrepeat (20)\n add (x) to [particle x v]\n add (y) to [particle y v]\n add (pick random (1) to (360)) to [particle direction v]\n add ((pick random (4) to (9)) * (2)) to [particlespeed v]\nend\n\ndefine draw particles\nset pen color to (#ff9900)\nset pen size to (10)\nset [cycle v] to [1]\nrepeat (length of [particle x v])\n go to x: (item (cycle) of [particle x v]) y: (item (cycle) of [particle y v])\n set pen (transparency v) to ((30) - (item (cycle) of [particlespeed v]))\n pen down\n pen up\n change [cycle v] by (1)\nend\n\ndefine move particles\nset [cycle v] to [1]\nrepeat (length of [particle x v])\n replace item (cycle) of [particlespeed v] with ((0.85) * (item (cycle) of [particlespeed v]))\n replace item (cycle) of [particle x v] with ((item (cycle) of [particle x v]) + ((item (cycle) of [particlespeed v]) * ([sin v] of (item (cycle) of [particle direction v]) )))\n replace item (cycle) of [particle y v] with (((item (cycle) of [particle y v]) - ()) + ((item (cycle) of [particlespeed v]) * ([cos v] of (item (cycle) of [particle direction v]) )))\n if <[-25] < (item (cycle) of [particle y v])> then\n if <(item (cycle) of [particlespeed v]) < ((pick random (1) to (5)) / (100))> then\n delete (cycle) of [particle direction v]\n delete (cycle) of [particle x v]\n delete (cycle) of [particle y v]\n delete (cycle) of [particlespeed v]\n else\n change [cycle v] by (1)\n end\nend\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) (angle)\nset [gridx v] to (((round ((ScrollX) / (size))) * (size)) - (ScrollX))\nset [gridy v] to (((round ((ScrollY) / (size))) * (size)) - (ScrollY))\nchange [gridx v] by (-300)\nchange [gridy v] by (-300)\nset pen color to (#d8d8d8)\nset pen size to (5)\nrepeat (((600) / (size)) + (1))\n pen up\n go to x: ((([sin v] of (angle) ) * (300)) + (([sin v] of ((angle) + (90)) ) * (GridX))) y: ((([cos v] of (angle) ) * (300)) + (([cos v] of ((angle) + (90)) ) * (GridX)))\n pen down\n go to x: ((([sin v] of (angle) ) * (-300)) + (([sin v] of ((angle) + (90)) ) * (GridX))) y: ((([cos v] of (angle) ) * (-300)) + (([cos v] of ((angle) + (90)) ) * (GridX)))\n change [gridx v] by (size)\nend\nrepeat (((600) / (size)) + (1))\n pen up\n go to x: ((([sin v] of (angle) ) * (GridY)) + (([sin v] of ((angle) + (90)) ) * (300))) y: ((([cos v] of (angle) ) * (GridY)) + (([cos v] of ((angle) + (90)) ) * (300)))\n pen down\n go to x: ((([sin v] of (angle) ) * (GridY)) + (([sin v] of ((angle) + (90)) ) * (-300))) y: ((([cos v] of (angle) ) * (GridY)) + (([cos v] of ((angle) + (90)) ) * (-300)))\n change [gridy v] by (size)\nend\n\nwhen flag clicked\nLETTER_NAME-SETUP\nLETTER_AIRGAP_SETUP\nset [mode v] to [Lobby]\nhide\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] ((Tick) * (8)) [-5] [12] [10]\n Colour SBCT [90] [100] [] [0] PenSize [5]\n Saw [60] [-80] ((Tick) * (8)) [-5] [12] [10]\n Colour SBCT [80] [100] [] [0] PenSize [6]\n Saw [60] [-80] ((Tick) * (8)) [-5] [12] [10]\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] [3] [50] [70] [] [3] [2]\n set pen color to (#b8a91c)\n set pen size to (15)\n Text [180] [-120] [3] [50] [70] [] [3] [2]\n set pen color to (#ffe500)\n set pen size to (10)\n Text [180] [-120] [3] [50] [70] [] [3] [2]\n set pen size to (20)\n set pen color to (#000000)\n pen up\n go to x: (80) y: (30)\n pen down\n set pen size to (15)\n set pen color to (#b22222)\n pen up\n go to x: (80) y: (30)\n pen down\n set pen size to (10)\n set pen color to (#ff3131)\n pen up\n go to x: (80) y: (30)\n pen down\n end\n if <(Mode) = [Lobby]> then\n set [checkpoint v] to [1]\n erase all\n set pen color to (#e6e6e6)\n Background\n Colour SBCT [100] [0] [100] [] PenSize [20]\n Text [0] [100] [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] [100] [Jump--] [400] [50] [] [3] [2]\n set pen color to (#3300ff)\n set pen size to (10)\n Text [0] [100] [Jump--] [400] [50] [] [3] [2]\n Colour SBCT [100] [0] [100] [] PenSize [20]\n Text [0] [100] [----io] [400] [50] [] [3] [2]\n set pen color to (#b22323)\n set pen size to (15)\n Text [0] [100] [----io] [400] [50] [] [3] [2]\n set pen color to (#ff3232)\n set pen size to (10)\n Text [0] [100] [----io] [400] [50] [] [3] [2]\n Colour SBCT [100] [0] [100] [] PenSize [20]\n Platform [140] [-80] [-30] [70] <[1] = [1]> <[0] = [0]>\n Platform [0] [-120] [10] [70] <[1] = [0]> <[0] = [0]>\n Button [-80] [0] [150] [40] [Game1] [5] [Game1] [5] [5] [] []\n Button [-80] [-50] [150] [40] [Game2] [5] [Game2] [5] [5] [] []\n Button [-80] [-100] [150] [40] [Game3] [5] [Game3] [5] [5] [] []\n if <(Mode) = [Game1]> then\n set [mode v] to [Game]\n set [level v] to [1]\n LVL1\n end\n if <(Mode) = [Game2]> then\n set [mode v] to [Game]\n set [level v] to [2]\n LVL2\n end\n if <(Mode) = [Game3]> then\n set [mode v] to [Game]\n set [level v] to [3]\n LVL3\n end\n end\n if <(Mode) = [Game]> then\n hide\n set [tick 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 set [timer v] to [0]\n set [cycle v] to [0]\n repeat until <not <(Mode) = [Game]>>\n ActivePlatform\n GravityConverter\n Controls [10]\n Movement\n Checkpoints\n erase all\n set pen color to (#e6e6e6)\n Background\n LobbyGrid [75] (Angle)\n RenderSaw [] [] []\n RenderPlatform\n Player ((0) - ((item ((ActivePlatform) + (2)) of [platforms v]) - (Angle))) [25] [2] []\n set [angle v] to ((Angle) + (((() - (item ((ActivePlatform) + (2)) of [platforms v])) - (Angle)) / (12)))\n change [tick v] by (1)\n if <(PlatformPlayerY) < [-200]> then\n DeathAnimation\n end\n if <(Checkpoint) > (item (length of [checkpoints v]) of [checkpoints v])> then\n change [checkpoint v] by (1)\n if <(Checkpoint) > ((10) + (item (length of [checkpoints v]) of [checkpoints v]))> then\n set [mode v] to [GameEnd]\n end\n end\n if <<(ActivePlatform) = [69]> and <(Level) = [3]>> then\n set [level v] to [3.5]\n LVL3.5\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) = [GameEnd]> then\n set [mode v] to [Lobby]\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)\nset pen color to (#ff3030)\nif <(frame) > [5]> then\n Buttonbase (x) (y) (xs) (ys) (frame) (send) (changeable?)\nelse\n Buttonbase (x) (y) (xs) (ys) [5] (send) (changeable?)\nend\nset pen color to (#b22222)\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 [10]\n else\n Colour SBCT [100] [100] [50] [0] PenSize [10]\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 [10]\n Line ((x) + (([sin v] of ((0) + (angle)) ) * (60))) ((y) + (([cos v] of ((0) + (angle)) ) * (60))) ((angle) + (90)) [60]\n end\n Colour SBCT [100] [100] [70] [0] PenSize [5]\n if <[vent v] contains (Data)?> then\n Vent (x) (y) (angle) (size)\n else\n PlatformRectangle (x) (y) (size) [34] (angle)\n end\nend\n\ndefine Colour SBCT (sarutation) (brightness) (colour) (transparency) PenSize (size)\nset pen size to (size)\nset pen (color v) to (colour)\nset pen (saturation v) to (sarutation)\nset pen (brightness v) to (brightness)\nset pen (transparency v) to (transparency)\n\ndefine Player (angle) (size) (y) (colour)\nif <(Timer) < [5]> then\n Colour SBCT [50] ((95) - ((colour) / (2))) [10] [0] PenSize [31]\n pen up\n go to x: (([sin v] of ((45) + (angle)) ) * ((size) - (31))) y: ((([cos v] of ((45) + (angle)) ) * ((size) - (31))) + (y))\n pen down\n go to x: (([sin v] of ((135) + (angle)) ) * ((size) - (31))) y: ((([cos v] of ((135) + (angle)) ) * ((size) - (31))) + (y))\n go to x: (([sin v] of ((225) + (angle)) ) * ((size) - (31))) y: ((([cos v] of ((225) + (angle)) ) * ((size) - (31))) + (y))\n go to x: (([sin v] of ((315) + (angle)) ) * ((size) - (31))) y: ((([cos v] of ((315) + (angle)) ) * ((size) - (31))) + (y))\n go to x: (([sin v] of ((45) + (angle)) ) * ((size) - (31))) y: ((([cos v] of ((45) + (angle)) ) * ((size) - (31))) + (y))\n Colour SBCT [100] ((100) - ((colour) / (2))) [10] [0] PenSize [4]\n pen up\n go to x: (([sin v] of ((45) + (angle)) ) * (size)) y: ((([cos v] of ((45) + (angle)) ) * (size)) + (y))\n pen down\n go to x: (([sin v] of ((135) + (angle)) ) * (size)) y: ((([cos v] of ((135) + (angle)) ) * (size)) + (y))\n go to x: (([sin v] of ((225) + (angle)) ) * (size)) y: ((([cos v] of ((225) + (angle)) ) * (size)) + (y))\n go to x: (([sin v] of ((315) + (angle)) ) * (size)) y: ((([cos v] of ((315) + (angle)) ) * (size)) + (y))\n go to x: (([sin v] of ((45) + (angle)) ) * (size)) y: ((([cos v] of ((45) + (angle)) ) * (size)) + (y))\n Colour SBCT [50] [100] [10] [100] PenSize [30]\n pen up\n go to x: (([sin v] of ((60) + (angle)) ) * ()) y: ((([cos v] of ((60) + (angle)) ) * ()) + (y))\n pen down\nend\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 <(Timer) < [2]> then\n if <<key (space v) pressed?> and <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [angle v] by (3)\n end\n if <<key (space v) pressed?> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [angle v] by (-3)\n end\n if <<not <key (space v) pressed?>> and <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n set [xvol v] to (xvol)\n end\n if <<not <key (space v) pressed?>> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n set [xvol v] to (() - (xvol))\n end\n if <<key (w v) pressed?> or <key (up arrow 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\n end\n if <<[vent v] contains (ActivePlatform)?> and <not <((([sin v] of (45) ) * (item ((ActivePlatform) + (3)) of [platforms v])) + (20)) < ([abs v] of (PlatformPlayerX) )>>> then\n if <(PlatformPlayerY) < [100]> then\n set [yvol v] to [20]\n change [jumps v] by (1)\n end\n end\n change [platformplayery v] by (Yvol)\n if <<not <((22.5) * (round ((PlatformPlayerY) / (22.5)))) = [45]>> 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]\n else\n set [yvol v] to [0]\n set [platformplayery v] to [45]\n set [jumps v] to [0]\n end\n set [xvol v] to ((Xvol) * (0.86))\n change [platformplayerx v] by (Xvol)\nend\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] ((Tick) + (50)) [0] PenSize [3]\n Text ((x) - (ScrollX)) ((y) - (ScrollY)) (value) (width) [20] [] [] [3]\n Colour SBCT [100] [100] ((Tick) + (50)) [0] PenSize [1]\n Text ((x) - (ScrollX)) ((y) - (ScrollY)) (value) (width) [20] [] [] [3]\nend\n\ndefine Checkpoints\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 LVL2\ndelete all of [vent v]\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]\ndelete all of [vent v]\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]\n\nadd [-350] to [platforms v]\nadd [180] to [platforms v]\nadd [40] to [platforms v]\n\ndefine Saw (x) (y) (angle) (size) (spikes) (spikesize)\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 (spikes)\n repeat ((36) / (spikes))\n change [radius v] by (5)\n change [radius2 v] by (spikesize)\n go to x: ((x) + (([sin v] of (Radius) ) * ((size) + (Radius2)))) y: ((y) + (([cos v] of (Radius) ) * ((size) + (Radius2))))\n end\n repeat ((36) / (spikes))\n change [radius v] by (5)\n change [radius2 v] by (() - (spikesize))\n go to x: ((x) + (([sin v] of (Radius) ) * ((size) + (Radius2)))) y: ((y) + (([cos v] of (Radius) ) * ((size) + (Radius2))))\n end\n end\nend\n\nset [radius2 v] to [0]\nchange [radius v] by (-10)\n\nrepeat (5)\n\nchange [radius v] by (10)\nchange [radius2 v] by (0)\ngo to x: ((x) + (([sin v] of (Radius) ) * ((size) + (Radius2)))) y: ((y) + (([cos v] of (Radius) ) * ((size) + (Radius2))))\n\nset [radius2 v] to [0]\n\nchange [radius v] by (-10)\n\nset [radius2 v] to [5]\ngo to x: ((x) + (([sin v] of (Radius) ) * ((size) + (Radius2)))) y: ((y) + (([cos v] of (Radius) ) * ((size) + (Radius2))))\nset [radius v] to (angle)\nset [radius2 v] to (angle)\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)) ((Tick) * (5)) [-5] [12] [10]\n Colour SBCT [90] [100] [] [0] PenSize [5]\n Saw ((SawX) - (ScrollX2)) ((SawY) - (ScrollY2)) ((Tick) * (5)) [-5] [12] [10]\n Colour SBCT [80] [100] [] [0] PenSize [6]\n Saw ((SawX) - (ScrollX2)) ((SawY) - (ScrollY2)) ((Tick) * (5)) [-5] [12] [10]\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)\nset [data2 v] to [0]\nrepeat (10)\n rotateable Rectangle (x) (y) ((xs) - (5)) ((ys) - (Data2)) (angle)\n change [data2 v] by (5)\nend\nchange pen (brightness v) by (-30)\nrotateable Rectangle (x) (y) (xs) (ys) (angle)\n\nColour SBCT [100] [100] [70] [0] PenSize [5]\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\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\ndefine DeathAnimation\nmove particles\nmove particles\npen up\ndraw particles\nchange [timer v] by (1)\nif <(Timer) < [5]> then\n create particle at x: [0] y: (y)\nend\nif <<[5] < (Timer)> and <(length of [particlespeed v]) = [0]>> then\n set [mode v] to [Restart]\nend\n\nwhen flag clicked\nforever\n set [lasttick v] to (Tick)\n wait (1) seconds\n set [fps v] to ((Tick) - (LastTick))\nend\n\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])))))) )\n\nset [platform-y v] to ([abs v] of ((ScrollY) - ((item ((ActivePlatform) + (1)) of [platforms v]) + ((([cos v] of ((270) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v]))) + (([cos v] of ((0) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * ((0DegreePlayerY) - (item ((ActivePlatform) + (1)) of [platforms v])))))) )\nset [platform+y v] to ([abs v] of ((ScrollY) - ((item ((ActivePlatform) + (1)) of [platforms v]) + ((([cos v] of ((90) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * ((0DegreePlayerX) - (item ((ActivePlatform) + ()) of [platforms v]))) + (([cos v] of ((0) + (item ((ActivePlatform) + (2)) of [platforms v])) ) * ((0DegreePlayerY) - (item ((ActivePlatform) + (1)) of [platforms v])))))) )\nif <(Platform-Y) > (Platform+Y)> then\n set [platformplayery v] to ((0) - ((0DegreePlayerY) - (item ((ActivePlatform) + (1)) of [platforms v])))\nend\nif <(Platform+Y) > (Platform-Y)> then\n set [platformplayery v] to ((0DegreePlayerY) - (item ((ActivePlatform) + (1)) of [platforms v]))\nend\nif <(Platform-X) > (Platform+X)> then\n set [platformplayery v] to ((-1) * (PlatformPlayerY))\nend\n\nset [platformplayery v] to [0]\n\ndefine Vent (x) (y) (angle) (size)\nColour SBCT [100] [100] [70] [0] PenSize [5]\nPlatformRectangle (x) (y) (size) [34] (angle)\nPropeller ((x) + (([sin v] of ((90) + (angle)) ) * ((size) / (2.2)))) ((y) + (([cos v] of ((90) + (angle)) ) * ((size) / (2.2)))) ((Tick) * (5)) []\nPropeller ((x) + (([sin v] of ((270) + (angle)) ) * ((size) / (2.2)))) ((y) + (([cos v] of ((270) + (angle)) ) * ((size) / (2.2)))) ((Tick) * (5)) []\nPropeller (x) (y) ((Tick) * (5)) []\nColour SBCT [100] [70] [70] [0] PenSize [5]\nLine ((x) + (([sin v] of ((270) + (angle)) ) * ((size) / (2.2)))) ((y) + (([cos v] of ((270) + (angle)) ) * ((size) / (2.2)))) ((angle) + (90)) [22.5]\nColour SBCT [100] [70] [70] [0] PenSize [5]\nLine (x) ((y) + (0)) ((angle) + (90)) [22.5]\nColour SBCT [100] [70] [70] [0] PenSize [5]\nLine ((x) + (([sin v] of ((90) + (angle)) ) * ((size) / (2.2)))) ((y) + (([cos v] of ((90) + (angle)) ) * ((size) / (2.2)))) ((angle) + (90)) [22.5]\n\nVent [0] [0] [0] [100]\n\nrotateable Rectangle (x) (y) (size) [35] (angle)\n\ndefine Propeller (x) (y) (angle) (size)\nColour SBCT [100] [70] [15] [0] PenSize [6]\nSaw (x) (y) (angle) [-10] [12] [7]\nchange pen (brightness v) by (30)\nset pen size to (2)\nSaw (x) (y) (angle) [-10] [12] [7]\n\nset [0degreeplayerx v] to [0]\n\nchange [yvol v] by (10)\nchange [jumps v] by (1)\n\nset [yvol v] to [12]\n\nset [yvol v] to [12]\n\nif <(Mode) = [Lobby2]> then\n wait until <not <mouse down?>>\n erase all\n set pen color to (#e6e6e6)\n Background\n Colour SBCT [100] [0] [100] [] PenSize [20]\n Text [0] [100] [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] [100] [Jump--] [400] [50] [] [3] [2]\n set pen color to (#3300ff)\n set pen size to (10)\n Text [0] [100] [Jump--] [400] [50] [] [3] [2]\n Colour SBCT [100] [0] [100] [] PenSize [20]\n Text [0] [100] [----io] [400] [50] [] [3] [2]\n set pen color to (#b22323)\n set pen size to (15)\n Text [0] [100] [----io] [400] [50] [] [3] [2]\n set pen color to (#ff3232)\n set pen size to (10)\n Text [0] [100] [----io] [400] [50] [] [3] [2]\n Text [0] [100] [----io] [400] [50] [] [3] [2]\n Colour SBCT [100] [0] [100] [] PenSize [20]\n Platform [140] [-80] [-30] [70] <[1] = [1]> <[0] = [0]>\n Platform [0] [-120] [10] [70] <[1] = [0]> <[0] = [0]>\n Button [-55] [0] [90] [40] [Easy] [5] [Game] [5] [5] [] []\n Button [55] [0] [90] [40] [Hard] [5] [Game] [5] [5] [] []\n Button [0] [-60] [200] [40] [Speedrun] [5] [Game] [5] [5] [] []\nend\n\ndefine LVL3\ndelete all of [vent v]\nadd [5] to [vent v]\nadd [13] to [vent v]\nadd [37] to [vent v]\nadd [65] to [vent v]\nadd [97] to [vent v]\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 [250] to [platforms v]\nadd [-50] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [450] to [platforms v]\nadd [200] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [600] to [platforms v]\nadd [300] to [platforms v]\nadd [-45] to [platforms v]\nadd [100] to [platforms v]\nadd [300] to [platforms v]\nadd [600] to [platforms v]\nadd [-225] to [platforms v]\nadd [100] to [platforms v]\nadd [100] to [platforms v]\nadd [600] to [platforms v]\nadd [180] to [platforms v]\nadd [100] to [platforms v]\nadd [100] to [platforms v]\nadd [600] to [platforms v]\nadd [180] to [platforms v]\nadd [150] to [platforms v]\nadd [-100] to [platforms v]\nadd [600] to [platforms v]\nadd [180] to [platforms v]\nadd [50] to [platforms v]\nadd [-300] to [platforms v]\nadd [400] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [-400] to [platforms v]\nadd [300] to [platforms v]\nadd [-45] to [platforms v]\nadd [100] to [platforms v]\nadd [-700] to [platforms v]\nadd [600] to [platforms v]\nadd [-225] to [platforms v]\nadd [140] to [platforms v]\nadd [-900] to [platforms v]\nadd [500] to [platforms v]\nadd [-225] to [platforms v]\nadd [30] to [platforms v]\nadd [-1050] to [platforms v]\nadd [450] to [platforms v]\nadd [-180] to [platforms v]\nadd [30] to [platforms v]\nadd [-1200] to [platforms v]\nadd [500] to [platforms v]\nadd [-135] to [platforms v]\nadd [30] to [platforms v]\nadd [-1300] to [platforms v]\nadd [600] to [platforms v]\nadd [-135] to [platforms v]\nadd [30] to [platforms v]\nadd [-1500] to [platforms v]\nadd [800] to [platforms v]\nadd [-135] to [platforms v]\nadd [100] to [platforms v]\nadd [-1700] to [platforms v]\nadd [900] to [platforms v]\nadd [180] to [platforms v]\nadd [100] to [platforms v]\nadd [-1700] to [platforms v]\nadd [500] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\ndelete all of [spikes v]\nadd [6] to [spikes v]\nadd [50] to [spikes v]\nadd [25] to [spikes v]\nadd [11] to [spikes v]\nadd [70] to [spikes v]\nadd [25] to [spikes v]\nadd [11] to [spikes v]\nadd [-70] to [spikes v]\nadd [25] to [spikes v]\nadd [16] to [spikes v]\nadd [0] to [spikes v]\nadd [25] to [spikes v]\ndelete all of [checkpoints v]\nadd [0] to [checkpoints v]\nadd [8] to [checkpoints v]\nadd [17] to [checkpoints v]\nadd [27] to [checkpoints v]\n\ndefine LVL3.5\ndelete all of [vent v]\nadd [5] to [vent v]\nadd [13] to [vent v]\nadd [37] to [vent v]\nadd [65] to [vent v]\nadd [97] to [vent v]\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 [250] to [platforms v]\nadd [-50] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [450] to [platforms v]\nadd [200] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [600] to [platforms v]\nadd [300] to [platforms v]\nadd [-45] to [platforms v]\nadd [100] to [platforms v]\nadd [300] to [platforms v]\nadd [600] to [platforms v]\nadd [-225] to [platforms v]\nadd [100] to [platforms v]\nadd [100] to [platforms v]\nadd [600] to [platforms v]\nadd [180] to [platforms v]\nadd [100] to [platforms v]\nadd [100] to [platforms v]\nadd [600] to [platforms v]\nadd [180] to [platforms v]\nadd [150] to [platforms v]\nadd [-100] to [platforms v]\nadd [600] to [platforms v]\nadd [180] to [platforms v]\nadd [50] to [platforms v]\nadd [-300] to [platforms v]\nadd [400] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [-400] to [platforms v]\nadd [300] to [platforms v]\nadd [-45] to [platforms v]\nadd [100] to [platforms v]\nadd [-700] to [platforms v]\nadd [600] to [platforms v]\nadd [-225] to [platforms v]\nadd [140] to [platforms v]\nadd [-900] to [platforms v]\nadd [500] to [platforms v]\nadd [-225] to [platforms v]\nadd [30] to [platforms v]\nadd [-1050] to [platforms v]\nadd [450] to [platforms v]\nadd [-180] to [platforms v]\nadd [30] to [platforms v]\nadd [-1200] to [platforms v]\nadd [500] to [platforms v]\nadd [-135] to [platforms v]\nadd [30] to [platforms v]\nadd [-1300] to [platforms v]\nadd [600] to [platforms v]\nadd [-135] to [platforms v]\nadd [30] to [platforms v]\nadd [-1500] to [platforms v]\nadd [800] to [platforms v]\nadd [-135] to [platforms v]\nadd [100] to [platforms v]\nadd [-1700] to [platforms v]\nadd [900] to [platforms v]\nadd [180] to [platforms v]\nadd [100] to [platforms v]\nadd [-1700] to [platforms v]\nadd [500] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [-1600] to [platforms v]\nadd [400] to [platforms v]\nadd [0] to [platforms v]\nadd [60] to [platforms v]\nadd [-1500] to [platforms v]\nadd [300] to [platforms v]\nadd [0] to [platforms v]\nadd [60] to [platforms v]\nadd [-1400] to [platforms v]\nadd [200] to [platforms v]\nadd [0] to [platforms v]\nadd [60] to [platforms v]\nadd [-1200] to [platforms v]\nadd [200] to [platforms v]\nadd [0] to [platforms v]\nadd [80] to [platforms v]\nadd [-1000] to [platforms v]\nadd [100] to [platforms v]\nadd [0] to [platforms v]\nadd [80] to [platforms v]\nadd [-800] to [platforms v]\nadd [0] to [platforms v]\nadd [45] to [platforms v]\nadd [100] to [platforms v]\nadd [-600] to [platforms v]\nadd [-100] to [platforms v]\nadd [0] to [platforms v]\nadd [100] to [platforms v]\nadd [-600] to [platforms v]\nadd [300] to [platforms v]\nadd [180] to [platforms v]\nadd [100] to [platforms v]\ndelete all of [spikes v]\nadd [6] to [spikes v]\nadd [50] to [spikes v]\nadd [25] to [spikes v]\nadd [11] to [spikes v]\nadd [70] to [spikes v]\nadd [25] to [spikes v]\nadd [11] to [spikes v]\nadd [-70] to [spikes v]\nadd [25] to [spikes v]\nadd [16] to [spikes v]\nadd [0] to [spikes v]\nadd [25] to [spikes v]\nadd [19] to [spikes v]\nadd [-25] to [spikes v]\nadd [25] to [spikes v]\nadd [20] to [spikes v]\nadd [-25] to [spikes v]\nadd [25] to [spikes v]\nadd [21] to [spikes v]\nadd [-25] to [spikes v]\nadd [25] to [spikes v]\nadd [22] to [spikes v]\nadd [0] to [spikes v]\nadd [25] to [spikes v]\nadd [23] to [spikes v]\nadd [0] to [spikes v]\nadd [25] to [spikes v]\nadd [24] to [spikes v]\nadd [0] to [spikes v]\nadd [25] to [spikes v]\ndelete all of [checkpoints v]\nadd [0] to [checkpoints v]\nadd [8] to [checkpoints v]\nadd [17] to [checkpoints v]\nadd [25] to [checkpoints v]\n\nset [mode v] to [Thumbnail]\n\nset [mode v] to [Thumbnail]\n\n | Greetings Scratchers! (Instructions below)\n@kevin_eleven_1234 Loved and Faved :o\n2.5D version here: https://turbowarp.org/493880737\nor find it on my Testaccount @TripleAL02_Test\nThank you everyone for getting my last game on Trending!! :D\nCan we do it again?\nHere's my third and last version of Jump.io, here you can play all three of my Jump.io games with all the improvements and changes that I have made.\nNew Level: Harder and with Vents that make you fly up in the air.\n\n\nTipp: \nPlay here: \nhttps://turbowarp.org/471986309\n\nInstructions: \n- WSDA or A-Keys to move\n- hold Space and WSDA or A-Keys to look around\n- Greenflag to start the game\n- Like and Star for more games like this, and a Follow to stay updated |
°Animation Platformer° #games | @Stage\n\nwhen flag clicked\nswitch backdrop to (platformer v)\nwait (1) seconds\nforever\n next backdrop\n wait (2) seconds\nend\n\nwhen flag clicked\nforever\n play sound [SON v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\nwait (1) seconds\nswitch costume to (2 v)\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]\nshow\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) > [50]>\n Tick\n broadcast (Tick v) and wait\n end\n Game Die\n set [ghost v] effect to (0)\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n Change Player x by [-8]\n switch costume to (1 v)\nend\nif <key (right arrow v) pressed?> then\n Change Player x by [8]\n switch costume to (2 v)\nend\nif <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n if <(In air) < [4]> then\n change [sy v] by (6.5)\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nset [scroll x v] to (x)\nPosition\nif <(y) < [-195]> then\n switch costume to (2 v)\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest - Die\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (Scroll x)) y: ((y) - (Scroll y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nTest - Die\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game Die\nset [exit v] to []\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\ndefine Test - Die\nif <touching color (#ff2d21)?> then\n set [exit v] to [die]\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (0 1 v)\ncreate clone of (_myself_ v)\nchange [x v] by (600)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (565)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (550)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (575)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (505)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (400)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (500)\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\nwhen flag clicked\ndelete this clone\n\n | Bonjour, voilà mon troisième platformer !!\nMerci à kodiak77-77 pour le codage de l'arrière-plan qui bouge et le codage du sprite !!\nBon il est pas génial ... Mais je suis plus forte pour faire des animations !\nC'est un peu court, mais bon je savais pas quoi faire d'autres ...\n#games #Charles2199\nLike et fave de @Soroban08 |
Not normal - a platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [bensound-memories v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n if <(Level) = [14]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Message v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (42) y: (0)\nset size to (100) %\n\nwhen flag clicked\nforever\n set y to (Tide)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n show\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n show\n end\nend\n\nwhen I start as a clone\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (1)\n end\n repeat (20)\n change [tide v] by (-1)\n end\n repeat (10)\n change [tide v] by (1)\n end\n switch costume to (Level)\n if <(Level) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (1)\n end\n repeat (20)\n change [tide v] by (-1)\n end\n repeat (10)\n change [tide v] by (1)\n end\nend\n\n@Bounce\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [2]> then\n Clone at [-11] [-71]\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n show\n go to [front v] layer\n if <touching (player v)?> then\n switch costume to (costume2 v)\n wait (00.1) seconds\n else\n switch costume to (costume1 v)\n wait (00.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@player\n\nwhen flag clicked\nswitch costume to (1 v)\nset [color v] effect to (0)\nset [level v] to [1]\nbroadcast (NEXT LEVEL v)\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [x vel v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> then\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>>> then\n set [y vel v] to [15]\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [250]> then\n change [level v] by (1)\n broadcast (NEXT LEVEL v) and wait\n end\n if <touching (spikes v)?> then\n broadcast (restart v)\n end\n if <touching (bounce v)?> then\n set [y vel v] to [19]\n end\n if <touching (enemy v)?> then\n set [y vel v] to [15]\n end\n if <touching (portal v)?> then\n change [level v] by (1)\n broadcast (NEXT LEVEL v)\n end\nend\n\nwhen I start as a clone\nset [color v] effect to (0)\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-226) y: (-4)\n\nwhen flag clicked\ngo to x: (-224) y: (-3)\nset [x v] to (x position)\nset [y v] to (y position)\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n broadcast (restart v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n broadcast (The End So Ya v)\n end\nend\n\nwhen I start as a clone\nforever\n set [color v] effect to (0)\n switch costume to (1 v)\nend\n\nwhen I receive [backpack v]\nswitch costume to (2 v)\n\nwhen [space v] key pressed\nswitch costume to (1 v)\n\nwhen this sprite clicked\nbroadcast (stuff v)\n\n@words\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen [space v] key pressed\nif <(Level) = [12]> then\n next costume\nend\n\n@person\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n say [I see you want to be more interesting] for (2) seconds\n say [That's a fairly common thing around here, I see you are one to stay with the trend.] for (4) seconds\n say [No matter, you must make your way to the binding lights cave] for (3) seconds\n say [And collect the orbs inside] for (2.2) seconds\n say [They might make you more interesting.] for (2) seconds\n wait (2) seconds\n end\nend\n\nwhen flag clicked\nhide\n\n@bag\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (backpack v)\n hide\n end\nend\n\n@portal\n\n@orb\n\nwhen [space v] key pressed\nif <<(Level) = [12]> or <(Level) = [13]>> then\n show\n stop [other scripts in sprite v]\n go to x: (148) y: (104)\nend\nforever\n if <touching (player v)?> then\n hide\n wait (1) seconds\n set [level v] to [14]\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-30) y: (-69)\n\nwhen I receive [stuff v]\nif <<(Level) = [12]> or <(Level) = [13]>> then\n show\n stop [other scripts in sprite v]\n go to x: (148) y: (104)\nend\nforever\n if <touching (player v)?> then\n hide\n wait (1) seconds\n set [level v] to [14]\n end\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n set [time v] to ((timer) + (.1))\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n wait (3.7) seconds\n set [ghost v] effect to (0)\n end\nend\n\nwhen [timer v] > (time)\nset [ghost v] effect to (0)\n\n | Update, part two out! https://scratch.mit.edu/projects/475337006/ \n--------------------------------------------------------------------------------\nYay I made a platformer! (everyone cheer for me)\n\nArrow keys or wasd or mobile to move around\n\nMake sure to do what the words say or it won't really work\n\nWhat will happen when you love or fave?\n\nI will make part two if people seem to like this one.\n\nEnjoy! |
FACTORY // A Scrolling platformer | @Stage\n\nwhen I receive [プログラム6 v]\nstop all sounds\nstart sound [win v]\n\nwhen I receive [ゲームok v]\nshow variable [☁ 世界記録 v]\nshow variable [タイム v]\nset [タイム v] to [0]\nswitch backdrop to (game v)\nset volume to (60) %\nstart sound [Elektronomia - Limitless \[NCS Release\] v]\n\nwhen I receive [ゲームok v]\nrepeat until <(ステージクリア状況) = [clear]>\n wait (1) seconds\n change [タイム v] by (1)\nend\nif <(タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム)\nend\n\nset [☁ 世界記録 v] to [1000]\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [タイム v]\n\n@player\n\ndefine 位置補正y (向き) (回数)\nif <(Yv) = [0]> then\n stop [this script v]\nend\nset [α v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(α) = (回数)>>\n change [α v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * ((回数) * <<(α) = (回数)> and <touching (stage v)?>>)))\nset [yv v] to [0]\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to [front v] layer\ngo to x: (0) y: (-20)\nset [動作 v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nset [x v] to [-20]\nset [y v] to [20]\nset [スクロールx v] to [-20]\nset [スクロールy v] to [20]\nset [復活x v] to [-20]\nset [復活y v] to [20]\nset [プログラム3 送った? v] to [1]\nset [ステージ v] to [1]\nset [プログラム3 送った? v] to [0]\n\nwhen I receive [プログラム1 v]\nshow\n動作\n\ndefine 動作\nif <(動作) = [1]> then\n switch costume to (player v)\n change [yv v] by (-1.2)\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> or <key (d v) pressed?>> then\n change [xv v] by (1.3)\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n change [xv v] by (-1.3)\n end\n set [xv v] to ((Xv) * (0.88))\n change x by (Xv)\n repeat (6)\n if <<<touching (stage v)?> or <touching (stage5 v)?>> or <touching (stage8 v)?>> then\n change y by (1)\n end\n end\n if <<<touching (stage v)?> or <touching (stage5 v)?>> or <touching (stage8 v)?>> then\n change y by (-6)\n change x by ((0) - (Xv))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> or <key (w v) pressed?>> then\n set [xv v] to ((7) - (<[0] < (Xv)> * (14)))\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n if <[-20] < (Yv)> then\n change y by (Yv)\n if <<<touching (stage v)?> or <touching (stage5 v)?>> or <touching (stage8 v)?>> then\n change y by ((0) - (Yv))\n set [yv v] to [0]\n end\n else\n change y by ((Yv) / (2))\n if <<<touching (stage v)?> or <touching (stage5 v)?>> or <touching (stage8 v)?>> then\n change y by ((0) - (Yv))\n set [yv v] to [0]\n end\n change y by ((Yv) / (2))\n if <<<touching (stage v)?> or <touching (stage5 v)?>> or <touching (stage8 v)?>> then\n change y by ((0) - (Yv))\n set [yv v] to [0]\n end\n end\n change y by (-10)\n if <<<<touching (stage v)?> or <touching (stage5 v)?>> or <touching (stage8 v)?>> and <<<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> or <key (w v) pressed?>>> then\n set [yv v] to [16]\n end\n change y by (10)\n if <<<<(Y) < [-400]> or <touching (stage3 v)?>> or <touching (stage4 v)?>> or <touching (stage9 v)?>> then\n start sound [Bite v]\n 初期位置\n end\n if <touching (stage5 v)?> then\n set y to (([y position v] of [stage5 v]) + (20))\n end\n if <touching (stage6 v)?> then\n if <(プログラム3 送った?) = [0]> then\n broadcast (プログラム3 v)\n set [プログラム3 送った? v] to [1]\n end\n end\n 処理\n broadcast (プログラム2 v)\nend\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xv v] to [0]\nset [yv v] to [0]\nset [x v] to (復活X)\nset [y v] to (復活Y)\nset [スクロールx v] to (復活X)\nset [スクロールy v] to (復活Y)\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (スクロールX)))\nchange [y v] by ((y position) - (((Y) - (スクロールY)) - (20)))\nchange [スクロールx v] by ([floor v] of (((X) - (スクロールX)) * (0.1)) )\nchange [スクロールy v] by ([floor v] of (((Y) - (スクロールY)) * (0.2)) )\nset x to ((X) - (スクロールX))\nset y to (((Y) - (スクロールY)) - (20))\n\nwhen I receive [プログラム5 v]\nchange y by (Y 記憶 送信)\n\n位置補正y (() - ((Yv) / ([abs v] of (Yv) ))) ([ceiling v] of ([abs v] of (Yv) ) )\n\nif <touching (stage5 v)?> then\n set y to (([y position v] of [stage5 v]) + (20))\nend\n\nwhen I receive [プログラム6 v]\nset [動作 v] to [0]\nhide\n\nwhen flag clicked\nhide\n\n@stage\n\nwhen flag clicked\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム1 v)\nelse\n 移動 ((my x) - (スクロールX)) ((my y) - (スクロールY))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(([abs v] of (x) ) - (0)) > ([abs v] of (x position) )> or <(([abs v] of (y) ) - (0)) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (my n)\n\nwhen I start as a clone\nshow\n\nwhen I receive [プログラム6 v]\nhide\n\nwhen I receive [ゲームok v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [2880] [450] [8]\nステージ配置 [2400] [450] [9]\nステージ配置 [1920] [810] [10]\nステージ配置 [1440] [810] [11]\nステージ配置 [1920] [1170] [12]\nステージ配置 [2400] [1170] [13]\nステージ配置 [2880] [1170] [14]\nステージ配置 [3360] [1170] [15]\nswitch costume to (none v)\nbroadcast (プログラム1 v)\n\n@stage2\n\nwhen flag clicked\n\nbroadcast (プログラム1 v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(([abs v] of (x) ) - (0)) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (my n)\n\nwhen I start as a clone\nshow\n\nbroadcast (プログラム1 v)\n\nwhen I receive [プログラム6 v]\nhide\n\nwhen I receive [ゲームok v]\nhide\nステージ配置 [480] [0] [1]\nステージ配置 [2880] [0] [1]\nステージ配置 [3080] [360] [2]\nステージ配置 [2500] [0] [3]\nステージ配置 [3424] [1300] [4]\nswitch costume to (none v)\n\n@stage3\n\nwhen flag clicked\n\nbroadcast (プログラム1 v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(([abs v] of (x) ) - (0)) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (my n)\n\nwhen I start as a clone\nshow\n\nbroadcast (プログラム1 v)\n\nwhen I receive [プログラム6 v]\nhide\n\nwhen I receive [ゲームok v]\nset [1 v] to [0]\nhide\nステージ配置 [480] [0] [1]\nステージ配置 [2880] [0] [2]\nステージ配置 [2880] [450] [3]\nswitch costume to (none v)\n\n@stage4\n\nwhen flag clicked\n\nbroadcast (プログラム1 v)\n\ndefine ステージ配置 (x座標) (y座標)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to (ぐるぐる v)\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (ぐるぐる v)\n\nwhen I start as a clone\nshow\n\nbroadcast (プログラム1 v)\n\nwhen I start as a clone\nforever\n turn right (5) degrees\nend\n\nwhen I receive [プログラム6 v]\nhide\n\nwhen I receive [ゲームok v]\nhide\nset size to (120) %\nステージ配置 [700] [-125]\nステージ配置 [3000] [20]\nステージ配置 [2250] [650]\nステージ配置 [1770] [722]\nステージ配置 [1590] [722]\nステージ配置 [1410] [722]\nステージ配置 [2565] [1111]\nステージ配置 [2755] [1111]\nswitch costume to (none v)\n\n@stage5\n\nwhen flag clicked\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(([abs v] of (x) ) - (0)) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (my n)\n\nwhen I start as a clone\nshow\n\nwhen I receive [プログラム6 v]\nhide\n\nbroadcast (プログラム1 v)\n\nwhen I receive [ゲームok v]\nset [2 v] to [0]\nhide\nステージ配置 [2080] [-60] [1]\nswitch costume to (none v)\n\n@stage6\n\nwhen flag clicked\n\nbroadcast (プログラム1 v)\n\ndefine ステージ配置 (x座標) (y座標) (clone id) (ステージ番号)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nadd (x座標) to [checkpoints x v]\nadd (y座標) to [checkpoints y v]\nset [clone id v] to (clone id)\nswitch costume to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(([abs v] of (x) ) - (0)) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nif <[4] > (clone ID)> then\n if <(item (clone ID) of [ステージ クリア状況 v]) = [1]> then\n switch costume to (stage2 v)\n else\n switch costume to (stage1 v)\n end\nelse\n switch costume to (stage3 v)\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [プログラム3 v]\nif <<(costume [number v]) = [2]> and <<([abs v] of ((0) - (x position)) ) < [200]> and <([abs v] of ((0) - (y position)) ) < [200]>>> then\n start sound [Collect v]\n switch costume to (stage2 v)\n if <(clone ID) > (ステージクリア状況)> then\n set [復活x v] to (item (clone ID) of [checkpoints x v])\n set [復活y v] to ((item (clone ID) of [checkpoints y v]) + (40))\n set [ステージクリア状況 v] to (clone ID)\n end\n replace item (clone ID) of [ステージ クリア状況 v] with [1]\n set [パーティクル用 チェックポイントx v] to (x position)\n set [パーティクル用 チェックポイントy v] to (y position)\n set [プログラム3 送った? v] to [0]\n broadcast (プログラム4 v)\nelse\n if <<(costume [number v]) = [4]> and <<([abs v] of ((0) - (x position)) ) < [200]> and <([abs v] of ((0) - (y position)) ) < [200]>>> then\n set [プログラム3 送った? v] to [0]\n set [ステージクリア状況 v] to [clear]\n broadcast (プログラム6 v)\n end\nend\nset [プログラム3 送った? v] to [0]\n\nwhen I receive [プログラム6 v]\nhide\n\nwhen I receive [ゲームok v]\nset [ステージクリア状況 v] to [0]\nset [プログラム3 送った? v] to [0]\nset [パーティクル用 チェックポイントx v] to [0]\nset [パーティクル用 チェックポイントy v] to [0]\ndelete all of [checkpoints x v]\ndelete all of [checkpoints y v]\ndelete all of [ステージ クリア状況 v]\nrepeat (4)\n add [0] to [ステージ クリア状況 v]\nend\nset [2 v] to [0]\nhide\nステージ配置 [2500] [-60] [1] [1]\nステージ配置 [2000] [790] [2] [1]\nステージ配置 [2145] [1372] [3] [1]\nステージ配置 [3470] [1266] [4] [3]\nswitch costume to (none v)\n\n@stage7\n\nwhen flag clicked\n\nbroadcast (プログラム1 v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム1 v)\nelse\n 移動 ((my x) - (スクロールX)) ((my y) - (スクロールY))\nend\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(([abs v] of (x) ) - (0)) > ([abs v] of (x position) )> or <(([abs v] of (y) ) - (0)) > ([abs v] of (y position) )>> then\n hide\nend\nswitch costume to (my n)\n\nwhen I start as a clone\nshow\n\nwhen I receive [プログラム4 v]\nif <(costume [number v]) = [1]> then\n\nset [スクロールx v] to [2120]\nset [スクロールy v] to [710]\n\nset [スクロールx v] to [2300]\n\nwhen I receive [プログラム6 v]\nhide\n\nwhen I receive [ゲームok v]\nset size to (20) %\nhide\nステージ配置 [2490] [-32] [1]\nステージ配置 [2000] [790] [1]\nステージ配置 [2145] [1372] [1]\nswitch costume to (none v)\n\n@stage8\n\nwhen flag clicked\n\nbroadcast (プログラム1 v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<(([abs v] of (x) ) - (0)) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (my n)\n\nwhen I start as a clone\nshow\n\nwhen I receive [プログラム6 v]\nhide\n\nwhen I receive [ゲームok v]\nset [4 v] to [0]\nhide\nステージ配置 [3260] [76.4] [1]\nswitch costume to (none v)\n\n@a\n\nwhen [1 v] key pressed\nif <(username) = [pokosuke0825]> then\n set [スクロールx v] to [2120]\n set [スクロールy v] to [710]\nend\n\nwhen [2 v] key pressed\nif <(username) = [pokosuke0825]> then\n set [スクロールx v] to [2288]\n set [スクロールy v] to [1372]\nend\n\nwhen [3 v] key pressed\nif <(username) = [pokosuke0825]> then\n set [スクロールx v] to [3357]\n set [スクロールy v] to [1256]\nend\n\n@stage9\n\nwhen flag clicked\n\nbroadcast (プログラム1 v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my x v] to (x座標)\nset [my y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (my n)\n\nwhen I start as a clone\nshow\n\nbroadcast (プログラム1 v)\n\nwhen I receive [プログラム6 v]\nhide\n\nwhen I receive [ゲームok v]\nset [1 v] to [0]\nhide\nステージ配置 [1440] [810] [1]\nステージ配置 [1920] [1170] [2]\nステージ配置 [2400] [1170] [3]\nステージ配置 [2880] [1170] [4]\nswitch costume to (none v)\n\n@end\n\nwhen I receive [プログラム6 v]\ngo to [front v] layer\nshow\nrepeat (4)\n change [ghost v] effect by (-25)\n set x to (-10)\n set y to (10)\n wait (0.1) seconds\n set x to (10)\n set y to (-10)\n wait (0.1) seconds\nend\nrepeat (3)\n set x to (-10)\n set y to (10)\n wait (0.1) seconds\n set x to (10)\n set y to (-10)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nclear graphic effects\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nforever\n change x by (((0) - (x position)) / (1.2))\n change y by (((0) - (y position)) / (1.2))\nend\n\n@寒くね?\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\n@スプライト1\n\nwhen flag clicked\nreset timer\ngo to x: (0) y: (0)\nhide\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (icon v)\ncreate clone of (_myself_ v)\nwait until <not <(timer) < [1.154]>>\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム11 v)\ncreate clone of (_myself_ v)\na\nswitch costume to (コスチューム12 v)\ncreate clone of (_myself_ v)\nwait until <not <(timer) < [1.8]>>\nb\nwait until <not <(timer) < [2]>>\nb\nwait until <not <(timer) < [2.4]>>\nb\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n switch costume to (bit v)\n set size to (1000) %\n switch costume to (icon v)\n point in direction (-179)\n set [ghost v] effect to (100)\n set [pixelate v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-5)\n set size to ((((size) - (100)) * (0.8)) + (100)) %\n point in direction ((((direction) - (90)) * (0.8)) + (90))\n end\n set [変数 v] to [-40]\n repeat (40)\n set size to ((((size) - (20)) * (0.9)) + (20)) %\n turn right (3) degrees\n change x by (変数)\n change [変数 v] by (8)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n point in direction (90)\n set size to (100) %\n show\n repeat (20)\n switch costume to (bit v)\n set size to ((((size) - (600)) * (0.8)) + (600)) %\n switch costume to (コスチューム1 v)\n end\n wait until <not <(timer) < [1.5]>>\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n go to x: (240) y: (0)\n point in direction (90)\n set size to (100) %\n show\n wait until <not <(timer) < [1.8]>>\n set [fisheye v] effect to (1)\n set [変数 v] to [10]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (コスチューム2 v)\n wait until <not <(timer) < [2]>>\n set [fisheye v] effect to (1)\n set [変数 v] to [10]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (コスチューム2 v)\n wait until <not <(timer) < [2.4]>>\n set [fisheye v] effect to (1)\n set [変数 v] to [10]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (コスチューム2 v)\n wait until <not <(timer) < [2.9]>>\n stop [other scripts in sprite v]\n go to x: (0) y: (0)\n switch costume to (bit v)\n repeat (20)\n switch costume to (bit v)\n set size to ((((size) - (9000)) * (0.8)) + (9000)) %\n switch costume to (コスチューム15 v)\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n set size to (100) %\n show\n repeat (6)\n move (10) steps\n next costume\n wait (0) seconds\n end\n delete this clone\nend\nif <(costume [number v]) = [13]> then\n point in direction (90)\n set size to (120) %\n set [fisheye v] effect to (3)\n set [変数 v] to [10]\n go to x: (0) y: (0)\n show\n wait until <not <(timer) < [1.8]>>\n switch costume to (コスチューム13 v)\n set size to (120) %\n set [fisheye v] effect to (3)\n set [変数 v] to [10]\n wait until <not <(timer) < [2]>>\n switch costume to (コスチューム14 v)\n set size to (120) %\n set [fisheye v] effect to (3)\n set [変数 v] to [10]\n wait until <not <(timer) < [2.4]>>\n switch costume to (コスチューム12 v)\n set size to (120) %\n set [fisheye v] effect to (3)\n set [変数 v] to [10]\n wait until <not <(timer) < [2.9]>>\n delete this clone\nend\nif <(costume [number v]) = [14]> then\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n show\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\ndefine a\ngo to x: (240) y: (0)\npoint in direction (-30)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\npoint in direction (-60)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\npoint in direction (-90)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\npoint in direction (-120)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\npoint in direction (-150)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム11 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [13]> then\n forever\n set size to ((((size) - (100)) * (0.9)) + (100)) %\n set [変数 v] to ((変数) * (0.9))\n set [fisheye v] effect to (変数)\n end\nend\nif <(costume [number v]) = [4]> then\n forever\n switch costume to (bit v)\n set size to ((((size) - (1000)) * (0.8)) + (1000)) %\n switch costume to (コスチューム2 v)\n set [変数 v] to ((変数) * (0.9))\n set [fisheye v] effect to (変数)\n end\nend\n\ndefine b\ngo to (random position v)\nswitch costume to (コスチューム3 v)\npoint in direction (90)\nrepeat (12)\n create clone of (_myself_ v)\n turn left (30) degrees\nend\nswitch costume to (コスチューム11 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nplay sound [TheFatRat - Solitude v] until done\nbroadcast (ゲームok v)\n\n | 工場を舞台にしたplatformerです!\nとても時間をかけて作った過去最高傑作なので、♥と★をよろしくお願いします!!!!!\nplease ♥ and ★!!!\n\n◣操作方法/How to play◢\n←→で移動/←→keys to move\n↑でジャンプ/↑key to jump\nモバイル対応!\nmobile friendly!\n\nクリアしたらコメントで教えてね!\n初傾向9位! 2/13\n傾向12位... 2/14\nこんなに参照数とか伸びたの初めて...!\n新作↓\nhttps://scratch.mit.edu/projects/490653091/ |
Adventure ||| A Platformer | @Stage\n\nwhen I receive [intro v]\nforever\n play sound [Red Lights- Tiesto v] until done\nend\n\n@c\n\nwhen I receive [intro v]\nswitch costume to (1 v)\nset [☁ money v] to [0]\nset size to (50) %\ngo to [front v] layer\ngo to x: (116) y: (-132)\nshow\nforever\n set [my variable v] to [1000]\n next costume\n wait (.1) seconds\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nchange x by (20)\nforever\n next costume\n wait (.1) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n change [☁ money v] by (100)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [intro v]\ncreate clone of (_myself_ v)\n\nwhen I receive [intro v]\nforever\n if <touching (player v)?> then\n change [☁ money v] by (100)\n hide\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n delete this clone\n end\nend\n\nwhen I receive [end v]\nshow\ncreate clone of (_myself_ v)\nwait until <(my variable) = [100]>\n\n@Level\n\nwhen I receive [intro v]\nswitch costume to (g1 v)\nshow\ngo to [front v] layer\n\nwhen I receive [end v]\nnext costume\n\nwhen I receive [intro v]\nforever\n set [my variable v] to [1000]\nend\n\nwhen I receive [intro v]\nforever\n if <(costume [name v]) = [g5]> then\n broadcast (da v)\n stop [this script v]\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(costume [name v]) = [g6]> then\n broadcast (dada v)\n end\nend\n\nwhen I receive [intro v]\nforever\n if <(costume [name v]) = [g7]> then\n broadcast (go 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?> or <<mouse down?> and <(mouse x) > ((x position) + (20))>>>> then\n change [x vel v] by (speed)\n switch costume to (l2 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 (r2 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?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> 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 I receive [end v]\ngo to x: (-198) y: (-5)\n\nwhen I receive [intro v]\nshow\ngo to [front v] layer\nset [level v] to [1]\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (l2 v)\nReset Position [-198] [-10]\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [13]\n if <<touching (dan v)?> or <touching (dan2 v)?>> then\n start sound [Prick 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]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (25)\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\nwhen I receive [intro v]\nforever\n key check\nend\n\nwhen I receive [intro v]\nforever\n if <(x position) = [249]> then\n broadcast (end v)\n Reset Position [-198] [-10]\n end\nend\n\ndefine key check\nif <key (up arrow v) pressed?> then\n switch costume to (u v)\nelse\n if <key (right arrow v) pressed?> then\n switch costume to (r2 v)\n else\n if <key (left arrow v) pressed?> then\n switch costume to (l2 v)\n else\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (l1 v)\n else\n if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (r1 v)\n else\n if <not <key (any v) pressed?>> then\n switch costume to (s v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [c v]\nstart sound [Coin v]\n\nwhen I receive [intro v]\nforever\n if <touching (c v)?> then\n broadcast (c v)\n end\nend\n\nwhen I receive [intro v]\nchange [☁ viewers v] by (1)\n\n@Dan\n\nwhen I receive [intro v]\nswitch costume to (g1 v)\nshow\ngo to [front v] layer\n\nwhen I receive [end v]\nnext costume\n\n@Dan2\n\nwhen I receive [intro v]\ngo to x: (-82) y: (60)\nhide\nswitch costume to (1 v)\ngo to [front v] layer\n\nwhen I receive [da v]\nshow\nforever\n next costume\n wait (.01) seconds\nend\n\nwhen I receive [dada v]\nstop [other scripts in sprite v]\nhide\n\n@Love and fave reminder\n\nwhen I receive [intro v]\nrepeat (2)\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@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\ngo to [front v] layer\nswitch costume to (2 v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\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]\nhide variable [☁ money 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]\nshow variable [☁ money 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 | Welcome to Adventure ||| A Platformer!!!\nHELP ME TO GET THIS ON TRENDING!!\n\nIf This Is Good Propose This To Be Featured -: https://scratch.mit.edu/studios/4228481/comments\n\n★★★Instructions★★★\n\n~PC USERS~\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\n\n~MOBILE USERS~\n- Tap On Left - To Move Left\n- Tap On Right - To Move Right\n-- Tap Up - To Jump |
MINECRAFT | a platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Infinite Power! v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\npoint in direction (90)\ngo to x: (-200) y: (-45)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [xv v] by (0.85)\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 change [xv v] by (-0.85)\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 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 <[0] < (mouse y)>>> then\n if <(Xv) > [0]> then\n start sound [kick v]\n set [xv v] to [-5]\n else\n start sound [kick v]\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [yv v] to [-10]\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 (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n start sound [jump v]\n set [yv v] to [11.5]\n end\n end\n change y by (1)\n hide variable [yv v]\n hide variable [xv v]\n hide variable [stage v]\n if <[220] < (x position)> then\n broadcast (next v)\n go to x: (-200) y: (-45)\n end\n if <<touching (zombie v)?> or <(y position) < [-170]>> then\n start sound [damage v]\n broadcast (damage v)\n go to x: (-200) y: (-45)\n end\nend\n\n@ground\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nset [stage v] to [1]\n\nwhen I receive [next v]\nnext costume\nchange [stage v] by (1)\n\n@zombie\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n if <(stage) = [3]> then\n show\n switch costume to (1 v)\n go to x: (0) y: (0)\n end\n if <(stage) = [4]> then\n show\n switch costume to (2 v)\n go to x: (0) y: (0)\n end\n if <(stage) = [5]> then\n hide\n end\n if <(stage) = [6]> then\n show\n switch costume to (3 v)\n go to x: (0) y: (0)\n end\n if <(stage) = [7]> then\n hide\n end\n if <(stage) = [8]> then\n show\n switch costume to (4 v)\n go to x: (0) y: (0)\n end\n if <(stage) = [9]> then\n show\n switch costume to (5 v)\n go to x: (0) y: (0)\n end\n if <(stage) = [10]> then\n show\n switch costume to (6 v)\n go to x: (0) y: (0)\n end\n if <(stage) = [11]> then\n show\n switch costume to (7 v)\n go to x: (0) y: (0)\n end\n if <(stage) = [12]> then\n hide\n end\n if <(stage) = [13]> then\n show\n switch costume to (8 v)\n go to x: (0) y: (0)\n end\n if <(stage) = [14]> then\n show\n switch costume to (9 v)\n go to x: (0) y: (0)\n end\n if <(stage) = [15]> then\n hide\n end\nend\n\n@title\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\n@circle\n\nwhen flag clicked\nhide\ngo to x: (-255) y: (125)\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\n wait (0.09) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to x: (pick random (-208) to (208)) y: (-208)\nset [ghost v] effect to (pick random (50) to (95))\nset size to (pick random (50) to (150)) %\nrepeat (100)\n change y by (5)\nend\n\nwhen I start as a clone\nif <(size) > [100]> then\n wait (1) seconds\nelse\n wait (1.5) seconds\nend\nrepeat (500)\n change [ghost v] effect by (0.5)\nend\ndelete this clone\n\n@follow\n\nwhen flag clicked\nhide\nwait (7) seconds\nforever\n show\n go to [front v] layer\n go to x: (306) y: (149)\n glide (1.5) secs to x: (139) y: (149)\n wait (1) seconds\n glide (1.5) secs to x: (306) y: (149)\n hide\n wait (15) seconds\nend\n\n@thumbnail\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 | |
E.T. Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Thumbnail\n\nwhen flag clicked\nchange [☁ nombres de parties v] by (1)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost effect v] to [0]\nset [ghost v] effect to (Ghost effect)\nwait (2) seconds\nrepeat until <(Ghost effect) = [100]>\n change [ghost effect v] by (10)\n set [ghost v] effect to (Ghost effect)\nend\nhide\nset [ghost v] effect to (0)\nbroadcast (Green flag v)\n\nwait (1) seconds\n\n@Plateforme\n\ndefine SET HACK SIZE TO (number or text)\nswitch costume to (size hack v)\nset size to (number or text) %\nswitch costume to (niveau 1 v)\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nstop all sounds\nplay sound [Sunshine v] until done\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\nbroadcast (respawn v)\nSET HACK SIZE TO [300]\nforever\n change [y vel v] by (1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [d vel v] by (-0.2)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [d vel v] by (0.2)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> then\n change y by ((y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nplay sound [Sunshine v] until done\n\nwhen I receive [win v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nstop all sounds\nplay sound [Sunshine v] until done\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nplay sound [Sunshine v] until done\n\nwhen flag clicked\nforever\n if <(lvl) = [1]> then\n switch costume to (niveau 1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [lvl2 v]\nswitch costume to (niveau 2 v)\nset [d vel v] to [0]\nset [y vel v] to [0]\nbroadcast (respawn v)\n\nwhen flag clicked\nforever\n switch backdrop to (lvl)\nend\n\nwhen I receive [lvl2 v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\n\nwhen [a v] key pressed\nshow variable [☁ nombres de parties v]\nwait until <not <key (a v) pressed?>>\nhide variable [☁ nombres de parties v]\n\n@player\n\nwhen flag clicked\ngo to x: (0) y: (-1)\nhide\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [lvl v] to [1]\nforever\n change y by (-5)\n if <touching color (#ffb703)?> then\n set [y vel v] to [-20]\n end\n if <(Touche pic ?) = [1]> then\n broadcast (respawn v)\n change [☁ nombre total de morts v] by (1)\n wait until <not <(Touche pic ?) = [1]>>\n end\n if <touching color (#a4a4a4)?> then\n broadcast (respawn v)\n end\n if <touching color (#1f7600)?> then\n broadcast (Win v)\n stop [other scripts in sprite v]\n end\n change y by (5)\nend\n\nwhen I receive [green flag v]\nshow\n\nif <touching (vortex v)?> then\n broadcast (lvl2 v)\n set [lvl v] to [2]\nend\n\n@Vortex\n\nwhen I receive [green flag v]\nhide\nforever\n play sound [dr-dre-still-dre-piano-solo v] until done\nend\n\nif <touching (player v)?> then\n\nwhen I receive [green flag v]\nset size to (300) %\nshow\nforever\n go to x: ([x position v] of [plateforme v]) y: ([y position v] of [plateforme v])\n point in direction ([direction v] of [plateforme v])\nend\n\nwhen I receive [lvl2 v]\nswitch costume to (2 v)\n\n@detector\n\nwhen flag clicked\nhide\nset [favorite v] to [0]\nset [love 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 <<(Love) = [1]> and <(Favorite) = [1]>>\nwait (1) seconds\nbroadcast (Message v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [love v] to [0]\n switch costume to (3 v)\n forever\n set [loved? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [love v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (3 v)\n set [favorite v] to [0]\n forever\n set [favorite? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [favorite v] to [1]\n end\n end\nend\n\n@player2\n\nwhen flag clicked\nforever\n go to (player v)\n set [ghost v] effect to (100)\n if <<touching color (#d6b900)?> or <touching color (#f7d700)?>> then\n set [touche pic ? v] to [1]\n else\n set [touche pic ? v] to [0]\n end\n if <<touching (vortex v)?> and <(lvl) = [1]>> then\n broadcast (lvl2 v)\n set [lvl v] to [2]\n end\nend\n\n | ✔A new concept of platformer=D✔\n----------------------------Use the arrow--------------------------\n--------------------Like Favorite and follow !--------------------\n\n ✔Un nouveau concept de jeu ✔\n------------------------Utilise les flèches--------------------------\n--------------Like, met en favoris et suis moi !---------------- |
CAR || #PLATFORMER #GAME | @Stage\n\n@Love and fave reminder\n\nwhen I receive [intro v]\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\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (2 v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n 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@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 (sprite2 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)?> or <touching (sprite2 v)?>> then\n change y by (slope)\n repeat until <not <<touching (level v)?> or <touching (sprite2 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 (sprite2 v)?>> then\n repeat until <not <<touching (level v)?> or <touching (sprite2 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 <touching (sprite2 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]\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)\nReset Position [-198] [-10]\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [13]\n if <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]\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\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite1 v)?> and <touching (_edge_ v)?>> then\n change [level v] by (1)\n Reset Position [-198] [-10]\n end\n if <<touching (enemy5 v)?> or <<touching (fire v)?> or <<touching (fire2 v)?> or <<touching (fire3 v)?> or <<touching (falling potatoers2 v)?> or <<touching (enemy4 v)?> or <<touching (enemy3 v)?> or <<touching (falling potatoers v)?> or <<touching (spining trap2 v)?> or <<<touching (enemy v)?> or <touching (enemy2 v)?>> or <touching (spining trap v)?>>>>>>>>>>> then\n Reset Position [-198] [-10]\n end\nend\n\nwhen I start as a clone\nchange [color v] effect by (25)\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(level) = [3]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <not <(level) = [12]>> then\n show\n else\n hide\n end\nend\n\n@Enemy\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\n if <(level) = [2]> then\n switch costume to (spike v)\n show\n end\n if <(level) = [3]> then\n hide\n end\nend\n\n@Enemy2\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 show\n next costume\n wait (0.1) seconds\n else\n hide\n end\nend\n\n@SPINING trap\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<(level) = [4]> or <(level) = [6]>> then\n turn right (7) degrees\n go to [back v] layer\n show\n else\n hide\n end\nend\n\n@falling potatoers\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n if <(level) = [5]> then\n wait (0.5) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-80) to (162)) y: (187)\nrepeat until <(y position) < [-180]>\n change y by (-10)\nend\ndelete this clone\n\n@SPINING trap2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n turn right (7) degrees\n go to [back v] layer\n show\n else\n hide\n end\nend\n\n@Enemy3\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n switch costume to (spike v)\n show\n else\n hide\n end\nend\n\n@Enemy4\n\nwhen flag clicked\nforever\n go to x: (3) y: (136)\n if <<(level) = [9]> or <(level) = [8]>> then\n go to [back v] layer\n switch costume to (spike v)\n show\n glide (1.2) secs to x: (3) y: (-159)\n glide (1) secs to x: (3) y: (136)\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n switch costume to (spike v)\n show\n else\n hide\n end\nend\n\n@falling potatoers2\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n if <(level) = [9]> then\n wait (1) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (111) y: (187)\nrepeat until <(y position) < [-180]>\n change y by (-10)\nend\ndelete this clone\n\n@Fire\n\nwhen flag clicked\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nforever\n if <(level) = [10]> then\n show\n wait (0.07) seconds\n next costume\n else\n hide\n end\nend\n\n@Fire2\n\nwhen flag clicked\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nforever\n if <(level) = [10]> then\n show\n wait (0.07) seconds\n next costume\n else\n hide\n end\nend\n\n@Fire3\n\nwhen flag clicked\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nforever\n if <(level) = [10]> then\n show\n wait (0.07) seconds\n next costume\n else\n hide\n end\nend\n\n@Enemy5\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n switch costume to (spike v)\n show\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <(level) = [12]> then\n show\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\nforever\n play sound [Alan Walker - Fade \(Icol Remix\) \(1\).mp3 v] until done\nend\n\n | CONTROLLS-\n ARROW KEYS OR WSAD \nLIKE/FAV/COMMENT/FOLLOW\nPLS BE KIND \nNO TROLLING \nNO ADVERTISING\nNO F4F\nMEYBE DEALS\nCOMMENT ABOUT IT\n\n\n\n\n\n\n\n\n\n\n\n\n#GAME #PLATFORMER #CAR #CARFORMER #CARPLATFORMER #LIKE #FAV #FOLLOW #COMMENT #CAR #ARTS #THUMBNAIL #THUMBNAILS #ART#COOL #FUN #FUNNY \n\n\n |
Gadget || ☁ A Scrolling Mobile-Friendly Multiplayer Platformer ☁ | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLLX)) (join [, ] ((mouse y) + (SCROLLY))))\n\nwhen flag clicked\nset volume to (70) %\nforever\n play sound [Xaf - Unlimited \(1\) v] until done\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nhide\ndelete all of [buffer v]\nset [my player # v] to [0]\nset [max players v] to [8]\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n switch backdrop to (joined v)\nelse\n switch backdrop to (full v)\nend\nwait (.6) seconds\nswitch backdrop to (game v)\nbroadcast (begin v)\nbroadcast ( Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n 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\nadd (x) to [buffer v]\nadd (y) to [buffer v]\nchange [cloud timer v] by (1)\nif <(cloud timer) < [3]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (LEVEL) to encoded\nwrite (size) to encoded\nwrite (ghost effect) to encoded\nwrite (username) to encoded\nwrite (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\ndefine Tick\nif <(wait) < [1]> then\n if <(chatting) < [1]> then\n if <key (any v) pressed?> then\n key\n end\n if <mouse down?> then\n if <(mouse down) = [no]> then\n double clicked\n end\n set [mouse down v] to [yes]\n else\n set [mouse down v] to [no]\n end\n say []\n else\n change [chatting v] by (-1)\n if <not <(Show Text) = [none]>> then\n say (item (CHAT) of [chats v])\n else\n say []\n end\n end\n if <(double clicked) > [0]> then\n change [double clicked v] by (-1)\n end\n Zero Pressed?\n Space Pressed?\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [sx v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (1)\n end\n set [sx v] to ((sx) * (.9))\n if <touching (moving platforms v)?> then\n get out of moving platforms\n end\n change y by (-3)\n if <touching (moving platforms v)?> then\n set [touching platform v] to [yes]\n else\n if <(touching platform) = [yes]> then\n change [sx v] by ((GLIDESPEED) * (-1))\n end\n set [touching platform v] to [no]\n end\n change y by (3)\n if <<([abs v] of (sx) ) > [1]> or <(touching platform) = [yes]>> then\n if <(touching platform) = [yes]> then\n Change Player X by (round ((sx) + ((GLIDESPEED) * (-1))))\n else\n Change Player X by (round (sx))\n end\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>> then\n if <(in air) < [3]> then\n set [sy v] to [12]\n end\n end\n if <(sy) > [-19]> then\n change [sy v] by (-1)\n end\n if <(touching platform) = [yes]> then\n change [x v] by (GLIDESPEED)\n end\n Change Player Y by (sy)\n if <(touching platform) = [yes]> then\n change [x v] by ((-1) * (GLIDESPEED))\n end\n test - die\n if <(y) < [-180]> then\n set [exit v] to [die]\n end\nelse\n change [wait v] by (-1)\nend\nchange [scrollx v] by (round (((x) - (SCROLLX)) / (1)))\nif <(SCROLLX) < [-50]> then\n set [scrollx v] to [-50]\nend\nchange [scrolly v] by (round (((y) - (SCROLLY)) / (9)))\nif <(SCROLLY) < [0]> then\n set [scrolly v] to [0]\nend\nposition\n\nwhen I receive [ green flag v]\nhide\ngo to [front v] layer\ndelete all of [platform speeds v]\ndelete all of [playerstartingpos v]\nChat - Help\nadd [0] to [playerstartingpos v]\nadd [0] to [playerstartingpos v]\n\nwhen I receive [play game v]\nset [show text v] to [all]\nswitch costume to (costume1 v)\nshow\nset [level v] to [1]\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\nforever\n Game On\n repeat until <(EXIT) > []>\n if <(username) = [rudytudy]> then\n if <key (1 v) pressed?> then\n if <(key1pressed) = [no]> then\n if <(flymode) = [off]> then\n set [flymode v] to [on]\n else\n set [flymode v] to [off]\n end\n end\n set [key1pressed v] to [yes]\n else\n set [key1pressed v] to [no]\n end\n if <(flymode) = [on]> then\n Fly\n else\n Tick\n end\n else\n Tick\n end\n broadcast (tick v) and wait\n send cloud data\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nset [x v] to (item (1) of [playerstartingpos v])\nset [y v] to (item (2) of [playerstartingpos v])\nset [sy v] to [0]\nset [in air v] to [5]\nset [exit v] to []\nset [scrollx v] to (item (1) of [playerstartingpos v])\nset [scrolly v] to (item (2) of [playerstartingpos v])\nset [sx v] to [0]\nset [wait v] to [5]\nset [touching platform v] to [no]\nset size to (100) %\nset [ghost effect v] to [0]\nset [ghost v] effect to (ghost effect)\nshow\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 (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\n\ndefine position\ngo to x: ((x) - (SCROLLX)) y: ((y) - (SCROLLY))\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 <<mouse down?> and <(mouse y) > ((y position) + (15))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-12]\n else\n set [sx v] to [12]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (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 Game - Die\nset [exit v] to []\nrepeat (20)\n create clone of (_myself_ v)\n change size by (-3)\n change [ghost effect v] by (3)\n set [ghost v] effect to (ghost effect)\n send cloud data\nend\nhide\nwait (1.5) seconds\nset size to (100) %\nset [ghost effect v] to [0]\nset [ghost v] effect to (ghost effect)\n\ndefine test - die\nif <<touching (saws v)?> or <touching (danger v)?>> then\n set [exit v] to [die]\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset [ghost effect v] to [0]\nset [ghost v] effect to (ghost effect)\nshow\nset [sy v] to (pick random (4.0) to (7))\nset [sx v] to (pick random (-5.0) to (5.0))\nchange x by (pick random (-2) to (2))\nchange y by (pick random (-2) to (2))\nrepeat (20)\n change x by (sx)\n change y by (sy)\n change [ghost effect v] by (4)\n set [ghost v] effect to (ghost effect)\n change [sy v] by (-.5)\nend\ndelete this clone\n\ndefine Game - Win\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-2)\n change [ghost effect v] by (2)\n set [ghost v] effect to (ghost effect)\n send cloud data\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nif <(LEVEL) > [4]> then\n stop [all v]\nend\ndelete all of [playerstartingpos v]\nadd [0] to [playerstartingpos v]\nadd [-25] to [playerstartingpos v]\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\n\nstop [all v]\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 get out of moving platforms\nrepeat (10)\n change [x v] by (2)\n position\n if <not <touching (moving platforms v)?>> then\n stop [this script v]\n end\nend\nchange [x v] by (-20)\nrepeat until <not <touching (moving platforms v)?>>\n change [x v] by (-2)\n position\nend\n\ndefine key\nset [i v] to [0]\nrepeat (length of [chats v])\n change [i v] by (1)\n set [pressed v] to (item (i) of [alphabet v])\n if <key ((pressed) v) pressed?> then\n set [chatting v] to [50]\n set [chat v] to (i)\n stop [this script v]\n end\nend\nset [chat v] to [0]\n\ndefine Chat - Help\ndelete all of [chat - help v]\nset [i v] to [0]\nrepeat (length of [chats v])\n change [i v] by (1)\n add (join (join (item (i) of [alphabet v]) [ = "]) (join (item (i) of [chats v]) ["])) to [chat - help v]\nend\n\ndefine Space Pressed?\nif <key (space v) pressed?> then\n if <(space pressed) = [no]> then\n if <(Show Text) = [all]> then\n set [show text v] to [some]\n else\n if <(Show Text) = [none]> then\n set [show text v] to [all]\n else\n set [show text v] to [none]\n end\n end\n broadcast (Space v)\n end\n set [space pressed v] to [yes]\nelse\n set [space pressed v] to [no]\nend\n\ndefine Zero Pressed?\nif <key (0 v) pressed?> then\n if <(0 pressed?) = [no]> then\n if <(chat showing?) = [yes]> then\n set [chat showing? v] to [no]\n show list [chat - help v]\n else\n set [chat showing? v] to [yes]\n hide list [chat - help v]\n end\n end\n set [0 pressed? v] to [yes]\nelse\n set [0 pressed? v] to [no]\nend\n\ndefine Fly\nif <key (left arrow v) pressed?> then\n change [sx v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n change [sx v] by (2)\nend\nif <key (up arrow v) pressed?> then\n change [sy v] by (2)\nend\nif <key (down arrow v) pressed?> then\n change [sy v] by (-2)\nend\nset [sx v] to ((sx) * (.9))\nset [sy v] to ((sy) * (.9))\nchange [x v] by (round (sx))\nchange [y v] by (round (sy))\nchange [scrollx v] by (round (((x) - (SCROLLX)) / (1)))\nif <(SCROLLX) < [-50]> then\n set [scrollx v] to [-50]\nend\nchange [scrolly v] by (round (((y) - (SCROLLY)) / (10)))\nif <(SCROLLY) < [0]> then\n set [scrolly v] to [0]\nend\nposition\n\ndefine double clicked\nif <(double clicked) > [0]> then\n set [chatting v] to [50]\n set [chat v] to [27]\nend\nset [double clicked v] to [6]\n\nif <touching (moving platforms v)?> then\n set [x v] to (GLIDESPEED)\nend\n\n@Other players\n\ndefine setup players\ndelete all of [buffer v]\ndelete all of [effectx v]\ndelete all of [effecty v]\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n add [] to [effectx v]\n add [] to [effecty v]\n change [player # v] by (1)\nend\nadd [] to [effectx v]\nadd [] to [effecty v]\n\nwhen I receive [tick v]\nif <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n set [x v] to [-999]\n hide\nelse\n tick\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\nhide\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 set [my level v] to (value)\n value = read from encoded\n set size to (value) %\n value = read from encoded\n set [ghost v] effect to (value)\n value = read from encoded\n if <(Show Text) = [all]> then\n say (join (player #) (join [: ] (value)))\n else\n say []\n end\n value = read from encoded\n if <(value) > [0]> then\n if <not <(Show Text) = [none]>> then\n say (item (value) of [chats v])\n else\n say []\n end\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])\n delete (1) of [buffer v]\n set [y v] to (item (1) of [buffer v])\n delete (1) of [buffer v]\nend\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\n\ndefine Begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (2) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<<(x) = (x position)> and <(y) = (y position)>> and <<[100] > (Offline)> and <(my level) = (LEVEL)>>> then\n show\n replace item (player #) of [effectx v] with (x)\n replace item (player #) of [effecty v] with (y)\nelse\n hide\n replace item (player #) of [effectx v] with []\n replace item (player #) of [effecty v] with []\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\nwhen flag clicked\nhide\n\n@Platforms\n\nwhen I receive [ green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\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: [1000] Y: [0]\n Clone at X: [720] Y: [140]\n Clone at X: [680] Y: [218]\n Clone at X: [-880] Y: [153]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at X: [903] Y: [359]\n Clone at X: [800] Y: [350]\n Clone at X: [950] Y: [0]\n Clone at X: [250] Y: [-600]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at X: [790] Y: [0]\n Clone at X: [-160] Y: [490]\n Clone at X: [170] Y: [230]\n Clone at X: [1000] Y: [337]\n Clone at X: [600] Y: [-330]\n Clone at X: [600] Y: [20]\n Clone at X: [-600] Y: [380]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at X: [1140] Y: [176]\n Clone at X: [-550] Y: [400]\n Clone at X: [-700] Y: [20]\n Clone at X: [750] Y: [350]\n Clone at X: [750] Y: [-150]\n Clone at X: [520] Y: [-10]\n Clone at X: [500] Y: [93]\n Clone at X: [800] Y: [0]\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\ndelete this clone\n\n@11\n\nwhen I receive [ green flag v]\nhide\n\nwhen I receive [tick v]\nif <(collecting) = [n/a]> then\n set [addedx v] to (round ((([sin v] of ((timer) * (200)) ) * (float)) + (4)))\n position ((x) - (SCROLLX)) (((y) - (SCROLLY)) + (addedX))\n if <touching (player v)?> then\n set [collecting v] to [15]\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n end\nelse\n if <(collecting) > [0]> then\n change [collecting v] by (-1)\n position ((x) - (SCROLLX)) ((((y) - (SCROLLY)) + ((60) - ((collecting) * (4)))) + (addedX))\n set [ghost v] effect to ((100) - ((collecting) * (8)))\n else\n delete this clone\n end\nend\nif <(wait) < [1]> then\n next costume\n set [wait v] to [1]\nelse\n change [wait v] by (-1)\nend\n\nwhen I receive [setup v]\npoint in direction (90)\nhide\nset [float v] to [8]\nset [x v] to [0]\nset [y v] to [0]\nset [collecting v] to [n/a]\nset [collected v] to [0]\nset [collected max v] to [0]\nswitch costume to (1 v)\nif <(LEVEL) = [1]> then\n Clone at X: [49] Y: [-5] Float: [8]\n Clone at X: [109] Y: [-5] Float: [-8]\n Clone at X: [375] Y: [-9] Float: [8]\n Clone at X: [445] Y: [-9] Float: [-8]\n Clone at X: [515] Y: [-9] Float: [8]\n Clone at X: [585] Y: [-9] Float: [-8]\n Clone at X: [861] Y: [80] Float: [8]\n Clone at X: [1140] Y: [80] Float: [8]\n Clone at X: [1485] Y: [-5] Float: [8]\n Clone at X: ((1485) + ((70) * (1))) Y: [-5] Float: [-8]\n Clone at X: [2170] Y: [260] Float: [-8]\n Clone at X: [2225] Y: [260] Float: [8]\n Clone at X: [2280] Y: [260] Float: [-8]\n Clone at X: [1335] Y: [554] Float: [-8]\n Clone at X: [1706] Y: [554] Float: [8]\n Clone at X: [1721] Y: [254] Float: [8]\n Clone at X: [2152] Y: [561] Float: [8]\n Clone at X: [2316] Y: [561] Float: [8]\nelse\n if <(LEVEL) = [2]> then\n Clone at X: [-30] Y: [237] Float: [8]\n Clone at X: [30] Y: [237] Float: [-8]\n Clone at X: [280] Y: [260] Float: [8]\n Clone at X: [340] Y: [260] Float: [-8]\n Clone at X: [400] Y: [260] Float: [8]\n Clone at X: [460] Y: [260] Float: [-8]\n Clone at X: [520] Y: [260] Float: [8]\n Clone at X: [695] Y: [260] Float: [-8]\n Clone at X: [785] Y: [260] Float: [-8]\n Clone at X: ((1505) + ((80) * (0))) Y: [612] Float: [-2]\n Clone at X: ((1505) + ((80) * (1))) Y: [612] Float: [2]\n Clone at X: ((1505) + ((80) * (2))) Y: [612] Float: [-2]\n Clone at X: ((1505) + ((80) * (3))) Y: [612] Float: [2]\n Clone at X: ((1505) + ((80) * (4))) Y: [612] Float: [-2]\n Clone at X: [1905] Y: [612] Float: [-2]\n Clone at X: ((960) + ((80) * (0))) Y: [610] Float: [8]\n Clone at X: ((960) + ((80) * (1))) Y: [610] Float: [-8]\n Clone at X: ((960) + ((80) * (2))) Y: [610] Float: [8]\n Clone at X: ((960) + ((80) * (3))) Y: [610] Float: [-8]\n Clone at X: ((960) + ((80) * (4))) Y: [610] Float: [8]\n else\n if <(LEVEL) = [3]> then\n Clone at X: [71] Y: [5] Float: [8]\n Clone at X: [141] Y: [5] Float: [-8]\n Clone at X: [360] Y: [5] Float: [8]\n Clone at X: [554] Y: [5] Float: [-8]\n Clone at X: [700] Y: [355] Float: [-8]\n Clone at X: [770] Y: [355] Float: [8]\n Clone at X: [840] Y: [355] Float: [-8]\n Clone at X: [700] Y: [946] Float: [-8]\n Clone at X: [775] Y: [946] Float: [8]\n Clone at X: [742] Y: [604] Float: [8]\n Clone at X: [855] Y: [716] Float: [-8]\n Clone at X: [613] Y: [716] Float: [-8]\n Clone at X: [742] Y: [849] Float: [8]\n Clone at X: [2287] Y: [804] Float: [8]\n Clone at X: [2513] Y: [804] Float: [8]\n Clone at X: [2401] Y: [844] Float: [-8]\n Clone at X: [2401] Y: [764] Float: [-8]\n Clone at X: [2401] Y: [684] Float: [-8]\n Clone at X: [2692] Y: [594] Float: [8]\n Clone at X: [2612] Y: [594] Float: [-8]\n Clone at X: [2772] Y: [594] Float: [-8]\n Clone at X: [2924] Y: [909] Float: [-8]\n Clone at X: [3076] Y: [909] Float: [8]\n Clone at X: [2496] Y: [1176] Float: [8]\n Clone at X: [2214] Y: [1176] Float: [8]\n Clone at X: [2576] Y: [1176] Float: [-8]\n Clone at X: [2294] Y: [1176] Float: [-8]\n else\n if <(LEVEL) = [4]> then\n Clone at X: [99] Y: [-31] Float: [8]\n Clone at X: [195] Y: [71] Float: [-8]\n Clone at X: ((950) + ((60) * (0))) Y: [75] Float: [-2]\n Clone at X: ((950) + ((60) * (1))) Y: [75] Float: [-2]\n Clone at X: ((950) + ((60) * (2))) Y: [75] Float: [-2]\n Clone at X: ((950) + ((60) * (3))) Y: [75] Float: [-2]\n Clone at X: ((950) + ((60) * (4))) Y: [75] Float: [-2]\n Clone at X: ((950) + ((60) * (5))) Y: [75] Float: [-2]\n Clone at X: ((950) + ((60) * (6))) Y: [75] Float: [-2]\n Clone at X: ((950) + ((60) * (7))) Y: [75] Float: [-2]\n Clone at X: [600] Y: [462] Float: [8]\n Clone at X: [486] Y: [462] Float: [-8]\n Clone at X: [-153] Y: [688] Float: [8]\n Clone at X: [-153] Y: [638] Float: [8]\n Clone at X: [-153] Y: [588] Float: [8]\n Clone at X: [-153] Y: [538] Float: [8]\n Clone at X: [1248] Y: [827] Float: [8]\n Clone at X: [1391] Y: [827] Float: [-8]\n Clone at X: [1541] Y: [827] Float: [8]\n Clone at X: [433] Y: [830] Float: [8]\n Clone at X: [643] Y: [830] Float: [-8]\n Clone at X: [850] Y: [830] Float: [8]\n Clone at X: [551] Y: [70] Float: [8]\n Clone at X: [451] Y: [70] Float: [-8]\n Clone at X: [651] Y: [70] Float: [8]\n Clone at X: [2420] Y: [1105] Float: [8]\n Clone at X: [2500] Y: [1105] Float: [-8]\n Clone at X: [2580] Y: [1105] Float: [8]\n Clone at X: [1911] Y: [833] Float: [8]\n Clone at X: [3252] Y: [1023] Float: [8]\n Clone at X: [3316] Y: [1023] Float: [-8]\n Clone at X: [3380] Y: [1023] Float: [8]\n end\n end\n end\nend\nset [x v] to [-1000]\n\ndefine position (x) (y)\nset size to (150) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y) Float: (float)\nset [float v] to (float)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Saws\n\nwhen I receive [ green flag v]\nhide\n\nwhen I receive [tick v]\nif <(cos/sin) = [cos]> then\n position (((x) - (SCROLLX)) + (round (([cos v] of ((timer) * (speedx)) ) * (widthx)))) (((y) - (SCROLLY)) + (round (([cos v] of ((timer) * (speedy)) ) * (widthy))))\nelse\n if <(cos/sin) = [cir]> then\n position (((x) - (SCROLLX)) + (round (([sin v] of ((timer) * (speedx)) ) * (widthx)))) (((y) - (SCROLLY)) + (round (([cos v] of ((timer) * (speedy)) ) * (widthy))))\n else\n position (((x) - (SCROLLX)) + (round (([sin v] of ((timer) * (speedx)) ) * (widthx)))) (((y) - (SCROLLY)) + (round (([sin v] of ((timer) * (speedy)) ) * (widthy))))\n end\nend\nturn right (15) degrees\n\nwhen I receive [setup v]\npoint in direction (90)\nhide\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nset [cos/sin v] to [sin]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at X: [110] Y: [-30] speedx [100] widthx [70] speedy [0] widthy [0] size [90] cos/sin []\n Clone at X: [784] Y: [13] speedx [80] widthx [48] speedy [80] widthy [29] size [90] cos/sin [cos]\n Clone at X: [937] Y: [13] speedx [-80] widthx [48] speedy [80] widthy [29] size [90] cos/sin []\n Clone at X: [1064] Y: [13] speedx [80] widthx [48] speedy [80] widthy [29] size [90] cos/sin [cos]\n Clone at X: [1216] Y: [13] speedx [-80] widthx [48] speedy [80] widthy [29] size [90] cos/sin []\n Clone at X: [1840] Y: [5] speedx [0] widthx [0] speedy [0] widthy [0] size [130] cos/sin []\n Clone at X: [2170] Y: [422] speedx [0] widthx [0] speedy [80] widthy [100] size [80] cos/sin []\n Clone at X: [2300] Y: [422] speedx [0] widthx [0] speedy [80] widthy [100] size [75] cos/sin [cos]\n Clone at X: [1518] Y: [527] speedx [70] widthx [170] speedy [0] widthy [0] size [75] cos/sin [cos]\n Clone at X: [1518] Y: [630] speedx [70] widthx [170] speedy [0] widthy [0] size [75] cos/sin [sin]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (1 v)\n Clone at X: [0] Y: [116] speedx [100] widthx [70] speedy [-50] widthy [100] size [90] cos/sin []\n Clone at X: [0] Y: [116] speedx [-100] widthx [70] speedy [50] widthy [100] size [90] cos/sin []\n Clone at X: [-145] Y: [134] speedx [0] widthx [0] speedy [100] widthy [85] size [80] cos/sin []\n Clone at X: [-145] Y: [134] speedx [0] widthx [0] speedy [-100] widthy [85] size [80] cos/sin []\n Clone at X: [803] Y: [430] speedx [0] widthx [0] speedy [40] widthy [100] size [75] cos/sin []\n Clone at X: [670] Y: [430] speedx [0] widthx [0] speedy [-40] widthy [100] size [75] cos/sin []\n Clone at X: [1705] Y: [583] speedx [90] widthx [205] speedy [0] widthy [0] size [70] cos/sin []\n Clone at X: [1705] Y: [650] speedx [-90] widthx [205] speedy [0] widthy [0] size [70] cos/sin []\n Clone at X: [2425] Y: [690] speedx [0] widthx [0] speedy [50] widthy [70] size [100] cos/sin []\n Clone at X: [2653] Y: [690] speedx [0] widthx [0] speedy [-50] widthy [70] size [100] cos/sin []\n else\n if <(LEVEL) = [3]> then\n switch costume to (1 v)\n Clone at X: [265] Y: [70] speedx [150] widthx [90] speedy [300] widthy [80] size [80] cos/sin [cir]\n Clone at X: [280] Y: [500] speedx [110] widthx [150] speedy [0] widthy [0] size [80] cos/sin [sin]\n Clone at X: [736] Y: [726] speedx [50] widthx [150] speedy [50] widthy [150] size [60] cos/sin [cir]\n Clone at X: [736] Y: [726] speedx [50] widthx [-100] speedy [50] widthy [100] size [60] cos/sin [cir]\n Clone at X: [1265] Y: [935] speedx [0] widthx [0] speedy [0] widthy [0] size [100] cos/sin []\n Clone at X: [1592] Y: [1040] speedx [-160] widthx [120] speedy [160] widthy [120] size [100] cos/sin [cir]\n Clone at X: [2400] Y: [890] speedx [-150] widthx [160] speedy [0] widthy [0] size [80] cos/sin []\n Clone at X: [3063] Y: [754] speedx [0] widthx [0] speedy [80] widthy [100] size [80] cos/sin []\n Clone at X: [2937] Y: [754] speedx [0] widthx [0] speedy [-80] widthy [100] size [80] cos/sin []\n Clone at X: [3011] Y: [1093] speedx [0] widthx [0] speedy [0] widthy [0] size [120] cos/sin []\n Clone at X: [2400] Y: [1153] speedx [-90] widthx [180] speedy [0] widthy [0] size [80] cos/sin [sin]\n Clone at X: [2400] Y: [1210] speedx [90] widthx [180] speedy [0] widthy [0] size [60] cos/sin [sin]\n else\n if <(LEVEL) = [4]> then\n switch costume to (1 v)\n Clone at X: [48] Y: [-66] speedx [0] widthx [0] speedy [-100] widthy [100] size [80] cos/sin []\n Clone at X: [145] Y: [31] speedx [0] widthx [0] speedy [100] widthy [100] size [80] cos/sin []\n Clone at X: [145] Y: [31] speedx [0] widthx [0] speedy [100] widthy [100] size [80] cos/sin [cos]\n Clone at X: [500] Y: [50] speedx [-80] widthx [200] speedy [0] widthy [0] size [80] cos/sin [sin]\n Clone at X: [660] Y: [526] speedx [0] widthx [0] speedy [80] widthy [55] size [100] cos/sin [cos]\n Clone at X: [540] Y: [526] speedx [0] widthx [0] speedy [80] widthy [55] size [100] cos/sin [sin]\n Clone at X: [420] Y: [526] speedx [0] widthx [0] speedy [80] widthy [-55] size [100] cos/sin [cos]\n Clone at X: [580] Y: [513] speedx [130] widthx [200] speedy [0] widthy [0] size [80] cos/sin [cos]\n Clone at X: [-111] Y: [716] speedx [80] widthx [150] speedy [0] widthy [0] size [80] cos/sin [cos]\n Clone at X: [1175] Y: [227] speedx [80] widthx [150] speedy [0] widthy [0] size [80] cos/sin [cos]\n Clone at X: [1161] Y: [127] speedx [80] widthx [120] speedy [0] widthy [0] size [80] cos/sin [cos]\n Clone at X: [641] Y: [800] speedx [115] widthx [200] speedy [0] widthy [0] size [100] cos/sin [sin]\n Clone at X: [641] Y: [900] speedx [115] widthx [-200] speedy [0] widthy [0] size [100] cos/sin [sin]\n Clone at X: [1605] Y: [800] speedx [0] widthx [0] speedy [100] widthy [80] size [70] cos/sin [cos]\n Clone at X: [1463] Y: [800] speedx [0] widthx [0] speedy [100] widthy [80] size [70] cos/sin [sin]\n Clone at X: [1316] Y: [800] speedx [0] widthx [0] speedy [-100] widthy [80] size [70] cos/sin [cos]\n Clone at X: [1179] Y: [800] speedx [0] widthx [0] speedy [-100] widthy [80] size [70] cos/sin [sin]\n Clone at X: [1910] Y: [802] speedx [140] widthx [100] speedy [0] widthy [0] size [80] cos/sin [sin]\n Clone at X: [2500] Y: [1055] speedx [230] widthx [100] speedy [0] widthy [0] size [65] cos/sin [sin]\n end\n end\n end\nend\nset [x v] to [-1000]\n\ndefine position (x) (y)\nset size to ((size) + (50)) %\ngo to x: (x) y: (y)\nset size to (size) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y) speedx (speedx) widthx (widthx) speedy (speedy) widthy (widthy) size (size) cos/sin (cos/sin)\nset [x v] to (x)\nset [y v] to (y)\nset [speedx v] to (speedx)\nset [widthx v] to (widthx)\nset [speedy v] to (speedy)\nset [widthy v] to (widthy)\nset [size v] to (size)\nset [cos/sin v] to (cos/sin)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\ndelete this clone\n\n@Portal\n\nwhen I receive [ green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\nset size to (round ((([sin v] of ((timer) * (100)) ) * (14)) + (100))) %\nif <<touching (player v)?> and <(costume [name v]) = [Open]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\npoint in direction (90)\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [collecting v] to [n/a]\nswitch costume to (closed v)\nif <(LEVEL) = [1]> then\n Clone at X: [1163] Y: [534]\nelse\n if <(LEVEL) = [2]> then\n Clone at X: [3079] Y: [574]\n else\n if <(LEVEL) = [3]> then\n Clone at X: [2025] Y: [1142]\n else\n if <(LEVEL) = [4]> then\n Clone at X: [3315] Y: [1096]\n else\n Clone at X: [800] Y: [50]\n end\n end\n end\nend\n\ndefine position (x) (y)\nset size to (150) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen flag clicked\nhide\n\nClone at X: [2500] Y: [1025] Float: [8]\n\n@Moving Platforms\n\nwhen I receive [ green flag v]\nhide\n\nwhen I receive [tick v]\nposition (((x) - (SCROLLX)) + (last x)) ((y) - (SCROLLY))\nset [last speed v] to ((last x) - (round (([sin v] of ((timer) * (speedx)) ) * (widthx))))\nreplace item (clone#) of [platform speeds v] with (last speed)\nset [last x v] to (round (([sin v] of ((timer) * (speedx)) ) * (widthx)))\nchange y by (2)\nchange x by (4)\nif <touching (player v)?> then\n set [glidespeed v] to (item (clone#) of [platform speeds v])\nend\nchange x by (-8)\nif <touching (player v)?> then\n set [glidespeed v] to (item (clone#) of [platform speeds v])\nend\nchange x by (4)\nchange y by (-2)\n\nwhen I receive [setup v]\npoint in direction (90)\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nset [clone# v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at X: [463] Y: [-45] speedx [50] widthx [115] size [2]\n Clone at X: [1700] Y: [-45] speedx [80] widthx [250] size [1]\n Clone at X: [1926] Y: [213] speedx [70] widthx [100] size [1]\n Clone at X: [1924] Y: [513] speedx [70] widthx [100] size [1]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (1 v)\n Clone at X: [400] Y: [217] speedx [50] widthx [110] size [2]\n Clone at X: [1161] Y: [565] speedx [40] widthx [200] size [1]\n Clone at X: [2315] Y: [570] speedx [-40] widthx [128] size [3]\n Clone at X: [2730] Y: [570] speedx [40] widthx [128] size [3]\n else\n if <(LEVEL) = [3]> then\n switch costume to (1 v)\n Clone at X: [798] Y: [-38] speedx [80] widthx [100] size [1]\n Clone at X: [380] Y: [430] speedx [55] widthx [160] size [2]\n Clone at X: [280] Y: [520] speedx [55] widthx [-130] size [1]\n Clone at X: [1173] Y: [910] speedx [80] widthx [215] size [2]\n Clone at X: [1900] Y: [910] speedx [80] widthx [150] size [1]\n Clone at X: [2816] Y: [555] speedx [120] widthx [170] size [2]\n Clone at X: [3304] Y: [965] speedx [70] widthx [120] size [2]\n Clone at X: [3031] Y: [1062] speedx [-70] widthx [220] size [2]\n else\n if <(LEVEL) = [4]> then\n switch costume to (1 v)\n Clone at X: [550] Y: [30] speedx [30] widthx [200] size [2]\n Clone at X: [1220] Y: [114] speedx [60] widthx [100] size [2]\n Clone at X: [1084] Y: [208] speedx [90] widthx [100] size [1]\n Clone at X: [1064] Y: [311] speedx [-60] widthx [120] size [2]\n Clone at X: [95] Y: [431] speedx [50] widthx [130] size [2]\n Clone at X: [150] Y: [778] speedx [50] widthx [100] size [2]\n Clone at X: [1365] Y: [783] speedx [50] widthx [300] size [3]\n Clone at X: [2342] Y: [792] speedx [100] widthx [220] size [2]\n Clone at X: [2900] Y: [983] speedx [100] widthx [130] size [2]\n end\n end\n end\nend\nset [x v] to [-1000]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y) speedx (speedx) widthx (widthx) size (size)\nset [x v] to (x)\nset [y v] to (y)\nset [speedx v] to (speedx)\nset [widthx v] to (widthx)\nset [speedy v] to (speedy)\nset [widthy v] to (widthy)\nchange [clone# v] by (1)\nadd [] to [platform speeds v]\nswitch costume to (size)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\ndelete this clone\n\n@Checkpoints\n\nwhen I receive [ green flag v]\nhide\n\nwhen I receive [tick v]\nif <(collecting) = [n/a]> then\n position ((x) - (SCROLLX)) (((y) + (([sin v] of ((timer) * (200)) ) * (float))) - (SCROLLY))\n if <<touching (player v)?> and <(already touched) = [no]>> then\n set [already touched v] to [yes]\n switch costume to (1 v)\n replace item (1) of [playerstartingpos v] with (x)\n replace item (2) of [playerstartingpos v] with (y)\n explode\n end\nelse\n if <(collecting) > [0]> then\n switch costume to (3 v)\n change [collecting v] by (-1)\n change [yv v] by (-1)\n change [x v] by (xv)\n change [y v] by (yv)\n turn right (rotate) degrees\n position ((x) - (SCROLLX)) ((y) - (SCROLLY))\n set [ghost v] effect to ((100) - ((collecting) * (10)))\n else\n delete this clone\n end\nend\n\nwhen I receive [setup v]\npoint in direction (90)\nhide\nset [float v] to [8]\nset [x v] to [0]\nset [y v] to [0]\nset [collecting v] to [n/a]\nset [already touched v] to [no]\nif <(LEVEL) = [1]> then\n switch costume to (2 v)\n Clone at X: [1326] Y: [-7] Float: [8]\n Clone at X: [2241] Y: [500] Float: [8]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2 v)\n Clone at X: [740] Y: [264] Float: [8]\n Clone at X: [1971] Y: [629] Float: [8]\n else\n if <(LEVEL) = [3]> then\n switch costume to (2 v)\n Clone at X: [620] Y: [401] Float: [8]\n Clone at X: [2402] Y: [591] Float: [8]\n else\n if <(LEVEL) = [4]> then\n switch costume to (2 v)\n Clone at X: [738] Y: [464] Float: [8]\n Clone at X: [1390] Y: [1008] Float: [8]\n end\n end\n end\nend\nset [x v] to [-1000]\n\nClone at X: [1390] Y: [1008] Float: [8]\n\nClone at X: [-155] Y: [527] Float: [8]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y) Float: (float)\nset [float v] to (float)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine explode\nset [y v] to ((y) + ())\nset [collecting v] to [15]\nrepeat (5)\n set [xv v] to (pick random (0) to (6))\n set [yv v] to (pick random (8) to (14))\n set [rotate v] to (pick random (-10) to (10))\n set size to (pick random (80) to (120)) %\n create clone of (_myself_ v)\nend\nrepeat (5)\n set [xv v] to (pick random (-6) to (0))\n set [yv v] to (pick random (8) to (14))\n set [rotate v] to (pick random (-10) to (10))\n set size to (pick random (80) to (120)) %\n create clone of (_myself_ v)\nend\nset size to (100) %\nset [collecting v] to [n/a]\n\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Clouds\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 (cloud-a v)\n Clone at X: [400] Y: [250]\n Clone at X: [40] Y: [100]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at X: [180] Y: [200]\n Clone at X: [800] Y: [600]\n Clone at X: [2000] Y: [520]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at X: [0] Y: [0]\n Clone at X: [320] Y: [300]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 3 1 v)\n Clone at X: [0] Y: [0]\n Clone at X: [320] Y: [300]\n end\n end\n end\nend\nset [x v] to [-9999]\n\nClone at X: [40] Y: [100]\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)\nset [ghost v] effect to (50)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition (round ((x) - ((SCROLLX) / (6)))) (round ((y) - ((SCROLLY) / (6))))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Coin Counter\n\nwhen I receive [setup v]\nsetup\n\ndefine setup\nset [digits v] to [0]\ngo to [front v] layer\nrepeat (6)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\nchange [digits v] by (1)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\ngo to x: (((220) + ((digits) * (16))) - ((length of (join (COLLECTED) (join [/] (COLLECTED MAX)))) * (16))) y: (155)\nset size to (25) %\nif <(length of (join (COLLECTED) (join [/] (COLLECTED MAX)))) < (digits)> then\n hide\nelse\n show\n switch costume to (letter (digits) of (join (COLLECTED) (join [/] (COLLECTED MAX))))\nend\nif <key (9 v) pressed?> then\n point towards (mouse-pointer v)\n turn left (180) degrees\nelse\n point in direction (90)\nend\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n set [timer v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (TIMER)\nshow list [chat - help v]\nstart sound [Xaf - Inferno v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset volume to (70) %\nforever\n switch costume to (costume2 v)\n set size to ((([sin v] of ((timer) * (200)) ) * (8)) + (100)) %\n point in direction ((([sin v] of ((timer) * (100)) ) * (8)) + (90))\n switch costume to (costume1 v)\n set [timer v] to ((timer) + (.1))\nend\n\n@Sprite1\n\nwhen I receive [space v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (-100)\nswitch costume to (Show Text)\nset [showing v] to [45]\nset [ghost v] effect to (0)\n\nwhen I receive [tick v]\nif <<(showing) > [0]> and <(showing) < [21]>> then\n change [ghost v] effect by (5)\nend\nif <(showing) > [0]> then\n change [showing v] by (-1)\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I receive [ green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLLX)) ((y) - (SCROLLY))\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: [1000] Y: [0]\n Clone at X: [720] Y: [140]\n Clone at X: [680] Y: [218]\n Clone at X: [-880] Y: [153]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at X: [903] Y: [359]\n Clone at X: [800] Y: [350]\n Clone at X: [950] Y: [0]\n Clone at X: [250] Y: [-600]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at X: [790] Y: [0]\n Clone at X: [-160] Y: [490]\n Clone at X: [170] Y: [230]\n Clone at X: [1000] Y: [337]\n Clone at X: [600] Y: [-330]\n Clone at X: [600] Y: [20]\n Clone at X: [-600] Y: [380]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at X: [1140] Y: [176]\n Clone at X: [-550] Y: [400]\n Clone at X: [-700] Y: [20]\n Clone at X: [750] Y: [350]\n Clone at X: [750] Y: [-150]\n Clone at X: [520] Y: [-10]\n Clone at X: [500] Y: [93]\n Clone at X: [800] Y: [0]\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at X: (x) Y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\ndelete this clone\n\n | -------------------------------INTRO-------------------------------\nGadget || etc. has saws, moving platforms, checkpoints, coins, and 27 cloud chats. If you're on mobile, double click to let the rest of the players know.\n----------------------------CONTROLS----------------------------\nAs usual, arrow keys or tap mouse to move (no crouching in this game). Collect all of the coins to open the portal and touch checkpoints to save your progress. If you see me playing, comment down below!\n------------------------------ISSUES------------------------------\nUnfortunately, because everyone's timer starts when they click the flag, it may appear as though people are floating when they are on their moving platforms.\n------------------------☁ CHATTING ☁------------------------\n0 to open up the chat help, although you can chat when it's closed as well. Space to turn off usernames. Space again to turn of chats as well. Space again to turn it all back on.\n---------------------------STOPPING---------------------------\nIf you want to actually stop the project, hit stop super fast twice.\n----------------------------UPDATES----------------------------\nRecent Updates: \nAdded new level three and bumped old level three up \n to level four\nAdded to level three and made it more difficult\nAdded text when you press space |
Aquatic - A Platformer Collab #all #games | @Stage\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n switch backdrop to (backdrop2 v)\n else\n if <(Level) = [6]> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (backdrop1 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [bensound-summer v] until done\nend\n\n@Ground\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n set [level v] to (costume [number v])\nend\n\n@Player\n\ndefine Run Game\nchange [speed y v] by (-0.2)\nif <<<key (a 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 switch costume to (costume3 v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [speed x v] by (2)\n switch costume to (costume2 v)\nend\nset [speed x v] to ((Speed X) * (0.7))\nchange x by (Speed X)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n end\nend\nif <touching (ground v)?> then\n change y by (-8)\n repeat until <not <touching (ground v)?>>\n change x by ((Speed X) * (-1))\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [speed y v] to [4]\n if <(Speed X) < [0]> then\n set [speed x v] to [16]\n else\n set [speed x v] to [-16]\n end\n else\n set [speed x v] to [0]\n end\nend\nchange y by (Speed Y)\nif <touching (ground v)?> then\n repeat until <not <touching (ground v)?>>\n change y by ((Speed Y) * (-1))\n end\n set [speed y v] to [0]\nend\nchange y by (-1)\nif <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (ground v)?>> then\n set [speed y v] to [5]\nend\nchange y by (1)\nif <not <(Level) = [7]>> then\n if <(x position) > [240]> then\n go to x: (-213) y: (-28)\n broadcast (message1 v)\n end\nend\nif <(y position) < [-178]> then\n broadcast (die v)\nend\nif <not <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <key (up arrow v) pressed?>>> then\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\ngo to x: (-213) y: (-28)\nset [speed x v] to [0]\nset [speed y v] to [0]\nforever\n Run Game\nend\n\nwhen I receive [die v]\ngo to x: (-213) y: (-28)\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-175]> then\n broadcast (die v)\n end\nend\n\n@Obstacles\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n broadcast (die v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.001)\nshow\ngo to x: (0) y: (375)\nrepeat until <(y position) = [0]>\n change y by (((y position) / (5)) * (-1))\nend\n\n@Sprite2\n\nwhen flag clicked\nwait (1) seconds\nset [treasure? v] to [0]\nforever\n if <<(Level) = [7]> and <(Treasure?) = [0]>> then\n show\n if <<touching (player v)?> and <(Treasure?) = [0]>> then\n set [treasure? v] to [1]\n hide\n end\n else\n hide\n end\nend\n\n@Trail\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to (player v)\nend\n\nwhen flag clicked\nforever\n wait (pick random (0.3) to (0.4)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (pick random (70) to (100)) %\nrepeat (100)\n change y by (1)\n change [ghost v] effect by (5)\nend\n\n | |
Death Fields || #games #all #platformergames #platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@The thing majiggy\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 (#00ff08)?> or <<touching color (#00b706)?> or <touching color (#5f4a00)?>>>>>>\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 (#00ff08)?> or <<touching color (#00b706)?> or <<touching color (#5f4a00)?> 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 flag clicked\nhide\ngo to (the hitbox v)\n\nwhen I receive [next level v]\ngo to x: (-162) y: (-128)\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 <(x position) = [304]> then\n broadcast (next level v)\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\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to x: (-200) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n 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 (#00ff08)?> or <<touching color (#00b706)?> or <touching color (#5f4a00)?>>> then\n fast\n if <<touching color (#00ff08)?> or <<touching color (#00b706)?> or <touching color (#5f4a00)?>>> 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 (#00ff08)?> or <<touching color (#00b706)?> or <touching color (#5f4a00)?>>>>>> 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\nforever\n if <touching color (#ff0000)?> then\n broadcast (death v)\n end\nend\n\nforever\n if <(backdrop [number v]) = [12]> then\n hide\n end\nend\n\n@The HitBox\n\nwhen flag clicked\nhide\nforever\n go to (the thing majiggy 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@Thumbnail\n\nwhen flag clicked\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@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]\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\nend\n\nwhen flag clicked\nhide\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\n | ★★★New Game★★★\nhttps://scratch.mit.edu/projects/500650930\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 ⭐\nNo Advertising!\n\n★★★Trending★★★\nPropose This To Be Featured Here\nhttps://scratch.mit.edu/studios/4228481/\nTop Loved!!\n\n★★★Bugs★★★\nI Am Not Aware Of Any Bugs\n\n★★★Warning!★★★\nExtremely Short, I Am Working On More Levels! |
Shadow || A scrolling platformer <PC & Mobile> | @Stage\n\nwhen I receive [title v]\nswitch backdrop to (背景1 v)\nforever\n play sound [Block by bubblebee3 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\n@Hero\n\nwhen flag clicked\nhide\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (stage v)?> then\n change y by (1)\n end\nend\nif <touching (stage v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (stage v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (stage v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\nbroadcast (p v)\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (stage v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (stage v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\npoint in direction (90)\n\nwhen I receive [title v]\nshow\nset size to (65) %\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\n@Stage\n\nwhen flag clicked\nhide\ndelete this clone\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [title v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [480] [360] [3]\nステージ配置 [480] [360] [4]\nステージ配置 [960] [360] [5]\nステージ配置 [1600] [850] [6]\nステージ配置 [2080] [850] [7]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nステージ配置 [2400] [0] [6]\n\n@Shadow\n\nwhen flag clicked\nhide\n\nwhen I receive [プログラム v]\nshow\ngo [backward v] (5) layers\nforever\n go to (hero v)\nend\n\n@Intro\n\nwhen I start as a clone\npoint in direction (90)\nshow\nif <(costume [number v]) = [1]> then\n set size to (0) %\n point in direction (0)\n hide\n wait (((((x position) + (240)) / (240)) + (((y position) + (180)) / (180))) / (5)) seconds\n show\n repeat (30)\n change size by (((105) - (size)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n wait until <[5] < (timer)>\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n set size to (0) %\n set [variable v] to [0]\n repeat (55)\n set [variable v] to (((variable) * (0.75)) + (((100) - (size)) / (3)))\n change size by (variable)\n end\n point in direction (180)\n change x by (150)\n repeat (20)\n turn right (((90) - (direction)) / (3)) degrees\n change x by (((0) - (x position)) / (3))\n end\n wait until <[4.5] < (timer)>\n hide\n go to x: (0) y: (500)\n go to [front v] layer\n wait until <[7] < (timer)>\n show\n set [variable v] to [0]\n repeat (60)\n set [variable v] to (((variable) * (0.75)) + (((25) - (y position)) / (3)))\n change y by (variable)\n end\n wait until <[11] < (timer)>\n broadcast (title v)\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n go to [front v] layer\n if <(variable) = [3.14]> then\n go to x: (0) y: (-500)\n repeat (50)\n change y by (((0) - (y position)) / (6))\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n go to x: (0) y: (-500)\n repeat (50)\n change y by (((0) - (y position)) / (6))\n end\n wait until <[11] < (timer)>\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n else\n if <(costume [number v]) = [4]> then\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (0) %\n repeat (50)\n change size by (((100) - (size)) / (6))\n end\n wait until <[7] < (timer)>\n set [variable v] to [0]\n repeat (60)\n set [variable v] to (((variable) * (0.75)) + (((-100) - (y position)) / (3)))\n change y by (variable)\n end\n wait until <[11] < (timer)>\n delete this clone\n else\n if <<[4] < (costume [number v])> and <[10] > (costume [number v])>> then\n if <(variable) = [1]> then\n go to x: (0) y: (0)\n set size to (pick random (80) to (150)) %\n set [ghost v] effect to (pick random (0) to (30))\n set [variable v] to (pick random (-20) to (20))\n set [?/? v] to (pick random (1) to (360))\n set [? v] to [0]\n repeat (60)\n go to [front v] layer\n point in direction (?/?)\n move (variable) steps\n change [? v] by (variable)\n point in direction ((?) + (?/?))\n if <touching (_edge_ v)?> then\n if on edge, bounce\n set [?/? v] to (direction)\n end\n set [variable v] to ((variable) * (0.95))\n change [ghost v] effect by (3.4)\n end\n delete this clone\n else\n go to (random position v)\n set size to (pick random (80) to (150)) %\n set [ghost v] effect to (100)\n point in direction (pick random (1) to (360))\n repeat until <[6] < (timer)>\n move (0.2) steps\n if <(pick random (1) to (2)) = [1]> then\n turn right (2) degrees\n else\n turn left (2) degrees\n end\n change [ghost v] effect by (-4)\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\ndefine ◇\ngo to x: (-240) y: (180)\nswitch costume to (正方形 v)\nrepeat (11)\n repeat (13)\n create clone of (_myself_ v)\n change x by (40)\n end\n set x to (-240)\n change y by (-36)\nend\n\ndefine Dust\nset [variable v] to [1]\nrepeat (20)\n switch costume to (pick random (5) to (9))\n create clone of (_myself_ v)\nend\n\ndefine Back Dust\nset [variable v] to [29]\nrepeat (40)\n switch costume to (pick random (5) to (9))\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro v]\nreset timer\nstart sound [Lensko - Cetus \[NCS Release\] v]\n◇\nwait until <[1.8] < (timer)>\nBack Dust\nset [brightness v] effect to (-100)\nDust\nclear graphic effects\nswitch costume to (icon v)\ncreate clone of (_myself_ v)\nwait until <[4] < (timer)>\nset [variable v] to [3.14]\nswitch costume to ( v)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-25)\n wait (0.1) seconds\nend\nwait until <[5.25] < (timer)>\nclear graphic effects\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nDust\nDust\nwait until <[9] < (timer)>\nset [variable v] to [8.97]\nswitch costume to ( v)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-25)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\nbroadcast (intro v)\n\n@障害物\n\nwhen flag clicked\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [title v]\nステージ配置 [1600] [960] [1]\nswitch costume to (none v)\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n | |
Riddle || Mobile Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\n\nwhen I receive [intro done v]\nswitch backdrop to (backdrop1 v)\nforever\n set volume to (80) %\n play sound [Alex Skrindo - Jumbo \[NCS Release\] v] until done\nend\n\nwhen [m v] key pressed\nif <(volume) = [80]> then\n set volume to (0) %\nelse\n set volume to (80) %\nend\n\n@Blank\n\n@Intro\n\nwhen flag clicked\nshow\nstart sound (pick random (1) to (1))\nset volume to (100) %\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (bar v)\ngo to x: (0) y: (-150)\nrepeat (6)\n create clone of (_myself_ v)\n change y by (60)\n wait (0) seconds\nend\nwait (0.2) seconds\ngo to x: (0) y: (-150)\nset [brightness v] effect to (100)\nrepeat (6)\n create clone of (_myself_ v)\n change y by (60)\n wait (0) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (circle v)\nwait (0.5) seconds\nset [brightness v] effect to (20)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nswitch costume to (square v)\nset [brightness v] effect to (20)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nwait (0.4) seconds\nset [brightness v] effect to (100)\nset [i1 v] to [0]\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nParticles [40]\nset size to (100) %\nwait (2) seconds\nswitch costume to (slide v)\nset [brightness v] effect to (100)\ngo to x: (0) y: (-300)\ncreate clone of (_myself_ v)\nset [i1 v] to [1]\ngo to x: (0) y: (0)\nwait (0.5) seconds\nset [brightness v] effect to (0)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nswitch costume to (bar v)\ngo to x: (0) y: (-150)\nrepeat (6)\n create clone of (_myself_ v)\n change y by (60)\n wait (0) seconds\nend\nwait (0.5) seconds\nswitch costume to (slide v)\nset [brightness v] effect to (100)\npoint in direction (-90)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nrepeat (10)\n change volume by (-10)\nend\nbroadcast (Play Scene v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set size to (0) %\n repeat (18)\n change size by (((100) - (size)) / (4))\n change [ghost v] effect by (-10)\n end\nend\nif <(costume [number v]) = [2]> then\n set [ghost v] effect to (0)\n repeat (18)\n switch costume to (blank v)\n change size by ((size) / (4))\n switch costume to (circle v)\n end\nend\nif <(costume [number v]) = [4]> then\n if <(i1) = [0]> then\n set size to (0) %\n set [ghost v] effect to (0)\n repeat (37)\n change size by (((100) - (size)) / (4))\n point in direction ((90) + (([tan v] of (i1) ) * (7)))\n change [i1 v] by (5)\n end\n set [i1 v] to [0]\n repeat (30)\n change [i1 v] by (1)\n change x by ((i1) / (0.8))\n change y by (i1)\n turn right ((i1) / (1.5)) degrees\n change [ghost v] effect by ((i1) / (5))\n end\n else\n clear graphic effects\n set size to (100) %\n repeat (20)\n change [ghost v] effect by (5)\n change size by (-1)\n end\n end\nend\nif < (costume [name v]) contains [Particle]?> then\n set [ghost v] effect to (0)\n repeat until <(i3) > [100]>\n change x by (i1)\n change y by (i2)\n change [i2 v] by (-1)\n if <(i2) < [0]> then\n change [i3 v] by ((i2) / (-2))\n set [ghost v] effect to (i3)\n end\n end\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n set [ghost v] effect to (0)\n repeat (15)\n change x by ((x position) / (-4))\n change y by ((y position) / (-4))\n end\nend\nif <(costume [number v]) = [8]> then\n set [ghost v] effect to (0)\n set size to (0) %\n point in direction (45)\n repeat (15)\n turn right (((90) - (direction)) / (4)) degrees\n switch costume to (blank v)\n change size by (((600) - (size)) / (4))\n switch costume to (square v)\n end\nend\n\ndefine Particles (p)\nrepeat (p)\n set size to (pick random (20) to (30)) %\n switch costume to (pick random (5) to (6))\n set [i1 v] to (pick random (-5) to (5))\n set x to ((i1) * (5))\n set [i2 v] to (pick random (10) to (15))\n set [i3 v] to [0]\n create clone of (_myself_ v)\nend\n\nwhen I receive [play scene v]\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nbroadcast (Play Scene v)\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 if <not <touching (ladders v)?>> then\n change [y velocity v] by (-1)\n end\nend\nif <touching (ladders v)?> then\n Ladders\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(R) = [1]>> then\n change [x velocity v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(L) = [1]>> then\n change [x velocity v] by ((0) - (speed))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nif <<touching (level v)?> or <<touching (locked v)?> or <<touching color (#ff5151)?> or <<touching color (#7bff58)?> or >>>> then\n repeat until <<not <<touching (level v)?> or <<touching (locked v)?> or <<touching color (#ff5151)?> or <<touching color (#7bff58)?> or >>>>> 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)?> or <<touching color (#ff5151)?> or <<touching color (#7bff58)?> or >>>> then\n change y by (Slope)\n repeat until <not <<touching (level v)?> or <<touching (locked v)?> or <<touching color (#ff5151)?> or <<touching color (#7bff58)?> or >>>>>\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)?> or <<touching color (#ff5151)?> or <<touching color (#7bff58)?> or >>>> then\n repeat until <not <<touching (level v)?> or <<touching (locked v)?> or <<touching color (#ff5151)?> or <<touching color (#7bff58)?> or >>>>>\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 <(U) = [1]>> and <<touching (level v)?> or <<touching (locked v)?> or <<touching color (#ff5151)?> or <<touching color (#7bff58)?> or >>>>> 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 <(U) = [1]>> then\n change [y velocity v] by (0.8)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <(D) = [1]>> 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 <(D) = [1]>>> then\n change [y velocity v] by (-0.2)\n end\n end\nend\n\ndefine Detection\nset drag mode [not draggable v]\nif <<<touching color (#9b74d4)?> or <touching (end v)?>> and <not <(Level) = [21]>>> then\n broadcast (Next v)\n broadcast (Reset Colors 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: (-228) y: (-145)\nend\nif <<<<<touching (danger v)?> or <touching (lava v)?>> or <<touching (lava v)?> or <touching (saws v)?>>> or <<(y position) = [-179]> or <<touching (movingsaws v)?> or >>> and <not <(CHEAT) = [1]>>> then\n if <<(Level) = [7]> or <<(Level) = [8]> or < or <<(Level) = [10]> or <<(Level) = [12]> or <<(Level) = [13]> or <<(Level) = [14]> or <(Level) = [15]>>>>>>>> then\n broadcast (Reset Colors v)\n end\n if <<<(Level) = [4]> or <<(Level) = [5]> or <(Level) = [6]>>> or <<(Level) = [8]> or <<(Level) = [10]> or <<(Level) = [12]> or <<(Level) = [13]> or <(Level) = [15]>>>>>> 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: (-228) y: (-145)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <touching (trampolines v)?> then\n start sound [Big Boing v]\n set [y velocity v] to [16]\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 [front v] layer\nshow\nswitch costume to (player v)\ngo to x: (-228) y: (-145)\nset rotation style [left-right v]\ngo to [front v] layer\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platformer Physics [1.94] [0.8] [11.5]\n Detection\nend\n\nwhen flag clicked\nforever\n Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [-Scrumptious-]> or <(username) = [-Scrumptious-]>>> 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: (-228) y: (-145)\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\ndefine Ladders\nif <touching (ladders v)?> then\n if <touching (ladders v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(U) = [1]>> then\n if <not <touching (level v)?>> then\n set [y velocity v] to [7]\n end\n end\n end\n if <touching (ladders v)?> then\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <(D) = [1]>> then\n if <not <touching (level v)?>> then\n set [y velocity v] to [-7]\n end\n end\n end\nend\nif <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(U) = [1]>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <(D) = [1]>>>> then\n set [y velocity v] to [0]\nend\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] (99) layers\nforever\n switch costume to (Level)\nend\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 [backward v] (999) layers\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@Locked\n\nwhen flag clicked\ngo [backward v] (97) layers\nhide\n\nwhen flag clicked\nwait until <(Level) = [4]>\ngo [backward v] (97) layers\nshow\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) = [6]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [5]>\nshow\nset [ghost v] effect to (0)\nswitch costume to (locked2 v)\n\nwhen flag clicked\nwait until <(Level) = [6]>\nshow\nset [ghost v] effect to (0)\nswitch costume to (locked3 v)\n\nwhen flag clicked\nwait until <(Level) = [8]>\nshow\nset [ghost v] effect to (0)\nswitch costume to (locked4 v)\n\nwhen flag clicked\nwait until <(Level) = [10]>\nshow\nset [ghost v] effect to (0)\nswitch costume to (locked5 v)\n\nwhen flag clicked\nwait until <(Level) = [11]>\nshow\nset [ghost v] effect to (0)\nswitch costume to (locked6 v)\n\nwhen flag clicked\nwait until <(Level) = [12]>\nshow\nset [ghost v] effect to (0)\ngo [backward v] (97) layers\nswitch costume to (locked7 v)\n\nwhen flag clicked\nwait until <(Level) = [13]>\nshow\nset [ghost v] effect to (0)\nswitch costume to (locked8 v)\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [15]>\nshow\nset [ghost v] effect to (0)\nswitch costume to (locked9 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\nswitch costume to (costume1 v)\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 color (#5ea9ff)?>\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 color (#5ea9ff)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nwait until <(Level) = [9]>\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) = [5]>\nswitch costume to (costume2 v)\nshow\nwait until <touching color (#5ea9ff)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [6]>\nswitch costume to (costume3 v)\nshow\nwait until <touching color (#5ea9ff)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n hide\n end\nend\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [8]>\nswitch costume to (costume4 v)\nshow\nwait until <touching color (#5ea9ff)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [10]>\nswitch costume to (costume5 v)\nshow\nwait until <touching color (#5ea9ff)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [11]>\nswitch costume to (costume6 v)\nshow\nwait until <touching color (#5ea9ff)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\nwhen flag clicked\nwait until <(Level) = [7]>\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [12]>\nswitch costume to (costume7 v)\nshow\nwait until <touching color (#5ea9ff)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [13]>\nswitch costume to (costume8 v)\nshow\nwait until <touching color (#5ea9ff)?>\nbroadcast (Open v)\nstart sound [Magic Spell v]\nhide\n\nwhen I receive [intro done v]\nhide\nwait until <(Level) = [15]>\nswitch costume to (costume9 v)\nshow\nwait until <touching color (#5ea9ff)?>\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] (999) layers\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n set [ghost v] effect to (30)\n switch costume to (Level)\nend\n\nset y to (([sin v] of ((timer) * (100)) ) * (5))\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) = [6]> then\n Clone At X: [-166] [-157] At Size: [90]\n Clone At X: [-195] [40] At Size: [90]\nend\nif <(Level) = [7]> then\n Clone At X: [-120] [120] At Size: [90]\n Clone At X: [133] [65] At Size: [90]\nend\nif <(Level) = [9]> then\n Clone At X: [-15] [87] At Size: [90]\nend\nif <(Level) = [10]> then\n Clone At X: [225] [-145] At Size: [90]\nend\nif <(Level) = [11]> then\n Clone At X: [-206] [-27] At Size: [90]\nend\nif <(Level) = [12]> then\n Clone At X: [220] [-145] At Size: [90]\nend\nif <(Level) = [13]> then\n Clone At X: [56] [-141] At Size: [90]\n Clone At X: [176] [-40] At Size: [80]\n Clone At X: [193] [115] At Size: [115]\nend\nif <(Level) = [15]> then\n Clone At X: [80] [140] At Size: [90]\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (1) layers\nforever\n turn right (4) degrees\nend\n\ngo to [back v] layer\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\n@TITLE\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset [screen v] to [1]\ngo [backward v] (99) layers\n\nwhen I receive [play scene v]\nshow\ngo [forward v] (4) layers\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n if <(SCREEN) = [1]> then\n change [titleturn v] by (1)\n end\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <(SCREEN) = [0]> then\n go [backward v] (6) layers\n end\nend\n\nset y to (([sin v] of ((timer) * (100)) ) * (5))\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 (Launch v)\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> or <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\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(IN) = [1]>>>\n\nchange size by (((80) - (size)) / (5))\n\nchange size by (((75) - (size)) / (5))\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]>> or <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]\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@Lasers\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (-106) y: (3)\ngo to [back v] layer\nwait until <(Level) = [12]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [12]>>\n go to [back v] layer\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [13]>\nhide\n\ngo to x: (-106) y: (3)\n\nchange [level v] by (1)\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\n@End\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n change [size v] by (5)\n set size to ((100) + (([cos v] of (size) ) * (10))) %\n go to [back v] layer\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [next v]\ngo to [back v] layer\nif <(Level) = [1]> then\n go to x: (49) y: (8)\nend\nif <(Level) = [2]> then\n go to x: (-10) y: (-12)\nend\nif <(Level) = [3]> then\n go to x: (-219) y: (131)\nend\nif <(Level) = [4]> then\n go to x: (57) y: (-135)\nend\nif <(Level) = [5]> then\n go to x: (185) y: (90)\nend\nif <(Level) = [6]> then\n go to x: (215) y: (-138)\nend\nif <(Level) = [7]> then\n go to x: (201) y: (-135)\nend\nif <(Level) = [8]> then\n go to x: (220) y: (-107)\nend\nif <(Level) = [9]> then\n go to x: (130) y: (-153)\nend\nif <(Level) = [10]> then\n go to x: (120) y: (-136)\nend\nif <(Level) = [11]> then\n go to x: (142) y: (-10)\nend\nif <(Level) = [12]> then\n go to x: (-216) y: (122)\nend\nif <(Level) = [13]> then\n go to x: (-217) y: (138)\nend\nif <(Level) = [14]> then\n go to x: (-217) y: (138)\nend\nif <(Level) = [15]> then\n go to x: (-29) y: (162)\nend\n\nwhen flag clicked\ngo to x: (49) y: (8)\n\nwhen I receive [play scene v]\ngo to x: (49) y: (8)\n\ngo to x: (57) y: (-135)\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\n@Trampolines\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\n go [backward v] (999) layers\nend\n\nwhen I receive [animation start v]\nhide\n\n@MovingSaws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [6]> then\n Clone At X: [-58] [14] At Size: [90]\nend\nif <(Level) = [8]> then\n Clone At X: [126] [-156] At Size: [90]\nend\nif <(Level) = [9]> then\n Clone At X: [15] [-147] At Size: [90]\nend\nif <(Level) = [11]> then\n Clone At X: [-20] [-85] At Size: [90]\nend\nif <(Level) = [12]> then\n Clone At X: [-96] [113] At Size: [90]\nend\nif <(Level) = [13]> then\n Clone At X: [-3] [152] 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\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n if <(Level) = [6]> then\n repeat (35)\n change x by (3)\n end\n wait (1) seconds\n repeat (35)\n change x by (-3)\n end\n wait (1) seconds\n end\n if <(Level) = [8]> then\n repeat (55)\n change x by (2)\n end\n wait (1) seconds\n repeat (55)\n change x by (-2)\n end\n wait (1) seconds\n end\n if <(Level) = [9]> then\n repeat (55)\n change y by (2)\n end\n wait (1) seconds\n repeat (55)\n change y by (-2)\n end\n wait (1) seconds\n end\n if <(Level) = [11]> then\n repeat (25)\n change y by (2)\n end\n wait (1) seconds\n repeat (25)\n change y by (-2)\n end\n wait (1) seconds\n end\n if <(Level) = [12]> then\n repeat (45)\n change x by (2)\n end\n wait (1) seconds\n repeat (45)\n change x by (-2)\n end\n wait (1) seconds\n end\n if <(Level) = [13]> then\n repeat (25)\n change y by (-2)\n end\n wait (1) seconds\n repeat (25)\n change y by (2)\n end\n wait (1) seconds\n end\nend\n\nwhen flag clicked\n\nwhen [space v] key pressed\nset [mx v] to (mouse x)\nset [my v] to (mouse y)\n\nbroadcast (Next v)\n\n@RED \n\nwhen I receive [toggle red v]\nset [ghost v] effect to (0)\n\nwhen I receive [reset colors v]\nset [ghost v] effect to (50)\n\nwhen I receive [toggle green v]\nset [ghost v] effect to (50)\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\nwait until <(Level) = [12]>\nset [ghost v] effect to (50)\nswitch costume to (6 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [13]>\nset [ghost v] effect to (50)\nswitch costume to (7 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [14]>\nset [ghost v] effect to (50)\nswitch costume to (8 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [15]>\nset [ghost v] effect to (50)\nswitch costume to (9 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nwait until <(Level) = [7]>\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (50)\n\nwhen flag clicked\nhide\nwait until <(Level) = [9]>\nswitch costume to (3 v)\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (50)\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nset [ghost v] effect to (50)\nswitch costume to (4 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [11]>\nset [ghost v] effect to (50)\nswitch costume to (5 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [8]>\nswitch costume to (2 v)\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (50)\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\n@RED UNLOCK\n\nwhen flag clicked\nhide\nwait until <(Level) = [9]>\nswitch costume to (costume3 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nswitch costume to (costume4 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nwait until <(Level) = [12]>\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume6 v)\n\nwhen flag clicked\nwait until <(Level) = [13]>\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume7 v)\n\nwhen I receive [reset colors v]\nwait until <touching color (#5ea9ff)?>\nbroadcast (Toggle Red v)\n\nwhen flag clicked\nwait until <(Level) = [11]>\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume5 v)\n\nwhen flag clicked\nhide\nwait until <(Level) = [14]>\nswitch costume to (costume8 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [5]>\nswitch costume to (costume9 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nwait until <(Level) = [7]>\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nswitch costume to (costume1 v)\nshow\ngo to [back v] layer\nwait until <touching color (#5ea9ff)?>\nbroadcast (Toggle Red v)\n\nwhen flag clicked\nwait until <(Level) = [15]>\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume9 v)\n\nwhen flag clicked\nwait until <(Level) = [5]>\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nhide\nwait until <(Level) = [8]>\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\n@GREEN\n\nwhen I receive [toggle red v]\nset [ghost v] effect to (50)\n\nwhen I receive [reset colors v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [7]>\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\n\nwhen I receive [toggle green v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [12]>\nset [ghost v] effect to (0)\nswitch costume to (6 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [13]>\nset [ghost v] effect to (0)\nswitch costume to (7 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [14]>\nset [ghost v] effect to (0)\nswitch costume to (8 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [15]>\nset [ghost v] effect to (0)\nswitch costume to (9 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [9]>\nswitch costume to (3 v)\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [10]>\nset [ghost v] effect to (0)\nswitch costume to (4 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [11]>\nset [ghost v] effect to (0)\nswitch costume to (5 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [8]>\nset [ghost v] effect to (0)\nswitch costume to (2 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\n@GREEN UNLOCK\n\nwhen flag clicked\nwait until <(Level) = [9]>\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume3 v)\n\nwhen flag clicked\nwait until <(Level) = [10]>\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume4 v)\n\nwhen flag clicked\nwait until <(Level) = [12]>\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume6 v)\n\nwhen flag clicked\nwait until <(Level) = [13]>\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume7 v)\n\nwhen flag clicked\nhide\nwait until <(Level) = [14]>\nswitch costume to (costume8 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nwait until <(Level) = [15]>\nswitch costume to (costume9 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [reset colors v]\nwait until <touching color (#5ea9ff)?>\nbroadcast (Reset Colors v)\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nwait until <(Level) = [7]>\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nwait until <touching color (#5ea9ff)?>\nbroadcast (Toggle Green v)\n\nwhen flag clicked\nwait until <(Level) = [11]>\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume5 v)\n\nwhen flag clicked\nhide\nwait until <(Level) = [8]>\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nwait until <(Level) = [16]>\nhide\n\n@Tester\n\nwhen I receive [launch v]\nshow\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nhide\n\n@Mobile\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n set volume to (100) %\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [launch v]\nshow\nwait (1) seconds\nwait until <not <mouse down?>>\nforever\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 if <mouse down?> then\n if <(DID?) = [0]> then\n set [device v] to [mobile]\n broadcast (Transition v)\n hide\n broadcast (Intro Done v)\n set [did? v] to [1]\n end\n end\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\nhide\n\nwhen flag clicked\nset [did? v] to [0]\n\nwhen I receive [launch v]\n\nwhen I receive [intro done v]\nhide\n\n@Computer\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n set volume to (100) %\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [launch v]\nshow\nforever\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\nwhen I receive [launch v]\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nset [device v] to [pc]\nbroadcast (Transition v)\nhide\nbroadcast (Intro Done v)\nset [did? v] to [1]\n\nwhen I receive [intro done v]\nhide\n\n@LeftMobile\n\nwhen I receive [intro done v]\nif <(DEVICE) = [mobile]> then\n show\n set [ghost v] effect to (20)\n go [forward v] (4) layers\nend\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [l v] to [1]\n else\n set [l v] to [0]\n end\nend\n\n@RightMobile\n\nwhen I receive [intro done v]\nif <(DEVICE) = [mobile]> then\n show\n set [ghost v] effect to (20)\n go [forward v] (4) layers\nend\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [r v] to [1]\n else\n set [r v] to [0]\n end\nend\n\n@UpMobile\n\nwhen I receive [intro done v]\nif <(DEVICE) = [mobile]> then\n show\n set [ghost v] effect to (20)\n go [forward v] (4) layers\nend\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [u v] to [1]\n else\n set [u v] to [0]\n end\nend\n\n@DownMobile\n\nwhen I receive [intro done v]\nif <(DEVICE) = [mobile]> then\n show\n set [ghost v] effect to (20)\n go [forward v] (4) layers\nend\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [d v] to [1]\n else\n set [d v] to [0]\n end\nend\n\n@PinkBlock\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) = [11]> then\n Clone At X: [-70] [-87] At Size: [90]\n Clone At X: [30] [-87] At Size: [90]\n Clone At X: [122] [92] At Size: [90]\nend\nif <(Level) = [12]> then\n Clone At X: [93] [28] At Size: [90]\n Clone At X: [-135] [91] At Size: [90]\nend\nif <(Level) = [13]> then\n Clone At X: [-130] [-34] At Size: [90]\n Clone At X: [44] [119] At Size: [90]\n Clone At X: [-50] [119] At Size: [90]\nend\nif <(Level) = [14]> then\n Clone At X: [14] [117] At Size: [90]\n Clone At X: [-214] [85] At Size: [90]\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to [back v] layer\nforever\n set [ghost v] effect to ((139) - (distance to [player v]))\nend\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\n@Lasers2\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (-106) y: (3)\ngo to [back v] layer\nwait until <(Level) = [13]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [13]>>\n go [backward v] (1) 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\nchange [level v] by (1)\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\n@Ladders\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\n go [backward v] (22) layers\nend\n\nwhen I receive [animation start v]\nhide\n\n@Lasers3\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nwait until <(Level) = [14]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [14]>>\n go [backward v] (1) 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\nchange [level v] by (1)\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\n@Lasers4\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nwait until <(Level) = [15]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [15]>>\n go [backward v] (1) 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\nchange [level v] by (1)\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\n | |
platformer | @Stage\n\nwhen flag clicked\nplay sound [bgm_maoudamashii_neorock83 v] until done\n\n@h\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (コスチューム7 v)\nshow\nbroadcast (表示 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [隠せー v]\nhide\n\n@うっgfcgは\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nshow\ngo to x: (36) y: (28)\nswitch costume to (コスチューム1 v)\n\n@pjぐtchdhgvh\n\nwhen flag clicked\ngo to x: (-201) y: (-50)\nshow\nset size to (50) %\nset drag mode [not draggable v]\nif <touching (h v)?> then\n go to x: (-201) y: (50)\nend\npoint in direction (90)\nforever\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [パァ v] by (-1.2)\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 [パァ v] by (1.2)\n point in direction (90)\n end\n set [パァ v] to ((パァ) * (0.9))\n change x by (パァ)\n if <touching (h v)?> then\n change y by (1)\n if <touching (h v)?> then\n change y by (1)\n if <touching (h v)?> then\n change y by (1)\n if <touching (h v)?> then\n change y by (1)\n if <touching (h v)?> then\n change y by (1)\n if <touching (h v)?> then\n change x by ((パァ) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(パァ) > [0]> then\n set [パァ v] to [-8]\n else\n set [パァ v] to [8]\n end\n set [しらす v] to [10]\n else\n set [パァ 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 (h v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [しらす v] to [15]\n end\n end\n change y by (1)\n change [しらす v] by (-1)\n change y by (しらす)\n if <touching (h v)?> then\n change y by ((しらす) * (-1))\n set [しらす v] to [0]\n end\n hide variable [パァ v]\n if <(x position) > [230]> then\n if <not <([x position v] of [h v]) = [30]>> then\n broadcast (next level v)\n set [しらす v] to [0]\n set [パァ v] to [0]\n go to x: (-201) y: (-50)\n end\n end\n if <(y position) < [-170]> then\n go to x: (-201) y: (-50)\n end\n if <touching (うっgfcgは v)?> then\n hide\n broadcast (死んだ v) and wait\n go to x: (-201) y: (-50)\n show\n set [しらす v] to [0]\n set [パァ v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n wait (0.000000001) seconds\nend\n\nwhen I receive [隠せー v]\nhide\n\nwhen [space v] key pressed\n\n | 作ってと言われたから作った\n(I made it because I was told to make it)\n傾向1ページに乗りたい\n(I want to stick to one page of trends)\n出来ればフォローして欲しい\n(I want you to follow me if you can) |
Draw || - A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (level1 v)\nerase all\n\nwhen I receive [intro done v]\nset [pitch v] effect to (0)\nset volume to (100) %\nwait (2) seconds\nforever\n play sound [\[No Copyright Music\] Chill Lofi Hip Hop Beat FREE Instrumental \(Copyright Free\) Chillhop Music.mp3 v] until done\nend\n\n@Thumbnail\n\nwhen [timer v] > (timer)\ngo to [front v] layer\nset [pixelate v] effect to (100)\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [pixelate v] effect by (-5)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (pick random (1) to (4))\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\n@intro\n\nwhen flag clicked\nset [clone movement v] to [0]\nhide\nwait (1) seconds\nstart sound [intro music v]\nset [clone type v] to [0]\nswitch costume to (screen v)\ngo to x: (-473) y: (0)\ncreate clone of (_myself_ v)\nset [clone type v] to [1]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [clone type v] to [0]\nset [color v] effect to (-30)\ngo to x: (473) y: (0)\ncreate clone of (_myself_ v)\nset [clone type v] to [1]\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [clone type v] to [0]\nset [color v] effect to (0)\ngo to x: (-473) y: (0)\ncreate clone of (_myself_ v)\nset [clone type v] to [1]\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nset [clone type v] to [2]\ncreate clone of (_myself_ v)\nset [clone type v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nset size to (100) %\nshow\ngo to [front v] layer\nif <(clone type) = [0]> then\n switch costume to (screen v)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) * (0.3))\n end\n wait (6.5) seconds\n repeat until <(round (x position)) = [-473]>\n change x by (((-473) - (x position)) * (0.3))\n end\n broadcast (intro done v)\n delete this clone\nend\nif <(clone type) = [1]> then\n go to x: (0) y: (0)\n set [clone movement v] to [10]\n repeat (20)\n change [ghost v] effect by (5)\n change y by (clone movement)\n change [clone movement v] by (-1)\n go to [front v] layer\n end\n delete this clone\nend\nif <(clone type) = [2]> then\n switch costume to (oc v)\n go to x: (273) y: (30)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) * (0.3))\n end\n set [clone movement v] to [0]\n repeat (160)\n point in direction ((([sin v] of (clone movement) ) * (5)) + (90))\n change y by (([sin v] of (clone movement) ) * (2))\n change size by (([sin v] of (clone movement) ) * (2))\n change [clone movement v] by (10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-4)\n end\n delete this clone\nend\nif <(clone type) = [3]> then\n go to x: (0) y: (-135)\n switch costume to (name v)\n set [clone movement v] to [0]\n set size to (5) %\n repeat (25)\n set [clone movement v] to ((((100) - (size)) * (0.3)) + ((clone movement) * (0.7)))\n change size by (clone movement)\n end\n set [clone movement v] to [0]\n repeat (155)\n point in direction ((([sin v] of (clone movement) ) * (5)) + (90))\n change y by (([sin v] of (clone movement) ) * (2))\n change size by (([sin v] of (clone movement) ) * (2))\n change [clone movement v] by (10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-4)\n end\n delete this clone\nend\n\nwhen I receive [intro done v]\n\n@Menu\n\nwhen flag clicked\nswitch costume to (pick random (1) to (2))\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\nwhen I receive [play button clicked v]\nhide\n\nwhen I receive [done credit v]\nswitch costume to (pick random (1) to (2))\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Menu]> then\n broadcast (Menu v) and wait\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Ocean Menu]> then\n broadcast (Ocean Menu v) and wait\n end\nend\n\nwhen I receive [credit v]\nswitch costume to (credit v)\n\n@Volume Button\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (-197) y: (129)\nswitch costume to (costume1 v)\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen I receive [done credit v]\nshow\n\nwhen I receive [credit v]\nhide\n\nwhen I receive [play button clicked v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change size by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change size by (-1)\n end\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume2]> then\n stop all sounds\n else\n set volume to (100) %\n end\nend\n\n@Tittle of Game\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset size to (100) %\ngo to x: (14) y: (113)\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change [brightness v] effect by (1)\n change size by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change [brightness v] effect by (-1)\n change size by (-1)\n end\n end\nend\n\nwhen I receive [play button clicked v]\nhide\n\nwhen I receive [credit v]\nhide\n\nwhen I receive [done credit v]\nshow\n\n@Play Button\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (17) y: (3)\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n repeat (10)\n change size by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n repeat (10)\n change size by (-1)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Play Button Clicked v)\nhide\n\nwhen I receive [credit v]\nhide\n\nwhen I receive [done credit v]\nshow\n\n@Skin Button\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (no skin v)\nset size to (100) %\ngo to x: (18) y: (-60)\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change size by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change size by (-1)\n end\n end\nend\n\nwhen this sprite clicked\nnext costume\nforever\n if <(costume [name v]) = [No Skin]> then\n broadcast (No Skin v)\n end\n if <(costume [name v]) = [Sprout Skin]> then\n broadcast (Sprout Skin v)\n end\n if <(costume [name v]) = [Silver Skin]> then\n broadcast (Sliver Skin v)\n end\n if <(costume [name v]) = [Golden Skin]> then\n broadcast (Golden Skin v)\n end\n if <(costume [name v]) = [Warrior Skin]> then\n broadcast (Warrior Skin v)\n end\n if <(costume [name v]) = [Tick's Hat Skin]> then\n broadcast (Tick's Hat Skin v)\n end\n if <(costume [name v]) = [Sprout Skin]> then\n broadcast (Sprout Skin v)\n end\n if <(costume [name v]) = [Trophy Skin]> then\n broadcast (Trophy Skin v)\n end\n if <(costume [name v]) = [Box Face Skin]> then\n broadcast (Box Face Hat v)\n end\n if <(costume [name v]) = [Dream Skin]> then\n broadcast (Dream v)\n end\nend\n\nwhen I receive [play button clicked v]\nhide\n\nwhen I receive [credit v]\nhide\n\nwhen I receive [done credit v]\nshow\n\n@Credit Button\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nset size to (100) %\ngo to x: (19) y: (-137)\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n repeat (10)\n change size by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (costume1 v)\n repeat (10)\n change size by (-1)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Credit v)\nhide\n\nwhen I receive [play button clicked v]\nhide\n\nwhen I receive [done credit v]\nshow\n\n@Credits\n\nwhen flag clicked\nhide\n\nwhen I receive [credit v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\nforever\n change y by (1)\n if <(y position) = [463]> then\n broadcast (Done Credit v)\n hide\n stop [this script v]\n end\n if <mouse down?> then\n broadcast (Done Credit v)\n hide\n stop [this script v]\n end\nend\n\n@News\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (some thing inside v)\nset size to (100) %\ngo to x: (192) y: (-142)\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change size by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change size by (-1)\n end\n end\nend\n\nwhen this sprite clicked\nset [pixelate v] effect to (0)\nnext costume\nforever\n go to [front v] layer\n if <<(costume [name v]) = [Ver 1.1]> or <<(costume [name v]) = [Ver 1.2]> or <<(costume [name v]) = [Ver 1.3]> or <<(costume [name v]) = [Ver 1.4]> or <<(costume [name v]) = [Ver 1.5]> or <<(costume [name v]) = [Ver 1.6]> or <(costume [name v]) = [Ver 1.7]>>>>>>> then\n go to x: (2) y: (-4)\n if <key (space v) pressed?> then\n repeat (10)\n change [pixelate v] effect by (5)\n end\n set [pixelate v] effect to (0)\n wait (0.1) seconds\n next costume\n end\n else\n set [pixelate v] effect to (0)\n go to x: (192) y: (-142)\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\nwhen I receive [play button clicked v]\nhide\n\ngo to x: (192) y: (-142)\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen I receive [credit v]\nhide\n\nwhen I receive [done credit v]\nshow\n\n@Player\n\nwhen flag clicked\nswitch costume to (normal v)\nhide\n\nwhen I receive [play button clicked v]\npoint in direction (90)\ngo to x: (-214) y: (115)\nswitch backdrop to (level1 v)\nshow\ngo to x: (-217) y: (-20)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n set rotation style [left-right v]\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x v] by (-1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume4 v)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x v] by (1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume5 v)\n end\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [17]\n if <([abs v] of (X) ) = (X)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by ((Y) - ((Y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<(y position) = [-179]> or <<(y position) = [-192]> or <<(y position) = [-189]> or <<(y position) = [-185]> or <<(y position) = [-201]> or <<(y position) = [-184]> or <touching color (#ff0000)?>>>>>>> then\n erase all\n go to x: (-217) y: (-20)\n end\n if <(x position) > [222]> then\n erase all\n set [pen ink v] to [100]\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n end\n if <<touching color (#13bd49)?> or <touching color (#16e659)?>> then\n set [y v] to [21]\n end\nend\n\nwhen I receive [no skin v]\nswitch costume to (normal v)\n\nwhen I receive [tophat skin v]\nswitch costume to (tophat v)\n\nwhen I receive [warrior skin v]\nswitch costume to (warrior v)\n\nwhen I receive [tick's hat skin v]\nswitch costume to (tick's hat v)\n\nwhen I receive [sprout skin v]\nswitch costume to (sprout hat v)\n\nwhen I receive [trophy skin v]\nswitch costume to (trophy hat v)\n\nwhen I receive [reset level v]\ngo to x: (-217) y: (-20)\nerase all\n\nwhen I receive [sliver skin v]\nswitch costume to (silver1 v)\n\nwhen I receive [golden skin v]\nswitch costume to (golden v)\n\nwhen I receive [box face hat v]\nswitch costume to (box face hat v)\n\nwhen I receive [dream v]\nswitch costume to (dream v)\n\n@Pencil\n\nwhen flag clicked\nhide\n\nwhen I receive [play button clicked v]\nset [pen ink v] to [100]\nshow\nwait (0.5) seconds\nset pen color to (#000000)\nset pen size to (10)\nforever\n go to (mouse-pointer v)\n if <mouse down?> then\n pen down\n else\n pen up\n end\nend\n\n@Reset Button\n\nwhen flag clicked\ngo to x: (-188) y: (137)\nset size to (100) %\nhide\n\nwhen I receive [play button clicked v]\nshow\n\nwhen I receive [play button clicked v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change size by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change size by (-1)\n end\n end\nend\n\nwhen I receive [play button clicked v]\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Reset Level v)\n\n@Layer 1\n\nwhen flag clicked\nhide\n\nwhen I receive [ocean menu v]\nset size to (200) %\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go to x: ((mouse x) / (5)) y: ((mouse y) / (10))\nend\n\nwhen I receive [ocean menu v]\nforever\n if <(bob) < ((mouse x) / (5))> then\n broadcast (Message2 v)\n end\n wait (0.05) seconds\n if <(bob) > ((mouse x) / (5))> then\n broadcast (message1 v)\n end\nend\n\nwhen I receive [ocean menu v]\nforever\n wait (0.1) seconds\n set [bob v] to ((mouse x) / (5))\nend\n\nwhen I receive [play button clicked v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [intro done v]\nforever\n if <touching color (#009cff)?> then\n show\n else\n hide\n end\nend\n\nwhen I receive [credit v]\nhide\n\n@Layer 2\n\nwhen flag clicked\nhide\n\nwhen I receive [ocean menu v]\nshow\ngo [backward v] (1) layers\nset size to (200) %\ngo to x: (0) y: (0)\nforever\n go to x: ((mouse x) / (15)) y: ((mouse y) / (20))\nend\n\nwhen I receive [play button clicked v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [intro done v]\nforever\n if <touching color (#009cff)?> then\n show\n else\n hide\n end\nend\n\nwhen I receive [credit v]\nhide\n\n@Layer 3\n\nwhen I receive [ocean menu v]\nshow\nset size to (200) %\ngo [backward v] (3) layers\ngo to x: (0) y: (0)\nforever\n go to x: ((mouse x) / (35)) y: ((mouse y) / (40))\nend\n\nwhen I receive [play button clicked v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [intro done v]\nforever\n if <touching color (#009cff)?> then\n show\n else\n hide\n end\nend\n\nwhen I receive [credit v]\nhide\n\nwhen flag clicked\nhide\n\n@Layer 4\n\nwhen I receive [ocean menu v]\nshow\nset size to (200) %\ngo [backward v] (3) layers\ngo to x: (0) y: (0)\nforever\n go to x: ((mouse x) / (45)) y: ((mouse y) / (50))\nend\n\nwhen I receive [play button clicked v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [intro done v]\nforever\n if <touching color (#009cff)?> then\n show\n else\n hide\n end\nend\n\nwhen I receive [credit v]\nhide\n\nwhen flag clicked\nhide\n\n@Layer 5\n\nwhen flag clicked\nhide\n\nwhen I receive [ocean menu v]\nshow\nset size to (200) %\ngo [backward v] (4) layers\ngo to x: (0) y: (0)\nforever\n go to x: ((mouse x) / (55)) y: ((mouse y) / (60))\nend\n\nwhen I receive [play button clicked v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [intro done v]\nforever\n if <touching color (#009cff)?> then\n show\n else\n hide\n end\nend\n\nwhen I receive [credit v]\nhide\n\n | Draw || - A Platformer\n ★1,000 Followers Game Contest [ Entry ]★\n\n ✿Game Controls :✿\n➜ ←↑→ or w, a, d to Move\n➜ Drag to draw\n➜ Click the 'Switch Skin Button' to Switch Skin\n➜\n\n\n\n#all #games #art #animation #stories #contest #pixelbuild #1,000 #1k #followers\n\n |
3D platformer | @Stage\n\n@.\n\n@3d\n\ndefine 선 긋기 (리스트 번호1) (리스트 번호2)\nset [색깔 v] to (item ((((리스트 번호1) - (((리스트 번호1) mod (8)) + (<((리스트 번호1) mod (8)) = [0]> * (8)))) / (8)) + (1)) of [정육면체 번호 v])\nif <not <((length of [x v]) - (8)) < (리스트 번호1)>> then\n set pen size to (3)\n if <(색깔) = [1]> then\n set pen color to (#ffffff)\n else\n if <(색깔) = [2]> then\n set pen color to (#ff0000)\n else\n if <(색깔) = [3]> then\n set pen color to (#f6ff00)\n else\n if <(색깔) = [4]> then\n set pen color to (#00bfff)\n else\n if <(색깔) = [5]> then\n set pen color to (#d400ff)\n end\n end\n end\n end\n end\n set pen (brightness v) to (((((item (리스트 번호1) of [z v]) + (item (리스트 번호2) of [z v])) * (0.15)) + (100)) * (2))\nelse\n set pen color to (#1dff00)\n set pen size to (5)\n set pen (brightness v) to ((((item (리스트 번호1) of [z v]) + (item (리스트 번호2) of [z v])) + (90)) * (2))\nend\nif <[0] < (((((item (리스트 번호1) of [z v]) + (item (리스트 번호2) of [z v])) * (0.15)) + (100)) * (2))> then\n pen up\n 3d그리기 (item (리스트 번호1) of [x v]) (item (리스트 번호1) of [y v]) (item (리스트 번호1) of [z v])\n pen down\n 3d그리기 (item (리스트 번호2) of [x v]) (item (리스트 번호2) of [y v]) (item (리스트 번호2) of [z v])\n pen up\nend\n\ndefine 추가 (x) (y) (z)\nadd (x) to [x v]\nadd (y) to [y v]\nadd (z) to [z v]\n\ndefine 3d그리기 (x좌표) (y좌표) (z좌표)\ngo to x: (((x좌표) * (((z좌표) * (0.002)) + (1.5))) * (0.7)) y: (((y좌표) * (((z좌표) * (0.002)) + (1.5))) * (0.7))\n\ndefine 리스트 초기화\ndelete all of [정육면체 번호 v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [z v]\ndelete all of [선 번호 v]\ndelete all of [선 z좌표 v]\ndelete all of [정육면체 x좌표 v]\ndelete all of [정육면체 y좌표 v]\ndelete all of [정육면체 z좌표 v]\ndelete all of [정육면체 한 변의 길이 v]\n정육면체 추가하기 [0] [0] [-100] [100] [1]\n정육면체 추가하기 [0] [100] [0] [100] [1]\n정육면체 추가하기 [0] [100] [200] [100] [3]\n정육면체 추가하기 [0] [-100] [0] [100] [4]\n정육면체 추가하기 [-100] [0] [0] [100] [1]\n정육면체 추가하기 [100] [0] [0] [100] [2]\n정육면체 추가하기 [0] [300] [100] [100] [1]\n\ndefine 이동하기\nset [이동하기 v] to [1]\nrepeat ((length of [선 번호 v]) / (2))\n 선 긋기 (item (이동하기) of [선 번호 v]) (item ((이동하기) + (1)) of [선 번호 v])\n change [이동하기 v] by (2)\nend\n\ndefine 회전 (x회전) (y회전) (z회전) (현재)\n변환 모음 (item (현재) of [x v]) (item (현재) of [y v]) (item (현재) of [z v]) (x회전) (y회전) (z회전)\nreplace item (현재) of [x v] with (x변환)\nreplace item (현재) of [y v] with (y변환)\nreplace item (현재) of [z v] with (z변환)\nif <(현재) < (length of [z v])> then\n 회전 (x회전) (y회전) (z회전) ((현재) + (1))\nend\n\ndefine x좌표 변환 행렬 (x)\ndelete all of [회전 v]\nadd ([cos v] of (x) ) to [회전 v]\nadd [0] to [회전 v]\nadd ([sin v] of (x) ) to [회전 v]\nadd [0] to [회전 v]\nadd [1] to [회전 v]\nadd [0] to [회전 v]\nadd ((0) - ([sin v] of (x) )) to [회전 v]\nadd [0] to [회전 v]\nadd ([cos v] of (x) ) to [회전 v]\n\ndefine y좌표 변환 행렬 (y)\ndelete all of [회전 v]\nadd [1] to [회전 v]\nadd [0] to [회전 v]\nadd [0] to [회전 v]\nadd [0] to [회전 v]\nadd ([cos v] of (y) ) to [회전 v]\nadd ((0) - ([sin v] of (y) )) to [회전 v]\nadd [0] to [회전 v]\nadd ([sin v] of (y) ) to [회전 v]\nadd ([cos v] of (y) ) to [회전 v]\n\ndefine z좌표 변환 행렬 (z)\ndelete all of [회전 v]\nadd ([cos v] of (z) ) to [회전 v]\nadd ((0) - ([sin v] of (z) )) to [회전 v]\nadd [0] to [회전 v]\nadd ([sin v] of (z) ) to [회전 v]\nadd ([cos v] of (z) ) to [회전 v]\nadd [0] to [회전 v]\nadd [0] to [회전 v]\nadd [0] to [회전 v]\nadd [1] to [회전 v]\n\ndefine 변환 (x) (y) (z)\nset [x변환 v] to (((item (1) of [회전 v]) * (x)) + (((item (2) of [회전 v]) * (y)) + ((item (3) of [회전 v]) * (z))))\nset [y변환 v] to (((item (4) of [회전 v]) * (x)) + (((item (5) of [회전 v]) * (y)) + ((item (6) of [회전 v]) * (z))))\nset [z변환 v] to (((item (7) of [회전 v]) * (x)) + (((item (8) of [회전 v]) * (y)) + ((item (9) of [회전 v]) * (z))))\n\ndefine 변환 모음 (x) (y) (z) (x변화) (y변화) (z변화)\nx좌표 변환 행렬 (x변화)\n변환 (x) (y) (z)\ny좌표 변환 행렬 (y변화)\n변환 (x변환) (y변환) (z변환)\nz좌표 변환 행렬 (z변화)\n변환 (x변환) (y변환) (z변환)\n\ndefine 정육면체 추가하기 (x) (y) (z) (한변의 길이) (번호)\n추가 ((x) + ((한변의 길이) / (-2))) ((y) + ((한변의 길이) / (2))) ((z) + ((한변의 길이) / (2)))\n추가 ((x) + ((한변의 길이) / (2))) ((y) + ((한변의 길이) / (2))) ((z) + ((한변의 길이) / (2)))\n추가 ((x) + ((한변의 길이) / (2))) ((y) + ((한변의 길이) / (-2))) ((z) + ((한변의 길이) / (2)))\n추가 ((x) + ((한변의 길이) / (-2))) ((y) + ((한변의 길이) / (-2))) ((z) + ((한변의 길이) / (2)))\n추가 ((x) + ((한변의 길이) / (-2))) ((y) + ((한변의 길이) / (2))) ((z) + ((한변의 길이) / (-2)))\n추가 ((x) + ((한변의 길이) / (2))) ((y) + ((한변의 길이) / (2))) ((z) + ((한변의 길이) / (-2)))\n추가 ((x) + ((한변의 길이) / (2))) ((y) + ((한변의 길이) / (-2))) ((z) + ((한변의 길이) / (-2)))\n추가 ((x) + ((한변의 길이) / (-2))) ((y) + ((한변의 길이) / (-2))) ((z) + ((한변의 길이) / (-2)))\n선 추가 ((length of [z v]) - (7)) ((length of [z v]) - (6))\n선 추가 ((length of [z v]) - (6)) ((length of [z v]) - (5))\n선 추가 ((length of [z v]) - (5)) ((length of [z v]) - (4))\n선 추가 ((length of [z v]) - (4)) ((length of [z v]) - (7))\n선 추가 ((length of [z v]) - (3)) ((length of [z v]) - (2))\n선 추가 ((length of [z v]) - (2)) ((length of [z v]) - (1))\n선 추가 ((length of [z v]) - (1)) ((length of [z v]) - (0))\n선 추가 ((length of [z v]) - (0)) ((length of [z v]) - (3))\n선 추가 ((length of [z v]) - (7)) ((length of [z v]) - (3))\n선 추가 ((length of [z v]) - (6)) ((length of [z v]) - (2))\n선 추가 ((length of [z v]) - (5)) ((length of [z v]) - (1))\n선 추가 ((length of [z v]) - (4)) ((length of [z v]) - (0))\nadd (x) to [정육면체 x좌표 v]\nadd (y) to [정육면체 y좌표 v]\nadd (z) to [정육면체 z좌표 v]\nadd (한변의 길이) to [정육면체 한 변의 길이 v]\nadd (번호) to [정육면체 번호 v]\n\ndefine 검은색 배경\npen up\ngo to x: (0) y: (0)\nset pen color to (#000000)\nset pen size to (10000)\npen down\npen down\npen up\n\nwhen flag clicked\nbroadcast (시작 v)\n\nwhen I receive [시작 v]\n완전 초기화\nforever\n pen up\n 조작키\n 리스트 초기화\n 물리엔진\n 좌표 바꾸기 (x좌표) (y좌표) (z좌표) [1]\n 정육면체 추가하기 [0] [0] [0] [50] []\n 회전 [0] [0] (x회전) [1]\n 회전 [0] (y회전) [0] [1]\n 선 긋는 순서 정하기\n if <[1000] < (z좌표)> then\n broadcast (게임끝 v)\n end\n erase all\n 검은색 배경\n 이동하기\n wait (0.01) seconds\nend\n\ndefine 완전 초기화\nset [x회전 v] to [0]\nset [y회전 v] to [-45]\nset [x회전량 v] to [0]\nset [y회전량 v] to [0]\nset [x변환 v] to [0]\nset [x좌표 v] to [0]\nset [y좌표 v] to [0]\nset [z좌표 v] to [25]\nset [x좌표 이동량 v] to [0]\nset [y좌표 이동량 v] to [0]\nset [z좌표 이동량 v] to [0]\nset [점프가능? v] to [0]\nset [게임오버 v] to [0]\nset [단계 v] to [1]\n\ndefine 좌표 바꾸기 (x) (y) (z) (현재)\nreplace item (현재) of [x v] with ((item (현재) of [x v]) + (x))\nreplace item (현재) of [y v] with ((item (현재) of [y v]) + (y))\nreplace item (현재) of [z v] with ((item (현재) of [z v]) + (z))\nif <(현재) < (length of [x v])> then\n 좌표 바꾸기 (x) (y) (z) ((현재) + (1))\nend\n\ndefine 조작키\nif <key (up arrow v) pressed?> then\n change [y회전량 v] by (-1)\nend\nif <key (down arrow v) pressed?> then\n change [y회전량 v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x회전량 v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [x회전량 v] by (1)\nend\nif <key (w v) pressed?> then\n change [x좌표 이동량 v] by (([sin v] of (x회전) ) * (1.5))\n change [y좌표 이동량 v] by (([cos v] of (x회전) ) * (1.5))\nend\nif <key (s v) pressed?> then\n change [x좌표 이동량 v] by (([sin v] of (x회전) ) * (-1.5))\n change [y좌표 이동량 v] by (([cos v] of (x회전) ) * (-1.5))\nend\nif <key (a v) pressed?> then\n change [x좌표 이동량 v] by (([cos v] of (x회전) ) * (-1.5))\n change [y좌표 이동량 v] by (([sin v] of (x회전) ) * (1.5))\nend\nif <key (d v) pressed?> then\n change [x좌표 이동량 v] by (([cos v] of (x회전) ) * (1.5))\n change [y좌표 이동량 v] by (([sin v] of (x회전) ) * (-1.5))\nend\nif <key (space v) pressed?> then\n if <(점프가능?) = [1]> then\n set [z좌표 이동량 v] to [15]\n set [점프가능? v] to [0]\n end\nend\nif <(y회전) < [-180]> then\n set [y회전 v] to [-180]\n set [y회전량 v] to [0]\nend\nif <[0] < (y회전)> then\n set [y회전 v] to [0]\n set [y회전량 v] to [0]\nend\nchange [x회전 v] by (x회전량)\nchange [y회전 v] by (y회전량)\nset [x회전량 v] to ((x회전량) * (0.8))\nset [y회전량 v] to ((y회전량) * (0.8))\n\ndefine 선 추가 (선1) (선2)\nadd (선1) to [선 번호 v]\nadd (선2) to [선 번호 v]\n\ndefine 선 긋는 순서 정하기\n선 z좌표 구하기 [1]\n버블정렬 [1]\n\ndefine 선 z좌표 구하기 (현재)\nadd (((item (item (현재) of [선 번호 v]) of [z v]) + (item (item ((현재) + (1)) of [선 번호 v]) of [z v])) / (2)) to [선 z좌표 v]\nif <<[0] < (((((item (item (현재) of [선 번호 v]) of [z v]) + (item (item ((현재) + (1)) of [선 번호 v]) of [z v])) * (0.15)) + (100)) * (2))> and <(item (length of [선 z좌표 v]) of [선 z좌표 v]) < [3000]>> then\n if <((현재) + (1)) < (length of [선 번호 v])> then\n 선 z좌표 구하기 ((현재) + (2))\n end\nelse\n delete (현재) of [선 번호 v]\n delete (현재) of [선 번호 v]\n delete (length of [선 z좌표 v]) of [선 z좌표 v]\n if <[0] < ((현재) + (-1))> then\n 선 z좌표 구하기 (현재)\n end\nend\n\ndefine 버블정렬 (현재)\nif <(item (현재) of [선 z좌표 v]) > (item ((현재) + (1)) of [선 z좌표 v])> then\n insert (item (현재) of [선 z좌표 v]) at ((현재) + (2)) of [선 z좌표 v] \n delete (현재) of [선 z좌표 v]\n insert (item (((현재) * (2)) - (1)) of [선 번호 v]) at (((현재) * (2)) + (3)) of [선 번호 v] \n insert (item ((현재) * (2)) of [선 번호 v]) at (((현재) * (2)) + (4)) of [선 번호 v] \n delete (((현재) * (2)) - (1)) of [선 번호 v]\n delete (((현재) * (2)) - (1)) of [선 번호 v]\n 버블정렬 ((현재) - (1))\nelse\n if <((현재) + (1)) < (length of [선 z좌표 v])> then\n 버블정렬 ((현재) + (1))\n end\nend\n\ndefine 물리엔진\nchange [z좌표 v] by ((0) - (z좌표 이동량))\nchange [z좌표 이동량 v] by (-1)\n플레이어와 장애물 닿았는지 전체 다 확인 [1]\nif <<<not <[닿은것 번호 v] contains [4]?>> or <[닿은것 번호 v] contains [1]?>> and <[0] < (length of [닿은것 번호 v])>> then\n if <(z좌표 이동량) < [0]> then\n repeat until <not <[닿은것 번호 v] contains [1]?>>\n change [z좌표 v] by (-1)\n 플레이어와 장애물 닿았는지 전체 다 확인 [1]\n end\n set [z좌표 이동량 v] to [0]\n set [점프가능? v] to [1]\n else\n repeat until <not <[닿은것 번호 v] contains [1]?>>\n change [z좌표 v] by (1)\n 플레이어와 장애물 닿았는지 전체 다 확인 [1]\n end\n set [z좌표 이동량 v] to [-1]\n set [점프가능? v] to [0]\n end\nend\n플레이어와 장애물 닿았는지 전체 다 확인 [1]\nif <<(z좌표 이동량) < [-5]> and <not <[닿은것 번호 v] contains [4]?>>> then\n set [점프가능? v] to [0]\nend\nchange [x좌표 v] by ((0) - (x좌표 이동량))\n플레이어와 장애물 닿았는지 전체 다 확인 [1]\nif <<<not <[닿은것 번호 v] contains [4]?>> or <[닿은것 번호 v] contains [1]?>> and <[0] < (length of [닿은것 번호 v])>> then\n if <[0] < (x좌표 이동량)> then\n repeat until <not <[닿은것 번호 v] contains [1]?>>\n change [x좌표 v] by (1)\n 플레이어와 장애물 닿았는지 전체 다 확인 [1]\n end\n else\n repeat until <not <[닿은것 번호 v] contains [1]?>>\n change [x좌표 v] by (-1)\n 플레이어와 장애물 닿았는지 전체 다 확인 [1]\n end\n end\n set [x좌표 이동량 v] to [0]\nend\nset [x좌표 이동량 v] to ((x좌표 이동량) * (0.8))\nchange [y좌표 v] by ((0) - (y좌표 이동량))\n플레이어와 장애물 닿았는지 전체 다 확인 [1]\nif <<<not <[닿은것 번호 v] contains [4]?>> or <[닿은것 번호 v] contains [1]?>> and <[0] < (length of [닿은것 번호 v])>> then\n if <[0] < (y좌표 이동량)> then\n repeat until <not <[닿은것 번호 v] contains [1]?>>\n change [y좌표 v] by (1)\n 플레이어와 장애물 닿았는지 전체 다 확인 [1]\n end\n else\n repeat until <not <[닿은것 번호 v] contains [1]?>>\n change [y좌표 v] by (-1)\n 플레이어와 장애물 닿았는지 전체 다 확인 [1]\n end\n end\n set [y좌표 이동량 v] to [0]\nend\nset [y좌표 이동량 v] to ((y좌표 이동량) * (0.8))\nset [닿은 것 번호 v] to [0]\nchange [z좌표 v] by (1)\n플레이어와 장애물 닿았는지 전체 다 확인 [1]\n닿은거에 따른 행동\nchange [z좌표 v] by (-2)\n플레이어와 장애물 닿았는지 전체 다 확인 [1]\n닿은거에 따른 행동\nchange [z좌표 v] by (1)\nchange [y좌표 v] by (1)\n플레이어와 장애물 닿았는지 전체 다 확인 [1]\n닿은거에 따른 행동\nchange [y좌표 v] by (-2)\n플레이어와 장애물 닿았는지 전체 다 확인 [1]\n닿은거에 따른 행동\nchange [y좌표 v] by (1)\nchange [x좌표 v] by (1)\n플레이어와 장애물 닿았는지 전체 다 확인 [1]\n닿은거에 따른 행동\nchange [x좌표 v] by (-2)\n플레이어와 장애물 닿았는지 전체 다 확인 [1]\n닿은거에 따른 행동\nchange [x좌표 v] by (1)\nset [닿은 것 번호 v] to [0]\n\ndefine 닿았는지 확인 (현재 리스트 번호) (x) (y) (z)\nset [다았는가? v] to [0]\nif <((x) + (-25)) < ((item (현재 리스트 번호) of [정육면체 x좌표 v]) + ((item (현재 리스트 번호) of [정육면체 한 변의 길이 v]) / (2)))> then\n if <((item (현재 리스트 번호) of [정육면체 x좌표 v]) + ((item (현재 리스트 번호) of [정육면체 한 변의 길이 v]) / (-2))) < ((x) + (25))> then\n if <((y) + (-25)) < ((item (현재 리스트 번호) of [정육면체 y좌표 v]) + ((item (현재 리스트 번호) of [정육면체 한 변의 길이 v]) / (2)))> then\n if <((item (현재 리스트 번호) of [정육면체 y좌표 v]) + ((item (현재 리스트 번호) of [정육면체 한 변의 길이 v]) / (-2))) < ((y) + (25))> then\n if <((z) + (-25)) < ((item (현재 리스트 번호) of [정육면체 z좌표 v]) + ((item (현재 리스트 번호) of [정육면체 한 변의 길이 v]) / (2)))> then\n if <((item (현재 리스트 번호) of [정육면체 z좌표 v]) + ((item (현재 리스트 번호) of [정육면체 한 변의 길이 v]) / (-2))) < ((z) + (25))> then\n set [다았는가? v] to [1]\n end\n end\n end\n end\n end\nend\n\ndefine 플레이어와 장애물 닿았는지 확인 (리스트 번호)\nset [. v] to [0]\nrepeat until <not <<(다았는가?) = [0]> and <(리스트 번호) < (length of [정육면체 번호 v])>>>\n change [. v] by (1)\n 닿았는지 확인 (리스트 번호) ((x좌표) * (-1)) ((y좌표) * (-1)) ((z좌표) * (-1))\nend\n\ndefine 닿은거에 따른 행동\nif <[닿은것 번호 v] contains [2]?> then\n set [게임오버 v] to [1]\n broadcast (게임끝 v)\nelse\n if <[닿은것 번호 v] contains [4]?> then\n set [물에 닿았는가? v] to [1]\n else\n set [물에 닿았는가? v] to [0]\n end\n if <[닿은것 번호 v] contains [3]?> then\n set [점프가능? v] to [0]\n set [z좌표 이동량 v] to [30]\n repeat until <not <[닿은것 번호 v] contains [3]?>>\n change [z좌표 v] by (-1)\n 플레이어와 장애물 닿았는지 전체 다 확인 [1]\n end\n start sound [스프링_소리 v]\n else\n if <[닿은것 번호 v] contains [4]?> then\n set [점프가능? v] to [1]\n set [y좌표 이동량 v] to ((y좌표 이동량) * (0.9))\n set [x좌표 이동량 v] to ((x좌표 이동량) * (0.9))\n set [z좌표 이동량 v] to ((z좌표 이동량) * (0.9))\n else\n if <[닿은것 번호 v] contains [5]?> then\n change [단계 v] by (1)\n stop [other scripts in sprite v]\n broadcast (시작 v)\n stop [this script v]\n end\n end\n end\nend\n\ndefine 플레이어와 장애물 닿았는지 전체 다 확인 (현재)\nset [장애물 닿았는지 확인 진행 v] to [0]\nrepeat (length of [정육면체 번호 v])\n change [장애물 닿았는지 확인 진행 v] by (1)\n if <(장애물 닿았는지 확인 진행) = [1]> then\n delete all of [닿은것 번호 v]\n end\n 닿았는지 확인 (장애물 닿았는지 확인 진행) ((x좌표) * (-1)) ((y좌표) * (-1)) ((z좌표) * (-1))\n if <(다았는가?) = [1]> then\n add (item (장애물 닿았는지 확인 진행) of [정육면체 번호 v]) to [닿은것 번호 v]\n end\nend\n\nwhen I receive [게임끝 v]\nstop [other scripts in sprite v]\nset language to (en v)::tts\nset voice to (tenor v)::tts\nspeak [game over]::tts\nbroadcast (시작 v)\n\nwhen I receive [시작 v]\nset [fps측정기 v] to [0]\nreset timer\nforever\n set [fps v] to ((1) / ((timer) - (fps측정기)))\n set [fps측정기 v] to (timer)\nend\n\n@물소리\n\nwhen flag clicked\nforever\n play sound [수량 적은 계곡 물소리 - 조용한 편 v] until done\nend\n\nwhen flag clicked\nforever\n if <(물에 닿았는가?) = [1]> then\n set volume to (((([abs v] of (x좌표 이동량) ) + ([abs v] of (y좌표 이동량) )) + (([abs v] of (z좌표 이동량) ) / (3))) * (50)) %\n else\n set volume to (0) %\n end\nend\n\n | w,a,s,d,Arrow keys |
AgentJ- ~ A Scrolling Platformer | @Stage\n\nwhen I receive [begin v]\nclear graphic effects\nset volume to (100) %\nforever\n play sound [2019-05-09_-_Escape_Chase_-_David_Fesliyan v] until done\nend\n\nwhen stage clicked\nbroadcast (anim v)\nif <(username) = [brypros]> then\n ask [x?] and wait\n set [scrollx v] to (answer)\n ask [y?] and wait\n set [scrolly v] to (answer)\nend\n\nwhen I receive [res all v]\nstop [other scripts in sprite v]\nset [brightness v] effect to (-100)\n\nwhen flag clicked\nset [brightness v] effect to (-100)\n\nwhen I receive [choice v]\nask [It seems dangerous...should we fight it? \[Y/N\]] and wait\nbroadcast (send ans v)\n\nwhen I receive [battle v]\nforever\n play sound [Boss v] until done\nend\n\nwhen I receive [oof v]\nrepeat (50)\n change [brightness v] effect by (-2)\n change volume by (-2)\nend\nhide\nstop [other scripts in sprite v]\n\nset [enemy hp v] to [2]\n\n@Empty\n\nwhen I receive [begin v]\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n if <<(Level) > [4]> and <(Level) < [10]>> then\n clear graphic effects\n else\n set [brightness v] effect to (100)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [res all v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [oof v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Texter\n\ndefine Print (text) Special (?)\nhide\nstart sound (text)\nset [charcounter v] to [0]\nrepeat (length of (text))\n change [charcounter v] by (1)\n //Chr (letter (charcounter) of (text))\n if <not <[speech list v] contains (text)?>> then\n start sound [A Elec Guitar v]\n end\n wait (0.01) seconds\nend\nset [charcounter v] to [0]\nset [enter v] to (?)\nif <not <(?) = []>> then\n wait until <key ((enter) v) pressed?>\nend\nInitiate\n\ndefine Color (c)\nif <(c) = [black]> then\n set [color v] effect to (0)\n set [brightness v] effect to (-100)\nend\nif <(c) = [red]> then\n set [color v] effect to (0)\n set [brightness v] effect to (0)\nend\nif <(c) = [orange]> then\n set [color v] effect to (17)\n set [brightness v] effect to (0)\nend\nif <(c) = [yellow]> then\n set [color v] effect to (33)\n set [brightness v] effect to (0)\nend\nif <(c) = [green]> then\n set [color v] effect to (67)\n set [brightness v] effect to (0)\nend\nif <(c) = [cyan]> then\n set [color v] effect to (100)\n set [brightness v] effect to (0)\nend\nif <(c) = [blue]> then\n set [color v] effect to (133)\n set [brightness v] effect to (0)\nend\nif <(c) = [purple]> then\n set [color v] effect to (150)\n set [brightness v] effect to (0)\nend\nif <(c) = [magenta]> then\n set [color v] effect to (167)\n set [brightness v] effect to (0)\nend\nif <(c) = [white]> then\n set [color v] effect to (0)\n set [brightness v] effect to (100)\nend\n\ndefine //Chr (s)\ngo to [front v] layer\nif <[characters v] contains (s)?> then\n set [listcounter v] to [0]\n repeat until <(item (listcounter) of [characters v]) = (s)>\n change [listcounter v] by (1)\n end\n if <<(listcounter) > [65]> and <(listcounter) < [92]>> then\n switch costume to (6 v)\n switch costume to (s)\n if <(costume [number v]) = [32]> then\n change [listcounter v] by (32)\n end\n end\n //Chr (listcounter)\nelse\n //Chr (256)\nend\nif <(x position) > [230]> then\n go to x: (-220) y: ((y position) - (((size) / (100)) * (8)))\nend\n\ndefine Initiate\nclear graphic effects\nerase all\npoint in direction (180)\nset size to (200) %\nset [color v] to [cyan]\ngo to x: (-220) y: (xpos)\nif <(xpos) = [0]> then\n stop all sounds\nend\n\ndefine //Chr (n)\ngo to [front v] layer\nColor (Color)\nset [writecounter v] to [0]\nrepeat (7)\n change [writecounter v] by (1)\n switch costume to (letter (writecounter) of (item (n) of [chardata v]))\n if <(costume [number v]) > [1]> then\n stamp\n end\n change y by ((size) / (-100))\nend\nchange y by (((size) / (100)) * (7))\nchange x by (((size) / (100)) * (6))\n\nwhen flag clicked\nset [xpos v] to [0]\nset ['@ v] to [0]\nInitiate\nset [color v] to [white]\nPrint [Press s key to skip.] Special [s]\nset [color v] to [cyan]\nPrint [It seems that your last investigation failed miserably. I knew that mission was too dangerous for you. That's why we're coming with you today. Make sure everything is ready unlike the previous time.] Special [s]\nPrint [Before we get to our location in Antarctica, we need to climb several mountains and gather all the pieces we will collect at the peak to find the ultimate intelligent form.] Special [s]\nPrint [Get ready, Agent. We're about to drop off!] Special [s]\nbroadcast (begin v)\n\nwhen I receive [begin v]\nwait (1) seconds\nset [xpos v] to [170]\nInitiate\nset [xpos v] to [170]\nset [color v] to [white]\nPrint [Press left/right or A/D keys to move. Press space key or up arrow to jump.] Special [s]\nInitiate\n\nwhen I receive [skull collected v]\nchange [tc v] by (1)\nInitiate\nset [xpos v] to [170]\nset [color v] to [white]\nPrint (join [Skulls found ] (join (tc) [/3])) Special [s]\nInitiate\n\nwhen flag clicked\nset [tc v] to [0]\n\nwhen I receive [res all v]\nset [color v] to [cyan]\nInitiate\nPrint [All the skulls are found...Thank you, Agent J.] Special [s]\nInitiate\nbroadcast (something is approaching... v) and wait\nset [color v] to [white]\nPrint [The skulls...have opened a path to an ancient creature...] Special [s]\nInitiate\nset [color v] to [white]\nPrint [It seems dangerous...should we fight it?] Special []\nInitiate\nbroadcast (choice v)\n\nwhen I receive [send ans v]\nif <(answer) = [y]> then\n set [color v] to [white]\n Print [You have decided to fight the creature...] Special [s]\n Initiate\n set [color v] to [white]\n Print [Good choice...] Special [s]\n Initiate\n broadcast (battle v)\nelse\n set [color v] to [white]\n Print [You have decided NOT to fight the creature...] Special [s]\n Initiate\n set [color v] to [white]\n Print [He will be caged and sent to the United States for further investigation...] Special [s]\n Initiate\n broadcast (close v) and wait\n broadcast (end v)\nend\n\nwhen I receive [oof v]\nwait (3) seconds\nset [xpos v] to [0]\nInitiate\nPrint [It was the right decision to attack the monster, Agent. We'll call this mission a success!] Special [s]\nbroadcast (end v)\n\n@AgentJ\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\no\n\nwhen I start as a clone\nswitch costume to (agentj- v)\nclear graphic effects\ngo to [front v] layer\nforever\n point in direction ([direction v] of [agentj v])\nend\n\nwhen I receive [res all v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [battle v]\nstop [other scripts in sprite v]\nbroadcast (o v)\n\ndefine o\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nset [xv v] to [0]\nset [scrollx v] to [0]\nset [scrolly v] to [-100]\nset [yv v] to [0]\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (terrain v)?> then\n change y by (1)\n if <touching (terrain v)?> then\n change y by (1)\n if <touching (terrain v)?> then\n change y by (1)\n if <touching (terrain v)?> then\n change y by (1)\n if <touching (terrain v)?> then\n change y by (1)\n if <touching (terrain v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (terrain v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (terrain v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n set [yv v] to [13]\n end\n end\n change y by (1)\n change [scrollx v] by ((x position) * (-1))\n change [scrolly v] by ((y position) * (-1))\n go to x: (0) y: (0)\nend\n\nwhen I receive [o v]\no\n\nwhen I receive [oof v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nhide\ndelete this clone\n\nwhen I receive [end v]\nstart sound [Music I want when I die v]\nclear graphic effects\ngo to x: (79) y: (-28)\nswitch costume to (agentj- v)\nset size to (800) %\nshow\nset [counter v] to [0]\nforever\n change [counter v] by (4)\n change y by ([cos v] of (counter) )\nend\n\nbroadcast (begin v)\n\nset [xeffect v] to [0]\n\nbroadcast (begin v)\n\nset [level v] to [13]\n\n@Snow\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nhide\n\nwhen I receive [begin v]\nerase all\nrepeat (75)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\nclear graphic effects\nset size to (pick random (5) to (50)) %\nset [randomx v] to (pick random (-1) to (-5))\nset [x v] to (pick random (-200) to (200))\ngo to x: (x) y: (200)\nshow\nforever\n if <[6] > (Level)> then\n repeat until <(y position) < ((-175) - ((size) / (50)))>\n change y by ((randomx) * (((100) / (size)) + ((60) / (distance to [agentj v]))))\n change x by ((randomx) * (((-25) / (size)) + ((75) / (distance to [agentj v]))))\n if <(Level) > [4]> then\n hide\n else\n show\n end\n end\n else\n show\n repeat until <(y position) < ((-175) - ((size) / (50)))>\n change y by ((randomx) * (((400) / (size)) + ((60) / (distance to [agentj v]))))\n change x by ((randomx) * (((-200) / (size)) + ((75) / (distance to [agentj v]))))\n end\n end\n go to x: (x) y: (200)\nend\n\nwhen I receive [res all v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [battle v]\nerase all\nrepeat (75)\n create clone of (_myself_ v)\nend\n\nwhen I receive [oof v]\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nhide\ndelete this clone\n\n@terrain\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [begin v]\nset [level v] to [1]\nset [y v] to [0]\npoint in direction (90)\nhide\nbroadcast (costumes v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n go to x: ((ScrollX) - (k)) y: ((ScrollY) - (y))\n if <<([abs v] of ((ScrollX) - (k)) ) > ((460) + (<(costume [number v]) = [17]> * (100)))> or <<(ScrollY) > [450]> and <not <(costume [number v]) = [17]>>>> then\n hide\n else\n show\n end\n if <(ScrollY) > [450]> then\n broadcast (anim v)\n end\n change [counter v] by (1)\nend\n\nbroadcast (begin v)\n\nwhen I receive [costumes v]\nif <[] = []> then\n stop [other scripts in sprite v]\n delete this clone\nend\nswitch costume to (((Level) * (4)) - (3))\nset [yeffect v] to [0]\nset [xeffect v] to [0]\nset [k v] to [0]\nrepeat (4)\n next costume\n create clone of (_myself_ v)\n change [k v] by (-450)\nend\n\nwhen I receive [battle v]\nswitch costume to (costume58 v)\nset [yeffect v] to [0]\nset [xeffect v] to [0]\nset [k v] to [0]\ncreate clone of (_myself_ v)\nchange [k v] by (-450)\n\nwhen I receive [oof v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nhide\ndelete this clone\n\nwhen I receive [res all v]\ndelete this clone\n\n@Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [something is approaching... v]\nstop [other scripts in sprite v]\ngo to x: (50) y: (0)\nset [brightness v] effect to (-100)\nset size to (100) %\nshow\nbroadcast (costume v)\nstart sound [cellar-stairs-1 v]\nrepeat (200)\n change [brightness v] effect by (0.125)\n change size by (0.125)\nend\n\nwhen I receive [costume v]\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [close v]\nstart sound [cellar-stairs-2 v]\nrepeat (200)\n change [brightness v] effect by (-0.125)\n change size by (-0.125)\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [battle v]\nhide\nwait (1) seconds\nclear sound effects\nset [xboss v] to [-90]\nset [wow v] to [0]\nset size to (30) %\nset [touch? v] to [0]\nset [enemy hp v] to [10]\nset [yboss v] to [-80]\nshow\nforever\n broadcast (bruh v) and wait\n set [brightness v] effect to (-20)\n repeat until <(timer) > [2]>\n set [cnter v] to [0]\n go to x: ((ScrollX) - ()) y: (((ScrollY) + (yboss)) - (30))\n add ((ScrollX) + (xboss)) to [pos v]\n add (((ScrollY) + (yboss)) - (30)) to [pos v]\n delete all of [pos v]\n change x by (xboss)\n Y\n point towards (agentj v)\n turn right (180) degrees\n if <touching (agentj v)?> then\n if <(touch?) = [0]> then\n set [touch? v] to [1]\n broadcast (touch v)\n end\n end\n if <(Enemy HP) < [1]> then\n stop [other scripts in sprite v]\n broadcast (oof v)\n stop [this script v]\n end\n end\n reset timer\nend\n\ndefine Y\nif <touching (terrain v)?> then\n change y by (1)\n if <touching (terrain v)?> then\n change y by (1)\n if <touching (terrain v)?> then\n change y by (1)\n if <touching (terrain v)?> then\n change y by (1)\n if <touching (terrain v)?> then\n change y by (1)\n if <touching (terrain v)?> then\n end\n end\n end\n end\nend\nchange [wow v] by (-1)\nchange [yboss v] by (wow)\nchange y by (yboss)\nif <touching (terrain v)?> then\n change y by ((yboss) * (-1))\n set [wow v] to [0]\n set [yboss v] to [0]\nend\n\nwhen I receive [anim v]\nset [xboss v] to [-90]\nset [wow v] to [0]\nset size to (30) %\nset [yboss v] to [0]\n\nwhen I receive [bruh v]\nreset timer\nrepeat until <(timer) > [4]>\n res?\nend\nreset timer\nset [cnter v] to [0]\n\ndefine res?\nset [brightness v] effect to (40)\ngo to x: ((ScrollX) - ()) y: (((ScrollY) + (yboss)) - (30))\nchange x by (xboss)\nY\npoint towards (agentj v)\nturn right (180) degrees\nchange [xboss v] by ((((direction) / ([abs v] of (direction) )) * (((-800) / ((Enemy HP) * (2.5))) * (0.8))) / (distance to [agentj v]))\nif <touching (agentj v)?> then\n change [cnter v] by (1)\n if <(cnter) > [15]> then\n set [xboss v] to [-90]\n set [wow v] to [0]\n set size to (30) %\n set [yboss v] to [-80]\n show\n set [scrolly v] to [0]\n set [scrollx v] to [0]\n set [xeffect v] to [0]\n set [yeffect v] to [0]\n set [enemy hp v] to [10]\n set [touch? v] to [0]\n set [cnter v] to [0]\n end\nend\n\nwhen I receive [touch v]\nstart sound [mixkit-aquatic-creature-scream-2203 v]\nchange [enemy hp v] by (-1)\nrepeat (10)\n set [brightness v] effect to (-100)\n wait (0.05) seconds\n set [brightness v] effect to (100)\n wait (0.05) seconds\nend\nclear graphic effects\nset [touch? v] to [0]\n\nwhen I receive [battle v]\nforever\n wait (1) seconds\n if <(pick random (1) to (Enemy HP)) = [1]> then\n broadcast (bomb v) and wait\n end\nend\n\nwhen I receive [oof v]\nset [pitch v] effect to (-90)\nstart sound [mixkit-aquatic-creature-scream-2203 v]\nrepeat (10)\n set [brightness v] effect to (-100)\n wait (0.1) seconds\n set [brightness v] effect to (100)\n wait (0.1) seconds\nend\nclear graphic effects\nhide\n\nwhen I receive [oof v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nhide\n\n@Explosion\n\nwhen flag clicked\nhide\n\nwhen I receive [explode v]\nstart sound [mixkit-shot-light-explosion-1682 v]\nswitch costume to (xcvt v)\nset size to (60) %\nshow\nrepeat (6)\n next costume\n go to x: ((ScrollX) + (bomb)) y: (((ScrollY) + (bomy)) - (30))\n if <touching (agentj v)?> then\n set [xboss v] to [-90]\n set [wow v] to [0]\n set size to (30) %\n set [yboss v] to [-80]\n set [scrolly v] to [0]\n set [scrollx v] to [0]\n set [xeffect v] to [0]\n set [yeffect v] to [0]\n set [enemy hp v] to [10]\n set [cnter v] to [0]\n hide\n end\n wait (0.1) seconds\nend\nhide\n\n@Parallax\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [begin v]\n0\n\nwhen I start as a clone\nnext costume\nshow\nforever\n go to x: ((ScrollX) / (50)) y: (-50)\n if <<<(Level) > [4]> and <(Level) < [10]>> or <(Level) > [14]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [res all v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [battle v]\n0\n\ndefine 0\nswitch costume to (p1 v)\nshow\ncreate clone of (_myself_ v)\nforever\n go to [back v] layer\n go to x: ((ScrollX) / (25)) y: (-73)\n set [ghost v] effect to (30)\n if <<(Level) > [14]> or <<(Level) > [4]> and <(Level) < [10]>>> then\n switch costume to (ice-cave-game-background-vector-31900215 v)\n else\n switch costume to (p1 v)\n end\n if <<(Level) = [6]> or <(Level) = [11]>> then\n set [ghost v] effect to (80)\n else\n set [ghost v] effect to (0)\n end\n if <(Level) = [15]> then\n set [brightness v] effect to (-70)\n end\nend\n\nwhen I receive [oof v]\nstop [other scripts in sprite v]\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nhide\n\nwhen this sprite clicked\nbroadcast (anim v)\nif <(username) = [brypros]> then\n ask [x?] and wait\n set [scrollx v] to (answer)\n ask [y?] and wait\n set [scrolly v] to (answer)\nend\n\n@Objects\n\nwhen flag clicked\nhide\n\ndefine Spawn (x) (y) type (type)\nset [cx v] to (x)\nset [cy v] to (y)\nset [type v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I receive [begin v]\nSpawn [-1585] [35] type [finish]\n\nwhen I start as a clone\ngo to [front v] layer\nset [counter v] to [0]\nset [ry v] to [0]\nset [yyy v] to [0]\nset [killed? v] to [0]\nset [true? v] to [false]\nreset timer\nif <(type) = [finish]> then\n set size to (35) %\n switch costume to (hnvywoe v)\nelse\n if <(type) = [checkpoint]> then\n set size to (15) %\n switch costume to (f1e48b3e301c6e7 v)\n else\n if <(type) = [spike]> then\n set size to (45) %\n switch costume to (6f4467b57a36e6c5b09b60ddb422ad8e v)\n else\n if <(type) = [enemy]> then\n set size to (35) %\n switch costume to (mohammx-alam-mehrjerdi-enemy-gun v)\n else\n if <(type) = [robot]> then\n set size to (25) %\n switch costume to (ezgif v)\n else\n set size to (40) %\n switch costume to (skull v)\n end\n end\n end\n end\nend\nforever\n go to x: (((ScrollX) - (cx)) - (cx2)) y: (((ScrollY) - (cy)) - (ry))\n if <<([abs v] of ((ScrollY) - (cy)) ) > [170]> or <([abs v] of (((ScrollX) - (cx)) - (cx2)) ) > [240]>> then\n hide\n else\n if <<(killed?) = [1]> and << (costume [name v]) contains [ezgif]?> or < (costume [name v]) contains [moham]?>>> then\n hide\n set y to (200)\n else\n show\n end\n end\n if <<<not <(type) = [enemy]>> and <not <(type) = [robot]>>> and <not <(type) = [skull]>>> then\n next costume\n end\n if <(type) = [enemy]> then\n if <(timer) > [2]> then\n if <not <(killed?) = [1]>> then\n set volume to (((1000) / (distance to [agentj v])) * (10)) %\n start sound [ie_shot_gun-luminalace-770179786 v]\n repeat (4)\n next costume\n go to x: ((ScrollX) - (cx)) y: ((ScrollY) - (cy))\n end\n broadcast (shoot v)\n switch costume to (mohammx-alam-mehrjerdi-enemy-gun v)\n reset timer\n end\n end\n end\n if <(type) = [finish]> then\n if <(costume [number v]) = [9]> then\n switch costume to (hnvywoe v)\n end\n if <touching (agentj v)?> then\n if <(Level) = [14]> then\n broadcast (res all v)\n else\n change [level v] by (1)\n Delete All\n broadcast (anim v)\n broadcast (costumes v)\n end\n end\n end\n if <(type) = [checkpoint]> then\n if <(costume [number v]) = [23]> then\n switch costume to (f1e48b3e301c6e7 v)\n end\n if <touching (agentj v)?> then\n Delete All\n add ([floor v] of (ScrollY) ) to [ypos v]\n add ([floor v] of (ScrollX) ) to [xpos v]\n else\n say []\n end\n end\n if <touching (mouse-pointer v)?> then\n say (type)\n else\n if <<(type) = [checkpoint]> and <touching (agentj v)?>> then\n say [Checkpoint Acquired!]\n else\n say []\n end\n end\n if <(type) = [spike]> then\n if <(costume [number v]) = [27]> then\n switch costume to (6f4467b57a36e6c5b09b60ddb422ad8e v)\n end\n if <touching (agentj v)?> then\n broadcast (anim v)\n end\n end\n if <(type) = [enemy]> then\n if <(costume [number v]) = [32]> then\n switch costume to (mohammx-alam-mehrjerdi-enemy-gun v)\n end\n if <(killed?) = [0]> then\n set [xenemy v] to ((ScrollX) - (cx))\n set [yenemy v] to ((ScrollY) - (cy))\n end\n if <<touching (agentj v)?> and <(((ScrollY) - (cy)) + (5)) < ([y position v] of [agentj v])>> then\n start sound [mixkit-scream-in-pain-2200 v]\n hide\n set [killed? v] to [1]\n else\n if <touching (agentj v)?> then\n broadcast (anim v)\n end\n end\n end\n if <(type) = [robot]> then\n if <(costume [number v]) = [1]> then\n switch costume to (ezgif v)\n end\n if <<touching (empty v)?> and <(((ScrollY) - (cy)) - (ry)) < [-200]>> then\n if <(killed?) = [0]> then\n set volume to (100) %\n start sound [Snd_Fall v]\n set [killed? v] to [1]\n hide\n end\n end\n if <<(distance to [agentj v]) < [150]> or <(true?) = [true]>> then\n set [true? v] to [true]\n change [yyy v] by (1)\n change [ry v] by (yyy)\n if <touching (terrain v)?> then\n start sound [Boing v]\n change [ry v] by ((yyy) * (-1))\n set [ry v] to [0]\n set [yyy v] to [0]\n end\n if <touching color (#eaeaea)?> then\n change y by (1)\n if <touching color (#eaeaea)?> then\n change y by (1)\n if <touching color (#eaeaea)?> then\n change y by (1)\n if <touching color (#eaeaea)?> then\n change y by (1)\n if <touching color (#eaeaea)?> then\n change y by (1)\n if <(killed?) = [0]> then\n set volume to (100) %\n start sound [mixkit-car-explosion-debris-1562 v]\n set [killed? v] to [1]\n hide\n end\n end\n end\n end\n end\n end\n change y by (10)\n next costume\n point towards (agentj v)\n set rotation style [left-right v]\n if <(x position) < ([x position v] of [agentj v])> then\n change [cx2 v] by (-3.5)\n else\n change [cx2 v] by (3.5)\n end\n if <touching (agentj v)?> then\n broadcast (anim v)\n end\n if <(costume [number v]) = [44]> then\n switch costume to (ezgif v)\n end\n end\n end\n if <(type) = [skull]> then\n set rotation style [all around v]\n turn right ([cos v] of (counter) ) degrees\n set [skullx v] to ((ScrollX) - (cx))\n set [skully v] to ((ScrollY) - (cy))\n change [counter v] by (4)\n if <touching (agentj v)?> then\n if <(Level) = [14]> then\n change [level v] by (1)\n broadcast (res all v)\n else\n hide\n Delete All\n broadcast (anim v)\n broadcast (costumes v)\n broadcast (skull collected v)\n change [level v] by (1)\n end\n end\n end\nend\n\nwhen I receive [costumes v]\ndelete all of [ypos v]\ndelete all of [xpos v]\nadd [0] to [xpos v]\nadd [0] to [ypos v]\nerase all\nif <<not <(Level) = [1]>> and <[50] = [50]>> then\n delete this clone\nend\nif <(Level) = [2]> then\n Spawn [-1585] [-40] type [finish]\n Spawn [-550] [-20] type [spike]\n Spawn [-1000] [-110] type [spike]\n Spawn [-900] [-160] type [checkpoint]\nelse\n if <(Level) = [3]> then\n Spawn [-1585] [120] type [finish]\n Spawn [-100] [0] type [spike]\n Spawn [-300] [0] type [spike]\n Spawn [-840] [60] type [spike]\n Spawn [-1080] [-100] type [spike]\n Spawn [-1180] [-100] type [spike]\n else\n if <(Level) = [4]> then\n Spawn [-100] [-20] type [spike]\n Spawn [-650] [15] type [enemy]\n Spawn [-950] [20] type [spike]\n Spawn [-1050] [130] type [spike]\n Spawn [-1250] [90] type [finish]\n else\n if <(Level) = [5]> then\n Spawn [-500] [100] type [robot]\n Spawn [-800] [80] type [enemy]\n Spawn [-875] [80] type [checkpoint]\n Spawn [-1020] [10] type [spike]\n Spawn [-1220] [10] type [spike]\n Spawn [-1320] [10] type [enemy]\n Spawn [-1420] [80] type [robot]\n Spawn [-1420] [80] type [spike]\n Spawn [-1520] [10] type [spike]\n Spawn [-1760] [25] type [skull]\n else\n if <(Level) = [6]> then\n Spawn [0] [90] type [robot]\n Spawn [-80] [10] type [enemy]\n Spawn [20] [-160] type [spike]\n Spawn [-275] [-85] type [enemy]\n Spawn [-350] [-50] type [spike]\n Spawn [-650] [90] type [robot]\n Spawn [-750] [80] type [enemy]\n Spawn [-900] [20] type [spike]\n Spawn [-1100] [50] type [enemy]\n Spawn [-1150] [50] type [robot]\n Spawn [-1450] [90] type [finish]\n else\n if <(Level) = [7]> then\n Spawn [-140] [-30] type [spike]\n Spawn [-250] [-100] type [spike]\n Spawn [-625] [-55] type [enemy]\n Spawn [-925] [-120] type [robot]\n Spawn [-925] [30] type [robot]\n Spawn [-800] [120] type [checkpoint]\n Spawn [-1550] [120] type [enemy]\n Spawn [-1250] [-80] type [spike]\n Spawn [-1550] [-35] type [finish]\n else\n if <(Level) = [8]> then\n Spawn [-760] [90] type [enemy]\n Spawn [-300] [20] type [robot]\n Spawn [-410] [80] type [spike]\n Spawn [-460] [80] type [spike]\n Spawn [-510] [80] type [spike]\n Spawn [-560] [90] type [robot]\n Spawn [-560] [80] type [spike]\n Spawn [-650] [80] type [checkpoint]\n Spawn [-300] [20] type [enemy]\n Spawn [-860] [80] type [spike]\n Spawn [-1260] [-15] type [spike]\n Spawn [-1460] [0] type [spike]\n Spawn [-1550] [110] type [finish]\n else\n if <(Level) = [9]> then\n Spawn [150] [-80] type [robot]\n Spawn [-175] [-210] type [spike]\n Spawn [-300] [-190] type [spike]\n Spawn [-400] [80] type [spike]\n Spawn [-1150] [27] type [enemy]\n Spawn [-900] [90] type [enemy]\n Spawn [-550] [-70] type [enemy]\n Spawn [60] [-165] type [enemy]\n Spawn [-800] [90] type [robot]\n Spawn [-1150] [40] type [checkpoint]\n Spawn [-1350] [-50] type [robot]\n Spawn [-1550] [0] type [finish]\n else\n if <(Level) = [10]> then\n Spawn [100] [80] type [robot]\n Spawn [-375] [80] type [spike]\n Spawn [-500] [200] type [spike]\n Spawn [-700] [125] type [spike]\n Spawn [-800] [75] type [spike]\n Spawn [-850] [40] type [checkpoint]\n Spawn [-900] [25] type [spike]\n Spawn [-1000] [-25] type [spike]\n Spawn [-1125] [-90] type [enemy]\n Spawn [-1225] [-50] type [spike]\n Spawn [-1325] [0] type [spike]\n Spawn [-1425] [50] type [spike]\n Spawn [-1525] [100] type [spike]\n Spawn [-1625] [125] type [skull]\n else\n if <(Level) = [11]> then\n Spawn [100] [80] type [robot]\n Spawn [-75] [20] type [spike]\n Spawn [-225] [-40] type [spike]\n Spawn [-375] [20] type [spike]\n Spawn [-500] [80] type [spike]\n Spawn [-700] [75] type [robot]\n Spawn [-1300] [5] type [enemy]\n Spawn [-1100] [75] type [enemy]\n Spawn [-900] [5] type [enemy]\n Spawn [-1475] [0] type [spike]\n Spawn [-1550] [-85] type [finish]\n else\n if <(Level) = [12]> then\n Spawn [50] [-50] type [spike]\n Spawn [-75] [-125] type [spike]\n Spawn [-375] [-120] type [spike]\n Spawn [-600] [-180] type [spike]\n Spawn [-600] [-150] type [spike]\n Spawn [-600] [-120] type [spike]\n Spawn [-600] [-90] type [spike]\n Spawn [-600] [-60] type [spike]\n Spawn [-600] [-30] type [spike]\n Spawn [-600] [0] type [spike]\n Spawn [-600] [30] type [spike]\n Spawn [-500] [-30] type [spike]\n Spawn [-700] [30] type [checkpoint]\n Spawn [-1200] [0] type [robot]\n Spawn [-1300] [70] type [enemy]\n Spawn [-850] [5] type [enemy]\n Spawn [-700] [70] type [enemy]\n Spawn [-250] [-180] type [enemy]\n Spawn [-1550] [85] type [finish]\n else\n if <(Level) = [13]> then\n Spawn [-200] [-15] type [robot]\n Spawn [-725] [90] type [spike]\n Spawn [-1060] [-90] type [enemy]\n Spawn [-650] [75] type [enemy]\n Spawn [-450] [15] type [enemy]\n Spawn [-650] [90] type [checkpoint]\n Spawn [-825] [-50] type [robot]\n Spawn [-925] [-25] type [spike]\n Spawn [-1200] [-75] type [robot]\n Spawn [-1400] [0] type [checkpoint]\n Spawn [-1450] [20] type [spike]\n Spawn [-1500] [-20] type [spike]\n Spawn [-1500] [130] type [finish]\n else\n if <(Level) = [14]> then\n Spawn [-200] [90] type [robot]\n Spawn [-560] [80] type [spike]\n Spawn [-1160] [80] type [robot]\n Spawn [-2260] [0] type [enemy]\n Spawn [-1260] [80] type [enemy]\n Spawn [-1060] [80] type [enemy]\n Spawn [-860] [35] type [enemy]\n Spawn [-830] [35] type [spike]\n Spawn [-1025] [-80] type [spike]\n Spawn [-1125] [-180] type [spike]\n Spawn [-700] [-300] type [skull]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nbroadcast (del v)\n\nwhen I receive [del v]\nset [ry v] to [0]\ndelete this clone\n\nwhen I receive [anim v]\nset [killed? v] to [0]\nset [scrollx v] to (xpos)\nset [cx2 v] to [0]\nset [scrolly v] to ((ypos) - (60))\nset [xeffect v] to [0]\nset [yeffect v] to [0]\nset [skullx v] to [0]\nset [skully v] to [0]\nset [ry v] to [0]\nset [true? v] to [false]\nset [yyy v] to [0]\n\ndefine Delete All\ndelete all of [xpos v]\ndelete all of [ypos v]\n\ndefine Create Row (length)\nset [cx v] to (cx)\nrepeat (length)\n change [cx v] by (-50)\n Spawn (cx) [-100] type [spike]\nend\n\nswitch costume to (ezgif v)\nrepeat (35)\n wait (0.01) seconds\n next costume\nend\n\nbroadcast (del v)\n\nwhen I start as a clone\n\nset rotation style [left-right v]\n\nbroadcast (del v)\n\nchange y by (10)\n\nwhen I receive [res all v]\nstop [other scripts in sprite v]\ndelete this clone\n\nSpawn [] [] type [finish]\n\nSpawn [] [] type [spike]\n\nSpawn [] [] type [enemy]\n\nSpawn [] [] type [skull]\n\nSpawn [] [] type [robot]\n\nSpawn [] [] type [checkpoint]\n\n@Gun\n\nwhen flag clicked\nhide\n\nwhen I receive [shoot v]\nhide\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nclear graphic effects\nset [xgun v] to [0]\nshow\ngo to [front v] layer\nrepeat (50)\n if <([abs v] of (((xenemy) - (30)) - (xgun)) ) > [400]> then\n hide\n else\n show\n end\n go to x: (((xenemy) - (30)) - (xgun)) y: ((yenemy) - (5))\n change [xgun v] by (20)\n if <touching (agentj v)?> then\n broadcast (anim v)\n hide\n stop [this script v]\n end\n if <touching (terrain v)?> then\n hide\n stop [this script v]\n end\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen I receive [anim v]\ndelete this clone\n\n@Bomb\n\nwhen flag clicked\nhide\n\nwhen I receive [bomb v]\nset size to (15) %\nwait until <not <(pos) = [ ]>>\nset [bomb v] to (item (1) of [pos v])\nset [bomy v] to (item (2) of [pos v])\nset [dir v] to (([direction v] of [boss v]) / ([abs v] of ([direction v] of [boss v]) ))\nshow\nrepeat (20)\n go to x: ((ScrollX) + (bomb)) y: (((ScrollY) + (bomy)) - (30))\n turn right ((dir) * (15)) degrees\n change [bomy v] by (4)\n change [bomb v] by ((-4) * (dir))\nend\nrepeat until <<touching (_edge_ v)?> or <touching (terrain v)?>>\n go to x: ((ScrollX) + (bomb)) y: (((ScrollY) + (bomy)) - (30))\n turn right ((dir) * (15)) degrees\n change [bomy v] by (-4)\n change [bomb v] by ((-4) * (dir))\nend\nbroadcast (explode v)\nhide\n\nwhen I receive [oof v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Effect\n\nwhen flag clicked\nhide\nset [skully v] to [0]\nset [skullx v] to [0]\nforever\n if <<not <(skullx) = [0]>> or <not <(skully) = [0]>>> then\n go to x: (skullx) y: (skully)\n turn right (1) degrees\n set size to (45) %\n show\n else\n hide\n end\nend\n\nwhen I receive [res all v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@end\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nwait (8) seconds\nset [ghost v] effect to (100)\ngo to x: (0) y: (200)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\n change y by (-2)\nend\n\nbroadcast (end v)\n\n@Flashlight\n\nwhen flag clicked\nhide\n\nwhen I receive [battle v]\ngo to x: (0) y: (0)\nshow\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [oof v]\nwait (3) seconds\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n | This is a scrolling platformer for AgentJ- 's project contest. AgentJ- is the main character and you're trying to find the ultimate form by discovering skulls and defeating obstacles that have been set by other enemy organizations.\nLeft/right arrows or A/D keys to move.\nSpacebar or up arrow to jump.\nPress s key to skip dialouge.\nYou CAN wall jump.\nEnjoy! |
⨠ Paris || A platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (tour eifflel v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [demi-lovato-confident-ballerina-leap 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: (0)\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 switch costume to (costume1 v)\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 switch costume to (costume2 v)\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 (Next level v)\n go to x: (-223) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <touching (niveaux v)?>> then\n go to x: (-223) y: (-100)\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\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset [level v] to [1]\nshow\ngo to x: (-218) y: (-90)\n\nwhen I receive [someone pressed skip button v]\ngo to x: (-218) y: (-106)\n\nwhen flag clicked\nforever\n if <(y position) < [-145]> then\n go to x: (-223) y: (-100)\n end\nend\n\nhide\n\n@Niveaux\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [11]> then\n broadcast (Stop skip v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@spikes\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nhide\n\nwhen this sprite clicked\nbroadcast (Next level v)\n\nwhen I receive [stop skip v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nchange [ghost v] effect by (100)\n\nclear graphic effects\n\n | ⨠ Paris || A platfomer\n\n EN\n\nArrows keys to move and mobile friendly !\n\n\n FR\n\nUtilise les flèches directionelles pour bouger et jouable sur mobile !\n |
sketch platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Flower Field - Smash Ultimate OST v] until done\nend\n\n@Gofcio\n\nwhen flag clicked\nbroadcast (PLAY v)\nshow\nswitch costume to (kostium2 v)\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 (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching (danger v)?> or <touching (sprite1 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) > [240]> 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 (trampolines v)?> then\n set [y v] to [15]\n end\n if <<key (up arrow v) pressed?> and <touching (trampolines v)?>> then\n set [y v] to [20]\n end\nend\n\n@Sprite1\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (50)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen flag clicked\nforever\n show\n wait (2) seconds\n hide\n wait (5) seconds\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\ngo to x: (0) y: (0)\n\n@Detector\n\nwhen flag clicked\nshow\nset [@id v] to [1]\ncreate clone of (_myself_ v)\nset [@id v] to [2]\ncreate clone of (_myself_ v)\nset [stared? v] to [0]\nset [loved? v] to [0]\nwait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\nwait (0.1) seconds\nbroadcast (alert v)\n\nwhen I start as a clone\nshow\ngo to x: (-15) y: (0)\nif <(@id) = [1]> then\n switch costume to (fave v)\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.03) seconds\n if <touching (mouse-pointer v)?> then\n set [stared? v] to ((1) - (Stared?))\n wait until <not <touching (mouse-pointer v)?>>\n wait (0.05) seconds\n end\n end\n end\nelse\n if <(@id) = [2]> then\n switch costume to (love v)\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.03) seconds\n if <touching (mouse-pointer v)?> then\n set [loved? v] to ((1) - (Loved?))\n wait until <not <touching (mouse-pointer v)?>>\n wait (0.05) seconds\n end\n end\n end\n end\nend\n\n@lf_UI\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (50)\nrepeat until <(y position) < [0.2]>\n change [ghost v] effect by (-10)\n change y by (((0) - (y position)) / (7))\nend\nwait (4) seconds\nrepeat until <(y position) > [50]>\n change [ghost v] effect by (10)\n change y by (((y position) + (5)) / (5))\nend\nhide\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n | 350 followers contest- https://scratch.mit.edu/projects/474277294/ |
Lila || A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (dekor 1 v)\n\nwhen I receive [levelup v]\nnext backdrop\n\n@Lila Kişi\n\nwhen flag clicked\nset size to (65) %\ngo to [front v] layer\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [seviye v] to [1]\nset [x konumu v] to [0]\nset [y konumu v] to [0]\npoint in direction (90)\nforever\n change [y konumu 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 switch costume to (costume2 v)\n change [x konumu v] by (-0.7)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume1 v)\n change [x konumu v] by (0.7)\n end\n set [x konumu v] to ((x Konumu) * (0.9))\n change x by (x Konumu)\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((x Konumu) * (-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 konumu v] to [10]\n if <([abs v] of (x Konumu) ) = (x Konumu)> then\n set [x konumu v] to [-5]\n else\n set [x konumu v] to [5]\n end\n else\n set [x konumu v] to [0]\n end\n end\n change y by (Y Konumu)\n if <touching (platform v)?> then\n change y by ((0) - (Y Konumu))\n set [y konumu v] to [1]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (platform v)?>> then\n set [y konumu v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y konumu v] to [0]\n end\nend\n\nwhen flag clicked\nset [seviye v] to [1]\nforever\n if <touching (engeller v)?> then\n go to x: (-180) y: (-50)\n broadcast (dead v)\n end\n if <(x position) > [244]> then\n go to x: (-180) y: (-50)\n broadcast (levelup v)\n change [seviye v] by (1)\n end\n if <(Seviye) = [16]> then\n broadcast (end v)\n stop [all v]\n end\nend\n\n@Platform\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <(Seviye) = [4]> then\n switch costume to (2 v)\n end\n if <(Seviye) = [5]> then\n switch costume to (3 v)\n end\n if <(Seviye) = [6]> then\n switch costume to (4 v)\n end\n if <(Seviye) = [7]> then\n switch costume to (1 v)\n end\n if <(Seviye) = [9]> then\n switch costume to (5 v)\n end\n if <(Seviye) = [10]> then\n switch costume to (6 v)\n end\n if <(Seviye) = [11]> then\n switch costume to (7 v)\n end\n if <(Seviye) = [12]> then\n switch costume to (8 v)\n end\n if <(Seviye) = [13]> then\n switch costume to (9 v)\n end\n if <(Seviye) = [14]> then\n switch costume to (10 v)\n end\n if <(Seviye) = [15]> then\n switch costume to (11 v)\n end\nend\n\n@Engeller\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nswitch costume to (engeller v)\n\n@Kapak Fotoğrafı\n\nwhen flag clicked\nswitch costume to (kostüm 1 v)\nforever\n go to [front v] layer\n change [ghost v] effect by (12)\nend\n\nwhen I receive [end v]\nswitch costume to (kostüm 2 v)\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\n@Kar Efekti :)\n\nwhen flag clicked\nshow\nforever\n wait (pick random (0.2) to (0.7)) seconds\n go to [back v] layer\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to ()\nshow\nset [yv v] to [-5]\npoint in direction (-165)\nset size to (100) %\ngo to x: (pick random (-200) to (275)) y: (200)\nset size to (100) %\nforever\n turn right (.1) degrees\n change [yv v] by (1)\n set size to (100000) %\n move (10) steps\n set size to (100) %\n if <(y position) < [-200]> then\n delete this clone\n end\n if <touching (platform v)?> then\n delete this clone\n end\nend\n\n | -UK-\nHi! I am @GizemliYazilimci. You know, I doi film. Now I started making a platform! \nİts name: Lila A Platformer\nMove your character with the arrow keys,with your mouse, or with WADS keys.\n\n-TR-\nSelam! Ben @GizemliYazilimci. Bilirsin, ben dizi yapıyorum. Şimdi bir platform yapmaya başladım!\nAdı: Lila A Platformer (Lila Platform)\nKarakterinizi yön tuşları ile, fareniz ile, WADS tuşları ile hareket ettirin. |
Geometry Dash PLATFORMER MODE (Proof of concept) | @Stage\n\nwhen I receive [pause music v]\nset volume to (0) %\nset [pitch v] effect to (((1) / (0)) * (-1))\n\nwhen I receive [unpause music v]\nset volume to (volume) %\nrepeat (3)\n set [pitch v] effect to (0)\nend\n\nwhen I receive [reset level v]\nreset timer\nstop all sounds\n\nwhen I receive [init v]\nset volume to (0) %\nstart sound [Empty v]\nwait (0.5) seconds\nstop all sounds\nset volume to (100) %\n\nwhen I receive [start music v]\nstart sound (join [level] ([level v] of [new menu v]))\n\nwhen I receive [tick v]\nif <not <(backdrop [number v]) = ([background v] of [player updated version v])>> then\n switch backdrop to ([background v] of [player updated version v])\nend\nif <(ONLY COLOR WORK FOR BG) = [2]> then\n set [color v] effect to (color)\nelse\n if <not <(my color) = (color)>> then\n set [color v] effect to (color)\n set [color v] to (color)\n end\n if <not <(my bright) = (bright)>> then\n set [brightness v] effect to (bright)\n set [my bright v] to (bright)\n end\nend\n\nwhen I receive [die v]\nstop all sounds\nstart sound [explode v]\n\nwhen flag clicked\nset [noclip v] to [0]\nhide variable [scroll x v]\n\nwhen [n v] key pressed\nset [noclip v] to ((1) - (noclip))\n\nwhen I receive [tick v]\nset volume to (volume) %\n\nwhen [h v] key pressed\nif <(volume) = [100]> then\n set [volume v] to [10]\nelse\n set [volume v] to [100]\nend\nshow variable [volume v]\nwait (1) seconds\nhide variable [volume v]\n\nwhen I receive [level editor v]\nshow variable [scroll x v]\n\nwhen I receive [check die v]\nwait until <(die 2) = [1]>\nbroadcast (die v)\n\n@Blank\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (100) %\nhide\n\n@Level NEW\n\nwhen I receive [tick v]\nif <<<(costume [number v]) > [292]> and <(costume [number v]) < [311]>> or <<(costume [number v]) > [357]> and <(costume [number v]) < [370]>>> then\n if <([editor v] of [editor newer v]) < [1]> then\n if <<(costume [number v]) > [297]> or <not <(costume [number v]) > [357]>>> then\n set [ghost v] effect to (([abs v] of ((50) - (x position)) ) / (1.5))\n else\n set [ghost v] effect to (([abs v] of ((50) - (x position)) ) * (2))\n end\n else\n if <([editor v] of [editor newer v]) < [1]> then\n if <[0] < (destructed)> then\n set [ghost v] effect to (100)\n end\n else\n set [destructed v] to [0]\n set [ghost v] effect to (0)\n end\n end\nelse\n set [ghost v] effect to (0)\nend\nif <<[310] < (typ)> and <(typ) < [319]>> then\n set [ghost v] effect to (20)\nend\nif <(typ) = [335]> then\n if <([editor v] of [editor newer v]) < [1]> then\n if <[0] < (destructed)> then\n set [ghost v] effect to (100)\n end\n else\n set [destructed v] to [0]\n end\nend\n\nwhen I receive [destroy v]\nset size to (30) %\nif <touching (player updated version v)?> then\n set [destructed v] to [1]\nend\nset size to (100) %\nif <(typ) = [335]> then\n if <([editor v] of [editor newer v]) < [1]> then\n if <[0] < (destructed)> then\n set [ghost v] effect to (100)\n end\n else\n set [destructed v] to [0]\n end\nend\n\nwhen I receive [tick v]\nif <(letter (6) of (item (typ) of [tiletype v])) = [1]> then\n set [color v] effect to (color channel 1 color)\n set [brightness v] effect to (color channel 1 brightness)\nelse\n set [color v] effect to (0)\n set [brightness v] effect to (0)\nend\n\nwhen I receive [tick v]\nif <(typ) = [378]> then\n if <([editor v] of [editor newer v]) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\nend\n\ndelete all of [tiletype v]\n\nwhen I receive [release tiles v]\nif <(typ) = [0]> then\n if <([editor v] of [editor newer v]) = [0]> then\n hide\n end\nelse\n if <(tileIdx) > [-1]> then\n release tile <>\n end\nend\n\nwhen I receive [tick v]\nif <(typ) = [0]> then\n new?\n if <([editor v] of [editor newer v]) > [0]> then\n level editor\n end\nelse\n if <(tileIdx) = [-1]> then\n if <(item (linkID) of [sprlink v]) > [0]> then\n reuse tile\n else\n if <(vis) = [-2]> then\n hide\n set [vis v] to [-1]\n end\n end\n else\n position (round ((my x) - (Scroll X))) (round ((my y) - (Scroll Y)))\n end\nend\nRENDER BACKWARDS\n\nset [linkid v] to [0]\ndelete (all) of [sprlink v]\ndelete (all) of [sprpool v]\n\ndefine release tile <now?>\nif <<(linkID) < [1]> or <[sprpool v] contains (linkID)?>> then\n add (linkID) to [sprpool v]\n stop [all v]\nend\nset [tileidx v] to [-1]\nreplace item (linkID) of [sprlink v] with [0]\nadd (linkID) to [sprpool v]\nif <now?> then\n set [vis v] to [-1]\n hide\nelse\n set [vis v] to [-2]\nend\n\nhide\nswitch costume to (blank v)\nset [linkid v] to [0]\ndelete (all) of [sprlink v]\ndelete (all) of [sprpool v]\n\nwhen I receive [collect v]\nif <<(typ) = [211]> or <<(typ) = [68]> or <(typ) = [515]>>> then\n set [vis v] to [2]\nend\n\ndefine position (x) (y)\npoint in direction (90)\nif <(Backwards) = [2]> then\n point in direction (-90)\n set x to ((0) - (x position))\nend\nif <(vis) = [-1]> then\n if <not <(costume [number v]) = (typ)>> then\n switch costume to (typ)\n end\n set [vis v] to [0]\nend\ngo to x: (x) y: (y)\nif <(vis) > [1]> then\n change [vis v] by (3)\n change [my y v] by ((26) - (vis))\n if <(my y) < [-180]> then\n release tile \n end\nelse\n if <<(x position) = (x)> and <(y position) = (y)>> then\n if <(vis) = [0]> then\n set [vis v] to [1]\n show\n end\n if <(Quality) > [0]> then\n if <<(typ) = [42]> or <<(typ) = [47]> or <<(typ) = [52]> or <<(typ) = [238]> or <<(typ) = [233]> or <<(typ) = [252]> or <<(typ) = [257]> or <(typ) = [262]>>>>>>>> then\n Set Costume ([floor v] of ((((timer) * (2.65)) mod (1)) * (8)) )\n else\n if <<(typ) = [69]> or <<(typ) = [74]> or <(typ) = [80]>>> then\n switch costume to ((typ) + (([floor v] of ((ticker) / (2)) ) mod (5)))\n else\n if <(typ) = [86]> then\n if <(((timer) * (2.65)) mod (2)) > [1]> then\n Set Costume (4)\n else\n Set Costume ([floor v] of ((((timer) * (2.65)) mod (1)) * (8)) )\n end\n else\n if <(typ) = [95]> then\n Set Costume ([floor v] of ((((timer) * (2.65)) mod (1)) * (8)) )\n else\n if <<<(typ) = [298]> or <(typ) = [302]>> or <<(typ) = [307]> or <(typ) = [532]>>> then\n Set Costume ([floor v] of ((((timer) * (2.65)) mod (1)) * (4)) )\n else\n if <<(typ) = [311]> or <(typ) = [314]>> then\n Set Costume ([floor v] of ((((timer) * (2.65)) mod (1)) * (3)) )\n end\n end\n end\n end\n end\n end\n end\n else\n if <(vis) = [1]> then\n set [vis v] to [0]\n hide\n end\n end\n if <(x position) < [-220]> then\n if <(x position) = (x)> then\n end\nend\nif <(Backwards) = [2]> then\n set x to ((0) - (x position))\nend\n\ndefine Set Costume (cost)\nif <(cost) < [4]> then\n switch costume to ((typ) + (cost))\nelse\n if <(cost) < [7]> then\n switch costume to ((typ) + (4))\n else\n switch costume to (typ)\n end\nend\n\nif <key (o v) pressed?> then\n switch costume to (big floor v)\nend\n\ndelete this clone\n\ndefine level editor\nif <(Backwards) = [1]> then\n go to x: (((([brush x v] of [editor newer v]) * (26)) - (Scroll X)) + (13)) y: (((([brush y v] of [editor newer v]) * (26)) - (50)) - (Scroll Y))\nelse\n go to x: ((0) - (((([brush x v] of [editor newer v]) * (26)) - (Scroll X)) + (13))) y: (((([brush y v] of [editor newer v]) * (26)) - (50)) - (Scroll Y))\nend\nif <not <(costume [number v]) = ([brush v] of [editor newer v])>> then\n set size to (100) %\n switch costume to ([brush v] of [editor newer v])\nend\nshow\n\ndefine new?\nset [vis v] to [2]\nrepeat until <(my x) > ((Scroll X) + (260))>\n set [my y v] to [-50]\n repeat (lsy)\n set [typ v] to (item (tileIdx) of [level v])\n if <(typ) > [2]> then\n if <(length of [sprpool v]) = [0]> then\n add (tileIdx) to [sprlink v]\n set [linkid v] to (length of [sprlink v])\n create clone of (_myself_ v)\n else\n replace item (item (1) of [sprpool v]) of [sprlink v] with (tileIdx)\n delete (1) of [sprpool v]\n end\n end\n change [tileidx v] by (1)\n change [my y v] by (26)\n end\n change [my x v] by (26)\nend\nset [typ v] to [0]\n\ndefine init\nhide\nswitch costume to (blank v)\nset [typ v] to [1]\nset [linkid v] to [1]\nset [vis v] to [0]\nrepeat (75)\n add [0] to [sprlink v]\n add (linkID) to [sprpool v]\n create clone of (_myself_ v)\n change [linkid v] by (1)\nend\nset [typ v] to [0]\n\nwhen I receive [redraw v]\nif <(typ) = [0]> then\n set [my x v] to ([floor v] of (((Scroll X) - (320)) / (26)) )\n set [tileidx v] to ((my x) * (lsy))\n set [my x v] to (((my x) * (26)) + (13))\n new?\nend\n\nwhen I receive [reset level v]\nif <(typ) = [0]> then\n set [my x v] to ([floor v] of (((Scroll X) - (320)) / (26)) )\n if <(my x) < [0]> then\n set [my x v] to [0]\n end\n set [tileidx v] to ((my x) * (lsy))\n set [my x v] to (((my x) * (26)) + (13))\n hide\n switch costume to (blank v)\nelse\n if <(tileIdx) > [-1]> then\n release tile \n end\nend\n\ndefine reuse tile\nset [tileidx v] to (item (linkID) of [sprlink v])\nset [typ v] to (item (tileIdx) of [level v])\nif <(typ) > [0]> then\n set [my x v] to ((([floor v] of ((tileIdx) / (lsy)) ) * (26)) + (13))\n set [my y v] to ((((tileIdx) mod (lsy)) * (26)) - (50))\n set [vis v] to [-1]\n position (round ((my x) - (Scroll X))) ((my y) - (Scroll Y))\nelse\n set [typ v] to [1]\n release tile \nend\n\nwhen I receive [init v]\nswitch costume to (blank v)\nset size to (100) %\nhide\nset [my x v] to [13]\nset [tileidx v] to [-1]\nset [linkid v] to [0]\ndelete (all) of [sprlink v]\ndelete (all) of [sprpool v]\ninit\n\nwhen I receive [tick v]\nif <(Backwards) = [2]> then\n set rotation style [left-right v]\nend\nif <(Backwards) = [1]> then\n set rotation style [don't rotate v]\nend\n\nif <[0] < (color channel 1 color)> then\n\nwhen I receive [reset level v]\nset [color channel 1 color v] to [0]\nset [color channel 1 brightness v] to [0]\n\ndefine RENDER BACKWARDS\nif <(typ) = [0]> then\n if <([editor v] of [editor newer v]) = [0]> then\n hide\n end\nelse\n if <(tileIdx) > [-1]> then\n release tile <>\n end\nend\nif <(typ) = [0]> then\n set [my x v] to ([floor v] of (((Scroll X) - (320)) / (26)) )\n set [tileidx v] to ((my x) * (lsy))\n set [my x v] to (((my x) * (26)) + (13))\n new?\nend\n\n@Player UPDATED VERSION\n\nset [upside down2 v] to ((1) - (upside down2))\n\nset [upside down2 v] to ((1) - (upside down2))\n\nwhen I receive [tick v]\nif <(Mode) = [2]> then\n if <(sy2) < [-9]> then\n set [sy2 v] to [-9]\n end\n if <(sy2) > [9]> then\n set [sy2 v] to [9]\n end\nelse\n if <(upside down2) = [0]> then\n if <(sy2) < [-23]> then\n set [sy2 v] to [-23]\n end\n else\n if <(upside down2) = [1]> then\n if <(sy2) > [23]> then\n set [sy2 v] to [23]\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(Scroll X) > (max x)> then\n set [scroll x v] to (max x)\nend\n\nset [max x v] to ([max x v] of [background v])\ngo to [front v] layer\n\nwhen I receive [tick v]\nif <(tile2) = [335]> then\n broadcast (destroy v)\nend\n\nwhen I receive [tick v]\nif <<(tile2) = [342]> or <(tile2) = [343]>> then\n set [backwards v] to [2]\nend\nif <<(tile2) = [344]> or <(tile2) = [345]>> then\n set [backwards v] to [1]\nend\n\ndefine Jump Ring (typ)\nset [jumppress2 v] to [0]\nset [orb repeat v] to [4]\nset [jump orb glow v] to (typ)\nset [bounceidx v] to (tileIdx2)\ncreate clone of (round particles v)\n\ndefine bounce (sy)\nif <(upside down2) = [0]> then\n set [sy2 v] to (sy)\nelse\n set [sy2 v] to (() - (sy))\nend\nif <<(Mode) = [9]> or <(Mode) = [10]>> then\n set [sy2 v] to ((sy2) * ((1) / (1.2)))\nend\n\nwhen I receive [tick v]\nif <(dash orb) = [1]> then\n set [sy2 v] to (([cos v] of (dash dir) ) * (((Speed) + (sx2)) / ([sin v] of (dash dir) )))\nend\nGet Direction (sx2) (sy2)\n\nwhen I receive [tick v]\nif <((max x) - (100)) < (Player X)> then\n set [mode v] to [3]\n switch costume to (mode before end)\nend\n\nwhen I receive [pre-tick v]\nif <(Player Y) > [2400]> then\n change [die2 v] by (1)\n if <(die2) = [1]> then\n do die\n stop [this script v]\n end\nend\nif <<(noclip) = [0]> and <not <(Mode) = [3]>>> then\n isSolid ((Player X) + (0)) (Player Y)\n if <<(solid2) = [1]> or <(spike2) = [1]>> then\n change [die2 v] by (1)\n if <(die2) = [1]> then\n do die\n end\n end\nend\n\nwhen I receive [tick v]\nif <(JumpPress2) = [1]> then\n if <(tile2) = [377]> then\n if <(Scroll X) < [690]> then\n set [player y v] to [38.5]\n set [upside down2 v] to [1]\n end\n end\nend\n\nwhen I receive [tick v]\nif <(Scroll X) < [100]> then\n set [scroll x v] to [100]\nend\n\nwhen I receive [tick v]\nif <([editor v] of [editor newer v]) < [1]> then\n hide variable [sy2 v]\n hide variable [scroll x v]\n hide variable [scroll y v]\n hide variable [player y v]\nelse\n show variable [scroll x v]\n show variable [scroll y v]\n show variable [player y v]\n show variable [sy2 v]\nend\n\nwhen I receive [tick v]\nif <(Mode) = [8]> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nif <(Mode) = [15]> then\n if <(sy2) < [-9]> then\n set [sy2 v] to [-9]\n end\n if <(sy2) > [9]> then\n set [sy2 v] to [9]\n end\nelse\n if <(upside down2) = [0]> then\n if <(sy2) < [-23]> then\n set [sy2 v] to [-23]\n end\n else\n if <(upside down2) = [1]> then\n if <(sy2) > [23]> then\n set [sy2 v] to [23]\n end\n end\n end\nend\n\n\n\nif <(Player X) < [140]> then\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [tick v]\nset [sy v] to (sy2)\n\nwhen I receive [tick v]\nif <(Mode) = [2]> then\n if <<(tile2) = [221]> or <(tile2) = [406]>> then\n set [sy2 v] to [-50]\n end\nend\n\ndefine tick - mode 1 - Swing Copter\nif <(tile2) = [110]> then\n set [shrink2 v] to [2]\nend\nif <(tile2) = [111]> then\n set [shrink2 v] to [1]\nend\nif <<(upside down) = [0]> and <(shrink2) = [2]>> then\n if <(Backwards) = [2]> then\n switch costume to (swing_2 v)\n end\n if <(Backwards) = [1]> then\n switch costume to (swing_1 v)\n end\nend\nif <(upside down) = [1]> then\n if <(shrink2) = [2]> then\n if <(Backwards) = [1]> then\n switch costume to (swing_8 v)\n end\n if <(Backwards) = [2]> then\n switch costume to (swing_7 v)\n end\n else\n if <(Backwards) = [1]> then\n switch costume to (swing_4 v)\n end\n if <(Backwards) = [2]> then\n switch costume to (swing_3 v)\n end\n end\nelse\n if <(Backwards) = [1]> then\n switch costume to (swing_1 v)\n end\n if <(Backwards) = [2]> then\n switch costume to (swing_2 v)\n end\nend\nif <(Stars#) < [20]> then\n if <(Quality) > [0]> then\n create clone of (stars v)\n end\nend\nif <(JumpPress2) = [1]> then\n Air Jump ((Player X) - (12)) ((Player Y) + (12))\n Air Jump ((Player X) + (12)) ((Player Y) + (12))\n Air Jump ((Player X) - (12)) ((Player Y) - (12))\n Air Jump ((Player X) + (12)) ((Player Y) - (12))\nend\nBounce Jump (Player X) ((Player Y) + (6))\nBounce Jump ((Player X) + (13)) ((Player Y) + (6))\nchange [player x v] by ((sx2) + (Speed))\nif <(die2) > [0]> then\n if <(sx2) > [0.5]> then\n set [sx2 v] to ((sx2) * (0.9))\n else\n set [sx2 v] to [0]\n end\nelse\n isSolid ((Player X) + (7)) ((Player Y) + (9))\n orIsSolid ((Player X) + (7)) ((Player Y) + (9))\n orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n if <(solid2) > [0]> then\n do die\n stop [this script v]\n end\n if <(upside down) = [1]> then\n if <(shrink2) = [2]> then\n if <(JumpPress2) > [0]> then\n change [sy2 v] by (-1.2)\n if <(sy2) > [9]> then\n set [sy2 v] to [9]\n end\n else\n change [sy2 v] by (1)\n if <(sy2) < [-9]> then\n set [sy2 v] to [-9]\n end\n end\n else\n if <(JumpPress2) > [0]> then\n change [sy2 v] by (-1.2)\n if <(sy2) > [9]> then\n set [sy2 v] to [9]\n end\n else\n change [sy2 v] by (1)\n if <(sy2) < [-9]> then\n set [sy2 v] to [-9]\n end\n end\n end\n else\n if <(shrink2) = [1]> then\n if <(JumpPress2) > [0]> then\n change [sy2 v] by (1.2)\n if <(sy2) > [9]> then\n set [sy2 v] to [9]\n end\n else\n change [sy2 v] by (-1)\n if <(sy2) < [-9]> then\n set [sy2 v] to [-9]\n end\n end\n else\n if <(Backwards) = [2]> then\n if <(JumpPress2) > [0]> then\n switch costume to (swing_8 v)\n change [sy2 v] by (1.2)\n if <(sy2) > [9]> then\n set [sy2 v] to [9]\n end\n else\n switch costume to (swing_8 v)\n change [sy2 v] by (-1.2)\n if <(sy2) < [-9]> then\n set [sy2 v] to [-9]\n end\n end\n end\n if <(Backwards) = [1]> then\n if <(JumpPress2) > [0]> then\n switch costume to (swing_5 v)\n change [sy2 v] by (1.2)\n if <(sy2) > [9]> then\n set [sy2 v] to [9]\n end\n else\n switch costume to (swing_5 v)\n change [sy2 v] by (-1.2)\n if <(sy2) < [-9]> then\n set [sy2 v] to [-9]\n end\n end\n end\n end\n end\n if <(Mode) = [5]> then\n if <(dash orb) = [1]> then\n set [sy2 v] to [0]\n end\n if <(dash orb) = [0]> then\n if <(shrink2) = [1]> then\n if <(upside down) = [1]> then\n if <(JumpPress2) > [0]> then\n if <(Speed) = [-2]> then\n set [sy2 v] to [-7]\n end\n if <(Speed) = [0]> then\n set [sy2 v] to [-9]\n end\n if <(Speed) = [2]> then\n set [sy2 v] to [-11]\n end\n if <(Speed) = [4]> then\n set [sy2 v] to [-13]\n end\n if <(Speed) = [6]> then\n set [sy2 v] to [-15]\n end\n else\n if <(Speed) = [-2]> then\n set [sy2 v] to [7]\n end\n if <(Speed) = [0]> then\n set [sy2 v] to [9]\n end\n if <(Speed) = [2]> then\n set [sy2 v] to [11]\n end\n if <(Speed) = [4]> then\n set [sy2 v] to [13]\n end\n if <(Speed) = [6]> then\n set [sy2 v] to [15]\n end\n end\n end\n if <(upside down) = [0]> then\n if <(JumpPress2) > [0]> then\n if <(Speed) = [-2]> then\n set [sy2 v] to [7]\n end\n if <(Speed) = [0]> then\n set [sy2 v] to [9]\n end\n if <(Speed) = [2]> then\n set [sy2 v] to [11]\n end\n if <(Speed) = [4]> then\n set [sy2 v] to [13]\n end\n if <(Speed) = [6]> then\n set [sy2 v] to [15]\n end\n else\n if <(Speed) = [-2]> then\n set [sy2 v] to [-7]\n end\n if <(Speed) = [0]> then\n set [sy2 v] to [-9]\n end\n if <(Speed) = [2]> then\n set [sy2 v] to [-11]\n end\n if <(Speed) = [4]> then\n set [sy2 v] to [-13]\n end\n if <(Speed) = [6]> then\n set [sy2 v] to [-15]\n end\n end\n end\n end\n if <(shrink2) = [2]> then\n if <(upside down) = [1]> then\n if <(JumpPress2) > [0]> then\n if <(Speed) = [-2]> then\n set [sy2 v] to [-12]\n end\n if <(Speed) = [0]> then\n set [sy2 v] to [-16]\n end\n if <(Speed) = [2]> then\n set [sy2 v] to [-20]\n end\n if <(Speed) = [4]> then\n set [sy2 v] to [-24]\n end\n if <(Speed) = [6]> then\n set [sy2 v] to [-28]\n end\n else\n if <(Speed) = [-2]> then\n set [sy2 v] to [12]\n end\n if <(Speed) = [0]> then\n set [sy2 v] to [16]\n end\n if <(Speed) = [2]> then\n set [sy2 v] to [20]\n end\n if <(Speed) = [4]> then\n set [sy2 v] to [24]\n end\n if <(Speed) = [6]> then\n set [sy2 v] to [28]\n end\n end\n end\n if <(upside down) = [0]> then\n if <(JumpPress2) > [0]> then\n if <(Speed) = [-2]> then\n set [sy2 v] to [12]\n end\n if <(Speed) = [0]> then\n set [sy2 v] to [16]\n end\n if <(Speed) = [2]> then\n set [sy2 v] to [20]\n end\n if <(Speed) = [4]> then\n set [sy2 v] to [24]\n end\n if <(Speed) = [6]> then\n set [sy2 v] to [28]\n end\n else\n if <(Speed) = [-2]> then\n set [sy2 v] to [-12]\n end\n if <(Speed) = [0]> then\n set [sy2 v] to [-16]\n end\n if <(Speed) = [2]> then\n set [sy2 v] to [-20]\n end\n if <(Speed) = [4]> then\n set [sy2 v] to [-24]\n end\n if <(Speed) = [6]> then\n set [sy2 v] to [-28]\n end\n end\n end\n end\n end\n end\n change [player y v] by (sy2)\n isSolid ((Player X) - (12)) ((Player Y) + (13))\n orIsSolid ((Player X) + (12)) ((Player Y) + (13))\n if <(spike2) > [0]> then\n do die\n stop [this script v]\n end\n if <(sy2) > [0]> then\n isSolid ((Player X) - (12)) ((Player Y) + (25))\n orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n isSolid ((Player X) - (12)) ((Player Y) + (25))\n orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n if <(Player Y) < [0]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\n else\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n if <(Player Y) > [800]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\n end\n if <(Jump) > [0]> then\n turn right (15) degrees\n else\n if <not <((direction) mod (90)) = [0]>> then\n if <((direction) mod (90)) < [45]> then\n turn left ((direction) mod (90)) degrees\n else\n turn right ((90) - ((direction) mod (90))) degrees\n end\n end\n end\n isSolid (Player X) ((Player Y) + (13))\n if <<(tile2) = [68]> or <(tile2) = [211]>> then\n if <not <[collect2 v] contains (tileIdx2)?>> then\n change [coins2 v] by (1)\n add (tileIdx2) to [collect2 v]\n broadcast (collect v)\n end\n end\n Get Direction (sx2) (sy2)\n if <(Backwards) = [1]> then\n point in direction (@Get Direction)\n end\n if <(Backwards) = [2]> then\n point in direction (join [-] (@Get Direction))\n end\nend\n\nwhen I receive [swing copter scripts v]\n\ndefine New Bounce Jump Code\nif <<(Mode) = [2]> or <<(Mode) = [9]> or <<(Mode) = [5]> or <<(Mode) = [7]> or <<(Mode) = [10]> or <(Mode) = [15]>>>>>> then\n if <(tile2) = [121]> then\n set [sy2 v] to [13]\n end\n if <(tile2) = [124]> then\n set [sy2 v] to [-13]\n end\n if <(tile2) = [128]> then\n set [sy2 v] to [-7]\n end\n if <(tile2) = [129]> then\n set [sy2 v] to [7]\n end\n if <(tile2) = [136]> then\n set [sy2 v] to [17]\n end\n if <(tile2) = [139]> then\n set [sy2 v] to [-20]\n end\nend\nif <<(tile2) = [274]> or <(tile2) = [276]>> then\n set [upside down v] to [1]\n if <[-7] > (sy2)> then\n set [sy2 v] to [-5]\n end\nend\nif <<(tile2) = [275]> or <(tile2) = [277]>> then\n set [upside down v] to [0]\n if <(sy2) > [7]> then\n set [sy2 v] to [5]\n end\nend\nif <(tile2) = [95]> then\n set [upside down v] to [0]\n set [sy2 v] to [-8]\n set [jump v] to [1000]\nend\nif <(tile2) = [74]> then\n set [upside down v] to [1]\n set [sy2 v] to [10]\nend\nif <(Mode) = [2]> then\n if <(tile2) = [69]> then\n set [sy2 v] to [11]\n end\n if <(tile2) = [80]> then\n set [sy2 v] to [7]\n end\n if <<(tile2) = [200]> or <(tile2) = [375]>> then\n set [sy2 v] to [16]\n end\n if <(tile2) = [129]> then\n set [sy2 v] to [7]\n end\n if <(tile2) = [136]> then\n set [sy2 v] to [17]\n end\n if <(tile2) = [121]> then\n set [sy2 v] to [11]\n end\n if <(tile2) = [123]> then\n set [sy2 v] to [-11]\n end\n if <(tile2) = [139]> then\n set [sy2 v] to [-20]\n end\n if <(tile2) = [127]> then\n set [sy2 v] to [7]\n end\n if <<(tile2) = [223]> or <(tile2) = [401]>> then\n set [sy2 v] to [-7]\n end\n if <<(tile2) = [222]> or <(tile2) = [396]>> then\n set [sy2 v] to [-11]\n end\nend\nif <<(Mode) = [9]> or <(Mode) = [9]>> then\n if <(tile2) = [69]> then\n set [sy2 v] to [11]\n set [jump v] to [1000]\n end\n if <(tile2) = [80]> then\n set [sy2 v] to [8]\n set [jump v] to [1000]\n end\n if <<(tile2) = [221]> or <(tile2) = [406]>> then\n set [sy2 v] to [-15]\n set [jump v] to [1000]\n end\n if <<(tile2) = [222]> or <(tile2) = [396]>> then\n set [sy2 v] to [-11]\n set [jump v] to [1000]\n end\n if <<(tile2) = [223]> or <(tile2) = [401]>> then\n set [sy2 v] to [-6]\n set [jump v] to [1000]\n end\n if <(tile2) = [74]> then\n set [upside down v] to [1]\n end\n if <<(tile2) = [200]> or <(tile2) = [375]>> then\n set [sy2 v] to [15]\n set [jump v] to [1000]\n end\n if <(tile2) = [136]> then\n set [sy2 v] to [15]\n set [jump v] to [1000]\n end\n if <(tile2) = [107]> then\n set [upside down v] to [0]\n end\n if <(tile2) = [106]> then\n set [upside down v] to [1]\n end\n if <(tile2) = [129]> then\n set [sy2 v] to [6]\n set [jump v] to [1000]\n end\n if <(tile2) = [121]> then\n set [sy2 v] to [8]\n set [jump v] to [1000]\n end\n if <(tile2) = [127]> then\n set [sy2 v] to [-5]\n set [jump v] to [1000]\n end\n if <(tile2) = [124]> then\n set [sy2 v] to [-8]\n set [jump v] to [1000]\n end\n if <(shrink2) = [2]> then\n if <<(tile2) = [200]> or <(tile2) = [375]>> then\n set [sy2 v] to [13]\n set [jump v] to [1000]\n end\n if <(tile2) = [136]> then\n set [sy2 v] to [15]\n set [jump v] to [1000]\n end\n if <(tile2) = [69]> then\n set [sy2 v] to [9]\n set [jump v] to [1000]\n end\n if <(tile2) = [80]> then\n set [sy2 v] to [4.5]\n set [jump v] to [100]\n end\n if <<(tile2) = [221]> or <(tile2) = [406]>> then\n set [sy2 v] to [-13]\n set [jump v] to [1000]\n end\n if <<(tile2) = [222]> or <(tile2) = [396]>> then\n set [sy2 v] to [-9]\n set [jump v] to [1000]\n end\n if <<(tile2) = [223]> or <(tile2) = [401]>> then\n set [sy2 v] to [-4.5]\n set [jump v] to [1000]\n end\n if <(tile2) = [124]> then\n set [sy2 v] to [-8]\n set [jump v] to [1000]\n end\n if <(tile2) = [74]> then\n set [sy2 v] to [10]\n set [jump v] to [2000]\n end\n if <(tile2) = [102]> then\n if <(tile2) = [107]> then\n if <(tile2) = [124]> then\n set [sy2 v] to [-13]\n set [jump v] to [-1000]\n end\n if <(tile2) = [129]> then\n set [sy2 v] to [6]\n set [jump v] to [1000]\n end\n if <(tile2) = [121]> then\n set [sy2 v] to [8]\n set [jump v] to [1000]\n end\n if <(tile2) = [136]> then\n set [sy2 v] to [18]\n set [jump v] to [1000]\n end\n if <(tile2) = [139]> then\n set [sy2 v] to [-18]\n set [jump v] to [-18]\n end\n if <(tile2) = [128]> then\n set [sy2 v] to [-5]\n set [jump v] to [1000]\n end\n end\nend\nif <<(Mode) = [1]> or <(Mode) = [8]>> then\n if <(tile2) = [69]> then\n set [sy2 v] to [33]\n set [jump v] to [1000]\n end\n if <(tile2) = [80]> then\n set [sy2 v] to [18]\n set [jump v] to [1000]\n end\n if <(tile2) = [74]> then\n set [sy2 v] to [10]\n set [upside down v] to [1]\n end\n if <(tile2) = [102]> then\n if <<(tile2) = [200]> or <(tile2) = [375]>> then\n set [sy2 v] to [40]\n set [jump v] to [1000]\n end\n if <(tile2) = [136]> then\n set [sy2 v] to [33]\n set [jump v] to [1000]\n end\n if <(shrink2) = [2]> then\n if <<(tile2) = [222]> or <(tile2) = [396]>> then\n set [sy2 v] to [-17]\n set [jump v] to [500]\n end\n if <<(tile2) = [223]> or <(tile2) = [401]>> then\n set [sy2 v] to [-11]\n set [jump v] to [1000]\n end\n if <<(tile2) = [221]> or <(tile2) = [406]>> then\n set [sy2 v] to [-22]\n set [jump v] to [500]\n end\n if <<(tile2) = [200]> or <(tile2) = [375]>> then\n set [sy2 v] to [33]\n set [jump v] to [1000]\n end\n if <(tile2) = [136]> then\n set [sy2 v] to [20]\n set [jump v] to [1000]\n end\n if <(tile2) = [69]> then\n set [sy2 v] to [23]\n set [jump v] to [1000]\n end\n if <(tile2) = [80]> then\n set [sy2 v] to [13]\n set [jump v] to [100]\n end\n if <(tile2) = [74]> then\n set [sy2 v] to [5]\n end\n if <(tile2) = [102]> then\n if <(tile2) = [107]> then\n if <(tile2) = [124]> then\n set [sy2 v] to [-13]\n set [jump v] to [-1000]\n end\n if <(tile2) = [129]> then\n set [sy2 v] to [13]\n set [jump v] to [1000]\n end\n if <(tile2) = [121]> then\n set [sy2 v] to [13]\n set [jump v] to [1000]\n end\n if <(tile2) = [136]> then\n set [sy2 v] to [18]\n set [jump v] to [1000]\n end\n if <(tile2) = [139]> then\n set [sy2 v] to [-18]\n set [jump v] to [-18]\n end\n end\nend\nif <(Mode) = [7]> then\n if <(tile2) = [69]> then\n set [sy2 v] to [13]\n end\n if <(tile2) = [80]> then\n set [sy2 v] to [8.5]\n end\n if <<(tile2) = [200]> or <(tile2) = [375]>> then\n set [sy2 v] to [16]\n end\n if <(tile2) = [121]> then\n set [sy2 v] to [11]\n end\n if <(tile2) = [129]> then\n set [sy2 v] to [7]\n end\n if <(tile2) = [136]> then\n set [sy2 v] to [20.7]\n end\n if <(tile2) = [124]> then\n set [sy2 v] to [-11]\n end\n if <(tile2) = [128]> then\n set [sy2 v] to [-7]\n end\n if <(tile2) = [139]> then\n set [sy2 v] to [-19]\n end\n if <<(tile2) = [221]> or <(tile2) = [406]>> then\n set [sy2 v] to [-13]\n end\n if <<(tile2) = [222]> or <(tile2) = [396]>> then\n set [sy2 v] to [-11]\n end\n if <<(tile2) = [223]> or <(tile2) = [401]>> then\n set [sy2 v] to [-8.5]\n end\nend\nif <<(Mode) = [1]> or <(Mode) = [8]>> then\n if <(shrink2) = [1]> then\n if <(tile2) = [124]> then\n set [sy2 v] to [-12]\n set [jump v] to [500]\n end\n if <(tile2) = [128]> then\n set [sy2 v] to [-12]\n set [jump v] to [500]\n end\n if <(tile2) = [139]> then\n set [sy2 v] to [-23]\n set [jump v] to [500]\n end\n if <<(tile2) = [223]> or <(tile2) = [401]>> then\n set [sy2 v] to [-17]\n set [jump v] to [1000]\n end\n if <<(tile2) = [221]> or <(tile2) = [406]>> then\n set [sy2 v] to [-30]\n set [jump v] to [1000]\n end\n if <<(tile2) = [222]> or <(tile2) = [396]>> then\n set [sy2 v] to [-23]\n set [jump v] to [1000]\n end\n end\nend\nif <<(Mode) = [1]> or <(Mode) = [8]>> then\n if <(size) = [1]> then\n if <(tile2) = [121]> then\n set [sy2 v] to [20]\n set [jump v] to [600]\n end\n if <(tile2) = [124]> then\n set [sy2 v] to [-20]\n set [jump v] to [600]\n end\n else\n if <(tile2) = [121]> then\n set [sy2 v] to [15]\n set [jump v] to [600]\n end\n if <(tile2) = [124]> then\n set [sy2 v] to [-15]\n set [jump v] to [600]\n end\n end\nend\nif <<(Mode) = [9]> or <(Mode) = [10]>> then\n if <(tile2) = [121]> then\n set [sy2 v] to [11]\n set [jump v] to [600]\n end\n if <(tile2) = [124]> then\n set [sy2 v] to [-11]\n set [jump v] to [600]\n end\nend\nif <<(Mode) = [1]> and <(size) = [2]>> then\n if <(tile2) = [74]> then\n set [sy2 v] to [10]\n set [upside down v] to [1]\n end\nend\nif <(Mode) = [1]> then\n if <(tile2) = [124]> then\n set [sy2 v] to [-19]\n end\nend\n\nwhen I receive [tick v]\nif <(tile2) = [506]> then\n set [mode v] to [15]\nend\n\nwhen I receive [tick v]\nif <not <(die 2) = [0]>> then\n set [sy2 v] to [0]\nend\n\nbroadcast (Swing Copter Scripts v)\n\ndefine Swing Copter Scripts\n\nwhen I receive [swing copter scripts v]\nSwing Copter Scripts\n\nwhen I receive [tick v]\nif <not <(die 2) = [0]>> then\n hide\nend\n\nif <(Mode) = [15]> then\n\nwhen I receive [tick v]\nset [max x v] to [2000000]\n\nif <([level # v] of [editor newer v]) = [2]> then\n set [max x v] to [21264]\nelse\n if <([level # v] of [editor newer v]) = [5]> then\n set [max x v] to [4666]\n end\nend\n\nwhen I receive [reset level v]\nbroadcast (Check Die v)\n\nif <(Mode) = [15]> then\n\nwhen I receive [reset level v]\nset [ufo not die v] to [0]\n\ndefine tick - mode 7 - ufo\nisSolid (Player X) ((Player Y) + (13))\nif <(Stars#) < [20]> then\n if <(Quality) > [0]> then\n create clone of (stars v)\n end\nend\nif <(JumpPress2) = [1]> then\n Air Jump ((Player X) - (12)) ((Player Y) + (12))\n Air Jump ((Player X) + (12)) ((Player Y) + (12))\n Air Jump ((Player X) - (12)) ((Player Y) - (12))\n Air Jump ((Player X) + (12)) ((Player Y) - (12))\nend\nBounce Jump (Player X) ((Player Y) + (6))\nBounce Jump ((Player X) + (13)) ((Player Y) + (6))\nchange [player x v] by ((Speed) + (sx2))\nif <<(tile2) = [149]> or <(tile2) = [158]>> then\n set [sy2 v] to [10]\n set [jump v] to [300]\nend\nif <(die2) > [0]> then\n if <(sx2) > [0.5]> then\n set [sx2 v] to ((sx2) * (0.9))\n else\n set [sx2 v] to [0]\n end\nelse\n isSolid ((Player X) + (7)) ((Player Y) + (9))\n orIsSolid ((Player X) + (7)) ((Player Y) + (9))\n orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n if <(solid2) > [0]> then\n do die\n stop [this script v]\n end\n if <(upside down2) = [1]> then\n if <(JumpPress2) = [1]> then\n if <(shrink2) = [1]> then\n set [sy2 v] to [-9]\n end\n if <(shrink2) = [2]> then\n set [sy2 v] to [-7]\n end\n end\n else\n if <(JumpPress2) = [1]> then\n if <(shrink2) = [1]> then\n set [sy2 v] to [12.5]\n end\n if <(shrink2) = [2]> then\n set [sy2 v] to [10]\n end\n end\n end\nend\nif <(Jump) < [2000]> then\n if <(upside down2) = [1]> then\n if <(sy2) < [-2]> then\n change [sy2 v] by (1)\n else\n change [sy2 v] by (2)\n end\n else\n if <(sy2) < [2]> then\n change [sy2 v] by (-1)\n else\n change [sy2 v] by (-2)\n end\n end\nelse\n if <(Jump) < [2009]> then\n if <(sy2) < [39]> then\n change [sy2 v] by (0)\n end\n else\n set [sy2 v] to [13]\n set [jump v] to [0]\n end\nend\nchange [player y v] by (sy2)\nisSolid ((Player X) - (12)) ((Player Y) + (13))\norIsSolid ((Player X) + (12)) ((Player Y) + (13))\nif <(spike2) > [0]> then\n do die\n stop [this script v]\nend\nif <(sy2) > [0]> then\n isSolid ((Player X) - (12)) ((Player Y) + (25))\n orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n isSolid ((Player X) - (12)) ((Player Y) + (25))\n orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n if <(Player Y) < [0]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\nelse\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n if <(Player Y) > [800]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\nend\nif <(Jump) > [0]> then\nisSolid (Player X) ((Player Y) + (13))\nif <<(tile2) = [68]> or <(tile2) = [211]>> then\n if <not <[collect2 v] contains (tileIdx2)?>> then\n change [coins2 v] by (1)\n add (tileIdx2) to [collect2 v]\n broadcast (collect v)\n end\nend\npoint in direction (90)\n\ntick - mode 7 - ufo (OLD VERSION)\n\nwhen I receive [tick v]\nif <(tile2) = [515]> then\n if <not <[collect2 v] contains (tileIdx2)?>> then\n change [collected mini coins v] by (1)\n add (tileIdx2) to [collect2 v]\n broadcast (collect v)\n end\nend\n\nwhen I receive [tick v]\nif <(tile2) = [127]> then\n set [sy2 v] to [7]\nend\nif <(tile2) = [130]> then\n set [sy2 v] to [-7]\nend\nif <(tile2) = [122]> then\n set [sy2 v] to [-11]\nend\nif <(tile2) = [123]> then\n set [sy2 v] to [11]\nend\nif <(tile2) = [137]> then\n set [sy2 v] to [-19]\nend\nif <(tile2) = [138]> then\n set [sy2 v] to [19]\nend\n\nwhen I receive [tick v]\nif <(tile2) = [284]> then\n set [duality v] to [2]\nend\nif <(tile2) = [285]> then\n set [duality v] to [1]\nend\n\nwhen I receive [tick v]\nif <(Mode) = [7]> then\n if <(tile2) = [69]> then\n set [sy2 v] to [13]\n end\n if <(tile2) = [80]> then\n set [sy2 v] to [8.5]\n end\n if <(tile2) = [200]> then\n set [sy2 v] to [16]\n end\n if <(tile2) = [121]> then\n set [sy2 v] to [11]\n end\n if <(tile2) = [129]> then\n set [sy2 v] to [7]\n end\n if <(tile2) = [136]> then\n set [sy2 v] to [20.7]\n end\n if <(tile2) = [124]> then\n set [sy2 v] to [-11]\n end\n if <(tile2) = [128]> then\n set [sy2 v] to [-7]\n end\n if <(tile2) = [139]> then\n set [sy2 v] to [-19]\n end\n if <(tile2) = [221]> then\n set [sy2 v] to [-13]\n end\n if <(tile2) = [222]> then\n set [sy2 v] to [-11]\n end\n if <(tile2) = [223]> then\n set [sy2 v] to [-8.5]\n end\nend\nif <<(Mode) = [1]> or <(Mode) = [8]>> then\n if <(tile2) = [69]> then\n set [sy2 v] to [33]\n set [jump v] to [1000]\n end\n if <(tile2) = [80]> then\n set [sy2 v] to [18]\n set [jump v] to [1000]\n end\n if <(tile2) = [74]> then\n set [sy2 v] to [10]\n set [upside down2 v] to [1]\n end\n if <(tile2) = [102]> then\n set [sy2 v] to [44]\n set [jump v] to [1500]\n end\n if <(tile2) = [200]> then\n set [sy2 v] to [40]\n set [jump v] to [1000]\n end\n if <(tile2) = [136]> then\n set [sy2 v] to [33]\n set [jump v] to [1000]\n end\n if <(tile2) = [107]> then\n if <(tile2) = [129]> then\n if <<(Mode) = [1]> or <<(Mode) = [2]> or <<(Mode) = [5]> or <<(Mode) = [7]> or <(Mode) = [8]>>>>> then\n set [sy2 v] to [13]\n set [jump v] to [1000]\n end\n end\n if <(tile2) = [121]> then\n if <<(Mode) = [1]> or <<(Mode) = [2]> or <<(Mode) = [5]> or <<(Mode) = [7]> or <(Mode) = [8]>>>>> then\n set [sy2 v] to [13]\n set [jump v] to [1000]\n end\n end\n if <(shrink2) = [2]> then\n if <(tile2) = [222]> then\n set [sy2 v] to [-17]\n set [jump v] to [500]\n end\n if <(tile2) = [223]> then\n set [sy2 v] to [-11]\n set [jump v] to [1000]\n end\n if <(tile2) = [221]> then\n set [sy2 v] to [-22]\n set [jump v] to [500]\n end\n if <(tile2) = [200]> then\n set [sy2 v] to [33]\n set [jump v] to [1000]\n end\n if <(tile2) = [136]> then\n set [sy2 v] to [20]\n set [jump v] to [1000]\n end\n if <(tile2) = [69]> then\n set [sy2 v] to [23]\n set [jump v] to [1000]\n end\n if <(tile2) = [80]> then\n set [sy2 v] to [13]\n set [jump v] to [100]\n end\n if <(tile2) = [74]> then\n set [sy2 v] to [5]\n end\n if <(tile2) = [102]> then\n set [sy2 v] to [44]\n set [jump v] to [1500]\n end\n if <(tile2) = [107]> then\n set [sy2 v] to [20]\n set [jump v] to [1000]\n end\n if <(tile2) = [124]> then\n set [sy2 v] to [-13]\n set [jump v] to [-1000]\n end\n if <(tile2) = [129]> then\n set [sy2 v] to [13]\n set [jump v] to [1000]\n end\n if <(tile2) = [121]> then\n set [sy2 v] to [13]\n set [jump v] to [1000]\n end\n if <(tile2) = [136]> then\n set [sy2 v] to [18]\n set [jump v] to [1000]\n end\n if <(tile2) = [139]> then\n set [sy2 v] to [-18]\n set [jump v] to [-18]\n end\n end\nend\nif <(Mode) = [7]> then\n if <(tile2) = [69]> then\n set [sy2 v] to [13]\n end\n if <(tile2) = [80]> then\n set [sy2 v] to [8.5]\n end\n if <(tile2) = [200]> then\n set [sy2 v] to [16]\n end\n if <(tile2) = [121]> then\n set [sy2 v] to [11]\n end\n if <(tile2) = [129]> then\n set [sy2 v] to [7]\n end\n if <(tile2) = [136]> then\n set [sy2 v] to [20.7]\n end\n if <(tile2) = [124]> then\n set [sy2 v] to [-11]\n end\n if <(tile2) = [128]> then\n set [sy2 v] to [-7]\n end\n if <(tile2) = [139]> then\n set [sy2 v] to [-19]\n end\n if <(tile2) = [221]> then\n set [sy2 v] to [-13]\n end\n if <(tile2) = [222]> then\n set [sy2 v] to [-11]\n end\n if <(tile2) = [223]> then\n set [sy2 v] to [-8.5]\n end\nend\nif <<(Mode) = [1]> or <(Mode) = [8]>> then\n if <(shrink2) = [1]> then\n if <(tile2) = [124]> then\n set [sy2 v] to [-12]\n set [jump v] to [500]\n end\n if <(tile2) = [128]> then\n set [sy2 v] to [-12]\n set [jump v] to [500]\n end\n if <(tile2) = [139]> then\n set [sy2 v] to [-23]\n set [jump v] to [500]\n end\n if <(tile2) = [222]> then\n set [sy2 v] to [-23]\n set [jump v] to [-1000]\n end\n if <(tile2) = [223]> then\n set [sy2 v] to [-17]\n set [jump v] to [500]\n end\n if <(tile2) = [221]> then\n set [sy2 v] to [-32]\n set [jump v] to [4000]\n end\n end\nend\n\nwhen I receive [tick v]\nif <(JumpPress2) = [1]> then\n if <(Mode) = [7]> then\n if <<(tile2) = [86]> or <(tile2) = [86]>> then\n set [ring color v] to [1]\n set [sy2 v] to [13]\n set [bounceidx v] to (tileIdx2)\n create clone of (round particles v)\n end\n if <(tile2) = [199]> then\n set [ring color v] to [1]\n set [sy2 v] to [19.9]\n set [bounceidx v] to (tileIdx2)\n create clone of (round particles v)\n end\n if <(tile2) = [100]> then\n set [ring color v] to [1]\n set [sy2 v] to [6.8]\n set [bounceidx v] to (tileIdx2)\n create clone of (round particles v)\n end\n if <(tile2) = [220]> then\n set [ring color v] to [1]\n set [sy2 v] to [-14.5]\n set [bounceidx v] to (tileIdx2)\n create clone of (round particles v)\n end\n if <(tile2) = [219]> then\n set [ring color v] to [1]\n set [sy2 v] to [-6]\n set [bounceidx v] to (tileIdx2)\n create clone of (round particles v)\n end\n if <(tile2) = [218]> then\n set [ring color v] to [1]\n set [sy2 v] to [-10]\n set [bounceidx v] to (tileIdx2)\n create clone of (round particles v)\n end\n end\nend\n\nwhen I receive [tick v]\nif <(JumpPress2) > [0]> then\n if <(Mode) = [8]> then\n if <(tile2) = [128]> then\n set [sy2 v] to [-23]\n end\n if <(tile2) = [124]> then\n set [sy2 v] to [-26]\n end\n if <(tile2) = [142]> then\n set [sy2 v] to [-30]\n end\n if <(tile2) = [129]> then\n change [sy2 v] by (1)\n end\n if <(tile2) = [121]> then\n change [sy2 v] by (1)\n end\n if <(tile2) = [139]> then\n change [sy2 v] by (1)\n end\n end\n if <(shrink2) = [1]> then\n if <(Mode) = [1]> then\n if <(tile2) = [128]> then\n set [sy2 v] to [-23]\n end\n if <(tile2) = [124]> then\n set [sy2 v] to [-26]\n end\n if <(tile2) = [142]> then\n set [sy2 v] to [-30]\n end\n if <(tile2) = [129]> then\n set [sy2 v] to [23]\n end\n if <(tile2) = [121]> then\n set [sy2 v] to [26]\n end\n if <(tile2) = [139]> then\n set [sy2 v] to [30]\n end\n end\n end\n if <(shrink2) = [2]> then\n if <(Mode) = [1]> then\n if <(tile2) = [128]> then\n set [sy2 v] to [-17]\n end\n if <(tile2) = [124]> then\n set [sy2 v] to [-20]\n end\n if <(tile2) = [142]> then\n set [sy2 v] to [-24]\n end\n if <(tile2) = [129]> then\n set [sy2 v] to [17]\n end\n if <(tile2) = [121]> then\n set [sy2 v] to [20]\n end\n if <(tile2) = [139]> then\n set [sy2 v] to [24]\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(JumpPress2) = [1]> then\n if <(Mode) = [10]> then\n if <(tile2) = [128]> then\n set [upside down2 v] to [0]\n set [sy2 v] to [-270]\n end\n if <(tile2) = [124]> then\n set [upside down2 v] to [0]\n set [sy2 v] to [-270]\n end\n if <(tile2) = [142]> then\n set [upside down2 v] to [0]\n set [sy2 v] to [-270]\n end\n if <(tile2) = [129]> then\n set [upside down2 v] to [1]\n set [sy2 v] to [270]\n end\n if <(tile2) = [121]> then\n set [upside down2 v] to [1]\n set [sy2 v] to [270]\n end\n if <(tile2) = [139]> then\n set [upside down2 v] to [1]\n set [sy2 v] to [270]\n end\n end\n if <(Mode) = [9]> then\n if <(tile2) = [128]> then\n set [upside down2 v] to [0]\n end\n if <(tile2) = [124]> then\n set [upside down2 v] to [0]\n end\n if <(tile2) = [142]> then\n set [upside down2 v] to [0]\n end\n if <(tile2) = [129]> then\n set [upside down2 v] to [1]\n end\n if <(tile2) = [121]> then\n set [upside down2 v] to [1]\n end\n if <(tile2) = [139]> then\n set [upside down2 v] to [1]\n end\n end\nend\n\ndefine tick - mode - 8 gravity\nif <(dash orb) = [1]> then\n set [sy2 v] to [0]\nend\nif <(Mode) = [1]> then\n if <(tile2) = [110]> then\n set [shrink2 v] to [2]\n end\n if <(tile2) = [111]> then\n set [shrink2 v] to [1]\n end\n if <(Stars#) < [20]> then\n if <(Quality) > [0]> then\n create clone of (stars v)\n end\n end\n if <(JumpPress2) = [1]> then\n Air Jump ((Player X) - (12)) ((Player Y) + (12))\n Air Jump ((Player X) + (12)) ((Player Y) + (12))\n Air Jump ((Player X) - (12)) ((Player Y) - (12))\n Air Jump ((Player X) + (12)) ((Player Y) - (12))\n end\n Bounce Jump (Player X) ((Player Y) + (6))\n Bounce Jump ((Player X) + (13)) ((Player Y) + (6))\n change [player x v] by ((sx2) + (Speed))\n if <(die2) > [0]> then\n if <(sx2) > [0.5]> then\n set [sx2 v] to ((sx2) * (0.9))\n else\n set [sx2 v] to [0]\n end\n else\n isSolid ((Player X) + (7)) ((Player Y) + (5))\n orIsSolid ((Player X) + (7)) ((Player Y) + (5))\n orIsSolid ((Player X) - (7)) ((Player Y) + (5))\n orIsSolid ((Player X) - (7)) ((Player Y) + (5))\n if <(solid2) > [0]> then\n do die\n stop [this script v]\n end\n if <(shrink2) = [2]> then\n change [sy2 v] by (2.27)\n if <(sy2) < [-40]> then\n set [gr power v] to [-11]\n set [sy2 v] to [-40]\n end\n else\n change [sy2 v] by (2.27)\n if <(sy2) < [-40]> then\n set [gr power v] to [-11]\n set [sy2 v] to [-40]\n end\n end\n change [player y v] by (sy2)\n isSolid ((Player X) - (12)) ((Player Y) + (13))\n orIsSolid ((Player X) + (12)) ((Player Y) + (13))\n if <(spike2) > [0]> then\n do die\n stop [this script v]\n end\n if <(sy2) > [0]> then\n isSolid ((Player X) - (12)) ((Player Y) + (25))\n orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n if <(JumpPress2) > [0]> then\n if <[-10] > (GR Power)> then\n set [sy2 v] to [-13]\n change [gr power v] by (-1)\n end\n end\n set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n isSolid ((Player X) - (13)) ((Player Y) + (25))\n orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n if <(Player Y) < [0]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\n else\n isSolid ((Player X) - (13)) ((Player Y) + (25))\n orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n isSolid ((Player X) - (13)) (Player Y)\n orIsSolid ((Player X) + (13)) (Player Y)\n if <(Player Y) > [800]> then\n do die\n stop [this script v]\n end\n if <(JumpPress2) > [0]> then\n if <(shrink2) = [1]> then\n set [sy2 v] to [-29]\n set [jump v] to [201]\n end\n if <(shrink2) = [2]> then\n set [sy2 v] to [-20]\n set [jump v] to [201]\n end\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\n end\n if <(JumpPress2) > [0]> then\n isSolid (Player X) ((Player Y) + (13))\n if <<(tile2) = [68]> or <(tile2) = [211]>> then\n if <not <[collect2 v] contains (tileIdx2)?>> then\n change [coins2 v] by (1)\n add (tileIdx2) to [collect2 v]\n broadcast (collect v)\n end\n end\n Get Direction (sx2) (sy2)\n point in direction (90)\n end\nend\nif <(Mode) = [8]> then\n if <(tile2) = [110]> then\n set [shrink2 v] to [2]\n end\n if <(tile2) = [111]> then\n set [shrink2 v] to [1]\n end\n if <(Stars#) < [20]> then\n if <(Quality) > [0]> then\n create clone of (stars v)\n end\n end\n if <(JumpPress2) = [1]> then\n Air Jump ((Player X) - (12)) ((Player Y) + (12))\n Air Jump ((Player X) + (12)) ((Player Y) + (12))\n Air Jump ((Player X) - (12)) ((Player Y) - (12))\n Air Jump ((Player X) + (12)) ((Player Y) - (12))\n end\n Bounce Jump (Player X) ((Player Y) + (6))\n Bounce Jump ((Player X) + (13)) ((Player Y) + (6))\n change [player x v] by ((sx2) + (Speed))\n if <(die2) > [0]> then\n if <(sx2) > [0.5]> then\n set [sx2 v] to ((sx2) * (0.9))\n else\n set [sx2 v] to [0]\n end\n else\n isSolid ((Player X) + (7)) ((Player Y) + (9))\n orIsSolid ((Player X) + (7)) ((Player Y) + (9))\n orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n if <(solid2) > [0]> then\n do die\n stop [this script v]\n end\n if <(JumpPress2) > [0]> then\n set [sy2 v] to [-7.8]\n end\n if <(shrink2) = [2]> then\n change [sy2 v] by (1.3)\n if <(sy2) < [-10]> then\n set [sy2 v] to [-10]\n end\n else\n change [sy2 v] by (1.3)\n if <(sy2) < [-10]> then\n set [sy2 v] to [-10]\n end\n end\n change [player y v] by (sy2)\n isSolid ((Player X) - (12)) ((Player Y) + (13))\n orIsSolid ((Player X) + (12)) ((Player Y) + (13))\n if <(spike2) > [0]> then\n do die\n stop [this script v]\n end\n if <(sy2) > [0]> then\n isSolid ((Player X) - (13)) ((Player Y) + (25))\n orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n if <(JumpPress2) > [0]> then\n set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n isSolid ((Player X) - (13)) ((Player Y) + (25))\n orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n if <(Player Y) < [0]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\n else\n isSolid ((Player X) - (13)) ((Player Y) + (25))\n orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n if <(JumpPress2) > [0]> then\n if <(shrink2) = [1]> then\n if <(JumpPress2) > [0]> then\n end\n if <(shrink2) = [2]> then\n if <(JumpPress2) > [0]> then\n end\n end\n set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n if <(Player Y) > [800]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\n end\n if <(JumpPress2) > [0]> then\n isSolid (Player X) ((Player Y) + (13))\n if <<(tile2) = [68]> or <(tile2) = [211]>> then\n if <not <[collect2 v] contains (tileIdx2)?>> then\n change [coins2 v] by (1)\n add (tileIdx2) to [collect2 v]\n broadcast (collect v)\n end\n end\n Get Direction (sx2) (sy2)\n point in direction (90)\n end\nend\n\ntick - mode - 1 gravity\n\nwhen I receive [tick v]\nif <<(Mode) = [1]> or <(Mode) = [4]>> then\n if <(shrink2) = [1]> then\n switch costume to (geometry-01 v)\n end\n if <(shrink2) = [2]> then\n switch costume to (geometry-5 v)\n end\nend\n\nwhen I receive [tick v]\nif <(tile2) = [32]> then\n set [mode v] to [2]\nend\nif <(tile2) = [163]> then\n set [mode v] to [1]\nend\nif <(tile2) = [164]> then\n set [mode v] to [7]\nend\nif <(tile2) = [165]> then\n set [mode v] to [5]\nend\nif <(tile2) = [212]> then\n set [mode v] to [8]\nend\nif <(tile2) = [250]> then\n set [mode v] to [9]\nend\nif <(tile2) = [268]> then\n set [mode v] to [10]\nend\nif <(tile2) = [107]> then\n set [upside down2 v] to [0]\nend\nif <(tile2) = [106]> then\n set [upside down2 v] to [1]\nend\nif <(tile2) = [112]> then\n set [speed v] to [-2]\nend\nif <(tile2) = [113]> then\n set [speed v] to [0]\nend\nif <(tile2) = [114]> then\n set [speed v] to [2]\nend\nif <(tile2) = [115]> then\n set [speed v] to [4]\nend\nif <(tile2) = [116]> then\n set [speed v] to [6]\nend\n\norIsSolid ((Player X) - (4)) ((Player Y) + (4))\norIsSolid ((Player X) - (4)) ((Player Y) + (4))\n\nwhen I receive [tick v]\nif <(Mode) = [10]> then\n if <(tile2) = [69]> then\n set [sy2 v] to [11]\n set [jump v] to [1000]\n end\n if <(tile2) = [80]> then\n set [sy2 v] to [9]\n set [jump v] to [1000]\n end\n if <(tile2) = [221]> then\n set [sy2 v] to [-15]\n set [jump v] to [1000]\n end\n if <(tile2) = [222]> then\n set [sy2 v] to [-11]\n set [jump v] to [1000]\n end\n if <(tile2) = [223]> then\n set [sy2 v] to [-8]\n set [jump v] to [1000]\n end\n if <(tile2) = [74]> then\n set [upside down2 v] to [1]\n end\n if <(tile2) = [200]> then\n set [sy2 v] to [15]\n set [jump v] to [1000]\n end\n if <(tile2) = [136]> then\n set [sy2 v] to [15]\n set [jump v] to [1000]\n end\n if <(tile2) = [107]> then\n set [upside down2 v] to [0]\n end\n if <(tile2) = [106]> then\n set [upside down2 v] to [1]\n end\n if <(tile2) = [129]> then\n set [sy2 v] to [6]\n set [jump v] to [1000]\n end\n if <(tile2) = [121]> then\n set [sy2 v] to [8]\n set [jump v] to [1000]\n end\n if <(tile2) = [127]> then\n set [sy2 v] to [-5]\n set [jump v] to [1000]\n end\n if <(tile2) = [124]> then\n set [sy2 v] to [-8]\n set [jump v] to [1000]\n end\n if <(shrink2) = [2]> then\n if <(tile2) = [200]> then\n set [sy2 v] to [13]\n set [jump v] to [1000]\n end\n if <(tile2) = [136]> then\n set [sy2 v] to [15]\n set [jump v] to [1000]\n end\n if <(tile2) = [69]> then\n set [sy2 v] to [9]\n set [jump v] to [1000]\n end\n if <(tile2) = [80]> then\n set [sy2 v] to [4.5]\n set [jump v] to [100]\n end\n if <(tile2) = [221]> then\n set [sy2 v] to [-13]\n set [jump v] to [1000]\n end\n if <(tile2) = [222]> then\n set [sy2 v] to [-6]\n set [jump v] to [1000]\n end\n if <(tile2) = [223]> then\n set [sy2 v] to [-4.5]\n set [jump v] to [1000]\n end\n if <(tile2) = [124]> then\n set [sy2 v] to [-8]\n set [jump v] to [1000]\n end\n if <(tile2) = [74]> then\n set [sy2 v] to [10]\n set [jump v] to [2000]\n end\n if <(tile2) = [102]> then\n set [sy2 v] to [44]\n set [jump v] to [1500]\n end\n if <(tile2) = [107]> then\n set [sy2 v] to [20]\n set [jump v] to [1000]\n end\n if <(tile2) = [124]> then\n set [sy2 v] to [-13]\n set [jump v] to [-1000]\n end\n if <(tile2) = [129]> then\n set [sy2 v] to [6]\n set [jump v] to [1000]\n end\n if <(tile2) = [121]> then\n set [sy2 v] to [8]\n set [jump v] to [1000]\n end\n if <(tile2) = [136]> then\n set [sy2 v] to [18]\n set [jump v] to [1000]\n end\n if <(tile2) = [139]> then\n set [sy2 v] to [-18]\n set [jump v] to [-18]\n end\n if <(tile2) = [128]> then\n set [sy2 v] to [-5]\n set [jump v] to [1000]\n end\n end\nend\n\ndefine orIsSolid (x) (y)\nif <(y) < [0]> then\n set [tileidx2 v] to [-1]\n set [tile2 v] to [3]\n set [solid2 v] to (letter (1) of (item (tile2) of [tiletype v]))\n set [spike2 v] to [0]\nelse\n set [tileidx2 v] to ((([floor v] of ((x) / (26)) ) * (lsy)) + ([floor v] of ((y) / (26)) ))\n set [tile2 v] to (item (tileIdx2) of [level v])\n if <(tile2) < [0]> then\n set [tileidx2 v] to ((0) - (tile2))\n set [tile2 v] to (item (tileIdx2) of [level v])\n end\n set [t v] to (letter (1) of (item (tile2) of [tiletype v]))\n if <(t) > (solid2)> then\n set [solid2 v] to (t)\n end\nend\n\ndefine Get Direction (dx) (dy)\nif <(dy) = [0]> then\n if <(dx) > [0]> then\n set [@get direction v] to [90]\n else\n set [@get direction v] to [-90]\n end\nelse\n set [@get direction v] to ([atan v] of ((dx) / (dy)) )\n if <(dy) < [0]> then\n if <(dx) > [0]> then\n change [@get direction v] by (180)\n else\n if <(dx) < [0]> then\n change [@get direction v] by (-180)\n else\n set [@get direction v] to [180]\n end\n end\n end\nend\n\ndefine tick - mode 3 - end\nif <(Stars#) < [20]> then\n if <(Quality) > [0]> then\n create clone of (stars v)\n end\nend\nif <((Player X) - (Scroll X)) < [-89]> then\n set [sy2 v] to [18]\n set [mode before end v] to (costume [number v])\nend\nchange [sy2 v] by (-1.2)\nif <(sy2) < [0]> then\n Get Direction (-3) (1)\n set [sy2 v] to (([cos v] of (@Get Direction) ) * ((sx2) / ([sin v] of (@Get Direction) )))\nend\nif <((Player X) - (Scroll X)) < [40]> then\n if <(sx2) > [3]> then\n set [sx2 v] to ((sx2) * (0.9))\n end\nelse\n set [sx2 v] to ((sx2) * (1.1))\nend\nturn right (15) degrees\nif <((Player X) - (Scroll X)) < [240]> then\n change [player x v] by (sx2)\n change [player y v] by (sy2)\n if <not <((Player X) - (Scroll X)) < [180]>> then\n Record Score\n hide\n broadcast (complete! v)\n end\nend\n\ndefine isSolid (x) (y)\nif <(y) < [0]> then\n set [tileidx2 v] to [-1]\n set [tile2 v] to [3]\n set [solid2 v] to (letter (1) of (item (tile2) of [tiletype v]))\n set [spike2 v] to [0]\nelse\n \nend\n\nwhen I receive [reset level v]\nset [jump v] to [5]\nset [scroll y v] to [0]\nset [player x v] to [13]\nset [player y v] to [0]\nset [sx2 v] to [9]\nset [sy2 v] to [0]\nset [die2 v] to [0]\nset [shake y v] to [0]\nset [nextsecond v] to [4]\nset [frame v] to [0]\nset [coins2 v] to [0]\nset [ticker v] to [0]\nset [score % v] to [0]\nset [backwards v] to [0]\nset [upside down2 v] to [0]\nset [shrink2 v] to [1]\ndelete (all) of [collect2 v]\nSet Scroll\nset [ghost v] effect to (100)\npoint in direction (90)\nshow\n\nwhen I receive [end loop v]\nstop [other scripts in sprite v]\n\ndefine Set Mode (mode) background (bg)\nset [speed v] to (Speed)\nset [background v] to (bg)\nif <(mode) = (Mode)> then\n stop [this script v]\nend\nset [mode v] to (mode)\nswitch costume to (mode)\nif <(mode) < [3]> then\n point in direction (90)\nelse\n if <<(Mode) = [3]> or <(Mode) = [4]>> then\n start sound [endStart_02.mp3 v]\n end\nend\nset [sy2 v] to [0]\n\ndefine Record Score\nif <([editor v] of [editor newer v]) = [-1]> then\n if <(Score %) > (Your Best %)> then\n set [your best % v] to (Score %)\n end\n set [points v] to (Score %)\n broadcast (store my high score v)\nend\n\ndefine check progress\nbroadcast (pre-tick v)\nset [background v] to (CH_PR - BG)\nif <(CH_PR - UPSIDE DOWN) = [no]> then\n\ndefine do die\nif <(noclip) = [0]> then\n if <<([editor v] of [editor newer v]) < [0]> or <key (down arrow v) pressed?>> then\n set [die2 v] to [1]\n change [scroll y v] by (-10)\n set [shake y v] to [20]\n hide\n repeat (25)\n create clone of (particles v)\n end\n create clone of (round particles v)\n broadcast (die v)\n Record Score\n else\n set [sy2 v] to [16]\n set [shake y v] to [32]\n end\nend\n\ndefine tick - mode 1 - cube\nif <(tile2) = [110]> then\n set [shrink2 v] to [2]\nend\nif <(tile2) = [111]> then\n set [shrink2 v] to [1]\nend\nif <(shrink2) = [2]> then\n isSolid (Player X) ((Player Y) + (13))\n if <<(tile2) = [68]> or <(tile2) = [211]>> then\n if <not <[collect2 v] contains (tileIdx2)?>> then\n change [coins2 v] by (1)\n add (tileIdx2) to [collect2 v]\n broadcast (collect v)\n end\n end\n if <<(tile2) = [74]> or <(tile2) = [80]>> then\n set [sy2 v] to [20]\n set [jump v] to [2000]\n end\n Bounce Jump (Player X) ((Player Y) + (6))\n Bounce Jump ((Player X) + (13)) ((Player Y) + (6))\n change [player x v] by ((Speed) + (sx2))\n if <(die2) > [0]> then\n change [player y v] by (sy2)\n if <(sx2) > [0.5]> then\n set [sx2 v] to ((sx2) * (0.9))\n else\n set [sx2 v] to [0]\n end\n else\n isSolid ((Player X) + (4)) (Player Y)\n orIsSolid ((Player X) + (4)) ((Player Y) + (4))\n if <(solid2) > [0]> then\n if <(upside down2) = [1]> then\n if <((Player Y) mod (26)) > [14]> then\n set [ny v] to ((([floor v] of ((Player Y) / (26)) ) - (1)) * (26))\n isSolid ((Player X) + (13)) (ny)\n orIsSolid ((Player X) + (13)) ((ny) - (20))\n if <(solid2) > [0]> then\n else\n do die\n end\n end\n if <(upside down2) = [0]> then\n if <((Player Y) mod (26)) > [14]> then\n set [ny v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n isSolid ((Player X) + (13)) (ny)\n orIsSolid ((Player X) + (13)) ((ny) + (20))\n if <(solid2) > [0]> then\n do die\n else\n set [player y v] to ((ny) - ((sy2) - (5)))\n end\n else\n do die\n end\n end\n end\n if <(die2) > [0]> then\n set [player x v] to ((((([floor v] of (Player X) ) + (13)) / (26)) * (26)) - (13))\n else\n if <(upside down2) = [1]> then\n if <(Jump) > [2]> then\n if <(Jump) < [2000]> then\n if <(sy2) < [-3]> then\n change [sy2 v] by (2.25)\n else\n change [sy2 v] by (3.5)\n end\n else\n if <(Jump) < [2009]> then\n if <(sy2) < [-39]> then\n change [sy2 v] by (-3)\n end\n else\n set [sy2 v] to [-18]\n set [jump v] to [1000]\n end\n end\n change [player y v] by (sy2)\n if <(sy2) > [0]> then\n isSolid ((Player X) - (12)) ((Player Y) + (20))\n orIsSolid ((Player X) + (12)) ((Player Y) + (20))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n set [player y v] to ((([floor v] of (((Player Y) + (20)) / (26)) ) - (1)) * (26))\n isSolid ((Player X) - (13)) ((Player Y) + (25))\n orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n end\n set [sy2 v] to [0]\n set [jump v] to [0]\n if <(Quality) > [0]> then\n end\n change [jump v] by (1)\n else\n isSolid ((Player X) - (12)) ((Player Y) + (20))\n orIsSolid ((Player X) + (12)) ((Player Y) + (20))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n set [player y v] to ((([floor v] of ((Player Y) / (26)) ) - (1)) * (26))\n isSolid ((Player X) - (13)) (Player Y)\n orIsSolid ((Player X) + (13)) (Player Y)\n end\n set [sy2 v] to [0]\n set [jump v] to [0]\n if <(Quality) > [0]> then\n else\n change [jump v] by (1)\n end\n end\n if <(Jump) > [0]> then\n if <(Backwards) = [1]> then\n turn right (-15) degrees\n end\n if <(Backwards) = [2]> then\n turn right (15) degrees\n end\n else\n if <not <((direction) mod (90)) = [0]>> then\n if <((direction) mod (90)) > [35]> then\n turn right ((90) - ((direction) mod (90))) degrees\n else\n turn left ((direction) mod (90)) degrees\n end\n end\n end\n end\n if <(upside down2) = [0]> then\n if <(Jump) > [2]> then\n if <(Jump) < [2000]> then\n if <(sy2) < [3.5]> then\n change [sy2 v] by (-2.25)\n else\n change [sy2 v] by (-3.5)\n end\n else\n if <(Jump) < [2009]> then\n if <(sy2) < [39]> then\n change [sy2 v] by (3)\n end\n else\n set [sy2 v] to [18]\n set [jump v] to [1000]\n end\n end\n change [player y v] by (sy2)\n if <(sy2) > [0]> then\n isSolid ((Player X) - (7)) ((Player Y) + (12))\n orIsSolid ((Player X) + (7)) ((Player Y) + (12))\n if <(solid2) > [0]> then\n do die\n stop [this script v]\n end\n change [jump v] by (1)\n else\n isSolid ((Player X) - (7)) (Player Y)\n orIsSolid ((Player X) + (7)) (Player Y)\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n isSolid ((Player X) - (7)) (Player Y)\n orIsSolid ((Player X) + (7)) (Player Y)\n end\n set [sy2 v] to [0]\n set [jump v] to [0]\n if <(Quality) > [0]> then\n else\n change [jump v] by (1)\n end\n end\n if <(Jump) > [0]> then\n if <(Backwards) = [1]> then\n turn right (15) degrees\n end\n if <(Backwards) = [2]> then\n turn right (-15) degrees\n end\n else\n if <not <((direction) mod (90)) = [0]>> then\n if <((direction) mod (90)) > [35]> then\n turn right ((90) - ((direction) mod (90))) degrees\n else\n turn left ((direction) mod (90)) degrees\n end\n end\n end\n end\n end\n isSolid ((Player X) - (8)) ((Player Y) + (15))\n orIsSolid ((Player X) + (8)) ((Player Y) + (15))\n if <(spike2) > [0]> then\n do die\n end\n end\n if <(JumpPress2) = [1]> then\n Air Jump ((Player X) - (12)) ((Player Y) + (12))\n Air Jump ((Player X) + (12)) ((Player Y) + (12))\n Air Jump ((Player X) - (12)) ((Player Y) - (12))\n Air Jump ((Player X) + (12)) ((Player Y) - (12))\n end\nend\nif <(shrink2) = [1]> then\n isSolid (Player X) ((Player Y) + (13))\n if <<(tile2) = [211]> or <(tile2) = [68]>> then\n if <not <[collect2 v] contains (tileIdx2)?>> then\n change [coins2 v] by (1)\n add (tileIdx2) to [collect2 v]\n broadcast (collect v)\n end\n end\n if <<(tile2) = [74]> or <(tile2) = [80]>> then\n set [sy2 v] to [20]\n set [jump v] to [2000]\n end\n Bounce Jump (Player X) ((Player Y) + (6))\n Bounce Jump ((Player X) + (13)) ((Player Y) + (6))\n change [player x v] by ((Speed) + (sx2))\n if <(die2) > [0]> then\n change [player y v] by (sy2)\n if <(sx2) > [0.5]> then\n set [sx2 v] to ((sx2) * (0.9))\n else\n set [sx2 v] to [0]\n end\n else\n isSolid ((Player X) + (4)) (Player Y)\n orIsSolid ((Player X) + (4)) ((Player Y) + (4))\n orIsSolid ((Player X) - (4)) ((Player Y) + (4))\n orIsSolid ((Player X) - (4)) ((Player Y) + (4))\n if <(solid2) > [0]> then\n if <((Player Y) mod (26)) > [14]> then\n if <(upside down2) = [1]> then\n if <((Player Y) mod (26)) > [14]> then\n set [ny v] to (([floor v] of (((0) - ((Player Y) / (26))) + (1)) ) * (26))\n isSolid ((Player X) + (13)) (ny)\n orIsSolid ((Player X) + (13)) ((ny) - (20))\n if <(solid2) > [0]> then\n else\n do die\n end\n end\n if <(upside down2) = [0]> then\n if <((Player Y) mod (26)) > [14]> then\n set [ny v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n isSolid ((Player X) + (13)) (ny)\n orIsSolid ((Player X) + (13)) ((ny) + (20))\n if <(solid2) > [0]> then\n else\n do die\n end\n end\n else\n do die\n end\n end\n if <(die2) > [0]> then\n set [player x v] to ((((([floor v] of (Player X) ) + (13)) / (26)) * (26)) + (13))\n else\n if <(upside down2) = [1]> then\n if <(Jump) > [2]> then\n if <(Jump) < [2000]> then\n if <(sy2) < [-3]> then\n change [sy2 v] by (2.25)\n else\n change [sy2 v] by (3)\n end\n else\n if <(Jump) < [2009]> then\n if <(sy2) < [-39]> then\n change [sy2 v] by (-3)\n end\n else\n set [sy2 v] to [-18]\n set [jump v] to [1000]\n end\n end\n change [player y v] by (sy2)\n if <(sy2) > [0]> then\n isSolid ((Player X) - (12)) ((Player Y) + (20))\n orIsSolid ((Player X) + (12)) ((Player Y) + (20))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n set [player y v] to ((([floor v] of (((Player Y) + (20)) / (26)) ) - (0.91)) * (26))\n isSolid ((Player X) - (13)) ((Player Y) - (25))\n orIsSolid ((Player X) + (13)) ((Player Y) - (25))\n end\n set [sy2 v] to [0]\n set [jump v] to [0]\n if <(Quality) > [0]> then\n end\n change [jump v] by (1)\n else\n isSolid ((Player X) - (12)) ((Player Y) + (20))\n orIsSolid ((Player X) + (12)) ((Player Y) + (20))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (0.91)) * (26))\n isSolid ((Player X) - (13)) (Player Y)\n orIsSolid ((Player X) + (13)) (Player Y)\n end\n set [sy2 v] to [0]\n set [jump v] to [0]\n if <(Quality) > [0]> then\n else\n change [jump v] by (1)\n end\n end\n if <(Jump) > [0]> then\n if <(Backwards) = [1]> then\n turn right (-15) degrees\n end\n if <(Backwards) = [2]> then\n turn right (15) degrees\n end\n else\n if <not <((direction) mod (90)) = [0]>> then\n if <((direction) mod (90)) > [35]> then\n turn right ((direction) mod (90)) degrees\n else\n turn left ((90) - ((direction) mod (90))) degrees\n end\n end\n end\n end\n if <(upside down2) = [0]> then\n if <(Jump) > [2]> then\n if <(Jump) < [2000]> then\n if <(sy2) < [4]> then\n change [sy2 v] by (-2.25)\n else\n change [sy2 v] by (-4)\n end\n else\n if <(Jump) < [2009]> then\n if <(sy2) < [39]> then\n change [sy2 v] by (3)\n end\n else\n set [sy2 v] to [18]\n set [jump v] to [1000]\n end\n end\n change [player y v] by (sy2)\n if <(sy2) > [0]> then\n isSolid ((Player X) - (12)) ((Player Y) + (20))\n orIsSolid ((Player X) + (12)) ((Player Y) + (20))\n if <(solid2) > [0]> then\n do die\n stop [this script v]\n end\n change [jump v] by (1)\n else\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n end\n set [sy2 v] to [0]\n set [jump v] to [0]\n if <(Quality) > [0]> then\n else\n change [jump v] by (1)\n end\n end\n if <(Jump) > [0]> then\n if <(Backwards) = [1]> then\n turn right (15) degrees\n end\n if <(Backwards) = [2]> then\n turn right (-15) degrees\n end\n else\n if <not <((direction) mod (90)) = [0]>> then\n if <((direction) mod (90)) > [35]> then\n turn right ((90) - ((direction) mod (90))) degrees\n else\n turn left ((direction) mod (90)) degrees\n end\n end\n end\n end\n end\n isSolid ((Player X) - (8)) ((Player Y) + (13))\n orIsSolid ((Player X) + (8)) ((Player Y) + (13))\n if <(spike2) > [0]> then\n do die\n end\n end\n if <(JumpPress2) = [1]> then\n Air Jump ((Player X) - (12)) ((Player Y) + (12))\n Air Jump ((Player X) + (12)) ((Player Y) + (12))\n Air Jump ((Player X) - (12)) ((Player Y) - (12))\n Air Jump ((Player X) + (12)) ((Player Y) - (12))\n end\nend\n\ndefine respawn\nchange [attempts v] by (1)\nset [scroll y v] to [0]\nset [jump v] to [0]\nset [player x v] to [13]\nset [player y v] to [96]\nset [sx2 v] to [9]\nset [sy2 v] to [0]\nset [die2 v] to [0]\nset [bright v] to [0]\nset [mode v] to [1]\nSet Scroll\nbroadcast (reset level v) and wait\nbroadcast (start music v) and wait\nswitch costume to (geometry-01 v)\nshow\n\ndefine Air Jump (x) (y)\nisSolid ((x) + (sx2)) ((y) + (8))\nchange [orb repeat v] by (-1)\nif <<(orb repeat) < [1]> and <(frames since taped) < [1]>> then\n if <<[351] < (tile2)> and <(tile2) < [358]>> then\n set [orb repeat v] to [4]\n end\n if <(tile2) = [352]> then\n set [dash dir v] to [90]\n set [dash orb v] to [1]\n set [dash orb glow v] to [1]\n end\n if <(tile2) = [353]> then\n if <(upside down2) = [0]> then\n set [upside down2 v] to [1]\n else\n set [upside down2 v] to [0]\n end\n set [dash dir v] to [90]\n set [dash orb v] to [1]\n set [dash orb glow v] to [1]\n end\n if <(tile2) = [354]> then\n set [dash dir v] to [45]\n set [dash orb v] to [1]\n set [dash orb glow v] to [1]\n end\n if <(tile2) = [355]> then\n if <(upside down2) = [0]> then\n set [upside down2 v] to [1]\n else\n set [upside down2 v] to [0]\n end\n set [dash dir v] to [45]\n set [dash orb v] to [1]\n set [dash orb glow v] to [1]\n end\n if <(tile2) = [356]> then\n set [dash dir v] to [135]\n set [dash orb v] to [1]\n set [dash orb glow v] to [1]\n end\n if <(tile2) = [357]> then\n if <(upside down2) = [0]> then\n set [upside down2 v] to [1]\n else\n set [upside down2 v] to [0]\n end\n set [dash dir v] to [135]\n set [dash orb v] to [1]\n set [dash orb glow v] to [1]\n end\n if <(tile2) = [346]> then\n bounce [35]\n Jump Ring [6]\n end\n if <(tile2) = [347]> then\n bounce [24]\n Jump Ring [2]\n end\n if <(tile2) = [348]> then\n bounce [16]\n Jump Ring [3]\n end\n if <(tile2) = [349]> then\n bounce [8]\n if <(upside down2) = [0]> then\n set [upside down2 v] to [1]\n else\n set [upside down2 v] to [0]\n end\n Jump Ring [1]\n end\n if <(tile2) = [351]> then\n bounce [-30]\n Jump Ring [5]\n end\n if <(tile2) = [350]> then\n if <(upside down2) = [0]> then\n set [upside down2 v] to [1]\n else\n set [upside down2 v] to [0]\n end\n bounce [24]\n Jump Ring [7]\n end\nend\nif <(orb repeat) = [4]> then\n set [frames since taped v] to [2]\nend\nif <<(Mode) = [9]> or <(Mode) = [10]>> then\n if <(shrink2) = [1]> then\n if <(tile2) = [203]> then\n set [sy2 v] to [-9]\n set [upside down2 v] to [1]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [6]\n end\n if <(tile2) = [224]> then\n set [sy2 v] to [9]\n set [upside down2 v] to [0]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [6]\n end\n end\n if <(shrink2) = [2]> then\n if <(tile2) = [203]> then\n set [sy2 v] to [-7]\n set [upside down2 v] to [1]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [6]\n end\n if <(tile2) = [224]> then\n set [sy2 v] to [7]\n set [upside down2 v] to [0]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [6]\n end\n end\nend\nif <(Mode) = [7]> then\n if <(tile2) = [224]> then\n set [ring color v] to [1]\n set [sy2 v] to [13]\n set [upside down2 v] to [0]\n set [jump orb glow v] to [6]\n create clone of (round particles v)\n set [bounceidx v] to (tileIdx2)\n end\n if <(tile2) = [203]> then\n set [ring color v] to [1]\n set [sy2 v] to [-10]\n set [upside down2 v] to [1]\n set [jump orb glow v] to [6]\n create clone of (round particles v)\n set [bounceidx v] to (tileIdx2)\n end\nend\nif <(Mode) = [2]> then\n if <(tile2) = [224]> then\n set [ring color v] to [1]\n set [sy2 v] to [11]\n set [upside down2 v] to [0]\n set [jump orb glow v] to [6]\n create clone of (round particles v)\n set [bounceidx v] to (tileIdx2)\n end\n if <(tile2) = [203]> then\n set [ring color v] to [1]\n set [sy2 v] to [-11]\n set [upside down2 v] to [1]\n set [jump orb glow v] to [6]\n create clone of (round particles v)\n set [bounceidx v] to (tileIdx2)\n end\nend\nif <<(Mode) = [8]> or <(Mode) = [8]>> then\n if <(shrink2) = [1]> then\n if <<(tile2) = [86]> or <(tile2) = [203]>> then\n set [ring color v] to [1]\n set [player y v] to (Player Y)\n set [sy2 v] to [20]\n set [jump v] to [1900]\n set [bounceidx v] to (tileIdx2)\n create clone of (round particles v)\n end\n if <(tile2) = [199]> then\n set [ring color v] to [1]\n set [player y v] to (Player Y)\n set [sy2 v] to [33]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [5]\n create clone of (round particles v)\n end\n if <(tile2) = [129]> then\n set [sy2 v] to [23]\n create clone of (round particles v)\n end\n if <(tile2) = [121]> then\n set [player y v] to (Player Y)\n set [sy2 v] to [26]\n create clone of (round particles v)\n end\n if <(tile2) = [100]> then\n set [ring color v] to [2]\n set [player y v] to (Player Y)\n set [sy2 v] to [15]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [2]\n create clone of (round particles v)\n end\n if <(tile2) = [97]> then\n set [ring color v] to [3]\n set [player y v] to (Player Y)\n set [sy2 v] to [27]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n create clone of (round particles v)\n end\n end\n if <(shrink2) = [2]> then\n if <(tile2) = [199]> then\n set [ring color v] to [1]\n set [player y v] to (Player Y)\n set [sy2 v] to [25]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [5]\n create clone of (round particles v)\n end\n if <<(tile2) = [86]> or <(tile2) = [203]>> then\n set [ring color v] to [1]\n set [player y v] to (Player Y)\n set [sy2 v] to [14]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n create clone of (round particles v)\n end\n if <(tile2) = [100]> then\n set [ring color v] to [2]\n set [player y v] to (Player Y)\n set [sy2 v] to [12]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [2]\n create clone of (round particles v)\n end\n if <(tile2) = [97]> then\n set [ring color v] to [3]\n set [player y v] to (Player Y)\n set [sy2 v] to [30]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n create clone of (round particles v)\n end\n end\nend\nif <(Mode) = [2]> then\n if <<(tile2) = [86]> or <(tile2) = [86]>> then\n set [ring color v] to [1]\n set [sy2 v] to [22]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [1]\n create clone of (round particles v)\n end\n if <(tile2) = [199]> then\n set [ring color v] to [1]\n set [sy2 v] to [33]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [5]\n create clone of (round particles v)\n end\n if <(tile2) = [100]> then\n set [ring color v] to [1]\n set [sy2 v] to [9]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [2]\n create clone of (round particles v)\n end\n if <(tile2) = [220]> then\n set [ring color v] to [1]\n set [sy2 v] to [-15]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [5]\n create clone of (round particles v)\n end\n if <(tile2) = [219]> then\n set [ring color v] to [1]\n set [sy2 v] to [-5]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [2]\n create clone of (round particles v)\n end\n if <(tile2) = [218]> then\n set [ring color v] to [1]\n set [sy2 v] to [-9]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [1]\n create clone of (round particles v)\n end\nend\nif <(tile2) = [217]> then\n set [ring color v] to [1]\n set [sy2 v] to [-2]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [3]\n create clone of (round particles v)\n set [upside down2 v] to [0]\nend\nif <(tile2) = [101]> then\n set [ring color v] to [1]\n set [sy2 v] to [2]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [3]\n create clone of (round particles v)\n set [upside down2 v] to [1]\nend\nif <<(Mode) = [9]> or <(Mode) = [10]>> then\n if <(shrink2) = [1]> then\n if <(tile2) = [86]> then\n if <(upside down2) = [1]> then\n set [ring color v] to [1]\n set [sy2 v] to [-12]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n create clone of (round particles v)\n end\n if <(upside down2) = [0]> then\n set [ring color v] to [1]\n set [sy2 v] to [12]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n create clone of (round particles v)\n end\n end\n if <(tile2) = [220]> then\n set [ring color v] to [1]\n set [sy2 v] to [-13]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [5]\n create clone of (round particles v)\n end\n if <(tile2) = [199]> then\n set [ring color v] to [1]\n set [sy2 v] to [13]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [5]\n create clone of (round particles v)\n end\n if <(tile2) = [100]> then\n if <(upside down2) = [1]> then\n set [ring color v] to [2]\n set [sy2 v] to [-8]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [2]\n create clone of (round particles v)\n end\n if <(upside down2) = [0]> then\n set [ring color v] to [2]\n set [sy2 v] to [8]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [2]\n create clone of (round particles v)\n end\n end\n end\n if <(shrink2) = [2]> then\n if <(tile2) = [220]> then\n set [ring color v] to [1]\n set [sy2 v] to [-14]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [5]\n create clone of (round particles v)\n end\n if <(tile2) = [199]> then\n set [ring color v] to [1]\n set [sy2 v] to [14]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [5]\n create clone of (round particles v)\n end\n if <(tile2) = [86]> then\n if <(upside down2) = [0]> then\n set [ring color v] to [1]\n set [sy2 v] to [8]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [1]\n create clone of (round particles v)\n end\n if <(upside down2) = [1]> then\n set [ring color v] to [1]\n set [sy2 v] to [-8]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [1]\n create clone of (round particles v)\n end\n end\n if <(tile2) = [100]> then\n if <(upside down2) = [0]> then\n set [ring color v] to [2]\n set [sy2 v] to [7]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [2]\n create clone of (round particles v)\n end\n if <(upside down2) = [1]> then\n set [ring color v] to [2]\n set [sy2 v] to [-7]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [2]\n create clone of (round particles v)\n end\n end\n if <(tile2) = [97]> then\n set [ring color v] to [3]\n set [sy2 v] to [30]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n create clone of (round particles v)\n end\n end\nend\nif <(Mode) = [2]> then\n if <<(tile2) = [86]> or <(tile2) = [86]>> then\n set [ring color v] to [1]\n set [sy2 v] to [22]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [1]\n create clone of (round particles v)\n end\n if <(tile2) = [199]> then\n set [ring color v] to [1]\n set [sy2 v] to [33]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [5]\n create clone of (round particles v)\n end\n if <(tile2) = [100]> then\n set [ring color v] to [1]\n set [sy2 v] to [9]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [2]\n create clone of (round particles v)\n end\n if <(tile2) = [220]> then\n set [ring color v] to [1]\n set [sy2 v] to [-15]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [5]\n create clone of (round particles v)\n end\n if <(tile2) = [219]> then\n set [ring color v] to [1]\n set [sy2 v] to [-5]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [2]\n create clone of (round particles v)\n end\n if <(tile2) = [218]> then\n set [ring color v] to [1]\n set [sy2 v] to [-9]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [1]\n create clone of (round particles v)\n end\nend\nif <(upside down2) = [0]> then\n if <(tile2) = [198]> then\n set [ring color v] to [1]\n set [player y v] to (Player Y)\n set [sy2 v] to [-10]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [4]\n create clone of (round particles v)\n end\nend\nif <(upside down2) = [1]> then\n if <(tile2) = [198]> then\n set [ring color v] to [1]\n set [player y v] to (Player Y)\n set [sy2 v] to [10]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [4]\n create clone of (round particles v)\n end\nend\nif <<(Mode) = [1]> or <(Mode) = [8]>> then\n if <(shrink2) = [1]> then\n if <(tile2) = [218]> then\n set [ring color v] to [1]\n set [sy2 v] to [-20]\n set [player y v] to (Player Y)\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [1]\n create clone of (round particles v)\n end\n if <(tile2) = [219]> then\n set [ring color v] to [1]\n set [sy2 v] to [-17]\n set [player y v] to (Player Y)\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [2]\n create clone of (round particles v)\n end\n if <(tile2) = [220]> then\n set [ring color v] to [1]\n set [sy2 v] to [-24]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [5]\n create clone of (round particles v)\n end\n if <(tile2) = [203]> then\n set [ring color v] to [1]\n set [sy2 v] to [-17]\n set [jump v] to [1000]\n set [upside down2 v] to [1]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [6]\n create clone of (round particles v)\n end\n if <(tile2) = [224]> then\n set [ring color v] to [1]\n set [sy2 v] to [17]\n set [jump v] to [1000]\n set [upside down2 v] to [0]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [6]\n create clone of (round particles v)\n end\n if <(upside down2) = [1]> then\n if <(tile2) = [86]> then\n set [ring color v] to [1]\n set [player y v] to (Player Y)\n set [sy2 v] to [-15]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [1]\n create clone of (round particles v)\n end\n if <(tile2) = [199]> then\n set [ring color v] to [1]\n set [player y v] to (Player Y)\n set [sy2 v] to [-28]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [5]\n create clone of (round particles v)\n end\n if <(tile2) = [100]> then\n set [ring color v] to [2]\n set [player y v] to (Player Y)\n set [sy2 v] to [-12]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [2]\n create clone of (round particles v)\n end\n if <(tile2) = [97]> then\n set [ring color v] to [3]\n set [player y v] to (Player Y)\n set [sy2 v] to [-15]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n create clone of (round particles v)\n end\n end\n if <(upside down2) = [0]> then\n if <(tile2) = [86]> then\n set [ring color v] to [1]\n set [player y v] to (Player Y)\n set [sy2 v] to [22]\n set [jump v] to [5000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [1]\n create clone of (round particles v)\n end\n if <(tile2) = [199]> then\n set [ring color v] to [1]\n set [player y v] to (Player Y)\n set [sy2 v] to [33]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [5]\n create clone of (round particles v)\n end\n if <(tile2) = [100]> then\n set [ring color v] to [2]\n set [player y v] to (Player Y)\n set [sy2 v] to [17]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [2]\n create clone of (round particles v)\n end\n if <(tile2) = [97]> then\n set [ring color v] to [3]\n set [player y v] to (Player Y)\n set [sy2 v] to [27]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n create clone of (round particles v)\n end\n end\n end\n if <(shrink2) = [2]> then\n if <(tile2) = [203]> then\n set [ring color v] to [1]\n set [sy2 v] to [-13]\n set [jump v] to [1000]\n set [upside down2 v] to [1]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [6]\n create clone of (round particles v)\n end\n if <(tile2) = [224]> then\n set [ring color v] to [1]\n set [sy2 v] to [13]\n set [jump v] to [1000]\n set [upside down2 v] to [0]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [6]\n create clone of (round particles v)\n end\n if <(upside down2) = [1]> then\n if <(tile2) = [86]> then\n set [ring color v] to [1]\n set [player y v] to (Player Y)\n set [sy2 v] to [-15]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [1]\n create clone of (round particles v)\n end\n if <(tile2) = [100]> then\n set [ring color v] to [2]\n set [player y v] to (Player Y)\n set [sy2 v] to [-13]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [2]\n create clone of (round particles v)\n end\n if <(tile2) = [97]> then\n set [ring color v] to [3]\n set [player y v] to (Player Y)\n set [sy2 v] to [-30]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n create clone of (round particles v)\n end\n if <(tile2) = [199]> then\n set [ring color v] to [1]\n set [player y v] to (Player Y)\n set [sy2 v] to [-25]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [5]\n create clone of (round particles v)\n end\n if <(tile2) = [198]> then\n set [ring color v] to [1]\n set [sy2 v] to [10]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [4]\n create clone of (round particles v)\n end\n end\n if <(upside down2) = [0]> then\n if <(tile2) = [86]> then\n set [ring color v] to [1]\n set [player y v] to (Player Y)\n set [sy2 v] to [17]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [1]\n create clone of (round particles v)\n end\n if <(tile2) = [100]> then\n set [ring color v] to [2]\n set [player y v] to (Player Y)\n set [sy2 v] to [15]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [2]\n create clone of (round particles v)\n end\n if <(tile2) = [97]> then\n set [ring color v] to [3]\n set [player y v] to (Player Y)\n set [sy2 v] to [30]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n create clone of (round particles v)\n end\n if <(tile2) = [199]> then\n set [ring color v] to [1]\n set [player y v] to (Player Y)\n set [sy2 v] to [25]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [5]\n create clone of (round particles v)\n end\n if <(tile2) = [198]> then\n set [ring color v] to [1]\n set [sy2 v] to [-10]\n set [jump v] to [1000]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [4]\n create clone of (round particles v)\n end\n end\n end\nend\nif <(Mode) = [2]> then\n if <<(tile2) = [86]> or <(tile2) = [86]>> then\n set [ring color v] to [1]\n set [sy2 v] to [22]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [1]\n create clone of (round particles v)\n end\n if <(tile2) = [199]> then\n set [ring color v] to [1]\n set [sy2 v] to [33]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [5]\n create clone of (round particles v)\n end\n if <(tile2) = [100]> then\n set [ring color v] to [1]\n set [sy2 v] to [9]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [2]\n create clone of (round particles v)\n end\n if <(tile2) = [220]> then\n set [ring color v] to [1]\n set [sy2 v] to [-15]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [5]\n create clone of (round particles v)\n end\n if <(tile2) = [219]> then\n set [ring color v] to [1]\n set [sy2 v] to [-5]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [2]\n create clone of (round particles v)\n end\n if <(tile2) = [218]> then\n set [ring color v] to [1]\n set [sy2 v] to [-9]\n set [bounceidx v] to (tileIdx2)\n set [jump orb glow v] to [1]\n create clone of (round particles v)\n end\nend\nif <(tile2) = [270]> then\n set [ring color v] to [1]\n set [dash orb v] to [1]\n set [sy2 v] to [0]\n set [bounceidx v] to (tileIdx2)\n set [dash orb glow v] to [1]\n create clone of (round particles v)\nend\nif <(tile2) = [271]> then\n set [upside down2 v] to [1]\n set [ring color v] to [1]\n set [dash orb v] to [1]\n set [sy2 v] to [0]\n set [bounceidx v] to (tileIdx2)\n set [dash orb glow v] to [2]\n create clone of (round particles v)\nend\nif <(tile2) = [273]> then\n set [upside down2 v] to [0]\n set [ring color v] to [1]\n set [dash orb v] to [1]\n set [bounceidx v] to (tileIdx2)\n set [dash orb glow v] to [2]\n create clone of (round particles v)\n set [sy2 v] to [0]\nend\nif <(tile2) = [270]> then\n set [jump orb glow v] to [6]\n create clone of (round particles v)\nend\nif <(tile2) = [271]> then\n set [jump orb glow v] to [2]\n create clone of (round particles v)\nend\nif <(tile2) = [273]> then\n set [jump orb glow v] to [2]\n create clone of (round particles v)\nend\n\ndefine tick - mode 2 - Fly/Wave\nif <(tile2) = [110]> then\n set [shrink2 v] to [2]\nend\nif <(tile2) = [111]> then\n set [shrink2 v] to [1]\nend\nif <<(upside down2) = [0]> and <(shrink2) = [2]>> then\n if <(Backwards) = [2]> then\n switch costume to (costume10 v)\n end\n if <(Backwards) = [1]> then\n switch costume to (cubeflyreverse3 v)\n end\nend\nif <(upside down2) = [1]> then\n if <(shrink2) = [2]> then\n if <(Backwards) = [1]> then\n switch costume to (cubeflyreverse2 v)\n end\n if <(Backwards) = [2]> then\n switch costume to (cubeflyreverse3 v)\n end\n else\n if <(Backwards) = [1]> then\n switch costume to (cubeflyreverse v)\n end\n if <(Backwards) = [2]> then\n switch costume to (cubefly v)\n end\n end\nelse\n if <(Mode) = [5]> then\n if <(shrink2) = [1]> then\n if <(upside down2) = [0]> then\n if <(Backwards) = [1]> then\n switch costume to (wave01 v)\n end\n if <(Backwards) = [2]> then\n switch costume to (costume12 v)\n end\n end\n if <(upside down2) = [1]> then\n if <(Backwards) = [1]> then\n switch costume to (wave01 v)\n end\n if <(Backwards) = [2]> then\n switch costume to (costume12 v)\n end\n end\n end\n if <(shrink2) = [2]> then\n if <(upside down2) = [0]> then\n if <(Backwards) = [1]> then\n switch costume to (wave2 v)\n end\n if <(Backwards) = [2]> then\n switch costume to (costume13 v)\n end\n end\n if <(upside down2) = [1]> then\n if <(Backwards) = [1]> then\n switch costume to (wave2 v)\n end\n if <(Backwards) = [2]> then\n switch costume to (costume13 v)\n end\n end\n end\n else\n if <(Backwards) = [1]> then\n switch costume to (cubefly v)\n end\n if <(Backwards) = [2]> then\n switch costume to (cubeflyreverse v)\n end\n end\nend\nif <(Stars#) < [20]> then\n if <(Quality) > [0]> then\n create clone of (stars v)\n end\nend\nif <(JumpPress2) = [1]> then\n Air Jump ((Player X) - (12)) ((Player Y) + (12))\n Air Jump ((Player X) + (12)) ((Player Y) + (12))\n Air Jump ((Player X) - (12)) ((Player Y) - (12))\n Air Jump ((Player X) + (12)) ((Player Y) - (12))\nend\nBounce Jump (Player X) ((Player Y) + (6))\nBounce Jump ((Player X) + (13)) ((Player Y) + (6))\nchange [player x v] by ((sx2) + (Speed))\nif <(die2) > [0]> then\n if <(sx2) > [0.5]> then\n set [sx2 v] to ((sx2) * (0.9))\n else\n set [sx2 v] to [0]\n end\nelse\n isSolid ((Player X) + (7)) ((Player Y) + (9))\n orIsSolid ((Player X) + (7)) ((Player Y) + (9))\n orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n if <(solid2) > [0]> then\n do die\n stop [this script v]\n end\n if <(upside down2) = [1]> then\n if <(shrink2) = [2]> then\n if <(JumpPress2) > [0]> then\n change [sy2 v] by (-1)\n if <(sy2) > [9]> then\n set [sy2 v] to [9]\n end\n else\n change [sy2 v] by (1)\n if <(sy2) < [-9]> then\n set [sy2 v] to [-9]\n end\n end\n else\n if <(JumpPress2) > [0]> then\n change [sy2 v] by (-0.7)\n if <(sy2) > [9]> then\n set [sy2 v] to [9]\n end\n else\n change [sy2 v] by (0.7)\n if <(sy2) < [-9]> then\n set [sy2 v] to [-9]\n end\n end\n end\n else\n if <(shrink2) = [1]> then\n if <(JumpPress2) > [0]> then\n change [sy2 v] by (1)\n if <(sy2) > [9]> then\n set [sy2 v] to [9]\n end\n else\n change [sy2 v] by (-1)\n if <(sy2) < [-9]> then\n set [sy2 v] to [-9]\n end\n end\n else\n if <(Backwards) = [2]> then\n if <(JumpPress2) > [0]> then\n switch costume to (cubeflyreverse2 v)\n change [sy2 v] by (0.7)\n if <(sy2) > [9]> then\n set [sy2 v] to [9]\n end\n else\n switch costume to (cubeflyreverse2 v)\n change [sy2 v] by (-0.7)\n if <(sy2) < [-9]> then\n set [sy2 v] to [-9]\n end\n end\n end\n if <(Backwards) = [1]> then\n if <(JumpPress2) > [0]> then\n switch costume to (cubeflyreverse3 v)\n change [sy2 v] by (1.2)\n if <(sy2) > [9]> then\n set [sy2 v] to [9]\n end\n else\n switch costume to (cubeflyreverse3 v)\n change [sy2 v] by (-1.2)\n if <(sy2) < [-9]> then\n set [sy2 v] to [-9]\n end\n end\n end\n end\n end\n if <(Mode) = [5]> then\n if <(dash orb) = [1]> then\n set [sy2 v] to (([cos v] of (dash dir) ) * (((Speed) + (sx2)) / ([sin v] of (dash dir) )))\n end\n if <(dash orb) = [0]> then\n if <(shrink2) = [1]> then\n if <(upside down2) = [1]> then\n if <(JumpPress2) > [0]> then\n if <(Speed) = [-2]> then\n set [sy2 v] to [-7]\n end\n if <(Speed) = [0]> then\n set [sy2 v] to [-9]\n end\n if <(Speed) = [2]> then\n set [sy2 v] to [-11]\n end\n if <(Speed) = [4]> then\n set [sy2 v] to [-13]\n end\n if <(Speed) = [6]> then\n set [sy2 v] to [-15]\n end\n else\n if <(Speed) = [-2]> then\n set [sy2 v] to [7]\n end\n if <(Speed) = [0]> then\n set [sy2 v] to [9]\n end\n if <(Speed) = [2]> then\n set [sy2 v] to [11]\n end\n if <(Speed) = [4]> then\n set [sy2 v] to [13]\n end\n if <(Speed) = [6]> then\n set [sy2 v] to [15]\n end\n end\n end\n if <(upside down2) = [0]> then\n if <(JumpPress2) > [0]> then\n if <(Speed) = [-2]> then\n set [sy2 v] to [7]\n end\n if <(Speed) = [0]> then\n set [sy2 v] to [9]\n end\n if <(Speed) = [2]> then\n set [sy2 v] to [11]\n end\n if <(Speed) = [4]> then\n set [sy2 v] to [13]\n end\n if <(Speed) = [6]> then\n set [sy2 v] to [15]\n end\n else\n if <(Speed) = [-2]> then\n set [sy2 v] to [-7]\n end\n if <(Speed) = [0]> then\n set [sy2 v] to [-9]\n end\n if <(Speed) = [2]> then\n set [sy2 v] to [-11]\n end\n if <(Speed) = [4]> then\n set [sy2 v] to [-13]\n end\n if <(Speed) = [6]> then\n set [sy2 v] to [-15]\n end\n end\n end\n end\n if <(shrink2) = [2]> then\n if <(upside down2) = [1]> then\n if <(JumpPress2) > [0]> then\n if <(Speed) = [-2]> then\n set [sy2 v] to [-12]\n end\n if <(Speed) = [0]> then\n set [sy2 v] to [-16]\n end\n if <(Speed) = [2]> then\n set [sy2 v] to [-20]\n end\n if <(Speed) = [4]> then\n set [sy2 v] to [-24]\n end\n if <(Speed) = [6]> then\n set [sy2 v] to [-28]\n end\n else\n if <(Speed) = [-2]> then\n set [sy2 v] to [12]\n end\n if <(Speed) = [0]> then\n set [sy2 v] to [16]\n end\n if <(Speed) = [2]> then\n set [sy2 v] to [20]\n end\n if <(Speed) = [4]> then\n set [sy2 v] to [24]\n end\n if <(Speed) = [6]> then\n set [sy2 v] to [28]\n end\n end\n end\n if <(upside down2) = [0]> then\n if <(JumpPress2) > [0]> then\n if <(Speed) = [-2]> then\n set [sy2 v] to [12]\n end\n if <(Speed) = [0]> then\n set [sy2 v] to [16]\n end\n if <(Speed) = [2]> then\n set [sy2 v] to [20]\n end\n if <(Speed) = [4]> then\n set [sy2 v] to [24]\n end\n if <(Speed) = [6]> then\n set [sy2 v] to [28]\n end\n else\n if <(Speed) = [-2]> then\n set [sy2 v] to [-12]\n end\n if <(Speed) = [0]> then\n set [sy2 v] to [-16]\n end\n if <(Speed) = [2]> then\n set [sy2 v] to [-20]\n end\n if <(Speed) = [4]> then\n set [sy2 v] to [-24]\n end\n if <(Speed) = [6]> then\n set [sy2 v] to [-28]\n end\n end\n end\n end\n end\n end\n change [player y v] by (sy2)\n isSolid ((Player X) - (12)) ((Player Y) + (13))\n orIsSolid ((Player X) + (12)) ((Player Y) + (13))\n if <(spike2) > [0]> then\n do die\n stop [this script v]\n end\n if <(sy2) > [0]> then\n isSolid ((Player X) - (12)) ((Player Y) + (25))\n orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n isSolid ((Player X) - (12)) ((Player Y) + (25))\n orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n if <(Player Y) < [0]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\n else\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n if <(Player Y) > [800]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\n end\n if <(Jump) > [0]> then\n turn right (15) degrees\n else\n if <not <((direction) mod (90)) = [0]>> then\n if <((direction) mod (90)) < [45]> then\n turn left ((direction) mod (90)) degrees\n else\n turn right ((90) - ((direction) mod (90))) degrees\n end\n end\n end\n isSolid (Player X) ((Player Y) + (13))\n if <<(tile2) = [68]> or <(tile2) = [211]>> then\n if <not <[collect2 v] contains (tileIdx2)?>> then\n change [coins2 v] by (1)\n add (tileIdx2) to [collect2 v]\n broadcast (collect v)\n end\n end\n Get Direction (sx2) (sy2)\n if <(Backwards) = [1]> then\n point in direction (@Get Direction)\n end\n if <(Backwards) = [2]> then\n point in direction (join [-] (@Get Direction))\n end\nend\n\nwhen I receive [game on v]\npoint in direction (90)\ngo to [front v] layer\nrespawn\nset [frame v] to [0]\nset [fps v] to [0]\nset [nextsecond v] to ((timer) + (4))\nset [mode v] to [1]\nhide variable [score % v]\nshow variable [score % v]\nhide variable [your best % v]\nshow variable [your best % v]\nhide variable [fps v]\nbroadcast (snap out of black v) and wait\nforever\n change [ticker v] by (1)\n if <(die2) = [0]> then\n set [score % v] to ((round (((Scroll X) / (max x)) * (1000))) + ((Coins2) * (1)))\n end\n if <<(timer) > (nextSecond)> and <(Mode) < [3]>> then\n change [nextsecond v] by (4)\n set [fps v] to (round ((frame) / (4)))\n set [frame v] to [0]\n if <(overRideLag) = [0]> then\n if <(FPS) < [28]> then\n show variable [fps v]\n set [quality v] to [0]\n end\n if <(FPS) > [29]> then\n hide variable [fps v]\n set [quality v] to [1]\n end\n end\n end\n change [frame v] by (1)\n if <<key (b v) pressed?> or <<mouse down?> and <(mouse y) < [178]>>> then\n change [mode 15 jumppress delay v] by (1)\n if <(Mode) = [15]> then\n if <(Mode 15 JumpPress Delay) = [1]> then\n set [jumppress2 v] to ((1) - (JumpPress2))\n set [upside down2 v] to ((1) - (upside down2))\n end\n else\n change [jumppress2 v] by (1)\n end\n else\n if <<key (space v) pressed?> or <key (w v) pressed?>> then\n change [mode 15 jumppress delay v] by (1)\n if <(Mode) = [15]> then\n if <(Mode 15 JumpPress Delay) = [1]> then\n set [jumppress2 v] to ((1) - (JumpPress2))\n set [upside down2 v] to ((1) - (upside down2))\n end\n else\n change [jumppress2 v] by (1)\n end\n else\n if <key (up arrow v) pressed?> then\n change [mode 15 jumppress delay v] by (1)\n if <(Mode) = [15]> then\n if <(Mode 15 JumpPress Delay) = [1]> then\n set [jumppress2 v] to ((1) - (JumpPress2))\n set [upside down2 v] to ((1) - (upside down2))\n end\n else\n change [jumppress2 v] by (1)\n end\n else\n if <(Mode) = [15]> then\n set [mode 15 jumppress delay v] to [0]\n end\n end\n end\n if <(die2) > [0]> then\n change [die2 v] by (1)\n if <<<(die2) > [25]> and <(JumpPress2) > [0]>> or <(die2) > [50]>> then\n respawn\n end\n end\n check progress\n change [frames since taped v] by (-1)\n if <key (p v) pressed?> then\n broadcast (Pause Music v)\n wait until <not <key (p v) pressed?>>\n wait until <<key (p v) pressed?> or <<key (z v) pressed?> and <key (m v) pressed?>>>\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n broadcast (Unpause Music v)\n else\n broadcast (level editor v) and wait\n out of editor\n end\n end\n if <<key (z v) pressed?> and <key (m v) pressed?>> then\n stop all sounds\n broadcast (level editor v) and wait\n out of editor\n end\n if <(Mode) = [1]> then\n if <(upside down2) = [0]> then\n tick - mode 1 - cube\n end\n if <(upside down2) = [1]> then\n tick - mode 1 - cube\n end\n else\n if <<(Mode) = [2]> or <(Mode) = [5]>> then\n tick - mode 2 - Fly/Wave\n else\n if <(Mode) = [7]> then\n tick - mode 7 - ufo\n if <(upside down2) = [0]> then\n if <(shrink2) = [2]> then\n switch costume to (costume3 v)\n end\n if <(shrink2) = [1]> then\n switch costume to (ufo v)\n end\n end\n if <(upside down2) = [1]> then\n if <(shrink2) = [2]> then\n switch costume to (costume4 v)\n end\n if <(shrink2) = [1]> then\n switch costume to (ufo2 v)\n end\n end\n else\n if <(Mode) = [8]> then\n if <(upside down2) = [0]> then\n tick - mode - 8 - robot\n if <(shrink2) = [1]> then\n switch costume to (costume1 v)\n end\n if <(shrink2) = [2]> then\n switch costume to (costume2 v)\n end\n end\n if <(upside down2) = [1]> then\n tick - mode - 8 gravity\n if <(shrink2) = [1]> then\n switch costume to (costume6 v)\n end\n if <(shrink2) = [2]> then\n switch costume to (costume7 v)\n end\n end\n else\n if <(Mode) = [9]> then\n tick - mode 9 - Ball\n if <(shrink2) = [1]> then\n if <(Backwards) = [1]> then\n switch costume to (ball-big v)\n end\n if <(Backwards) = [2]> then\n switch costume to (costume14 v)\n end\n end\n if <(shrink2) = [2]> then\n if <(Backwards) = [1]> then\n switch costume to (ball-small v)\n end\n if <(Backwards) = [2]> then\n switch costume to (costume15 v)\n end\n end\n else\n if <(Mode) = [10]> then\n tick - mode 10 - Spider\n if <(shrink2) = [1]> then\n if <(upside down2) = [0]> then\n switch costume to (138505359 v)\n end\n if <(upside down2) = [1]> then\n if <(Backwards) = [1]> then\n switch costume to (2 v)\n end\n if <(Backwards) = [2]> then\n switch costume to (2 v)\n end\n end\n end\n if <(shrink2) = [2]> then\n if <(upside down2) = [1]> then\n if <(Backwards) = [1]> then\n switch costume to (xid v)\n end\n if <(Backwards) = [2]> then\n switch costume to (xid v)\n end\n end\n if <(upside down2) = [0]> then\n if <(Backwards) = [1]> then\n switch costume to (costume5 v)\n end\n if <(Backwards) = [2]> then\n switch costume to (costume5 v)\n end\n end\n end\n else\n if <(Mode) = [15]> then\n tick - mode 1 - Swing Copter\n if <(shrink2) = [1]> then\n if <(upside down2) = [0]> then\n if <(Backwards) = [1]> then\n switch costume to (swing_1 v)\n end\n if <(Backwards) = [2]> then\n switch costume to (swing_2 v)\n end\n end\n if <(upside down2) = [1]> then\n if <(Backwards) = [1]> then\n switch costume to (swing_4 v)\n end\n if <(Backwards) = [2]> then\n switch costume to (swing_3 v)\n end\n end\n end\n if <(shrink2) = [2]> then\n if <(upside down2) = [1]> then\n if <(Backwards) = [1]> then\n switch costume to (swing_8 v)\n end\n if <(Backwards) = [2]> then\n switch costume to (swing_7 v)\n end\n end\n if <(upside down2) = [0]> then\n if <(Backwards) = [1]> then\n switch costume to (swing_1 v)\n end\n if <(Backwards) = [2]> then\n switch costume to (swing_2 v)\n end\n end\n end\n else\n tick - mode 3 - end\n end\n end\n end\n end\n end\n end\n end\n Set Scroll\n if <(Backwards) = [2]> then\n go to x: ((0) - ((Player X) - (Scroll X))) y: (((Player Y) - (Scroll Y)) - (63))\n end\n if <(Backwards) = [1]> then\n go to x: ((Player X) - (Scroll X)) y: (((Player Y) - (Scroll Y)) - (63))\n end\n if <(Player X) < [140]> then\n change [ghost v] effect by (-10)\n end\n broadcast (tick v) and wait\nend\n\nswitch costume to (swing_1 v)\n\nwhen [l v] key pressed\nset [overridelag v] to [1]\nset [quality v] to ((1) - (Quality))\nshow variable [quality v]\nwait (1) seconds\nhide variable [quality v]\n\ndefine out of editor\nset [die2 v] to [0]\nset [sx2 v] to [9]\nset [sy2 v] to [0]\nset [nextsecond v] to ((timer) + (4))\nset [frame v] to [0]\nshow\nset [ghost v] effect to (0)\n\nwhen [g v] key pressed\nisSolid (Player X) ((8) * (26))\nreplace item (tileIdx2) of [level v] with [2]\n\ndefine Set Scroll\nif <(Player X) < [140]> then\n set [scroll x v] to [240]\nelse\n if <(Player X) > ((max x) - (100))> then\n set [scroll x v] to (max x)\n else\n set [scroll x v] to ((Player X) + (100))\n end\nend\nif <(die2) = [0]> then\n if <<(Mode) > [0]> and <not <(Mode) = [3]>>> then\n if <(duality) = [1]> then\n if <(Scroll Y) > ((Player Y) - (20))> then\n change [scroll y v] by ((((Player Y) - (20)) - (Scroll Y)) * (0.2))\n if <(Scroll Y) < [0]> then\n set [scroll y v] to [0]\n end\n else\n if <(Player Y) > ((Scroll Y) + (126))> then\n change [scroll y v] by (((Player Y) - ((Scroll Y) + (126))) * (0.2))\n end\n end\n end\n end\nend\nchange [scroll y v] by (Shake Y)\nset [shake y v] to ((-0.7) * (Shake Y))\n\nif <(sy2) < [2]> then\n change [sy2 v] by (-2.25)\nend\n\nif <(tile2) = [69]> then\n set [sy2 v] to [29.5]\n set [jump v] to [1000]\nend\nif <<(tile2) = [74]> or <(tile2) = [80]>> then\n set [sy2 v] to [20]\n set [jump v] to [2000]\nend\n\nwhen I receive [init v]\nset [shrink2 v] to [1]\nset [levels by v] to [VinnieK2008]\nset size to (100) %\ngo to x: (-80) y: (-68)\nset volume to (100) %\npoint in direction (90)\nset [your best % v] to [0]\nset [attempts v] to [0]\nset [quality v] to [1]\nhide variable [score % v]\nhide variable [your best % v]\nhide variable [fps v]\nset [background v] to [1]\nset [overridelag v] to [0]\n\ndefine Bounce Jump (x) (y)\nisSolid (x) (y)\nNew Bounce Jump Code\n\ndefine tick - mode 7 - ufo (OLD VERSION)\nisSolid (Player X) ((Player Y) + (13))\nif <(Stars#) < [20]> then\n if <(Quality) > [0]> then\n create clone of (stars v)\n end\nend\nBounce Jump (Player X) ((Player Y) + (6))\nBounce Jump ((Player X) + (13)) ((Player Y) + (6))\nchange [player x v] by ((Speed) + (sx2))\nchange [player y v] by (sy2)\nif <<(tile2) = [149]> or <(tile2) = [158]>> then\n set [sy2 v] to [10]\n set [jump v] to [300]\nend\nif <(die2) > [0]> then\n if <(sx2) > [0.5]> then\n set [sx2 v] to ((sx2) * (0.9))\n else\n set [sx2 v] to [0]\n end\nelse\n isSolid ((Player X) + (7)) ((Player Y) + (9))\n orIsSolid ((Player X) + (7)) ((Player Y) + (9))\n orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n if <(solid2) > [0]> then\n do die\n stop [this script v]\n end\n if <(upside down2) = [1]> then\n if <(JumpPress2) = [1]> then\n if <(shrink2) = [1]> then\n set [sy2 v] to [-9]\n end\n if <(shrink2) = [2]> then\n set [sy2 v] to [-7]\n end\n end\n else\n if <(JumpPress2) = [1]> then\n if <(shrink2) = [1]> then\n set [sy2 v] to [12.5]\n end\n if <(shrink2) = [2]> then\n set [sy2 v] to [10]\n end\n end\n end\nend\nif <(Jump) < [2000]> then\n if <(upside down2) = [1]> then\n if <(sy2) < [-2]> then\n change [sy2 v] by (1)\n else\n change [sy2 v] by (2)\n end\n else\n if <(sy2) < [2]> then\n change [sy2 v] by (-1)\n else\n change [sy2 v] by (-2)\n end\n end\nelse\n if <(Jump) < [2009]> then\n if <(sy2) < [39]> then\n change [sy2 v] by (0)\n end\n else\n set [sy2 v] to [13]\n set [jump v] to [0]\n end\nend\nisSolid ((Player X) - (12)) ((Player Y) + (13))\norIsSolid ((Player X) + (12)) ((Player Y) + (13))\nif <(spike2) > [0]> then\n do die\n stop [this script v]\nend\nif <(sy2) > [0]> then\n isSolid ((Player X) - (12)) ((Player Y) + (25))\n orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n isSolid ((Player X) - (12)) ((Player Y) + (25))\n orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n if <(Player Y) < [0]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\nelse\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n if <(Player Y) > [800]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\nend\nif <(Jump) > [0]> then\nisSolid (Player X) ((Player Y) + (13))\nif <<(tile2) = [68]> or <(tile2) = [211]>> then\n if <not <[collect2 v] contains (tileIdx2)?>> then\n change [coins2 v] by (1)\n add (tileIdx2) to [collect2 v]\n broadcast (collect v)\n end\nend\npoint in direction (90)\nif <(JumpPress2) = [1]> then\n Air Jump ((Player X) - (12)) ((Player Y) + (12))\n Air Jump ((Player X) + (12)) ((Player Y) + (12))\n Air Jump ((Player X) - (12)) ((Player Y) - (12))\n Air Jump ((Player X) + (12)) ((Player Y) - (12))\nend\nbroadcast (UFO When In Ground Not Die Patch v)\n\ndefine tick - mode - 8 - robot\nif <(tile2) = [110]> then\n set [shrink2 v] to [2]\nend\nif <(tile2) = [111]> then\n set [shrink2 v] to [1]\nend\nisSolid (Player X) ((Player Y) + (13))\nif <<(tile2) = [68]> or <(tile2) = [211]>> then\n if <not <[collect2 v] contains (tileIdx2)?>> then\n change [coins2 v] by (1)\n add (tileIdx2) to [collect2 v]\n broadcast (collect v)\n end\nend\nif <<(tile2) = [74]> or <(tile2) = [80]>> then\n set [sy2 v] to [20]\n set [jump v] to [2000]\nend\nif <(JumpPress2) = [1]> then\n Air Jump ((Player X) - (12)) ((Player Y) + (12))\n Air Jump ((Player X) + (12)) ((Player Y) + (12))\n Air Jump ((Player X) - (12)) ((Player Y) - (12))\n Air Jump ((Player X) + (12)) ((Player Y) - (12))\nend\nBounce Jump (Player X) ((Player Y) + (6))\nBounce Jump ((Player X) + (13)) ((Player Y) + (6))\nchange [player x v] by ((Speed) + (sx2))\nif <(die2) > [0]> then\n change [player y v] by (sy2)\n if <(sx2) > [0.5]> then\n set [sx2 v] to ((sx2) * (0.9))\n else\n set [sx2 v] to [0]\n end\nelse\n isSolid ((Player X) + (4)) (Player Y)\n orIsSolid ((Player X) + (4)) ((Player Y) + (4))\n orIsSolid ((Player X) - (4)) ((Player Y) + (4))\n orIsSolid ((Player X) - (4)) ((Player Y) + (4))\n if <(solid2) > [0]> then\n if <((Player Y) mod (26)) > [14]> then\n set [ny v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n isSolid ((Player X) + (13)) (ny)\n orIsSolid ((Player X) + (13)) ((ny) + (20))\n if <(solid2) > [0]> then\n do die\n else\n set [player y v] to ((ny) - ((sy2) - (5)))\n end\n else\n do die\n end\n end\n if <(die2) > [0]> then\n set [player x v] to ((((([floor v] of (Player X) ) + (13)) / (26)) * (26)) - (13))\n end\n isSolid ((Player X) - (8)) ((Player Y) + (15))\n orIsSolid ((Player X) + (8)) ((Player Y) + (15))\n if <(spike2) > [0]> then\n do die\n end\n if <(JumpPress2) > [0]> then\n if <[10] > (robot power)> then\n set [sy2 v] to [13]\n change [robot power v] by (1)\n end\n end\n if <(Jump) < [2000]> then\n if <(sy2) < [11]> then\n set [robot power v] to [11]\n change [sy2 v] by (-2.25)\n else\n change [sy2 v] by (-4)\n end\n else\n if <(Jump) < [2009]> then\n if <(sy2) < [39]> then\n change [sy2 v] by (3)\n end\n else\n set [sy2 v] to [18]\n set [jump v] to [1000]\n end\n end\n change [player y v] by (sy2)\n if <(sy2) > [0]> then\n isSolid ((Player X) - (12)) ((Player Y) + (20))\n orIsSolid ((Player X) + (12)) ((Player Y) + (20))\n if <(solid2) > [0]> then\n do die\n stop [this script v]\n end\n change [jump v] by (1)\n else\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n end\n set [sy2 v] to [0]\n set [jump v] to [0]\n set [robot power v] to [0]\n if <(Quality) > [0]> then\n else\n change [jump v] by (1)\n end\n end\n if <(Jump) > [0]> then\nend\n\nwhen I receive [tick v]\nif <(dash orb) = [1]> then\n if <<(Mode) = [1]> or <(Mode) = [8]>> then\n if <(upside down2) = [1]> then\n set [sy2 v] to [-3]\n else\n set [sy2 v] to [2.3]\n end\n else\n if <(Mode) = [2]> then\n if <(upside down2) = [1]> then\n set [sy2 v] to [1.2]\n else\n set [sy2 v] to [-1.2]\n end\n else\n if <(Mode) = [7]> then\n if <(upside down2) = [1]> then\n set [sy2 v] to [-2]\n else\n set [sy2 v] to [1]\n end\n else\n if <(Mode) = [9]> then\n if <(upside down2) = [1]> then\n set [sy2 v] to [-1.2]\n else\n set [sy2 v] to [1.2]\n end\n else\n if <(Mode) = [10]> then\n if <(upside down2) = [1]> then\n set [sy2 v] to [-1.5]\n else\n set [sy2 v] to [1.5]\n end\n else\n if <(upside down2) = [1]> then\n set [sy2 v] to [0]\n else\n set [sy2 v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(Mode) = [2]> then\n if <(tile2) = [221]> then\n set [sy2 v] to [-50]\n end\nend\n\ndefine tick - mode 9 - Ball\nif <(tile2) = [110]> then\n set [shrink2 v] to [2]\nend\nif <(tile2) = [111]> then\n set [shrink2 v] to [1]\nend\nif <(Stars#) < [20]> then\n if <(Quality) > [0]> then\n create clone of (stars v)\n end\nend\nif <(JumpPress2) = [1]> then\n Air Jump ((Player X) - (12)) ((Player Y) + (12))\n Air Jump ((Player X) + (12)) ((Player Y) + (12))\n Air Jump ((Player X) - (12)) ((Player Y) - (12))\n Air Jump ((Player X) + (12)) ((Player Y) - (12))\nend\nBounce Jump (Player X) ((Player Y) + (6))\nBounce Jump ((Player X) + (13)) ((Player Y) + (6))\nchange [player x v] by ((sx2) + (Speed))\nif <(die2) > [0]> then\n if <(sx2) > [0.5]> then\n set [sx2 v] to ((sx2) * (0.9))\n else\n set [sx2 v] to [0]\n end\nelse\n isSolid ((Player X) + (7)) ((Player Y) + (9))\n orIsSolid ((Player X) + (7)) ((Player Y) + (9))\n orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n if <(solid2) > [0]> then\n do die\n stop [this script v]\n end\n if <(upside down2) = [1]> then\n if <(shrink2) = [2]> then\n change [sy2 v] by (1.2)\n if <(sy2) < [-20]> then\n set [sy2 v] to [-20]\n end\n else\n change [sy2 v] by (1.2)\n if <(sy2) < [-20]> then\n set [sy2 v] to [-20]\n end\n end\n else\n if <(shrink2) = [1]> then\n change [sy2 v] by (-1.2)\n if <(sy2) < [-29]> then\n set [sy2 v] to [-29]\n end\n else\n change [sy2 v] by (-1.2)\n if <(sy2) < [-29]> then\n set [sy2 v] to [-29]\n end\n end\n end\n change [player y v] by (sy2)\n isSolid ((Player X) - (12)) ((Player Y) + (13))\n orIsSolid ((Player X) + (12)) ((Player Y) + (13))\n if <(spike2) > [0]> then\n do die\n stop [this script v]\n end\n if <(sy2) > [0]> then\n isSolid ((Player X) - (12)) ((Player Y) + (25))\n orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n if <(JumpPress2) = [1]> then\n set [sy2 v] to [-12]\n set [upside down2 v] to [0]\n end\n set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n isSolid ((Player X) - (12)) ((Player Y) + (25))\n orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n if <(Player Y) < [0]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\n else\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n if <(JumpPress2) = [1]> then\n set [sy2 v] to [12]\n set [upside down2 v] to [1]\n end\n set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n if <(Player Y) > [800]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\n end\n if <(upside down2) = [0]> then\n if <(Backwards) = [1]> then\n turn right (15) degrees\n end\n if <(Backwards) = [2]> then\n turn left (15) degrees\n end\n else\n if <(Backwards) = [1]> then\n turn left (15) degrees\n end\n if <(Backwards) = [2]> then\n turn right (15) degrees\n end\n end\n isSolid (Player X) ((Player Y) + (13))\n if <<(tile2) = [68]> or <(tile2) = [211]>> then\n if <not <[collect2 v] contains (tileIdx2)?>> then\n change [coins2 v] by (1)\n add (tileIdx2) to [collect2 v]\n broadcast (collect v)\n end\n end\n Get Direction (sx2) (sy2)\nend\n\nwhen I receive [tick v]\nif <(tile2) = [110]> then\n set [shrink2 v] to [2]\nend\nif <(tile2) = [111]> then\n set [shrink2 v] to [1]\nend\n\ndefine tick - mode 10 - Spider\nif <(tile2) = [110]> then\n set [shrink2 v] to [2]\nend\nif <(tile2) = [111]> then\n set [shrink2 v] to [1]\nend\nif <(Stars#) < [20]> then\n if <(Quality) > [0]> then\n create clone of (stars v)\n end\nend\nif <(JumpPress2) = [1]> then\n Air Jump ((Player X) - (12)) ((Player Y) + (12))\n Air Jump ((Player X) + (12)) ((Player Y) + (12))\n Air Jump ((Player X) - (12)) ((Player Y) - (12))\n Air Jump ((Player X) + (12)) ((Player Y) - (12))\nend\nBounce Jump (Player X) ((Player Y) + (6))\nBounce Jump ((Player X) + (13)) ((Player Y) + (6))\nchange [player x v] by ((sx2) + (Speed))\nif <(die2) > [0]> then\n if <(sx2) > [0.5]> then\n set [sx2 v] to ((sx2) * (0.9))\n else\n set [sx2 v] to [0]\n end\nelse\n isSolid ((Player X) + (7)) ((Player Y) + (9))\n orIsSolid ((Player X) + (7)) ((Player Y) + (9))\n orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n if <(solid2) > [0]> then\n do die\n stop [this script v]\n end\n if <(upside down2) = [1]> then\n change [sy2 v] by (1.5)\n if <(sy2) < [-270]> then\n set [sy2 v] to [-270]\n end\n else\n change [sy2 v] by (-1.5)\n if <(sy2) < [-270]> then\n set [sy2 v] to [-270]\n end\n end\n change [player y v] by (sy2)\n isSolid ((Player X) - (12)) ((Player Y) + (13))\n orIsSolid ((Player X) + (12)) ((Player Y) + (13))\n if <(spike2) > [0]> then\n do die\n stop [this script v]\n end\n if <(sy2) > [0]> then\n isSolid ((Player X) - (12)) ((Player Y) + (25))\n orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n if <(JumpPress2) = [1]> then\n set [upside down2 v] to [0]\n set [sy2 v] to [-270]\n end\n set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n isSolid ((Player X) - (12)) ((Player Y) + (25))\n orIsSolid ((Player X) + (12)) ((10) + (25))\n if <(Player Y) < [0]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\n else\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n if <(JumpPress2) = [1]> then\n set [upside down2 v] to [1]\n set [sy2 v] to [270]\n end\n set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n if <(Player Y) > [800]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\n end\n if <(upside down2) = [0]> then\n isSolid (Player X) ((Player Y) + (13))\n if <<(tile2) = [68]> or <(tile2) = [211]>> then\n if <not <[collect2 v] contains (tileIdx2)?>> then\n change [coins2 v] by (1)\n add (tileIdx2) to [collect2 v]\n broadcast (collect v)\n end\n end\n Get Direction (sx2) (sy2)\n point in direction (90)\nend\n\nwhen I receive [tick v]\nif <<<(dash orb) = [1]> and <(JumpPress2) = [0]>> and <(dash tick) = [1]>> then\n set [dash tick v] to [0]\n set [dash orb v] to [0]\nend\nif <<(dash orb) = [1]> and <(JumpPress2) = [1]>> then\n set [dash tick v] to [1]\nend\n\nwhen I receive [tick v]\nif <(tile2) = [272]> then\n set [dash orb v] to [0]\nend\n\nwhen I receive [tick v]\nif <<(Mode) = [1]> or <(Mode) = [8]>> then\n if <(shrink2) = [1]> then\n if <(tile2) = [124]> then\n set [sy2 v] to [-12]\n set [jump v] to [500]\n end\n if <(tile2) = [128]> then\n set [sy2 v] to [-12]\n set [jump v] to [500]\n end\n if <(tile2) = [139]> then\n set [sy2 v] to [-23]\n set [jump v] to [500]\n end\n if <(tile2) = [222]> then\n set [sy2 v] to [-23]\n set [jump v] to [-1000]\n end\n if <(tile2) = [223]> then\n set [sy2 v] to [-17]\n set [jump v] to [1000]\n end\n if <(tile2) = [221]> then\n set [sy2 v] to [-40]\n set [jump v] to [1000]\n end\n end\nend\n\nwhen I receive [tick v]\nif <<(Mode) = [5]> or <(Mode) = [6]>> then\n if <(shrink2) = [2]> then\n switch costume to (wave2 v)\n end\n if <(shrink2) = [1]> then\n switch costume to (wave01 v)\n end\nend\n\nwhen I receive [tick v]\nif <(tile2) = [85]> then\n set [backwards v] to [2]\nend\nif <(tile2) = [286]> then\n set [backwards v] to [1]\nend\n\ndefine tick - mode - 1 gravity\nif <(dash orb) = [1]> then\n set [sy2 v] to [0]\nend\nif <(Mode) = [1]> then\n if <(tile2) = [110]> then\n set [shrink2 v] to [2]\n end\n if <(tile2) = [111]> then\n set [shrink2 v] to [1]\n end\n if <(Stars#) < [20]> then\n if <(Quality) > [0]> then\n create clone of (stars v)\n end\n end\n if <(JumpPress2) = [1]> then\n Air Jump ((Player X) - (12)) ((Player Y) + (12))\n Air Jump ((Player X) + (12)) ((Player Y) + (12))\n Air Jump ((Player X) - (12)) ((Player Y) - (12))\n Air Jump ((Player X) + (12)) ((Player Y) - (12))\n end\n Bounce Jump (Player X) ((Player Y) + (6))\n Bounce Jump ((Player X) + (13)) ((Player Y) + (6))\n change [player x v] by ((sx2) + (Speed))\n if <(die2) > [0]> then\n if <(sx2) > [0.5]> then\n set [sx2 v] to ((sx2) * (0.9))\n else\n set [sx2 v] to [0]\n end\n else\n isSolid ((Player X) + (7)) ((Player Y) + (5))\n orIsSolid ((Player X) + (7)) ((Player Y) + (5))\n orIsSolid ((Player X) - (7)) ((Player Y) + (5))\n orIsSolid ((Player X) - (7)) ((Player Y) + (5))\n if <(solid2) > [0]> then\n do die\n stop [this script v]\n end\n if <(shrink2) = [2]> then\n change [sy2 v] by (2.27)\n if <(sy2) < [-40]> then\n set [sy2 v] to [-40]\n end\n else\n change [sy2 v] by (2.27)\n if <(sy2) < [-40]> then\n set [sy2 v] to [-40]\n end\n end\n change [player y v] by (sy2)\n isSolid ((Player X) - (12)) ((Player Y) + (13))\n orIsSolid ((Player X) + (12)) ((Player Y) + (13))\n if <(spike2) > [0]> then\n do die\n stop [this script v]\n end\n if <(sy2) > [0]> then\n isSolid ((Player X) - (12)) ((Player Y) + (25))\n orIsSolid ((Player X) + (12)) ((Player Y) + (25))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n if <(JumpPress2) > [0]> then\n if <(shrink2) = [1]> then\n set [sy2 v] to [-34]\n set [jump v] to [201]\n end\n if <(shrink2) = [2]> then\n set [sy2 v] to [-25]\n set [jump v] to [201]\n end\n end\n set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n isSolid ((Player X) - (13)) ((Player Y) + (25))\n orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n if <(Player Y) < [0]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\n else\n isSolid ((Player X) - (13)) ((Player Y) + (25))\n orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n isSolid ((Player X) - (13)) (Player Y)\n orIsSolid ((Player X) + (13)) (Player Y)\n if <(Player Y) > [800]> then\n do die\n stop [this script v]\n end\n if <(JumpPress2) > [0]> then\n if <(shrink2) = [1]> then\n set [sy2 v] to [-29]\n set [jump v] to [201]\n end\n if <(shrink2) = [2]> then\n set [sy2 v] to [-20]\n set [jump v] to [201]\n end\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\n end\n if <(JumpPress2) > [0]> then\n isSolid (Player X) ((Player Y) + (13))\n if <<(tile2) = [68]> or <(tile2) = [211]>> then\n if <not <[collect2 v] contains (tileIdx2)?>> then\n change [coins2 v] by (1)\n add (tileIdx2) to [collect2 v]\n broadcast (collect v)\n end\n end\n Get Direction (sx2) (sy2)\n point in direction (90)\n end\nend\nif <(Mode) = [8]> then\n if <(tile2) = [110]> then\n set [shrink2 v] to [2]\n end\n if <(tile2) = [111]> then\n set [shrink2 v] to [1]\n end\n if <(Stars#) < [20]> then\n if <(Quality) > [0]> then\n create clone of (stars v)\n end\n end\n if <(JumpPress2) = [1]> then\n Air Jump ((Player X) - (12)) ((Player Y) + (12))\n Air Jump ((Player X) + (12)) ((Player Y) + (12))\n Air Jump ((Player X) - (12)) ((Player Y) - (12))\n Air Jump ((Player X) + (12)) ((Player Y) - (12))\n end\n Bounce Jump (Player X) ((Player Y) + (6))\n Bounce Jump ((Player X) + (13)) ((Player Y) + (6))\n change [player x v] by ((sx2) + (Speed))\n if <(die2) > [0]> then\n if <(sx2) > [0.5]> then\n set [sx2 v] to ((sx2) * (0.9))\n else\n set [sx2 v] to [0]\n end\n else\n isSolid ((Player X) + (7)) ((Player Y) + (9))\n orIsSolid ((Player X) + (7)) ((Player Y) + (9))\n orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n orIsSolid ((Player X) - (7)) ((Player Y) + (9))\n if <(solid2) > [0]> then\n do die\n stop [this script v]\n end\n if <(JumpPress2) > [0]> then\n set [sy2 v] to [-7.8]\n end\n if <(shrink2) = [2]> then\n change [sy2 v] by (1.3)\n if <(sy2) < [-10]> then\n set [sy2 v] to [-10]\n end\n else\n change [sy2 v] by (1.3)\n if <(sy2) < [-10]> then\n set [sy2 v] to [-10]\n end\n end\n change [player y v] by (sy2)\n isSolid ((Player X) - (12)) ((Player Y) + (13))\n orIsSolid ((Player X) + (12)) ((Player Y) + (13))\n if <(spike2) > [0]> then\n do die\n stop [this script v]\n end\n if <(sy2) > [0]> then\n isSolid ((Player X) - (13)) ((Player Y) + (25))\n orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n if <(JumpPress2) > [0]> then\n set [player y v] to ((([floor v] of (((Player Y) + (25)) / (26)) ) - (1)) * (26))\n isSolid ((Player X) - (13)) ((Player Y) + (25))\n orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n if <(Player Y) < [0]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\n else\n isSolid ((Player X) - (13)) ((Player Y) + (25))\n orIsSolid ((Player X) + (13)) ((Player Y) + (25))\n if <(solid2) > [0]> then\n repeat until <not <(solid2) > [0]>>\n if <(JumpPress2) > [0]> then\n if <(shrink2) = [1]> then\n if <(JumpPress2) > [0]> then\n turn left (15) degrees\n end\n end\n if <(shrink2) = [2]> then\n if <(JumpPress2) > [0]> then\n turn left (15) degrees\n end\n end\n end\n set [player y v] to ((([floor v] of ((Player Y) / (26)) ) + (1)) * (26))\n isSolid ((Player X) - (12)) (Player Y)\n orIsSolid ((Player X) + (12)) (Player Y)\n if <(Player Y) > [800]> then\n do die\n stop [this script v]\n end\n end\n set [sy2 v] to ((sy2) * (0.5))\n end\n end\n if <(JumpPress2) > [0]> then\n isSolid (Player X) ((Player Y) + (13))\n if <<(tile2) = [68]> or <(tile2) = [211]>> then\n if <not <[collect2 v] contains (tileIdx2)?>> then\n change [coins2 v] by (1)\n add (tileIdx2) to [collect2 v]\n broadcast (collect v)\n end\n end\n Get Direction (sx2) (sy2)\n point in direction (90)\n end\nend\n\nwhen I receive [reset level v]\nset [duality 2 v] to [1]\nset [die 2 v] to [0]\n\nwhen I receive [tick v]\nif <(tile2) = [106]> then\n set [duality 2 v] to [2]\nend\nif <(tile2) = [107]> then\n set [duality 2 v] to [1]\nend\n\nwhen I receive [reset level v]\nset [mini duality v] to [1]\nset [mini duality 2 v] to [1]\n\nwhen I receive [tick v]\nif <(tile2) = [110]> then\n set [mini duality v] to [2]\nend\nif <(tile2) = [111]> then\n set [mini duality v] to [1]\nend\n\nwhen I receive [tick v]\nif <(shrink2) = [2]> then\n if <(upside down2) = [1]> then\n set [mini duality 2 v] to [2]\n end\nend\nif <(shrink2) = [2]> then\n if <(upside down2) = [0]> then\n set [mini duality 2 v] to [1]\n end\nend\n\nwhen I receive [tick v]\nif <(tile2) = [285]> then\n set [duality v] to [1]\n set [duality 2 v] to [1]\n set [mini duality v] to [1]\n set [mini duality 2 v] to [1]\nend\n\nwhen I receive [tick v]\nif <(Backwards) = [2]> then\n if <(shrink2) = [1]> then\n if <(upside down2) = [0]> then\n if <(Mode) = [8]> then\n switch costume to (costume16 v)\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(shrink2) = [1]> then\n if <(upside down2) = [0]> then\n if <(Mode) = [8]> then\n switch costume to (costume1 v)\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(shrink2) = [2]> then\n if <(upside down2) = [0]> then\n if <(Mode) = [8]> then\n switch costume to (costume18 v)\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(shrink2) = [2]> then\n if <(upside down2) = [0]> then\n if <(Mode) = [8]> then\n switch costume to (costume2 v)\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(shrink2) = [1]> then\n if <(upside down2) = [1]> then\n if <(Mode) = [8]> then\n switch costume to (costume17 v)\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(shrink2) = [1]> then\n if <(upside down2) = [1]> then\n if <(Mode) = [8]> then\n switch costume to (costume6 v)\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(shrink2) = [2]> then\n if <(upside down2) = [1]> then\n if <(Mode) = [8]> then\n switch costume to (costume19 v)\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(shrink2) = [2]> then\n if <(upside down2) = [1]> then\n if <(Mode) = [8]> then\n switch costume to (costume7 v)\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(Backwards) = [2]> then\n if <(shrink2) = [2]> then\n if <(upside down2) = [0]> then\n if <(Mode) = [10]> then\n switch costume to (costume20 v)\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(shrink2) = [2]> then\n if <(upside down2) = [0]> then\n if <(Mode) = [10]> then\n switch costume to (costume5 v)\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(shrink2) = [1]> then\n if <(upside down2) = [0]> then\n if <(Mode) = [10]> then\n switch costume to (c3 v)\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(shrink2) = [1]> then\n if <(upside down2) = [0]> then\n if <(Mode) = [10]> then\n switch costume to (138505359 v)\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(shrink2) = [2]> then\n if <(upside down2) = [1]> then\n if <(Mode) = [10]> then\n switch costume to (costume21 v)\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(shrink2) = [2]> then\n if <(upside down2) = [1]> then\n if <(Mode) = [10]> then\n switch costume to (xid v)\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(shrink2) = [1]> then\n if <(upside down2) = [1]> then\n if <(Mode) = [10]> then\n switch costume to (s4 v)\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(shrink2) = [1]> then\n if <(upside down2) = [1]> then\n if <(Mode) = [10]> then\n switch costume to (2 v)\n end\n end\n end\nend\n\nwhen I receive [die v]\nchange [die 2 v] by (5)\n\nwhen I receive [tick v]\nif <(die2) = [0]> then\n set [die 2 v] to [0]\nend\n\nwhen I receive [tick v]\nif <(tile2) = [121]> then\n set [sy2 v] to [21]\nend\nif <(tile2) = [124]> then\n set [sy2 v] to [-21]\nend\n\nwhen I receive [tick v]\nif <(Mode) = [3]> then\n if <(upside down2) = [0]> then\n switch costume to (cubefly v)\n end\n if <(upside down2) = [1]> then\n switch costume to (cubeflyreverse v)\n end\nend\nif <(Mode) = [11]> then\n if <(upside down2) = [0]> then\n switch costume to (ufo v)\n end\n if <(upside down2) = [1]> then\n switch costume to (ufo2 v)\n end\nend\n\nwhen I receive [tick v]\nif <(Player X) < [33]> then\n set [upside down2 v] to ([upside down v] of [background v])\nend\nset [upside down? v] to (upside down2)\nset [size v] to (shrink2)\nset [tile 2 v] to (tile2)\nset [mouse down? v] to (JumpPress2)\n\nwhen I receive [tick v]\nif <<(Mode) = [9]> or <(Mode) = [10]>> then\n set [jump orb glow v] to [1]\nend\n\nwhen I receive [tick v]\nif <(Mode) = [12]> then\n if <(upside down2) = [1]> then\n if <(shrink2) = [2]> then\n switch costume to (costume7 v)\n end\n if <(shrink2) = [1]> then\n switch costume to (costume6 v)\n end\n end\n if <(upside down2) = [0]> then\n if <(shrink2) = [2]> then\n switch costume to (costume2 v)\n end\n if <(shrink2) = [1]> then\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I receive [tick v]\nif <(Mode) = [13]> then\n if <(Backwards) = [1]> then\n if <(shrink2) = [2]> then\n switch costume to (ball-small v)\n end\n if <(shrink2) = [1]> then\n switch costume to (ball-big v)\n end\n end\n if <(Backwards) = [2]> then\n if <(shrink2) = [2]> then\n switch costume to (costume15 v)\n end\n if <(shrink2) = [1]> then\n switch costume to (costume14 v)\n end\n end\nend\n\nwhen I receive [tick v]\nif <(Mode) = [7]> then\n if <(JumpPress2) = [1]> then\n if <(tile2) = [101]> then\n set [sy2 v] to [1.5]\n end\n if <(tile2) = [217]> then\n set [sy2 v] to [-1.5]\n end\n end\n if <(upside down2) = [1]> then\n if <(tile2) = [198]> then\n set [sy2 v] to [-1.5]\n end\n end\n if <(upside down2) = [0]> then\n if <(tile2) = [198]> then\n set [sy2 v] to [1.5]\n end\n end\nend\n\nwhen I receive [reset level v]\nset [shrink2 v] to [1]\n\nset [max x v] to [200000]\n\nwhen I receive [tick v]\nif <<(Mode) = [8]> or <(Mode) = [10]>> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen I receive [tick v]\nif <(Mode) = [15]> then\n if <(Backwards) = [1]> then\n if <(shrink2) = [2]> then\n switch costume to (swing_5 v)\n end\n if <(shrink2) = [1]> then\n switch costume to (swing_1 v)\n end\n end\n if <(Backwards) = [2]> then\n if <(shrink2) = [2]> then\n switch costume to (swing_6 v)\n end\n if <(shrink2) = [1]> then\n switch costume to (swing_2 v)\n end\n end\nend\n\nwhen I receive [tick v]\nset [realshrink v] to (shrink2)\n\nwhen I receive [die v]\nrepeat (3)\n hide\nend\n\nwhen I receive [tick v]\nif <key (right arrow v) pressed?> then\n change [player x v] by ((Speed) + (sx2))\nend\nif <key (left arrow v) pressed?> then\n change [player x v] by ((0) - ((Speed) + (sx2)))\nend\nif <<not <key (left arrow v) pressed?>> or <not <key (right arrow v) pressed?>>> then\n change [player x v] by ((0) - ((Speed) + (sx2)))\nend\n\n@Player2\n\nwhen I receive [tick v]\nif <(Scroll X) < [240]> then\n go to x: ([x position v] of [player updated version v]) y: ((0) - ([y position v] of [player updated version v]))\n point in direction ((0) - ([direction v] of [player updated version v]))\n set size to (100) %\n clear graphic effects\n if <<(duality) = [2]> and <(die) = [0]>> then\n show\n else\n hide\n end\nelse\n go to x: ([x position v] of [player updated version v]) y: ((0) - ([y position v] of [player updated version v]))\n point in direction ((0) - ([direction v] of [player updated version v]))\n set size to (100) %\n clear graphic effects\n if <<(duality) = [2]> and <(die) = [0]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tick v]\nif <(size) = [1]> then\n if <(gravity) = [0]> then\n if <(Mode) = [1]> then\n switch costume to (geometry-01 v)\n else\n if <(Mode) = [2]> then\n switch costume to (cubefly3 v)\n else\n if <(Mode) = [9]> then\n switch costume to (ball-big v)\n else\n if <(Mode) = [7]> then\n switch costume to (ufo v)\n else\n if <(Mode) = [5]> then\n switch costume to (costume14 v)\n else\n if <(Mode) = [8]> then\n switch costume to (costume15 v)\n else\n if <(Mode) = [10]> then\n switch costume to (costume16 v)\n end\n end\n end\n end\n end\n end\n end\n end\n if <(gravity) = [1]> then\n if <(Mode) = [1]> then\n switch costume to (geometry-01 v)\n else\n if <(Mode) = [2]> then\n switch costume to (cubefly4 v)\n else\n if <(Mode) = [9]> then\n switch costume to (ball-big v)\n else\n if <(Mode) = [7]> then\n switch costume to (ufo2 v)\n else\n if <(Mode) = [5]> then\n switch costume to (costume14 v)\n else\n if <(Mode) = [8]> then\n switch costume to (costume17 v)\n else\n if <(Mode) = [10]> then\n switch costume to (costume18 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <(size) = [2]> then\n if <(gravity) = [0]> then\n if <(Mode) = [1]> then\n switch costume to (geometry-5 v)\n else\n if <(Mode) = [2]> then\n switch costume to (costume19 v)\n else\n if <(Mode) = [9]> then\n switch costume to (ball-small v)\n else\n if <(Mode) = [7]> then\n switch costume to (costume5 v)\n else\n if <(Mode) = [5]> then\n switch costume to (costume20 v)\n else\n if <(Mode) = [8]> then\n switch costume to (costume21 v)\n else\n if <(Mode) = [10]> then\n switch costume to (costume22 v)\n end\n end\n end\n end\n end\n end\n end\n end\n if <(gravity) = [1]> then\n if <(Mode) = [1]> then\n switch costume to (geometry-5 v)\n else\n if <(Mode) = [2]> then\n switch costume to (cubeflyreverse3 v)\n else\n if <(Mode) = [9]> then\n switch costume to (ball-small v)\n else\n if <(Mode) = [7]> then\n switch costume to (costume4 v)\n else\n if <(Mode) = [5]> then\n switch costume to (costume20 v)\n else\n if <(Mode) = [8]> then\n switch costume to (costume23 v)\n else\n if <(Mode) = [10]> then\n switch costume to (costume24 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nif <(duality 2) = [2]> then\n\nwhen I receive [tick v]\n\nwhen I receive [tick v]\nif <(die 2) > [0]> then\n hide\nend\n\nwhen I receive [tick v]\nif <(Mouse down?) = [1]> then\n if <(tile 2) = [86]> then\n set [jump orb glow v] to [1]\n end\n if <(tile 2) = [100]> then\n set [jump orb glow v] to [2]\n end\n if <(tile 2) = [101]> then\n set [jump orb glow v] to [3]\n end\n if <(tile 2) = [198]> then\n set [jump orb glow v] to [4]\n end\n if <(tile 2) = [199]> then\n set [jump orb glow v] to [5]\n end\n if <(tile 2) = [203]> then\n set [jump orb glow v] to [6]\n end\n if <(tile 2) = [218]> then\n set [jump orb glow v] to [1]\n end\n if <(tile 2) = [219]> then\n set [jump orb glow v] to [2]\n end\n if <(tile 2) = [217]> then\n set [jump orb glow v] to [3]\n end\n if <(tile 2) = [198]> then\n set [jump orb glow v] to [4]\n end\n if <(tile 2) = [220]> then\n set [jump orb glow v] to [5]\n end\n if <(tile 2) = [224]> then\n set [jump orb glow v] to [6]\n end\nend\n\nwhen I receive [tick v]\nif <(duality) = [2]> then\n change [animateframe v] by (1)\n if <<[15] < (animateframe)> or <<(Mode) = [10]> and <[7] < (animateframe)>>> then\n set [animateframe v] to [1]\n end\nend\nif <(Backwards) = [2]> then\n if <(Player2: shrink2) = [2]> then\n if <(upside down) = [0]> then\n if <(Mode) = [10]> then\n set size to (70) %\n if <(animateframe) = [1]> then\n switch costume to (spider8 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (spider9 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (spider10 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (spider11 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (spider12 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (spider13 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (spider14 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(Player2: shrink2) = [2]> then\n if <(upside down) = [0]> then\n if <(Mode) = [10]> then\n set size to (70) %\n if <(animateframe) = [1]> then\n switch costume to (spider v)\n end\n if <(animateframe) = [2]> then\n switch costume to (spider2 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (spider3 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (spider4 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (spider5 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (spider6 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (spider7 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(Player2: shrink2) = [1]> then\n if <(upside down) = [0]> then\n if <(Mode) = [10]> then\n if <(animateframe) = [1]> then\n switch costume to (spider8 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (spider9 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (spider10 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (spider11 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (spider12 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (spider13 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (spider14 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(Player2: shrink2) = [1]> then\n if <(upside down) = [0]> then\n if <(Mode) = [10]> then\n if <(animateframe) = [1]> then\n switch costume to (spider v)\n end\n if <(animateframe) = [2]> then\n switch costume to (spider2 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (spider3 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (spider4 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (spider5 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (spider6 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (spider7 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(Player2: shrink2) = [2]> then\n if <(upside down) = [1]> then\n if <(Mode) = [10]> then\n set size to (70) %\n if <(animateframe) = [1]> then\n switch costume to (spider22 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (spider23 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (spider24 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (spider25 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (spider26 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (spider27 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (spider28 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(Player2: shrink2) = [2]> then\n if <(upside down) = [1]> then\n if <(Mode) = [10]> then\n set size to (70) %\n if <(animateframe) = [1]> then\n switch costume to (spider15 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (spider16 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (spider17 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (spider18 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (spider19 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (spider20 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (spider21 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(Player2: shrink2) = [1]> then\n if <(upside down) = [1]> then\n if <(Mode) = [10]> then\n if <(animateframe) = [1]> then\n switch costume to (spider22 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (spider23 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (spider24 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (spider25 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (spider26 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (spider27 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (spider28 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(Player2: shrink2) = [1]> then\n if <(upside down) = [1]> then\n if <(Mode) = [10]> then\n if <(animateframe) = [1]> then\n switch costume to (spider15 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (spider16 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (spider17 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (spider18 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (spider19 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (spider20 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (spider21 v)\n end\n end\n end\n end\nend\nif <not <(Player2: shrink2) = [2]>> then\n set size to (100) %\nend\n\nwhen I receive [tick v]\nif <(Backwards) = [2]> then\n if <(Player2: shrink2) = [1]> then\n if <(upside down) = [0]> then\n if <(Mode) = [8]> then\n if <(animateframe) = [1]> then\n switch costume to (robot16 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (robot17 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (robot18 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (robot19 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (robot20 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (robot21 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (robot22 v)\n end\n if <(animateframe) = [8]> then\n switch costume to (robot23 v)\n end\n if <(animateframe) = [9]> then\n switch costume to (robot24 v)\n end\n if <(animateframe) = [10]> then\n switch costume to (robot25 v)\n end\n if <(animateframe) = [11]> then\n switch costume to (robot26 v)\n end\n if <(animateframe) = [12]> then\n switch costume to (robot27 v)\n end\n if <(animateframe) = [13]> then\n switch costume to (robot28 v)\n end\n if <(animateframe) = [14]> then\n switch costume to (robot29 v)\n end\n if <(animateframe) = [15]> then\n switch costume to (robot30 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(Player2: shrink2) = [1]> then\n if <(upside down) = [0]> then\n if <(Mode) = [8]> then\n if <(animateframe) = [1]> then\n switch costume to (robot v)\n end\n if <(animateframe) = [2]> then\n switch costume to (robot2 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (robot3 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (robot4 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (robot5 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (robot6 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (robot7 v)\n end\n if <(animateframe) = [8]> then\n switch costume to (robot8 v)\n end\n if <(animateframe) = [9]> then\n switch costume to (robot9 v)\n end\n if <(animateframe) = [10]> then\n switch costume to (robot10 v)\n end\n if <(animateframe) = [11]> then\n switch costume to (robot11 v)\n end\n if <(animateframe) = [12]> then\n switch costume to (robot12 v)\n end\n if <(animateframe) = [13]> then\n switch costume to (robot13 v)\n end\n if <(animateframe) = [14]> then\n switch costume to (robot14 v)\n end\n if <(animateframe) = [15]> then\n switch costume to (robot15 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(Player2: shrink2) = [2]> then\n if <(upside down) = [0]> then\n if <(Mode) = [8]> then\n set size to (70) %\n if <(animateframe) = [1]> then\n switch costume to (robot16 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (robot17 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (robot18 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (robot19 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (robot20 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (robot21 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (robot22 v)\n end\n if <(animateframe) = [8]> then\n switch costume to (robot23 v)\n end\n if <(animateframe) = [9]> then\n switch costume to (robot24 v)\n end\n if <(animateframe) = [10]> then\n switch costume to (robot25 v)\n end\n if <(animateframe) = [11]> then\n switch costume to (robot26 v)\n end\n if <(animateframe) = [12]> then\n switch costume to (robot27 v)\n end\n if <(animateframe) = [13]> then\n switch costume to (robot28 v)\n end\n if <(animateframe) = [14]> then\n switch costume to (robot29 v)\n end\n if <(animateframe) = [15]> then\n switch costume to (robot30 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(Player2: shrink2) = [2]> then\n if <(upside down) = [0]> then\n if <(Mode) = [8]> then\n set size to (70) %\n if <(animateframe) = [1]> then\n switch costume to (robot v)\n end\n if <(animateframe) = [2]> then\n switch costume to (robot2 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (robot3 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (robot4 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (robot5 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (robot6 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (robot7 v)\n end\n if <(animateframe) = [8]> then\n switch costume to (robot8 v)\n end\n if <(animateframe) = [9]> then\n switch costume to (robot9 v)\n end\n if <(animateframe) = [10]> then\n switch costume to (robot10 v)\n end\n if <(animateframe) = [11]> then\n switch costume to (robot11 v)\n end\n if <(animateframe) = [12]> then\n switch costume to (robot12 v)\n end\n if <(animateframe) = [13]> then\n switch costume to (robot13 v)\n end\n if <(animateframe) = [14]> then\n switch costume to (robot14 v)\n end\n if <(animateframe) = [15]> then\n switch costume to (robot15 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(Player2: shrink2) = [1]> then\n if <(upside down) = [1]> then\n if <(Mode) = [8]> then\n if <(animateframe) = [1]> then\n switch costume to (robot46 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (robot47 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (robot48 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (robot49 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (robot50 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (robot51 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (robot52 v)\n end\n if <(animateframe) = [8]> then\n switch costume to (robot53 v)\n end\n if <(animateframe) = [9]> then\n switch costume to (robot54 v)\n end\n if <(animateframe) = [10]> then\n switch costume to (robot55 v)\n end\n if <(animateframe) = [11]> then\n switch costume to (robot56 v)\n end\n if <(animateframe) = [12]> then\n switch costume to (robot57 v)\n end\n if <(animateframe) = [13]> then\n switch costume to (robot58 v)\n end\n if <(animateframe) = [14]> then\n switch costume to (robot59 v)\n end\n if <(animateframe) = [15]> then\n switch costume to (robot60 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(Player2: shrink2) = [1]> then\n if <(upside down) = [1]> then\n if <(Mode) = [8]> then\n if <(animateframe) = [1]> then\n switch costume to (robot31 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (robot32 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (robot33 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (robot34 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (robot35 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (robot36 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (robot37 v)\n end\n if <(animateframe) = [8]> then\n switch costume to (robot38 v)\n end\n if <(animateframe) = [9]> then\n switch costume to (robot39 v)\n end\n if <(animateframe) = [10]> then\n switch costume to (robot40 v)\n end\n if <(animateframe) = [11]> then\n switch costume to (robot41 v)\n end\n if <(animateframe) = [12]> then\n switch costume to (robot42 v)\n end\n if <(animateframe) = [13]> then\n switch costume to (robot43 v)\n end\n if <(animateframe) = [14]> then\n switch costume to (robot44 v)\n end\n if <(animateframe) = [15]> then\n switch costume to (robot45 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(Player2: shrink2) = [2]> then\n if <(upside down) = [1]> then\n if <(Mode) = [8]> then\n set size to (70) %\n if <(animateframe) = [1]> then\n switch costume to (robot46 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (robot47 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (robot48 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (robot49 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (robot50 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (robot51 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (robot52 v)\n end\n if <(animateframe) = [8]> then\n switch costume to (robot53 v)\n end\n if <(animateframe) = [9]> then\n switch costume to (robot54 v)\n end\n if <(animateframe) = [10]> then\n switch costume to (robot55 v)\n end\n if <(animateframe) = [11]> then\n switch costume to (robot56 v)\n end\n if <(animateframe) = [12]> then\n switch costume to (robot57 v)\n end\n if <(animateframe) = [13]> then\n switch costume to (robot58 v)\n end\n if <(animateframe) = [14]> then\n switch costume to (robot59 v)\n end\n if <(animateframe) = [15]> then\n switch costume to (robot60 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(Player2: shrink2) = [2]> then\n if <(upside down) = [1]> then\n if <(Mode) = [8]> then\n set size to (70) %\n if <(animateframe) = [1]> then\n switch costume to (robot31 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (robot32 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (robot33 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (robot34 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (robot35 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (robot36 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (robot37 v)\n end\n if <(animateframe) = [8]> then\n switch costume to (robot38 v)\n end\n if <(animateframe) = [9]> then\n switch costume to (robot39 v)\n end\n if <(animateframe) = [10]> then\n switch costume to (robot40 v)\n end\n if <(animateframe) = [11]> then\n switch costume to (robot41 v)\n end\n if <(animateframe) = [12]> then\n switch costume to (robot42 v)\n end\n if <(animateframe) = [13]> then\n switch costume to (robot43 v)\n end\n if <(animateframe) = [14]> then\n switch costume to (robot44 v)\n end\n if <(animateframe) = [15]> then\n switch costume to (robot45 v)\n end\n end\n end\n end\nend\n\n@Particles\n\nwhen I receive [init v]\nset [typ v] to [0]\nhide\n\ndefine spawn (x) (y) (spd) (ang)\nset [x v] to (x)\nset [y v] to (y)\nset [sx v] to ((spd) * ([sin v] of (ang) ))\nset [sy v] to ((spd) * ([cos v] of (ang) ))\nset [typ v] to [1]\nset [siz v] to ((130) / ((((spd) - (0.3)) / (11)) + (1)))\n\nwhen I receive [tick v]\nif <(typ) > [0]> then\n if <(typ) = [1]> then\n set size to (siz) %\n set [ghost v] effect to (pick random (0) to (40))\n show\n else\n if <(typ) > [22]> then\n delete this clone\n end\n end\n change [typ v] by (1)\n change [x v] by (sx)\n change [y v] by (sy)\n if <(Backwards) = [1]> then\n go to x: ((x) - (Scroll X)) y: (((y) - (Scroll Y)) - (63))\n end\n if <(Backwards) = [2]> then\n go to x: ((0) - ((x) - (Scroll X))) y: (((y) - (Scroll Y)) - (63))\n end\n change [ghost v] effect by (3)\nend\n\nwhen I receive [reset level v]\nif <(typ) > [0]> then\n delete this clone\nend\n\nwhen I start as a clone\nspawn (Player X) (Player Y) (pick random (0.3) to (11)) (pick random (0) to (359))\n\nspawn ((Scroll X) + (pick random (-240) to (240))) ((Scroll Y) + (pick random (-100) to (220))) (pick random (0.3) to (1)) (pick random (0) to (359))\n\nwhen I receive [front4 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@Round Particles\n\nwhen I receive [init v]\nset [typ v] to [0]\nset size to (20) %\nset [ghost v] effect to (20)\nhide\n\nwhen I receive [reset level v]\nif <(typ) > [0]> then\n delete this clone\nend\n\nwhen I receive [front4 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [tick v]\nif <(typ) > [0]> then\n if <(typ) = [1]> then\n if <(costume [number v]) = [1]> then\n show\n else\n if <(typ) > [22]> then\n delete this clone\n end\n end\n if <(Backwards) = [1]> then\n go to x: ((x) - (Scroll X)) y: (((y) - (Scroll Y)) - (65))\n end\n if <(Backwards) = [2]> then\n go to x: ((0) - ((x) - (Scroll X))) y: (((y) - (Scroll Y)) - (65))\n end\n if <(costume [number v]) = [1]> then\n change [typ v] by (1)\n change size by (80)\n change [ghost v] effect by (5)\n else\n change [typ v] by (1)\n set size to ((size) * (0.85)) %\n change [ghost v] effect by (5)\n end\nend\n\ndefine spawn (x) (y) (spd) (ang)\nset [x v] to (x)\nset [y v] to (y)\nset [typ v] to [1]\nset [siz v] to ((100) / ((((spd) - (1)) / (4)) + (1)))\n\nwhen I start as a clone\nif <([die v] of [player updated version v]) > [0]> then\n switch costume to (die v)\n spawn (Player X) (Player Y) (0) (0)\nelse\n set [y v] to ([bounceidx v] of [player updated version v])\n if <(jump orb glow) = [1]> then\n switch costume to (jump v)\n end\n if <(jump orb glow) = [2]> then\n switch costume to (jump2 v)\n end\n if <(jump orb glow) = [3]> then\n switch costume to (jump3 v)\n end\n if <(jump orb glow) = [4]> then\n switch costume to (jump4 v)\n end\n if <(jump orb glow) = [5]> then\n switch costume to (jump5 v)\n end\n if <(jump orb glow) = [6]> then\n switch costume to (jump6 v)\n end\n spawn ((([floor v] of ((y) / (lsy)) ) * (26)) + (26)) ((([floor v] of ((y) mod (lsy)) ) * (26)) - (13)) (0) (0)\nend\n\nwhen I receive [tick v]\nif <(Quality) = [0]> then\n hide\nend\n\n@Jump Particles\n\ndefine init\nset [typ v] to [0]\nset [id v] to [0]\nrepeat (8)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nwhen I receive [front4 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nif <(typ) > [0]> then\n delete this clone\nend\n\ndefine tick\nif <(typ) > [8]> then\n hide\n set [typ v] to [0]\n stop [this script v]\nend\nif <not <(Mode) = [5]>> then\n change [typ v] by (1)\nelse\n change [typ v] by (1)\nend\nchange [x v] by (sx)\nchange [y v] by (sy)\nif <(Backwards) = [1]> then\n go to x: ((x) - (Scroll X)) y: (((y) - (Scroll Y)) - (63))\nend\nif <(Backwards) = [2]> then\n go to x: ((0) - ((x) - (Scroll X))) y: (((y) - (Scroll Y)) - (63))\nend\nif <not <(Mode) = [5]>> then\n change [ghost v] effect by (7)\nend\n\ndefine Get Direction (dx) (dy)\nif <(dy) = [0]> then\n if <(dx) > [0]> then\n set [@get direction v] to [90]\n else\n set [@get direction v] to [-90]\n end\nelse\n set [@get direction v] to ([atan v] of ((dx) / (dy)) )\n if <(dy) < [0]> then\n if <(dx) > [0]> then\n change [@get direction v] by (180)\n else\n if <(dx) < [0]> then\n change [@get direction v] by (-180)\n else\n set [@get direction v] to [180]\n end\n end\n end\nend\n\nwhen I start as a clone\nset [siz v] to (pick random (20) to (75))\nset size to (siz) %\n\nwhen I receive [init v]\nhide\ninit\n\ndefine spawn (x) (y) (spd) (ang)\nset [x v] to (x)\nset [y v] to (y)\nset [sx v] to (((spd) * ([sin v] of (ang) )) + (1))\nset [sy v] to ((spd) * ([cos v] of (ang) ))\nset [typ v] to [1]\n\nwhen I receive [tick v]\nif <(typ) > [0]> then\n tick\nelse\n if <((ticker) mod (9)) = (id)> then\n if <<(Quality) > [0]> and <([die v] of [player updated version v]) = [0]>> then\n if <<<(Mode) = [1]> or <<(Mode) = [9]> or <(Mode) = [8]>>> and <([jump v] of [player updated version v]) < [1001]>> then\n if <([jump v] of [player updated version v]) = [0]> then\n if <not <(costume [number v]) = [1]>> then\n point in direction (90)\n switch costume to (jump v)\n end\n spawn ((Player X) - (10)) ((Player Y) - (12)) (pick random (1) to (4)) (pick random (-80) to (80))\n set size to (siz) %\n set [ghost v] effect to (pick random (0) to (40))\n show\n tick\n end\n else\n if <<(Mode) = [1]> or <<(Mode) = [4]> or <<(Mode) = [8]> or <<(Mode) = [9]> or <(Mode) = [7]>>>>> then\n if <not <(costume [number v]) = [3]>> then\n switch costume to (jet2 v)\n end\n Get Direction ([sx v] of [player updated version v]) ([sy v] of [player updated version v])\n if <(Backwards) = [1]> then\n point in direction ((@Get Direction) + (0))\n end\n if <(Backwards) = [2]> then\n point in direction ((0) - ((@Get Direction) + (0)))\n end\n spawn (Player X) ((Player Y) + (4)) (0) (0)\n else\n if <(Mode) = [5]> then\n if <not <(costume [number v]) = [4]>> then\n switch costume to (wave v)\n end\n set size to (siz) %\n if <(Backwards) = [1]> then\n point in direction ([direction v] of [player updated version v])\n end\n if <(Backwards) = [2]> then\n switch costume to (wave2 v)\n point in direction ((-1) * ([direction v] of [player updated version v]))\n end\n if <(Upside down?) = [0]> then\n spawn ((Player X) - ((22) * ([sin v] of ((direction) - (16)) ))) ((Player Y) - ((22) * ([cos v] of ((direction) - (16)) ))) (0) (0)\n else\n if <(Upside down?) = [1]> then\n spawn ((Player X) - ((22) * ([sin v] of ((direction) - (16)) ))) ((Player Y) - ((22) * ([cos v] of ((direction) + (20)) ))) (0) (0)\n end\n end\n else\n if <not <(costume [number v]) = [2]>> then\n switch costume to (jet v)\n end\n if <(Backwards) = [1]> then\n point in direction ([direction v] of [player updated version v])\n end\n if <(Backwards) = [2]> then\n point in direction ((0) - ([direction v] of [player updated version v]))\n end\n if <(Upside down?) = [0]> then\n spawn ((Player X) - ((22) * ([sin v] of ((direction) - (16)) ))) ((Player Y) - ((22) * ([cos v] of ((direction) - (16)) ))) (0) (0)\n else\n if <(Upside down?) = [1]> then\n spawn ((Player X) - ((22) * ([sin v] of ((direction) - (16)) ))) ((Player Y) - ((22) * ([cos v] of ((direction) + (20)) ))) (0) (0)\n end\n end\n end\n end\n set [sx v] to [0]\n if <(Mode) = [5]> then\n set size to (120) %\n set [ghost v] effect to (0)\n else\n set size to (100) %\n set [ghost v] effect to (40)\n end\n show\n tick\n end\n end\n end\nend\n\n@Floor Glow\n\nwhen I receive [init v]\nswitch costume to (fly zone v)\nset [distance to mousepointer v] to (costume [number v])\nswitch costume to (big floor v)\nshow\n\nwhen I receive [tick v]\nif <<(Mode) = [1]> or <<(Mode) = [8]> or <(Mode) = [4]>>> then\n if <(ONLY COLOR WORK FOR BG) = [2]> then\n set [color v] effect to (color)\n else\n if <not <(my color) = (color)>> then\n set [color v] effect to (color)\n set [color v] to (color)\n end\n if <not <(Floor Glow: my bright) = (bright)>> then\n set [brightness v] effect to (bright)\n set [floor glow: my bright v] to (bright)\n end\n end\n if <not <(costume [number v]) = ([background v] of [player updated version v])>> then\n switch costume to ([background v] of [player updated version v])\n end\n position (0) (round ((-76) - (Scroll Y)))\nelse\n if <<<(Mode) = [2]> or <(Mode) = [3]>> or <<(Mode) = [5]> or <<(Mode) = [6]> or <<(Mode) = [7]> or <(Mode) = [15]>>>>> then\n if <not <(costume [number v]) = (flyZone)>> then\n switch costume to (flyZone)\n end\n position (0) (round ((55) - (Scroll Y)))\n if <not <(Floor Glow: my bright) = [0]>> then\n set [brightness v] effect to (0)\n set [floor glow: my bright v] to (bright)\n end\n end\nend\nif <<(Mode) = [9]> or <(Mode) = [13]>> then\n if <not <(costume [number v]) = (ballZone)>> then\n switch costume to (ballZone)\n end\n position (0) (round ((55) - (Scroll Y)))\n if <not <(Floor Glow: my bright) = [0]>> then\n set [brightness v] effect to (0)\n set [floor glow: my bright v] to (bright)\n end\nend\nif <(Mode) = [10]> then\n if <not <(costume [number v]) = (spiderZone)>> then\n switch costume to (spiderZone)\n end\n position (0) (round ((55) - (Scroll Y)))\n if <not <(Floor Glow: my bright) = [0]>> then\n set [brightness v] effect to (0)\n set [floor glow: my bright v] to (bright)\n end\nend\n\nif <not <(my color) = (color)>> then\n set [color v] effect to (color)\n set [color v] to (color)\nend\nif <not <(Floor Glow: my bright) = (bright)>> then\n set [brightness v] effect to (bright)\n set [floor glow: my bright v] to (bright)\nend\n\nswitch costume to (spider zone v)\n\nwhen I receive [front2 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(y) = (y position)> then\n if <(vis) = [0]> then\n set [vis v] to [1]\n show\n end\nelse\n if <(vis) = [1]> then\n set [vis v] to [0]\n hide\n end\nend\n\nwhen I receive [tick v]\nif <<<(Mode) = [2]> or <(Mode) = [3]>> or <<<<(Mode) = [5]> or <(Mode) = [6]>> or <(Mode) = [7]>> or <(Mode) = [15]>>> then\n switch costume to (fly zone v)\nend\nif <<(Mode) = [9]> or <(Mode) = [13]>> then\n if <(duality) = [1]> then\n switch costume to (ball zone v)\n end\n if <(duality) = [2]> then\n switch costume to (spider zone v)\n end\nend\nif <(Mode) = [10]> then\n switch costume to (spider zone v)\nend\n\nwhen I receive [tick v]\nif <(costume [name v]) = [fly zone]> then\n set [flyzone v] to (costume [number v])\nend\nif <(costume [name v]) = [ball zone]> then\n set [ballzone v] to (costume [number v])\nend\nif <(costume [name v]) = [spider zone]> then\n set [spiderzone v] to (costume [number v])\nend\n\n@left fade\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [tick v]\nif <(ONLY COLOR WORK FOR BG) = [2]> then\n set [color v] effect to (color)\nelse\n if <not <(left fade: my bright) = (bright)>> then\n set [brightness v] effect to (bright)\n set [left fade: my bright v] to (bright)\n end\n if <not <(my color) = (color)>> then\n set [color v] effect to (color)\n set [color v] to (color)\n end\nend\nif <not <(costume [number v]) = ([background v] of [player updated version v])>> then\n switch costume to ([background v] of [player updated version v])\nend\nif <(Backwards) = [1]> then\n point in direction (90)\nend\nif <(Backwards) = [2]> then\n point in direction (-90)\nend\n\nwhen I receive [reset level v]\nswitch costume to (left fade v)\n\nwhen I receive [front1 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@Stars\n\nwhen I receive [reset level v]\nif <(typ) > [0]> then\n delete this clone\nend\n\nwhen I receive [init v]\nset [typ v] to [0]\nset [stars# v] to [0]\nswitch costume to (particle v)\nhide\n\ndefine None\nif <(Backwards) = [1]> then\n set [x v] to (x)\nend\nif <(Backwards) = [2]> then\n set [x v] to ((0) - (x))\nend\nset [y v] to (y)\nset [sx v] to ((spd) * ([sin v] of (ang) ))\nset [sy v] to ((spd) * ([cos v] of (ang) ))\nset [siz v] to ((90) / ((((spd) - (0.2)) / (0.8)) + (1)))\nif <<(Mode) = [3]> or <<(Mode) = [4]> or <<(Mode) = [9]> or <(Mode) = [10]>>>> then\n set [sx v] to [1]\n set [sy v] to [0]\nend\n\nwhen I receive [front4 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I start as a clone\nset [typ v] to [1]\nchange [stars# v] by (1)\n\nwhen I receive [level editor v]\nif <(typ) > [0]> then\n delete this clone\nend\n\nwhen I receive [tick v]\nif <<(Mode) = [2]> or <<(Mode) = [5]> or <<(Mode) = [7]> or <(Mode) = [15]>>>> then\n if <(typ) > [0]> then\n if <(typ) = [1]> then\n spawn ((Scroll X) + (pick random (-180) to (270))) ((Scroll Y) + (pick random (-100) to (220))) (pick random (0.2) to (0.8)) (pick random (0) to (359))\n set size to (siz) %\n set [ghost v] effect to (pick random (0) to (10))\n show\n set [typ v] to (pick random (1) to (3))\n end\n change [typ v] by (1)\n change [x v] by (sx)\n change [y v] by (sy)\n if <(Backwards) = [1]> then\n go to x: ((x) - (Scroll X)) y: (((y) - (Scroll Y)) - (63))\n end\n if <(Backwards) = [2]> then\n go to x: ((0) - ((x) - (Scroll X))) y: (((y) - (Scroll Y)) - (63))\n end\n change [ghost v] effect by (4)\n if <(typ) > [25]> then\n set [typ v] to [1]\n end\n if <<(Mode) = [3]> or <<(Mode) = [4]> or <<(Mode) = [9]> or <(Mode) = [10]>>>> then\n change [sx v] by (((23260) - (x)) / (200))\n change [sy v] by (((120) - (y)) / (350))\n if <(x) > [23260]> then\n set [typ v] to [1]\n end\n end\n end\nelse\n if <(typ) > [0]> then\n delete this clone\n else\n set [stars# v] to [0]\n end\nend\n\n@End\n\nwhen I receive [init v]\nset [typ v] to [0]\nset [stars# v] to [0]\nset [ending v] to [0]\nswitch costume to (end v)\nhide\n\nwhen I receive [front4 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [reset level v]\nset [x v] to ([max x v] of [player updated version v])\nhide\n\nwhen I receive [tick v]\nif <((x) - (Scroll X)) < [18]> then\n set [ending v] to [1]\n if <(Backwards) = [1]> then\n go to x: ((x) - (Scroll X)) y: (0)\n point in direction (90)\n end\n if <(Backwards) = [2]> then\n go to x: ((0) - ((x) - (Scroll X))) y: (0)\n point in direction (-90)\n end\n show\nend\n\n@Dash Particles\n\nwhen I receive [tick v]\nif <(dash orb glow) = [1]> then\n switch costume to (costume1 v)\nend\nif <(dash orb glow) = [2]> then\n switch costume to (costume2 v)\nend\nif <<(dash orb) = [1]> and <not <(Quality) = [0]>>> then\n go to (player v)\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\nset [dash orb v] to [0]\nhide\n\n@curtain\n\nwhen I receive [init v]\nswitch costume to (curtain v)\nhide\n\nwhen I receive [complete! v]\ngo to x: (0) y: (0)\nswitch costume to (complete v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (end loop v) and wait\nbroadcast (reset level v) and wait\nwait (4) seconds\nrepeat until <([saving v] of [cloudscore v]) < [1]>\n wait (1) seconds\nend\nbroadcast (menu in v)\n\nwhen I receive [fade to black v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [fade back in v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nswitch costume to (curtain v)\n\nwhen I receive [snap out of black v]\nhide\n\n@Crossfade\n\nwhen I receive [init v]\ngo [backward v] (1000) layers\ngo to x: (0) y: (0)\n\nwhen I receive [reset level v]\nset [fade v] to [0]\nset [only color work for bg v] to [0]\nhide\n\nwhen I receive [tick v]\nif <(ONLY COLOR WORK FOR BG) = [1]> then\n if <not <(my color) = (color)>> then\n set [color v] effect to (color)\n set [my color v] to (color)\n end\nelse\n if <(ONLY COLOR WORK FOR BG) = [2]> then\n set [color v] effect to (color)\n else\n if <<(Quality) = [0]> or <(fade option) = [0]>> then\n if <(fade) > [-1]> then\n switch costume to ([background v] of [player updated version v])\n set [ghost v] effect to (0)\n set [fade v] to [-1]\n hide\n end\n else\n if <(fade) > [0]> then\n if <not <(my color) = (color)>> then\n set [color v] effect to (color)\n set [my color v] to (color)\n end\n change [fade v] by (-1)\n if <(fade option) = [1]> then\n change [ghost v] effect by (4)\n end\n if <(fade option) = [2]> then\n change [ghost v] effect by (8)\n end\n if <(fade option) = [3]> then\n change [ghost v] effect by (12)\n end\n if <(fade) < [1]> then\n hide\n switch costume to ([background v] of [player updated version v])\n set [ghost v] effect to (0)\n end\n else\n if <not <(backdrop [number v]) = ([background v] of [player updated version v])>> then\n if <(ticker) < [10]> then\n hide\n switch costume to ([background v] of [player updated version v])\n set [ghost v] effect to (0)\n set [fade v] to [0]\n else\n set [fade v] to [25]\n show\n end\n end\n end\n end\n end\nend\n\nwhen I receive [front4 v]\ngo [backward v] (1000) layers\n\n@NEW Menu\n\nwhen I receive [game on v]\ndelete this clone\n\ndefine Tick\nset [mousedown v] to [2]\nif <(keyDown) = [1]> then\nif <mouse down?> then\n set [mousedown v] to [1]\n change [registermousetick v] by (1)\nelse\n set [mousedown v] to [0]\n set [registermousetick v] to [0]\nend\nif <key (left arrow v) pressed?> then\n if <(keyDown) = [2]> then\n set [level v] to ((((level) - (2)) mod (maxlevels)) + (1))\n change [menulevel_x v] by (-480)\n broadcast (menu level change v) and wait\n broadcast (show high score table v)\n set [keydown v] to [1]\n end\nelse\n if <key (right arrow v) pressed?> then\n if <(keyDown) = [2]> then\n set [level v] to (((level) mod (maxlevels)) + (1))\n change [menulevel_x v] by (480)\n broadcast (menu level change v) and wait\n broadcast (show high score table v)\n set [keydown v] to [1]\n end\n else\n set [keydown v] to [0]\n end\nend\nset [ofx v] to (((maxlevels) / (2)) * (480))\nset [nx v] to ((ofx) - ((level) * (480)))\nif <([abs v] of ((mouse y) - (20)) ) < [40]> then\n if <(mouse x) > [200]> then\n if <<(mouseDown) = [1]> and <(registerMouseTick) = [1]>> then\n set [level v] to (((level) mod (maxlevels)) + (1))\n change [menulevel_x v] by (480)\n broadcast (menu level change v) and wait\n broadcast (show high score table v)\n end\n if <(level) < (maxlevels)> then\n change [nx v] by (-32)\n end\n else\n if <(mouse x) < [-200]> then\n if <<(mouseDown) = [1]> and <(registerMouseTick) = [1]>> then\n set [level v] to ((((level) - (2)) mod (maxlevels)) + (1))\n change [menulevel_x v] by (-480)\n broadcast (menu level change v) and wait\n broadcast (show high score table v)\n end\n if <(level) > [1]> then\n change [nx v] by (32)\n end\n end\n end\nend\nif <key (space v) pressed?> then\n set [stop tick loop v] to [1]\nend\nif <(mouseDown) = [1]> then\n if <([abs v] of (mouse x) ) < [39]> then\n if <<(mouse y) > [13]> and <(mouse y) < [99]>> then\n set [stop tick loop v] to [1]\n end\n end\nend\nset [menu nx v] to (nx)\nchange [smooth_nx v] by (((nx) - (smooth_nx)) * (0.18))\nset [smooth_nx_result v] to (smooth_nx)\nset [menu_smooth_nx_result v] to (smooth_nx_result)\n\nbroadcast (Update LMX v)\n\nwhen flag clicked\nwait (2) seconds\n\nwhen I receive [music v]\nforever\n play sound [Geometry_Dash_-_menu_Loop_\(mp3.pm\).mp3 v] until done\nend\n\nwhen flag clicked\nset [scroll x v] to [240]\ngo to x: (0) y: (0)\nswitch costume to (costume7 v)\ngo to [front v] layer\nbroadcast (init v) and wait\ngo to [front v] layer\nbroadcast (front1 v) and wait\ngo to [front v] layer\nbroadcast (front2 v) and wait\ngo to [front v] layer\nbroadcast (front3 v) and wait\ngo to [front v] layer\nbroadcast (front4 v) and wait\ngo to [front v] layer\nbroadcast (splash v)\n\nwhen I receive [splash v]\nswitch costume to (costume7 v)\nshow\ngo to [front v] layer\nwait until <<(timer) > [2]> or <key (space v) pressed?>>\nwait until <not <key (space v) pressed?>>\nbroadcast (fade to black v) and wait\nset [level v] to [1]\nbroadcast (menu in v)\nset volume to (100) %\ndelete this clone\n\nwhen I receive [menu in v]\nset [go v] to [0]\nbroadcast (Music v)\nhide variable [stars v]\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nset [menulevel_x v] to [-1200]\nCostumes\nbroadcast (get rank v) and wait\nset [your best v] to ([best score v] of [cloudscore v])\nbroadcast (fade back in v) and wait\nbroadcast (show high score table v)\nwait until <not <<mouse down?> or <key (space v) pressed?>>>\nset [mousedown v] to [0]\nset [stop tick loop v] to [0]\nrepeat until <(Stop Tick Loop) = [1]>\n Tick\n broadcast (Update LMX v) and wait\nend\nstop all sounds\nstop [other scripts in sprite v]\nbroadcast (fade to black v) and wait\nhide\nbroadcast (get rank v) and wait\nset [your best v] to ([best score v] of [cloudscore v])\nbroadcast (load level v) and wait\nbroadcast (game on v)\nstop [other scripts in sprite v]\nstop [this script v]\n\nchange [t_nx_lvl v] by (1)\n\nhide list [all attempts v]\n\nbroadcast (Music v)\n\nset [distance to mousepointer v] to (distance to [mouse-pointer v])\n\nrepeat until <(Go) = [1]>\n\nset [☁ cloud list 1 v] to [0]\n\nhide\n\ngo to x: (nx) y: (0)\n\ngo to x: (240) y: (0)\n\ndefine Costumes\nhide\nset [lmx v] to [0]\nset [lmy v] to [0]\nset [maxlevels v] to [1]\nset [costumelmvar v] to ((7) + ((maxlevels) - (1)))\ngo to [front v] layer\nswitch costume to (levels 1-5 v)\ngo [backward v] (1) layers\nswitch costume to (border v)\ncreate clone of (_myself_ v)\ngo [forward v] (2) layers\nswitch costume to (text v)\ncreate clone of (_myself_ v)\ngo to [front v] layer\ngo [backward v] (5) layers\nset [ofx v] to (((maxlevels) / (2)) * (480))\nset [nx v] to ((ofx) - ((level) * (480)))\nset [smooth_nx v] to ((ofx) - ((level) * (480)))\nset [lmx_startingx v] to [0]\nrepeat (maxlevels)\n Clone LevelMenu Costumes! x ((480) * (lmx_startingx)) y [0] Costume # (costumelmvar)\n change [costumelmvar v] by (-1)\n change [lmx_startingx v] by (1)\nend\ngo to x: (0) y: (0)\nswitch costume to (showcase2 v)\n\nwhen I start as a clone\nshow\n\nforever\n set [nx_u v] to (nx)\nend\n\nswitch costume to (costume6 v)\n\ngo to x: (0) y: (0)\n\nchange [t_nx_lvl v] by (1)\nif <(t_nx_lvl) > ((5) - (1))> then\n set [t_nx_lvl v] to [0]\nend\n\nchange x by (10)\n\nchange [menulevel_x v] by (-480)\n\nif <((((0) - (nx_u)) - ((level) * (480))) - (x position)) = (x position)> then\n\ncreate clone of (_myself_ v)\nswitch costume to (costume6 v)\n\ndefine Clone LevelMenu Costumes! x (lmx) y (lmy) Costume # (lmc)\nset [lmx v] to (lmx)\nset [lmy v] to (lmy)\nswitch costume to (lmc)\ngo [backward v] (1) layers\ncreate clone of (_myself_ v)\n\nchange [☁ cloud list 1 v] by (1)\n\ngo [backward v] (3) layers\n\ncreate clone of (_myself_ v)\n\ndefine Update LM Xpos\nset x to (((MENU_SMOOTH_NX_RESULT) - (lmx)) + (((maxlevels) + (0)) * (240)))\nset y to (lmy)\nif <(round (x position)) = (round (((MENU_SMOOTH_NX_RESULT) - (lmx)) + (((maxlevels) + (0)) * (240))))> then\n show\nelse\n hide\nend\n\nset [☁ cloud list 1 v] to [0]\n\nset [smooth_nx_result v] to (smooth_nx)\n\nchange x by (-2)\n\nwhen I receive [update lmx v]\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n\nforever\n\nstop [this script v]\n\nstop [this script v]\n\nset [mousedown v] to [2]\n\nset [registermousetick v] to [1]\n\nset [registermousetick v] to [1]\n\nset [registermousetick v] to [0]\n\nset [registermousetick v] to [1]\n\nif <(mouseDown) = [1]> then\n\n@CloudScore\n\nif <(text) = (user)> then\n repeat until <(length of [temp v]) = (prev_length)>\n delete (last) of [temp v]\n end\nend\n\nwhen I receive [show high score table v]\nText to Number (username)\nNumber to Text (number)\nGet Score and Ranking (text)\nShow High Score Table\nif <(prev_length) > [0]> then\n set [text v] to (item (last) of [high score table v])\n wait (0) seconds\n if <(prev_length) > [8]> then\n set [text v] to (item ((prev_length) - (8)) of [high score table v])\n else\n set [text v] to (item (1) of [high score table v])\n end\n wait (0) seconds\n set [text v] to (item (prev_length) of [high score table v])\n wait (0.1) seconds\n repeat (2)\n replace item (prev_length) of [high score table v] with (text)\n wait (0.4) seconds\n replace item (prev_length) of [high score table v] with (join (text) [ <===])\n wait (0.5) seconds\n end\nelse\n set [text v] to (item (1) of [high score table v])\nend\n\ndefine Show High Score Table\nshow list [high score table v]\ndelete (all) of [high score table v]\nset [prev_length v] to [0]\nset [i v] to [1]\nrepeat (length of [users v])\n set [text v] to (item (i) of [users v])\n if <(text) = (username)> then\n set [prev_length v] to (i)\n end\n set [c v] to (item (i) of [scores v])\n if <(length of (c)) = [1]> then\n set [c v] to (join (c) [ . . . ])\n else\n if <(length of (c)) = [2]> then\n set [c v] to (join (c) [ . . . ])\n else\n set [c v] to (join (c) [ . . ])\n end\n end\n add (join (c) (text)) to [high score table v]\n change [i v] by (1)\nend\nset [i v] to (item (1) of [high score table v])\nhide list [high score table v]\n\ntrim (612)\n\nwhen I receive [get rank v]\nText to Number (username)\nNumber to Text (number)\nGet Score and Ranking (text)\n\ndefine Record Score (user) (score)\ndelete (all) of [temp v]\nGet Cloud List\nset [i v] to [1]\nset [prev_length v] to [0]\nset [found v] to [0]\nset [count v] to [0]\nrepeat until <<(i) > (length of (full))> or <(count) > [499]>>\n Read String + dump\n Read Number + dump\n if <<(found) = [0]> and <(score) > (number)>> then\n set [found v] to [1]\n repeat until <(length of [temp v]) = (prev_length)>\n delete (last) of [temp v]\n end\n Text dump (user)\n Number Dump (score)\n if <not <(user) = (text)>> then\n Text dump (text)\n Number Dump (number)\n change [count v] by (1)\n end\n else\n if <(user) = (text)> then\n if <(found) = [0]> then\n set [found v] to [1]\n else\n repeat until <(length of [temp v]) = (prev_length)>\n delete (last) of [temp v]\n end\n end\n end\n end\n change [count v] by (1)\n set [prev_length v] to (length of [temp v])\nend\nif <(found) = [0]> then\n if <(count) < [500]> then\n Text dump (user)\n Number Dump (score)\n else\n delete (all) of [temp v]\n set [count v] to [999999]\n stop [this script v]\n end\nend\nSet Cloud List\ndelete (all) of [temp v]\n\ndefine Number to Text (num)\nset [text v] to []\nset [i v] to [1]\nrepeat ((length of (num)) / (2))\n set [c index v] to (join (letter (i) of (num)) (letter ((i) + (1)) of (num)))\n set [text v] to (join (text) (letter (c index) of (ascii)))\n change [i v] by (2)\nend\n\ndefine Read String + dump\nRead Number + dump\nset [text v] to []\nrepeat (number)\n set [c v] to (letter (i) of (full))\n add (c) to [temp v]\n change [i v] by (1)\n set [c2 v] to (letter (i) of (full))\n add (c2) to [temp v]\n change [i v] by (1)\n set [text v] to (join (text) (letter (join (c) (c2)) of (ascii)))\nend\n\ndefine Read String\nRead Number\nset [text v] to []\nrepeat (number)\n set [c v] to (letter (i) of (full))\n change [i v] by (1)\n set [c2 v] to (letter (i) of (full))\n change [i v] by (1)\n set [text v] to (join (text) (letter (join (c) (c2)) of (ascii)))\nend\n\ndefine Text dump (text)\nNumber Dump (length of (text))\nset [c2 v] to [1]\nrepeat (length of (text))\n get char index (letter (c2) of (text))\n if <(c index) < [10]> then\n add [0] to [temp v]\n add (letter (1) of (c index)) to [temp v]\n else\n add (letter (1) of (c index)) to [temp v]\n add (letter (2) of (c index)) to [temp v]\n end\n change [c2 v] by (1)\nend\n\ndefine Number Dump (number)\nadd (letter (1) of (length of (number))) to [temp v]\nset [c2 v] to [1]\nrepeat (length of (number))\n add (letter (c2) of (number)) to [temp v]\n change [c2 v] by (1)\nend\n\ndefine Safe Save Score (coded user) (tries)\ngo to [front v] layer\nset [saving v] to [1]\nif <(tries) > [1]> then\n say (join [Saving Score \(try #] (join (tries) [\)]))\nend\nRecord Score (coded user) (Best Score)\nif <(count) > [9999]> then\n hide\n set [saving v] to []\n broadcast (Score Done v)\n stop [this script v]\nend\nwait (2) seconds\nGet Score and Ranking (coded user)\nif <(Points) = (Best Score)> then\n say []\n hide\n set [saving v] to []\n broadcast (Score Done v)\nelse\n if <(tries) < [4]> then\n wait (pick random (0.5) to (1.5)) seconds\n Safe Save Score (coded user) ((tries) + (1))\n else\n go to [front v] layer\n say [Failed to save score :\(] for (4) seconds\n hide\n set [saving v] to [-1]\n broadcast (Score Done v)\n end\nend\n\nwhen I receive [game over menu v]\nif <(Points) > (Best Score)> then\n set [best score v] to (Points)\n Text to Number (username)\n Number to Text (number)\n Safe Save Score (text) (1)\nend\nbroadcast (Clear Save Game v) and wait\nbroadcast (show high score table v) and wait\ndelete (all) of [temp v]\ndelete (all) of [scores v]\ndelete (all) of [users v]\ndelete (all) of [high score table v]\n\nwhen I receive [init v]\nshow list [high score table v]\ndelete (all) of [temp v]\ndelete (all) of [scores v]\ndelete (all) of [users v]\ndelete (all) of [high score table v]\ngo to x: (217) y: (-154)\n\nwhen I receive [store my high score v]\nif <(Points) > (Best Score)> then\n show\n go to [front v] layer\n set [best score v] to (Points)\n Text to Number (username)\n Number to Text (number)\n Safe Save Score (text) (1)\nelse\n broadcast (Score Done v)\nend\ndelete (all) of [temp v]\ndelete (all) of [scores v]\ndelete (all) of [users v]\ndelete (all) of [high score table v]\n\ndefine trim (count)\nGet Score and Ranking (username)\nShow High Score Table\ndelete (all) of [temp v]\nset [i v] to [1]\nrepeat (count)\n Text dump (item (i) of [users v])\n Number Dump (item (i) of [scores v])\n change [i v] by (1)\nend\nSet Cloud List\ndelete (all) of [temp v]\n\nwhen I receive [game on v]\nsay []\nshow list [high score table v]\n\ndefine Text to Number (text)\nset [i v] to [1]\nset [number v] to []\nrepeat (length of (text))\n get char index (letter (i) of (text))\n if <(c index) < [10]> then\n set [number v] to (join (number) (join [0] (c index)))\n else\n set [number v] to (join (number) (c index))\n end\n change [i v] by (1)\nend\n\nwhen flag clicked\nset [saving v] to []\n\ndefine Get Score and Ranking (user)\ndelete (all) of [users v]\ndelete (all) of [scores v]\nGet Cloud List\nset [i v] to [1]\nset [best score v] to [0]\nrepeat until <(i) > (length of (full))>\n Read String + dump\n add (text) to [users v]\n Read Number + dump\n add (number) to [scores v]\n if <(text) = (user)> then\n set [best score v] to (number)\n end\nend\n\nbroadcast (show high score table v)\n\ndefine Delete Score (user)\ndelete (all) of [temp v]\nGet Cloud List\nset [i v] to [1]\nset [prev_length v] to [0]\nset [found v] to [0]\nset [count v] to [0]\nrepeat until <(i) > (length of (full))>\n Read String + dump\n Read Number + dump\n if <(user) = (text)> then\n repeat until <(length of [temp v]) = (prev_length)>\n delete (last) of [temp v]\n end\n end\n change [count v] by (1)\n set [prev_length v] to (length of [temp v])\nend\nSet Cloud List\ndelete (all) of [temp v]\n\nDelete Score [seasnails]\n\nset [cloudscore: ☁ cloud list 4 v] to []\nset [cloudscore: ☁ cloud list 5 v] to []\n\nset [cloudscore: ☁ cloud list 4 v] to []\nset [cloudscore: ☁ cloud list 5 v] to []\nset [cloudscore: ☁ cloud list 6 v] to []\nset [cloudscore: ☁ cloud score 7 v] to []\nset [cloudscore: ☁ cloud list 8 v] to []\n\nset [cloudscore: ☁ cloud list 6 v] to []\n\nset [cloudscore: ☁ cloud score 7 v] to []\nset [cloudscore: ☁ cloud list 8 v] to []\n\ndefine get char index (char)\nset [c index v] to (length of (ascii))\nrepeat until <<(c index) < [1]> or <(letter (c index) of (ascii)) = (char)>>\n change [c index v] by (-1)\nend\n\nRecord Score [test] (20000)\n\ndefine Read Number + dump\nset [number v] to []\nset [c v] to (letter (i) of (full))\nadd (c) to [temp v]\nrepeat (c)\n change [i v] by (1)\n set [c v] to (letter (i) of (full))\n add (c) to [temp v]\n set [number v] to (join (number) (c))\nend\nchange [i v] by (1)\n\ndefine Read Number\nset [number v] to []\nset [c v] to (letter (i) of (full))\nrepeat (c)\n change [i v] by (1)\n set [c v] to (letter (i) of (full))\n set [number v] to (join (number) (c))\nend\nchange [i v] by (1)\n\ndefine Set Cloud List\nif <([level # v] of [editor newer v]) = [1]> then\n set [☁ cloud list 1 v] to (temp)\nelse\n if <([level # v] of [editor newer v]) = [2]> then\n set [cloudscore: ☁ cloud list 5 v] to (temp)\n else\n if <([level # v] of [editor newer v]) = [3]> then\n set [cloudscore: ☁ cloud list 6 v] to (temp)\n else\n if <([level # v] of [editor newer v]) = [4]> then\n set [cloudscore: ☁ cloud score 7 v] to (temp)\n else\n if <([level # v] of [editor newer v]) = [5]> then\n set [cloudscore: ☁ cloud list 8 v] to (temp)\n else\n set [☁ cloud score 9 v] to (temp)\n end\n end\n end\n end\nend\n\ndefine Get Cloud List\nif <([level # v] of [editor newer v]) = [1]> then\n set [full v] to (☁ Cloud List 1)\nelse\n if <([level # v] of [editor newer v]) = [2]> then\n set [full v] to (CloudScore: ☁ Cloud list 5)\n else\n if <([level # v] of [editor newer v]) = [3]> then\n set [full v] to (CloudScore: ☁ Cloud list 6)\n else\n if <([level # v] of [editor newer v]) = [4]> then\n set [full v] to (CloudScore: ☁ Cloud score 7)\n else\n if <([level # v] of [editor newer v]) = [5]> then\n set [full v] to (CloudScore: ☁ Cloud list 8)\n else\n set [full v] to (☁ Cloud score 9)\n end\n end\n end\n end\nend\n\nwhen [v v] key pressed\nshow list [high score table v]\n\nforever\n hide\nend\n\nset [ascii v] to [0123456789 abcdefghijklmnopqrstuvwxyz!"£$%^&*\(\)_+\[\]{};'#:@~,./<>?\|`¬]\n\nwhen I receive [vault v]\n\nforever\n stop [other scripts in sprite v]\n show list [high score table v]\nend\n\n@Editor NEWER\n\ndefine Set (tile) at (x) (y)\nset [tileidx v] to (((x) * (lsy)) + (y))\nPlonk (tile)\n\ndefine Set (tile) offset (x) (y)\nchange [tileidx v] by (((x) * (lsy)) + (y))\nPlonk (tile)\n\ndefine Position (x) (y)\nset [tileidx v] to (((x) * (lsy)) + (y))\n\ndefine Plonk (tile)\nGet W & H of (tile)\nRect (w) (h)\nreplace item (tileIdx) of [level v] with (tile)\n\nwhen I receive [level editor v]\nset [editor v] to [1]\nset [backwards v] to [1]\nset [upside down2 v] to [0]\nset [realbrush v] to [-1]\nset [bright v] to [0]\nset [author v] to (username)\nwait until <not <<key (z v) pressed?> and <key (m v) pressed?>>>\nrepeat until <<key (z v) pressed?> and <key (m v) pressed?>>\n change [ticker v] by (1)\n set [score v] to (round (((Scroll X) - (100)) / (26)))\n set [brush x v] to ([floor v] of (((mouse x) + (Scroll X)) / (26)) )\n set [brush y v] to ([ceiling v] of ((((mouse y) + (Scroll Y)) + (50)) / (26)) )\n set [brush idx v] to (((brush x) * (lsy)) + (brush y))\n if <mouse down?> then\n if <<(mouse y) > [-178]> and <(mouse y) < [178]>> then\n if <<(mouse x) > [-238]> and <(mouse x) < [238]>> then\n draw\n end\n end\n else\n set [realbrush v] to [-1]\n end\n if <key (d v) pressed?> then\n if <key ( v) pressed?> then\n change [scroll x v] by (128)\n else\n change [scroll x v] by (32)\n end\n end\n if <key (a v) pressed?> then\n if <key ( v) pressed?> then\n change [scroll x v] by (-128)\n else\n change [scroll x v] by (-32)\n end\n broadcast (release tiles v) and wait\n broadcast (redraw v) and wait\n end\n if <key (w v) pressed?> then\n change [scroll y v] by (8)\n end\n if <key (s v) pressed?> then\n change [scroll y v] by (-8)\n end\n if <key (k v) pressed?> then\n ask [Shift how many columns?] and wait\n if <<(length of (answer)) > [0]> and <not <(answer) = [0]>>> then\n Add Delete Columns (answer)\n broadcast (release tiles v) and wait\n broadcast (redraw v) and wait\n end\n end\n broadcast (tick v) and wait\nend\nwait until <not <<key (z v) pressed?> and <key (m v) pressed?>>>\nSave Level\nif <(author) = ([levels by v] of [player updated version v])> then\n set [editor v] to [0]\nelse\n set [editor v] to [-0.5]\nend\nif <key (x v) pressed?> then\n broadcast (game on v) and wait\nelse\n set [player y v] to ((brush y) * (26))\n set [player x v] to ((Scroll X) - (100))\n broadcast (release tiles v) and wait\n broadcast (redraw v)\nend\n\nwhen [2 v] key pressed\nbruch change (2)\n\nwhen [1 v] key pressed\nbruch change (1)\n\nwhen [3 v] key pressed\nbruch change (3)\n\ndefine bruch change (typ)\nif <key ( v) pressed?> then\n change [brush v] by (-1)\n repeat until <(letter (3) of (item (brush) of [tiletype v])) = (typ)>\n if <(brush) < [1]> then\n set [brush v] to (length of [tiletype v])\n else\n change [brush v] by (-1)\n end\n end\nelse\n change [brush v] by (1)\n repeat until <(letter (3) of (item (brush) of [tiletype v])) = (typ)>\n if <(brush) > (length of [tiletype v])> then\n set [brush v] to [1]\n else\n change [brush v] by (1)\n end\n end\nend\n\ndefine Get W & H of (tile)\nset [t v] to (item (tile) of [tiletype v])\nset [w v] to (letter (4) of (t))\nset [h v] to (letter (5) of (t))\nif <(w) < [1]> then\n set [w v] to [1]\nend\nif <(h) < [1]> then\n set [h v] to [1]\nend\n\ndefine Get WW & HH of (tile)\nset [twwhh v] to (item (tile) of [tiletype v])\nset [ww v] to (letter (4) of (twwhh))\nset [hh v] to (letter (5) of (twwhh))\nif <(ww) < [1]> then\n set [ww v] to [1]\nend\nif <(hh) < [1]> then\n set [hh v] to [1]\nend\n\ndefine clear all (w) (h)\nset [t v] to (brush Idx)\nrepeat (w)\n repeat (h)\n set [tidx v] to (t)\n set [tileat v] to (item (t) of [level v])\n if <(tileAt) < [0]> then\n set [tidx v] to ((0) - (tileAt))\n set [tileat v] to (item (t) of [level v])\n end\n Get WW & HH of (tileAt)\n Clear (ww) (hh)\n change [t v] by (-1)\n end\n change [t v] by ((lsy) + (h))\nend\n\ndefine Clear (w) (h)\nrepeat (w)\n repeat (h)\n replace item (tIdx) of [level v] with [0]\n change [tidx v] by (-1)\n end\n change [tidx v] by ((lsy) + (h))\nend\n\ndefine Rect (w) (h)\nset [tidx v] to (tileIdx)\nrepeat (w)\n repeat (h)\n replace item (tIdx) of [level v] with ((0) - (tileIdx))\n change [tidx v] by (-1)\n end\n change [tidx v] by ((lsy) + (h))\nend\n\nwhen [5 v] key pressed\nbruch change (5)\n\nwhen [4 v] key pressed\nbruch change (4)\n\ndefine Add Delete Columns (count)\nset [realbrush v] to ((brush x) * (lsy))\nif <(answer) < [0]> then\n repeat ((-1) * ((lsy) * (count)))\n delete (realBrush) of [level v]\n end\n set [realbrush v] to (length of [level v])\n repeat (((length of [level v]) - ((brush x) * (lsy))) + (1))\n if <(item (realBrush) of [level v]) = [2]> then\n replace item (realBrush) of [level v] with [0]\n replace item ((realBrush) - ((lsy) * (count))) of [level v] with [2]\n end\n change [realbrush v] by (-1)\n end\nelse\n repeat ((lsy) * (count))\n insert [0] at (realBrush) of [level v] \n end\n repeat (((length of [level v]) - (realBrush)) + (1))\n if <(item (realBrush) of [level v]) = [2]> then\n replace item (realBrush) of [level v] with [0]\n replace item ((realBrush) - ((lsy) * (count))) of [level v] with [2]\n end\n change [realbrush v] by (1)\n end\nend\n\nset [w v] to [0]\nset [h v] to [0]\nset [tileidx v] to [1]\nrepeat (length of [level v])\n set [realbrush v] to (item (tileIdx) of [level v])\n if <(realBrush) > [0]> then\n if <((tileIdx) mod (lsy)) > (h)> then\n set [h v] to ((tileIdx) mod (lsy))\n end\n if <(tileIdx) > (w)> then\n set [w v] to ([floor v] of ((tileIdx) / (lsy)) )\n end\n end\n change [tileidx v] by (1)\nend\n\ndefine Rejig\nset [realbrush v] to [1]\nrepeat (length of [level v])\n if <(item (realBrush) of [level v]) < [0]> then\n replace item (realBrush) of [level v] with [0]\n end\n change [realbrush v] by (1)\nend\nset [tileidx v] to [1]\nrepeat (length of [level v])\n set [realbrush v] to (item (tileIdx) of [level v])\n if <(realBrush) > [0]> then\n Plonk (realBrush)\n end\n change [tileidx v] by (1)\nend\n\ndefine Load Level\nset [levelstr v] to (item (Level #) of [save v])\nset [tokidx v] to [1]\nRead Token\nset [lsx v] to ((token) + ())\nRead Token\nset [lsy v] to ((token) + ())\ndelete (all) of [level v]\nrepeat ((lsx) * (lsy))\n Read Token\n add ((token) + ()) to [level v]\nend\n\ndefine Read Token\nset [token v] to []\nrepeat until <<(letter (tokIdx) of (levelStr)) = [ ]> or <(tokIdx) > (length of (levelStr))>>\n set [token v] to (join (token) (letter (tokIdx) of (levelStr)))\n change [tokidx v] by (1)\nend\nchange [tokidx v] by (1)\n\nwhen I receive [load level v]\nLoad Level\n\ndefine expand lsy (amount)\nset [tileidx v] to [0]\nrepeat (lsx)\n change [tileidx v] by (lsy)\n repeat (amount)\n insert ((0) + ()) at (tileIdx) of [level v] \n change [tileidx v] by (1)\n end\nend\nchange [lsy v] by (amount)\n\n\n set [level # v] to [4]\n delete (all) of [level v]\n repeat ((lsx) * (lsy))\n add ((0) + ()) to [level v]\n end\nend\n\nwhen I receive [splash v]\nif <(author) = ([levels by v] of [player updated version v])> then\n set [editor v] to [-1]\nelse\n set [editor v] to [-0.5]\nend\n\nwhen I receive [menu level change v]\nset [level # v] to ([level v] of [new menu v])\n\ndefine draw\nif <(realBrush) = [-1]> then\n set [realbrush v] to (item (brush Idx) of [level v])\n if <(realBrush) < [0]> then\n set [realbrush v] to (item ((0) - (brush Idx)) of [level v])\n end\n if <(realBrush) = (brush)> then\n set [realbrush v] to [0]\n else\n set [realbrush v] to (brush)\n end\nend\nGet W & H of (realBrush)\nset [tileat v] to (item (brush Idx) of [level v])\nif <(tileAt) < [0]> then\n set [tileat v] to (item ((0) - (tileAt)) of [level v])\nend\nif <(realBrush) = (tileAt)> then\n stop [this script v]\nend\nclear all (w) (h)\nif <(realBrush) > [0]> then\n set [tileidx v] to (brush Idx)\n Plonk (realBrush)\nend\nbroadcast (release tiles v) and wait\nbroadcast (redraw v)\n\nwhen [6 v] key pressed\nbruch change (6)\n\nwhen I receive [init v]\nset [brush v] to [3]\nset [level # v] to [1]\n\ndefine Save Level\ndelete (all) of [out v]\nadd (lsx) to [out v]\nadd (lsy) to [out v]\nadd (Level) to [out v]\nreplace item (Level #) of [save v] with (out)\ndelete (all) of [out v]\n\nwhen [7 v] key pressed\nbruch change (7)\n\nwhen [9 v] key pressed\nbruch change (9)\n\nwhen [8 v] key pressed\nbruch change (8)\n\ndelete (all) of [save v]\n\nwhen I receive [menu in v]\n\nrepeat until <([stop tick loop v] of [new menu v]) = [1]>\n set [level # v] to ([level v] of [new menu v])\nend\n\nwhen [0 v] key pressed\nbruch change (0)\n\nreplace item (288) of [tiletype v] with [00002]\n\nreplace item (288) of [tiletype v] with [00002]\n\nrepeat (3)\n add [] to [tiletype v]\nend\n\nrepeat (3)\n add [00002] to [tiletype v]\nend\nrepeat (3)\n add [00003] to [tiletype v]\nend\n\nreplace item (287) of [tiletype v] with [00000]\nreplace item (288) of [tiletype v] with [00000]\nreplace item (289) of [tiletype v] with [00000]\nreplace item (290) of [tiletype v] with [00003]\n\ndelete (292) of [tiletype v]\ndelete (291) of [tiletype v]\n\nreplace item (1) of [tiletype v] with [00111]\nreplace item (2) of [tiletype v] with [00111]\n\nreplace item (291) of [tiletype v] with [00000]\n\nrepeat (3)\nend\n\ndelete (length of [tiletype v]) of [tiletype v]\n\nrepeat (3)\n add [101111] to [tiletype v]\nend\n\nreplace item (length of [tiletype v]) of [tiletype v] with [00011]\n\ndelete (length of [tiletype v]) of [tiletype v]\n\nadd [00011] to [tiletype v]\n\ndelete (513) of [tiletype v]\ndelete (514) of [tiletype v]\ndelete (515) of [tiletype v]\n\ndelete (292) of [tiletype v]\n\nreplace item (513) of [tiletype v] with [10011]\nreplace item (514) of [tiletype v] with [10011]\n\nadd [01312] to [tiletype v]\n\nrepeat (3)\n add [01311] to [tiletype v]\nend\n\nadd [00600] to [tiletype v]\n\nrepeat (3)\n add [10111] to [tiletype v]\nend\n\nadd [101111] to [tiletype v]\n\ndelete (length of [tiletype v]) of [tiletype v]\n\ndelete all of [save v]\nrepeat (3)\n add [1300 80] to [save v]\nend\n\nadd [10111] to [tiletype v]\n\nadd [01311] to [tiletype v]\n\n@Animated Costumes Robot And Spider GDFS\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nset [shrink v] to ([realshrink v] of [player updated version v])\nchange [animateframe v] by (1)\nif <<[15] < (animateframe)> or <<(Mode) = [10]> and <[7] < (animateframe)>>> then\n set [animateframe v] to [1]\nend\nif <(Backwards) = [2]> then\n if <(shrink) = [2]> then\n if <(upside down) = [0]> then\n if <(Mode) = [10]> then\n set size to (70) %\n if <(animateframe) = [1]> then\n switch costume to (spider8 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (spider9 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (spider10 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (spider11 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (spider12 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (spider13 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (spider14 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(shrink) = [2]> then\n if <(upside down) = [0]> then\n if <(Mode) = [10]> then\n set size to (70) %\n if <(animateframe) = [1]> then\n switch costume to (spider v)\n end\n if <(animateframe) = [2]> then\n switch costume to (spider2 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (spider3 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (spider4 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (spider5 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (spider6 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (spider7 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(shrink) = [1]> then\n if <(upside down) = [0]> then\n if <(Mode) = [10]> then\n if <(animateframe) = [1]> then\n switch costume to (spider8 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (spider9 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (spider10 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (spider11 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (spider12 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (spider13 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (spider14 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(shrink) = [1]> then\n if <(upside down) = [0]> then\n if <(Mode) = [10]> then\n if <(animateframe) = [1]> then\n switch costume to (spider v)\n end\n if <(animateframe) = [2]> then\n switch costume to (spider2 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (spider3 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (spider4 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (spider5 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (spider6 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (spider7 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(shrink) = [2]> then\n if <(upside down) = [1]> then\n if <(Mode) = [10]> then\n set size to (70) %\n if <(animateframe) = [1]> then\n switch costume to (spider22 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (spider23 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (spider24 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (spider25 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (spider26 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (spider27 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (spider28 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(shrink) = [2]> then\n if <(upside down) = [1]> then\n if <(Mode) = [10]> then\n set size to (70) %\n if <(animateframe) = [1]> then\n switch costume to (spider15 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (spider16 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (spider17 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (spider18 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (spider19 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (spider20 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (spider21 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(shrink) = [1]> then\n if <(upside down) = [1]> then\n if <(Mode) = [10]> then\n if <(animateframe) = [1]> then\n switch costume to (spider22 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (spider23 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (spider24 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (spider25 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (spider26 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (spider27 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (spider28 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(shrink) = [1]> then\n if <(upside down) = [1]> then\n if <(Mode) = [10]> then\n if <(animateframe) = [1]> then\n switch costume to (spider15 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (spider16 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (spider17 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (spider18 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (spider19 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (spider20 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (spider21 v)\n end\n end\n end\n end\nend\nif <not <(shrink) = [2]>> then\n set size to (100) %\nend\n\nwhen I receive [tick v]\nset [upside down v] to (Animated Costumes Robot And Spider GDFS: upside down2)\nset [shrink v] to ([realshrink v] of [player updated version v])\nif <<(Mode) = [8]> or <(Mode) = [10]>> then\n show\nelse\n hide\nend\ngo to (player updated version v)\npoint in direction ([direction v] of [player updated version v])\n\nwhen I receive [tick v]\nset [shrink v] to ([realshrink v] of [player updated version v])\nif <(Backwards) = [2]> then\n if <(shrink) = [1]> then\n if <(upside down) = [0]> then\n if <(Mode) = [8]> then\n if <(animateframe) = [1]> then\n switch costume to (robot16 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (robot17 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (robot18 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (robot19 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (robot20 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (robot21 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (robot22 v)\n end\n if <(animateframe) = [8]> then\n switch costume to (robot23 v)\n end\n if <(animateframe) = [9]> then\n switch costume to (robot24 v)\n end\n if <(animateframe) = [10]> then\n switch costume to (robot25 v)\n end\n if <(animateframe) = [11]> then\n switch costume to (robot26 v)\n end\n if <(animateframe) = [12]> then\n switch costume to (robot27 v)\n end\n if <(animateframe) = [13]> then\n switch costume to (robot28 v)\n end\n if <(animateframe) = [14]> then\n switch costume to (robot29 v)\n end\n if <(animateframe) = [15]> then\n switch costume to (robot30 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(shrink) = [1]> then\n if <(upside down) = [0]> then\n if <(Mode) = [8]> then\n if <(animateframe) = [1]> then\n switch costume to (robot v)\n end\n if <(animateframe) = [2]> then\n switch costume to (robot2 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (robot3 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (robot4 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (robot5 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (robot6 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (robot7 v)\n end\n if <(animateframe) = [8]> then\n switch costume to (robot8 v)\n end\n if <(animateframe) = [9]> then\n switch costume to (robot9 v)\n end\n if <(animateframe) = [10]> then\n switch costume to (robot10 v)\n end\n if <(animateframe) = [11]> then\n switch costume to (robot11 v)\n end\n if <(animateframe) = [12]> then\n switch costume to (robot12 v)\n end\n if <(animateframe) = [13]> then\n switch costume to (robot13 v)\n end\n if <(animateframe) = [14]> then\n switch costume to (robot14 v)\n end\n if <(animateframe) = [15]> then\n switch costume to (robot15 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(shrink) = [2]> then\n if <(upside down) = [0]> then\n if <(Mode) = [8]> then\n set size to (70) %\n if <(animateframe) = [1]> then\n switch costume to (robot16 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (robot17 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (robot18 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (robot19 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (robot20 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (robot21 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (robot22 v)\n end\n if <(animateframe) = [8]> then\n switch costume to (robot23 v)\n end\n if <(animateframe) = [9]> then\n switch costume to (robot24 v)\n end\n if <(animateframe) = [10]> then\n switch costume to (robot25 v)\n end\n if <(animateframe) = [11]> then\n switch costume to (robot26 v)\n end\n if <(animateframe) = [12]> then\n switch costume to (robot27 v)\n end\n if <(animateframe) = [13]> then\n switch costume to (robot28 v)\n end\n if <(animateframe) = [14]> then\n switch costume to (robot29 v)\n end\n if <(animateframe) = [15]> then\n switch costume to (robot30 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(shrink) = [2]> then\n if <(upside down) = [0]> then\n if <(Mode) = [8]> then\n set size to (70) %\n if <(animateframe) = [1]> then\n switch costume to (robot v)\n end\n if <(animateframe) = [2]> then\n switch costume to (robot2 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (robot3 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (robot4 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (robot5 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (robot6 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (robot7 v)\n end\n if <(animateframe) = [8]> then\n switch costume to (robot8 v)\n end\n if <(animateframe) = [9]> then\n switch costume to (robot9 v)\n end\n if <(animateframe) = [10]> then\n switch costume to (robot10 v)\n end\n if <(animateframe) = [11]> then\n switch costume to (robot11 v)\n end\n if <(animateframe) = [12]> then\n switch costume to (robot12 v)\n end\n if <(animateframe) = [13]> then\n switch costume to (robot13 v)\n end\n if <(animateframe) = [14]> then\n switch costume to (robot14 v)\n end\n if <(animateframe) = [15]> then\n switch costume to (robot15 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(shrink) = [1]> then\n if <(upside down) = [1]> then\n if <(Mode) = [8]> then\n if <(animateframe) = [1]> then\n switch costume to (robot46 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (robot47 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (robot48 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (robot49 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (robot50 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (robot51 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (robot52 v)\n end\n if <(animateframe) = [8]> then\n switch costume to (robot53 v)\n end\n if <(animateframe) = [9]> then\n switch costume to (robot54 v)\n end\n if <(animateframe) = [10]> then\n switch costume to (robot55 v)\n end\n if <(animateframe) = [11]> then\n switch costume to (robot56 v)\n end\n if <(animateframe) = [12]> then\n switch costume to (robot57 v)\n end\n if <(animateframe) = [13]> then\n switch costume to (robot58 v)\n end\n if <(animateframe) = [14]> then\n switch costume to (robot59 v)\n end\n if <(animateframe) = [15]> then\n switch costume to (robot60 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(shrink) = [1]> then\n if <(upside down) = [1]> then\n if <(Mode) = [8]> then\n if <(animateframe) = [1]> then\n switch costume to (robot31 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (robot32 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (robot33 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (robot34 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (robot35 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (robot36 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (robot37 v)\n end\n if <(animateframe) = [8]> then\n switch costume to (robot38 v)\n end\n if <(animateframe) = [9]> then\n switch costume to (robot39 v)\n end\n if <(animateframe) = [10]> then\n switch costume to (robot40 v)\n end\n if <(animateframe) = [11]> then\n switch costume to (robot41 v)\n end\n if <(animateframe) = [12]> then\n switch costume to (robot42 v)\n end\n if <(animateframe) = [13]> then\n switch costume to (robot43 v)\n end\n if <(animateframe) = [14]> then\n switch costume to (robot44 v)\n end\n if <(animateframe) = [15]> then\n switch costume to (robot45 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [2]> then\n if <(shrink) = [2]> then\n if <(upside down) = [1]> then\n if <(Mode) = [8]> then\n set size to (70) %\n if <(animateframe) = [1]> then\n switch costume to (robot46 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (robot47 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (robot48 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (robot49 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (robot50 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (robot51 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (robot52 v)\n end\n if <(animateframe) = [8]> then\n switch costume to (robot53 v)\n end\n if <(animateframe) = [9]> then\n switch costume to (robot54 v)\n end\n if <(animateframe) = [10]> then\n switch costume to (robot55 v)\n end\n if <(animateframe) = [11]> then\n switch costume to (robot56 v)\n end\n if <(animateframe) = [12]> then\n switch costume to (robot57 v)\n end\n if <(animateframe) = [13]> then\n switch costume to (robot58 v)\n end\n if <(animateframe) = [14]> then\n switch costume to (robot59 v)\n end\n if <(animateframe) = [15]> then\n switch costume to (robot60 v)\n end\n end\n end\n end\nend\nif <(Backwards) = [1]> then\n if <(shrink) = [2]> then\n if <(upside down) = [1]> then\n if <(Mode) = [8]> then\n set size to (70) %\n if <(animateframe) = [1]> then\n switch costume to (robot31 v)\n end\n if <(animateframe) = [2]> then\n switch costume to (robot32 v)\n end\n if <(animateframe) = [3]> then\n switch costume to (robot33 v)\n end\n if <(animateframe) = [4]> then\n switch costume to (robot34 v)\n end\n if <(animateframe) = [5]> then\n switch costume to (robot35 v)\n end\n if <(animateframe) = [6]> then\n switch costume to (robot36 v)\n end\n if <(animateframe) = [7]> then\n switch costume to (robot37 v)\n end\n if <(animateframe) = [8]> then\n switch costume to (robot38 v)\n end\n if <(animateframe) = [9]> then\n switch costume to (robot39 v)\n end\n if <(animateframe) = [10]> then\n switch costume to (robot40 v)\n end\n if <(animateframe) = [11]> then\n switch costume to (robot41 v)\n end\n if <(animateframe) = [12]> then\n switch costume to (robot42 v)\n end\n if <(animateframe) = [13]> then\n switch costume to (robot43 v)\n end\n if <(animateframe) = [14]> then\n switch costume to (robot44 v)\n end\n if <(animateframe) = [15]> then\n switch costume to (robot45 v)\n end\n end\n end\n end\nend\n\nset size to (100) %\n\n@CHECK PROGRESS BG COLOR CHANGER\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [tick v]\nCHECK FOR PROGRESS\n\ndefine CHECK FOR PROGRESS\nif <([level v] of [new menu v]) = [1]> then\n if <(Scroll X) < [241]> then\n Set Mode [1] background [10] Gravity [0]\n else\n Set Mode [no] background [10] Gravity [no]\n end\nelse\n if <([level v] of [new menu v]) = [2]> then\n if <(Scroll X) < [241]> then\n Set Mode [1] background [1] Gravity [0]\n end\n else\n if <([level v] of [new menu v]) = [3]> then\n if <(Scroll X) < [241]> then\n Set Mode [1] background [1] Gravity [0]\n else\n end\n else\n end\n end\nend\n\ndefine Set Mode (mode) background (bg) Gravity (setgravity_start)\nset [speed v] to (Speed)\nif <(setgravity_start) = [no]> then\n set [ch_pr - upside down v] to [no]\nelse\n set [ch_pr - upside down v] to (setgravity_start)\nend\nset [ch_pr - bg v] to (bg)\nif <(mode) = [no]> then\n\nset [sy v] to [0]\nset [upside down v] to (setgravity_start)\nset [gravity v] to (setgravity_start)\n\ndefine Set Mode (mode) background (bg)\nset [ch_pr - bg v] to (bg)\nif <(mode) = (Mode)> then\n stop [this script v]\nend\nset [mode v] to (mode)\nswitch costume to (mode)\nif <(mode) < [3]> then\n point in direction (90)\nelse\n start sound [endStart_02.mp3 v]\nend\nset [sy v] to [0]\n\nset [ch_pr - upside down v] to [no]\n\nchange [color v] by (-1)\n\nwhen I receive [reset level v]\nset [only color work for bg v] to [0]\nset [prev. bg color v] to [1]\nset [bg change delay v] to [5]\nset [bg change delay tick v] to [0]\n\nset [color v] to [50]\nset [only color work for bg v] to [2]\n\n@ground\n\nwhen I receive [tick v]\nif <(costume [number v]) = [3]> then\n set [ghost v] effect to (0)\n set [my y v] to (((26) * (3)) - (154))\nelse\n set [ghost v] effect to (67)\n set [my y v] to (((26) * (3)) - (207))\nend\nif <<(Mode) = [1]> or <<(Mode) = [8]> or <(Mode) = [4]>>> then\n position (((round ((my x) - (Scroll X))) mod (480)) - (240)) (round ((my y) - (Scroll Y)))\nelse\n if <(vis) = [1]> then\n set [vis v] to [0]\n hide\n end\nend\n\nwhen I receive [init v]\nset [ghost v] effect to (0)\nset [typ v] to [0]\nset [my x v] to [0]\nset [tileidx v] to [0]\nset [my y v] to (((26) * (3)) - (154))\nset [vis v] to [1]\nshow\n\ndefine position (x) (y)\nif <(Backwards) = [1]> then\n go to x: (x) y: (y)\nend\nif <(Backwards) = [2]> then\n go to x: ((0) - (x)) y: (y)\nend\nif <(y) = (y position)> then\n if <(vis) = [0]> then\n set [vis v] to [1]\n show\n end\nelse\n if <(vis) = [1]> then\n set [vis v] to [0]\n hide\n end\nend\n\nwhen I receive [front3 v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [reset level v]\nswitch costume to (floor-fade v)\nif <(costume [number v]) = [3]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (67)\nend\nset [my x v] to [13]\n\nswitch costume to (floor-fade v)\n\nif <(costume [number v]) = [1]> then\n if <(Scroll X) > [13431]> then\n switch costume to (big floor2 v)\n end\nend\n\nif <not <(costume [number v]) = ([background v] of [player v])>> then\n switch costume to ([background v] of [player v])\nend\n\nwhen [c v] key pressed\nswitch costume to (pick random (3) to (19))\n\nif <(costume [number v]) = [3]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (70)\nend\n\n@background\n\nwhen I receive [tick v]\nposition ((([floor v] of ((my x) - ((Scroll X) / (9))) ) mod (480)) - (240))\n\nwhen I receive [reset level v]\nswitch costume to (game_bg_01_001 v)\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (55)\nend\n\ndefine position (x)\nif <(Backwards) = [1]> then\n set x to (x)\nend\nif <(Backwards) = [2]> then\n set x to ((0) - (x))\nend\n\nset [my x v] to [-240]\ncreate clone of (_myself_ v)\nchange [my x v] by (480)\n\nwhen I receive [init v]\ngo to x: (0) y: (0)\nset [my x v] to [0]\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo [backward v] (99999) layers\n\nwhen I receive [tick v]\nif <([level # v] of [editor newer v]) = [1]> then\n if <(Player X) < [14]> then\n set [background v] to [1]\n set [backwards v] to [1]\n set [speed v] to [0]\n set [mode v] to [1]\n set [duality v] to [1]\n set [upside down v] to [0]\n set [bright v] to [0]\n set [color v] to (pick random (1) to (0))\n set [fade option v] to [1]\n else\n end\nend\n\nset [mode v] to (Mode)\nset [background v] to [1]\nset [bright v] to [0]\nset [fade option v] to [1]\nset [color v] to (pick random (1) to (0))\n\nwhen I receive [tick v]\nif <(Scroll X) < [241]> then\n if <(tile) = [282]> then\n set [player y v] to (Player Y)\n end\nelse\n if <(tile) = [282]> then\n set [player y v] to (Player Y)\n end\nend\n\nwhen I receive [reset level v]\nset [shrink v] to [1]\n\n | Press [up] [w] [space] or click to jump and to jump on yellow rings\nAvoid the spikes\nIn ship mode, hold to fly up and release to fly down\nHit a yellow pad to jump high\nHit a blue pad to jump higher (missing a gravity portal)\nFor bonus points, collect the coins\nPress L to toggle effects (to reduce lag) |
Lightseeker- a Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Blank?\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <<touching (mouse-pointer v)?> and <not <(thing) = [see inside]>>> then\n set [touching v] to (costume [name v])\nelse\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(thing) = [see inside]>>> then\n set [touching v] to (costume [name v])\n end\nend\n\nwhen [enter v] key pressed\nnext costume\nif <(Pause) = [no]> then\n set [pause v] to [yes]\nelse\n set [pause v] to [no]\nend\n\nwhen [enter v] key pressed\nif <(Pause) = [yes]> then\n set [pitch v] effect to ((-1) / (0))\n set volume to (0) %\n wait until <(Pause) = [no]>\n set [pitch v] effect to (0)\n set volume to (100) %\nend\n\nwhen flag clicked\nswitch costume to (blank v)\nset volume to (100) %\nset [pitch v] effect to (0)\nstart sound [gone-ak-main-version-03-50-1326 v]\nset [pause v] to [no]\nset [my variable v] to [0]\n\n@Player\n\nwhen flag clicked\nset [attached to v] to []\nforever\n wait until <not <(attached to) = []>>\n set [last x v] to ([x position v] of (attached to))\n set [last y v] to ([y position v] of (attached to))\n repeat until <(attached to) = []>\n go to x: ((x position) + (([x position v] of (attached to)) - (last x))) y: ((y position) + (([y position v] of (attached to)) - (last y)))\n set [last x v] to ([x position v] of (attached to))\n set [last y v] to ([y position v] of (attached to))\n end\n wait (0.2) seconds\nend\n\nwhen flag clicked\nforever\n wait until <touching (platform v)?>\n set [attached to v] to [platform]\n wait until <not <touching (platform v)?>>\n set [attached to v] to []\nend\n\nwhen flag clicked\ngo to x: (-150) y: (-40)\nswitch backdrop to (backdrop1 v)\nswitch costume to (regular v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n change [x velocity v] by (-1)\n else\n switch costume to (regular v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n change [x velocity v] by (1)\n else\n switch costume to (regular v)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (-4)\n change x by ((X Velocity) * (-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 [13]\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 color (#000000)?> 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 color (#000000)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [12]\n end\n if <touching color (#fbcd3f)?> then\n go to x: (-150) y: (-98)\n next backdrop\n end\n change y by (1)\nend\n\nwhen I start as a clone\nrepeat (15)\n switch costume to (clone v)\n change size by (-5)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-152) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <key (f v) pressed?> then\n broadcast (freeze! v)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [241]> then\n next backdrop\n go to x: (-150) y: (-97)\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nwait (5) seconds\nsay [Help me get out of this place! Move to the right to begin. Press r to reset the level...] for (3) seconds\n\nwhen flag clicked\nforever\n if <touching color (#ffea00)?> then\n set [y velocity v] to [25]\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-150) y: (-35)\n end\n create clone of (_myself_ v)\n if <touching (platform v)?> then\n if <[] = [90]> then\n change x by (platform speed)\n end\n if <[] = [-90]> then\n change x by (right PS)\n end\n if <(touching stopper) = [yes]> then\n change x by (right PS)\n end\n if <(touching block) = [yes]> then\n change x by (platform speed)\n end\n end\nend\n\nwhen flag clicked\nwait (2) seconds\nsay (join [Welcome,] (join (username) [!])) for (3) seconds\n\nwhen backdrop switches to [backdrop2 v]\nsay [Avoid spikes! Press up arrow to jump over them...] for (3) seconds\n\nwhen backdrop switches to [backdrop3 v]\nsay [Be careful with this! Try pressing left arrow in midair to slow me down...] for (5) seconds\n\nwhen backdrop switches to [backdrop4 v]\nsay [Nice! Press up arrow and right arrow against a wall to wall jump...] for (3) seconds\n\nwhen backdrop switches to [backdrop5 v]\nsay [Watch out! To get past, try pressing f...] for (3) seconds\n\nwhen backdrop switches to [backdrop6 v]\nsay [Great! Free level...] for (3) seconds\n\nwhen backdrop switches to [backdrop6.5 v]\nsay [Bounce on yellow to go higher...] for (3) seconds\n\nwhen backdrop switches to [backdrop7 v]\nsay [Hop on the moving platform! Try to keep up...] for (3) seconds\n\nwhen backdrop switches to [backdrop8 v]\nsay [Jump between the spikes...] for (3) seconds\n\nwhen backdrop switches to [backdrop9 v]\nsay [Gain a lot of momentum here...] for (3) seconds\n\nwhen backdrop switches to [backdrop10 v]\nsay [Jump over the lava...] for (3) seconds\n\nwhen backdrop switches to [backdrop11 v]\nsay [A tight fit...] for (3) seconds\n\nwhen backdrop switches to [backdrop12 v]\nsay [We're getting closer...] for (3) seconds\n\nwhen backdrop switches to [backdrop13 v]\nsay [Even closer...] for (3) seconds\n\nwhen backdrop switches to [backdrop14 v]\nsay [We're finally exiting the cave...] for (3) seconds\n\nwhen backdrop switches to [backdrop15 v]\nsay [Nice job! You did it...] for (5) seconds\n\n@Dark Evil Cubes\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n glide (0.5) secs to (player v)\nend\n\nwhen I receive [freeze! v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (-3)\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Parents\n\nwhen flag clicked\ngo to x: (29) y: (11)\nhide\n\nwhen backdrop switches to [backdrop15 v]\nshow\n\nwhen backdrop switches to [backdrop16 v]\nhide\n\n@Thumbnail\n\nwhen [timer v] > ((Timer) * (0.01))\nswitch costume to (thumbnail v)\nshow\ngo to x: (0) y: (100)\nrepeat (10)\n set y to ((y position) / (2))\nend\nset [brightness v] effect to (50)\ngo to [front v] layer\nrepeat (10)\n change [brightness v] effect by (-3)\nend\nset [brightness v] effect to (3)\nwait (1) seconds\nset [ghost v] effect to (100)\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nforever\n set [timer v] to (timer)\nend\n\n@platform\n\nwhen flag clicked\nhide\nforever\n glide (4) secs to x: (-75) y: (25)\n glide (4) secs to x: (75) y: (25)\nend\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\n@Love fave\n\nwhen flag clicked\nclear graphic effects\nforever\n create clone of (_myself_ v)\n go to x: (140) y: ((-145) + (([sin v] of ((timer) * (150)) ) * (5)))\nend\n\nwhen I start as a clone\nrepeat (15)\n change size by (-3)\n change [color v] effect by (5)\nend\ndelete this clone\n\n | This project was originally made in 2020... \nWow- 746 views! :D \nINSTRUCTIONS: In game. Press enter to play/pause music.\nAll levels are possible! Have fun!\nIf it has lag, play here: https://turbowarp.org/476056340/\n-------------------------------------------------------------------------\nNOTES/Credits: Thanks to @The_Greatest_Bread for the thumbnail animation at the beginning. Thank you also whoever made the platformer gravity :)\nmaketext.io for thumbnail font \n@IntrovertKing for Youtube video feedback :)\n-------------------------UPDATES----------------------------------\nUpdate: Level advance and spikes 3/23/23!\nUpdate: Player looks 4/18/23!\nUpdate: More player looks 4/27/23!\nUpdate: Fixed spikes 5/11/23!\nUpdate: Player looks and ending 6/6/23!\nUpdate: Trampolines and moving platforms 6/16/23!\nUpdate: Background 6/30/23!\nUpdate: Skip button and torches 9/14/23!\nUpdate: Check for glitches 9/29/23!\nUpdate: Bug fixes/clone trail 10/12/23!\nUpdate: Spikes, player looks, background, galaxy (play to find out!) 3/1/24!\nUpdate: Thumbnail, removed skip button, love fav follow ad 3/20/24!\nUpdate: Shadows, player clone trail 3/28/24!\nUpdate: Fixed beginning glitch, love fave 4/14/24!\nUpdate: Background, love fave follow, fixed moving platform, now "attaches" to the player 4/25/24!\nUpdate: Player eye movement, spikes 4/27/24!\n-------------------------------------------------------------------------\nYou find yourself trapped in a dark cave. Can you escape? Play this platformer to find out!\n #lightseeker #lightseeker #lightseeker #lightseeker #lightseeker #lightseeker #lightseeker #lightseeker\n#games #games #games #games #games #games #games #games #games #games #games #games \n#platformer #platformer #games #platformer #games #platformer #games #platformer #games #platformer #games #platformer #games #platformer #games #platformer #games #platformer #games #platformer #games #platformer #platformer #platformer #platformer #lightseeker #lightseeker #lightseeker #lightseeker #lightseeker #lightseeker #lightseeker #lightseeker #lightseeker #lightseeker #art #story\n#whyareyoureadingthis#lookatthesun #climbonthetext #andtouchthesun |
Megapolis! || A multiplayer platformer #games #all #art #music | @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\nplay sound [Alan Walker - Force v] until done\nplay sound [Vexento - Sunrise \(1\)2 v] until done\nplay sound [Xaf - Kaled v] until done\nplay sound [Hooley Gun By Garlon v] until done\nplay sound [Amadeus Legendary EDM Release v] until done\n\nwhen I receive [epik v]\nplay sound [Alan Walker - Force v] until done\nplay sound [Vexento - Sunrise \(1\)2 v] until done\nplay sound [Xaf - Kaled v] until done\nplay sound [Hooley Gun By Garlon v] until done\nplay sound [Amadeus Legendary EDM Release v] until done\nbroadcast (::Clone_cOINS:: v)\n\nwhen I receive [tick v]\nif <<(::::::::::::stats) = [1]> and <<(::::::::chat) = [1]> and <(::::::shop) = [1]>>> then\n broadcast (only shop v)\nend\nif <<(::::::::::::stats) = [1]> and <<(::::::::chat) = [0]> and <(::::::shop) = [1]>>> then\n broadcast (only stats v)\nend\nif <<(::::::::::::stats) = [0]> and <<(::::::::chat) = [0]> and <(::::::shop) = [0]>>> then\n broadcast (HIDE v)\nend\n\nwhen I receive [tick v]\nif <(Costume2) = [2]> then\n change [:::::::::::::::::::::::::::::::::::::emeralds v] by (1)\n change [::::::::::::::::::::::::::coins v] by (10)\n change [:::::::::::::::::::::diamonds v] by (3)\n set [costume2 v] to [1]\n stop [this script v]\nelse\n stop [this script v]\nend\n\nwhen flag clicked\nhide variable [:::::::::::::::::::::::::::::::::::::emeralds v]\nhide variable [::::::::::::::::::::::::::coins v]\nhide variable [:::::::::::::::::::::diamonds v]\ndelete all of [quest in actions... v]\n\nwhen I receive [setup v]\nif <(username) = [Alolex1]> then\n change [:::::::::::::::::::::::::::::::::::::emeralds v] by (1)\n change [:::::::::::::::::::::diamonds v] by (5)\n change [::::::::::::::::::::::::::coins v] by (10)\nend\n\nsa-pause\n\nwhen flag clicked\nforever\n if <<(current [hour v]) < [19]> and <(current [hour v]) > [6.9]>> then\n switch backdrop to (day v)\n else\n switch backdrop to (night v)\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nbroadcast (Epik v)\n\nwhen I receive [epik v]\nplay sound [Back On Track v] until done\nplay sound [Stay Inside Me v] until done\nplay sound [Dry out v] until done\nplay sound [Cycles v] until done\nbroadcast (Epik v)\n\nwhen [z v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\n@BLANK Faster FPS\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\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 (-2)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\n\ndefine Test - Die\nif <<touching (saws v)?> or <<touching (water v)?> or <touching (water2 v)?>>> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::::::::::die v] to [1]\n set [die v] to [1]\n position player?\n broadcast (oof v)\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [::::::::::::::::::::::::::::::::::::::::::::::::::::::::die v] to [1]\nset [die v] to [1]\nposition player?\nbroadcast (oof v)\nset [exit v] to []\nstart sound [Hurt v]\nset [die v] to [1]\n\ndefine Game - Win\n\ndefine Tick\nSkin Stuff\nif <not <(:::::::::::::::::::::DIAMONDS) > [4]>> then\n if <(x) > (([door x v] of [impossible door v]) - (40))> then\n set [x v] to (([door x v] of [impossible door v]) - (40))\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <(:::::::::::::::::::::::::::::::::::::::::::::Jump Boost) = [0]> then\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n if <[mini admin scratchers v] contains (username)?> then\n set [sy v] to (jump height)\n else\n set [sy v] to [16]\n end\n end\n end\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\nend\nif <(:::::::::::::::::::::::::::::::::::::::::::::Jump Boost) = [1]> then\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [20]\n end\n end\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nif <<not <(Alolex1_Fake_username) = [Alolex1]>> and <(custom chat) = []>> then\n write (Alolex1_Fake_username) to encoded\nelse\n write (username) to encoded\nend\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item (3) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen 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 [connected v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n if <([_sa-pause v] of [menu //chat button2 v]) = [0]> then\n Tick\n broadcast (Tick v)\n end\n end\n if <(EXIT) = [win]> then\n forever\n if <(_God Mode?) = [1]> then\n Handle God mode\n else\n Tick\n end\n broadcast (Tick v)\n end\n else\n Game - Die\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nwhen I receive [intro end v]\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\nset [max players v] to [10]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nbroadcast (Begin v)\nbroadcast (Play Game v)\n\nwhen I receive [tick v]\nif <not <touching (npc v)?>> then\n broadcast (No Traed v)\nend\n\ndefine position player?\nset [scroll x v] to (CHECKPOINT X)\nset [scroll y v] to (CHECKPOINT Y)\nset [x v] to (CHECKPOINT X)\nset [y v] to (CHECKPOINT Y)\n\nwhen flag clicked\nset [x v] to [-182]\nset [y v] to [-5]\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\nwhen I receive [trampoline v]\nset [sy v] to [32]\n\nwhen I receive [jump v]\nchange [::::::::::::::::::::::::::coins v] by (3)\nset [sy v] to [23]\n\nwhen I receive [die v]\nset [die v] to [1]\nposition player?\nbroadcast (oof v)\nstart sound [Hurt v]\nset [exit v] to [die]\n\ndefine Skin Stuff\nDouble Jump\nUltra Boost\nControls\nif <(::::::::::::::::::::::::::::::::::::::::::::New Skin) = [0]> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::::speed boost v] to [0]\n set [::::::::::::::::::::::::::::::::::::::::::::::::double jump v] to [0]\n set [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [0]\n if <not <key (any v) pressed?>> then\n switch costume to (normal v)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\n end\nelse\n if <not <key (any v) pressed?>> then\n switch costume to (normal2 v)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left2 v)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right2 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up2 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up2 v)\n end\nend\nif <(::::::::::::::::::::::::::::::::::::::::::::New Skin) = [2]> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::double jump v] to [0]\n set [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [0]\n if <not <key (any v) pressed?>> then\n switch costume to (normal3 v)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left3 v)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right3 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up3 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up3 v)\n end\nend\nif <(::::::::::::::::::::::::::::::::::::::::::::New Skin) = [3]> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::double jump v] to [0]\n set [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [1]\n if <not <key (any v) pressed?>> then\n switch costume to (normal4 v)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (normal4 v)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (normal4 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (normal4 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (normal4 v)\n end\nend\nif <(::::::::::::::::::::::::::::::::::::::::::::New Skin) = [4]> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::::speed boost v] to [1]\n set [::::::::::::::::::::::::::::::::::::::::::::::::double jump v] to [0]\n if <not <key (any v) pressed?>> then\n switch costume to (normal5 v)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left5 v)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right5 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up5 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up5 v)\n end\nend\nif <(::::::::::::::::::::::::::::::::::::::::::::New Skin) = [5]> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::double jump v] to [0]\n set [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [1]\n set [::::::::::::::::::::::::::::::::::::::::::::::::::speed boost v] to [1]\n if <not <key (any v) pressed?>> then\n switch costume to (normal6 v)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left6 v)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right6 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up6 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up6 v)\n end\nend\nif <(::::::::::::::::::::::::::::::::::::::::::::New Skin) = [6]> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::double jump v] to [1]\n set [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [0]\n set [::::::::::::::::::::::::::::::::::::::::::::::::::speed boost v] to [0]\n if <not <key (any v) pressed?>> then\n switch costume to (normal7 v)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left7 v)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right7 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up7 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up7 v)\n end\nend\nif <(::::::::::::::::::::::::::::::::::::::::::::New Skin) = [7]> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::double jump v] to [1]\n set [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [0]\n set [::::::::::::::::::::::::::::::::::::::::::::::::::speed boost v] to [1]\n if <not <key (any v) pressed?>> then\n switch costume to (normal8 v)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left8 v)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right8 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up8 v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up8 v)\n end\nend\n\ndefine Controls\nif <(::::::::::::::::::::::::::::::::::::::::::::::::::Speed Boost) = [0]> then\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\n end\nend\nif <(::::::::::::::::::::::::::::::::::::::::::::::::::Speed Boost) = [1]> then\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2.5)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2.5)\n end\nend\n\ndefine Ultra Boost\nif <<(::::::::::::::::::::::::::::::::::::::::::::::::::Speed Boost) = [2]> and <(:::::::::::::::::::::::::::::::::::::::::::::Jump Boost) = [2]>> then\n if <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2.5)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2.5)\n end\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [20]\n end\n end\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\nend\n\ndefine Double Jump\nif <(::::::::::::::::::::::::::::::::::::::::::::::::Double Jump) = [1]> then\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [10]> then\n set [sy v] to [18]\n end\n end\nelse\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\n end\nend\n\nchange [:::::::::::::::::::::::::::::::::::::emeralds v] by (3)\n\nset [::::::::::::::::::::::::::::::::::::::::::::::::double jump v] to [0]\n\nwhen I receive [setup v]\nset [die v] to [0]\n\nwhen [r v] key pressed\nset [x v] to (CHECKPOINT X)\nset [y v] to (CHECKPOINT Y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\nif <touching (saws v)?> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::::::::::die v] to [1]\n position player?\n broadcast (oof v)\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\nwhen flag clicked\nset [alolex1_fake_username v] to [Alolex1]\nset [custom chat v] to []\n\nif <(username) = [Alolex1]> then\n\nwhen [f v] key pressed\nif <<(username) = [Alolex1]> or <<is compiled?> = [1]>> then\n ask [New username] and wait\n set [alolex1_fake_username v] to (answer)\nend\n\n\n\nset [chat words v] to [none]\nask [chat:] and wait\nset [custom chat v] to (answer)\nsay (answer)\nwait (2) seconds\nsay []\nset [chat words v] to [0]\n\nif <(username) = [Alolex1]> then\n set [:::::::::::::::::::::::::::::::::::::emeralds v] to [45]\nend\n\nwhen [0 v] key pressed\n\nforever\n\nwhen flag clicked\ndelete all of [mini admin scratchers v]\nforever\n if <<(FAVED___) = [1]> and <(LOVED__) = [1]>> then\n add (username) to [mini admin scratchers v]\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\n\nwhen I receive [_custom_chat_ v]\n\nwhen flag clicked\nset [jump height v] to [16]\nforever\n if <[mini admin scratchers v] contains (username)?> then\n if <(::menu) = [1]> then\n hide variable [jump height v]\n else\n hide variable [jump height v]\n end\n else\n hide variable [jump height v]\n end\nend\n\nset [:::::::::::::::::::::diamonds v] to [99999999999999]\nset [::::::::::::::::::::::::::coins v] to [99999999999999]\nset [:::::::::::::::::::::::::::::::::::::emeralds v] to [99999999999999]\n\ndefine Handle God mode\nSkin Stuff\nif <(y) < [-207]> then\n set [y v] to [-207]\nend\nset [sx v] to ((sx) * (0.8))\nset [sy v] to ((sy) * (0.8))\nchange [x v] by (sx)\nchange [y v] by (sy)\nif <<<(mouse y) > (y position)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [sy v] by (2)\nend\nif <<<(mouse x) > (x position)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [sx v] by (2)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [sx v] by (-2)\nend\nif <<<(mouse y) < (y position)> and <mouse down?>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n change [sy v] by (-2)\nend\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\nbroadcast (Tick v)\n\nset [::::::::::::::::::::::::::coins v] to [999999999999999999999]\nset [:::::::::::::::::::::diamonds v] to [999999999999999999999]\nset [:::::::::::::::::::::::::::::::::::::emeralds v] to [999999999999999999999]\n\nbroadcast (_custom_chat_ v)\n\nbroadcast (_custom_chat_ v)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [-480] y: [480]\n Clone at x: [480] y: [-480]\n Clone at x: [480] y: [0]\n Clone at x: [-480] y: [480]\n Clone at x: [480] y: [-480]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [380]\n Clone at x: [480] y: [0]\n Clone at x: [-480] y: [-380]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [380]\n Clone at x: [480] y: [-380]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [380]\n Clone at x: [480] y: [-380]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [380]\n Clone at x: [480] y: [-380]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [310] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\nGhost\n\nchange [::::::::::::::::::::::::::coins v] by (999)\nchange [:::::::::::::::::::::diamonds v] by (999)\nchange [:::::::::::::::::::::diamonds v] by (50)\nchange [:::::::::::::::::::::::::::::::::::::emeralds v] by (999)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [31]> then\n repeat (55)\n change [platforms: x v] by (-5)\n end\n repeat (55)\n change [platforms: x v] by (5)\n end\n end\nend\n\nchange [platforms: y v] by (1)\n\ndefine Ghost\nset [ghost v] effect to (100)\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n if <(_sa-pause) = [0]> then\n Tick\n end\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\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))\nif <<<(x position) > [200]> or <[-200] > (x position)>> or <<(y position) > [160]> or <[-160] > (y position)>>> then\n set rotation style [all around v]\n switch costume to (arrow v)\n go to [front v] layer\n point towards (player v)\n if on edge, bounce\n go to [front v] layer\nelse\n set rotation style [left-right v]\n point in direction (90)\n switch costume to (:::::Others type)\nend\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) = [g]> then\n say (custom chat) for (2) seconds\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 I start as a clone\nset [:::::others type v] to (pick random (1) to (3))\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))\n\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [200] y: [12]\n Clone at x: [11770] y: [-79]\n Clone at x: [10166] y: [-78]\nend\nset [saws: x v] to [-999999]\n\nClone at x: [436] y: [-60]\nClone at x: [660] y: [-73]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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\nset [:::::::::::::::::::::::::::::::::::::emeralds v] to [100]\nset [:::::::::::::::::::::diamonds v] to [100]\nset [::::::::::::::::::::::::::coins v] to [100]\n\nClone at x: [10357] y: [-77]\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 [name v]) = [Open]>> then\n set [exit v] to [win]\n set [finish? v] to [1]\nend\n\nwhen I receive [setup v]\nhide\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Go to x: [12550] y: [60]\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\ngo to [front v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Go to x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\ngo [backward v] (1) layers\n\n@Chat\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <<key (space v) pressed?> or <<<mouse down?> and <touching (mouse-pointer v)?>> and <(mouse y) < [-141]>>> 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]\nset size to (50) %\nset [chat v] to [1]\nrepeat until <(size) = [100]>\n change size by (((110) - (size)) / (3))\nend\nwait (1) seconds\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\nwhen I receive [chat open v]\n\nif <(::::::shop) = [1]> then\n set [::::::shop v] to [1]\nelse\n set [::::::shop v] to [0]\nend\n\nwhen I receive [hide menu v]\nhide\n\nwhen I receive [shop v]\nset [::::::shop v] to [1]\n\nwhen I receive [chat close v]\nset [::::::::chat v] to [0]\n\nwhen I receive [close menu v]\nset [::::::shop v] to [0]\n\nwhen I receive [begin v]\n\n@Love fave\n\nwhen flag clicked\nset [costume2 v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (20) to (30)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume2) > [0]> then\n hide\n stop [this script v]\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (explinations v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nrepeat (15)\n change y by (7)\nend\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]>>\nbroadcast (FREE REWARDS v)\nwait (1) seconds\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 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 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\nset [loved__ v] to [0]\n\nset [faved___ v] to [0]\n\nstop [this script v]\n\nstop [this script v]\n\n@Joining\n\nwhen flag clicked\ngo to x: (0) y: (0)\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]\nswitch costume to (connected v)\ngo [forward v] (1322) layers\nhide\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen I receive [connecting v]\nset size to (300) %\nshow\nswitch costume to (l -4 v)\nwait (.9) seconds\nrepeat (16)\n wait (.01) seconds\n next costume\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (::Clone_cOINS:: v)\ndelete this clone\n\nwhen I start as a clone\n\nwhen I receive [intro end v]\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\ncreate clone of (_myself_ v)\nturn right (40) degrees\n\nturn right (7.5) degrees\nchange size by (1)\nrepeat (11)\n\nchange size by (-1)\n\nwhen I receive [connecting v]\nforever\n change [color v] effect by (4)\nend\n\nrepeat (20)\n\nrepeat (20)\n change [ghost v] effect by (6)\nend\n\nset [ghost v] effect to (100)\n\n@Intro for @JTHEJET\n\nwhen flag clicked\nbroadcast (Intro End v)\nset volume to (100) %\n\n@Menu // 1st button\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [tick v]\ngo to x: (0) y: (167)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n if <mouse down?> then\n start sound [Touch v]\n switch costume to (costume2 v)\n broadcast (Menu v)\n hide\n end\n else\n change size by (((100) - (size)) / (4))\n end\n repeat until <not <mouse down?>>\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [begin v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [close menu v]\nswitch costume to (costume1 v)\nshow\nrepeat until <(size) = [100]>\n repeat until <not <mouse down?>>\n change size by (((100) - (size)) / (6))\n end\nend\n\nswitch costume to (costume1 v)\nset size to (20) %\nshow\n\nwhen [l v] key pressed\nswitch costume to (costume1 v)\nshow\n\n@Menu //Shoppp with skins\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [:shop v] to [1]\nset size to (20) %\nshow\ngo to [front v] layer\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [tick v]\nforever\n if <<(::::::shop) = [1]> and <(::::::::chat) = [1]>> then\n broadcast (Hide Menu v)\n else\n stop [this script v]\n end\n if <<(::::::shop) = [0]> and <(::::::::chat) = [0]>> then\n broadcast (SHOW! v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [only stats v]\nhide\n\nwhen I receive [close menu v]\nhide\nhide\n\n@Menu //shop\n\nwhen flag clicked\nset [::menu v] to [0]\nset size to (50) %\nhide\n\nwhen I receive [close menu v]\nset [::menu v] to [0]\nset size to (50) %\nset size to (50) %\nhide\n\nwhen I receive [menu v]\nset [::menu v] to [1]\nshow\ngo to x: (-168) y: (150)\ngo to [front v] layer\nset size to (50) %\nshow\nrepeat until <(size) = [120]>\n change size by (((120) - (size)) / (2))\nend\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((140) - (size)) / (2))\n if <mouse down?> then\n start sound [Touch v]\n broadcast (shop v)\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change size by (((80) - (size)) / (4))\n end\n end\n else\n change size by (((120) - (size)) / (4))\n end\n repeat until <not <mouse down?>>\n change size by (((120) - (size)) / (4))\n end\nend\n\nwhen I receive [show! v]\nshow\n\nwhen I receive [only shop v]\nhide\n\nwhen I receive [only stats v]\nshow\n\nwhen I receive [hide v]\nif <not <(::menu) = [1]>> then\n hide\nend\n\nwhen I receive [close menu v]\n\n@Menu //menu pannel\n\nwhen flag clicked\nset size to (50) %\ngo to x: (0) y: (160)\nhide\n\nwhen I receive [menu v]\ngo to [back v] layer\nset [::::::::chat v] to [0]\nset [::::::shop v] to [0]\ngo to x: (0) y: (160)\nshow\nrepeat until <(size) = [110]>\n change size by (((110) - (size)) / (5))\nend\n\nwhen I receive [close menu v]\nset size to (50) %\nhide\n\n@Menu //close button\n\nwhen flag clicked\nset size to (50) %\ngo to x: (195) y: (152)\nhide\n\nwhen I receive [close menu v]\nset size to (50) %\nset size to (50) %\nhide\n\nwhen I receive [menu v]\nset size to (50) %\nshow\ngo to [front v] layer\nrepeat until <(size) = [120]>\n change size by (((120) - (size)) / (3))\nend\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((150) - (size)) / (2))\n if <mouse down?> then\n start sound [Touch v]\n broadcast (Close Menu v)\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change size by (((80) - (size)) / (4))\n end\n end\n else\n change size by (((120) - (size)) / (4))\n end\n repeat until <not <mouse down?>>\n change size by (((120) - (size)) / (4))\n end\nend\n\n@Menu //Chat Button\n\nwhen I receive [menu v]\nset [ghost v] effect to (0)\nswitch costume to (chat button v)\nshow\nset [::menu v] to [1]\nset size to (40) %\ngo to x: (105) y: (150)\nshow\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (2))\nend\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (((120) - (size)) / (2))\n end\n if <mouse down?> then\n switch costume to (costume1 v)\n broadcast (Chat Open v)\n start sound [Touch v]\n hide\n wait until <not <mouse down?>>\n end\n else\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (6))\n end\n end\nend\n\nwhen I receive [chat close v]\nswitch costume to (chat button v)\nset size to (100) %\nset [ghost v] effect to (100)\nif <(::menu) = [1]> then\n show\n set [ghost v] effect to (0)\nelse\n switch costume to (costume1 v)\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\nhide\nset size to (100) %\ngo to x: (-38) y: (150)\n\nwhen I receive [begin v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [close menu v]\nset [::menu v] to [0]\nhide\n\nwhen I receive [show! v]\nshow\n\nwhen I receive [only shop v]\nshow\nswitch costume to (chat button v)\n\nwhen I receive [only stats v]\nshow\n\nwhen I receive [close menu v]\nswitch costume to (costume1 v)\nhide\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume1 v)\nhide\nhide\n\n@Menu //statsss\n\nwhen flag clicked\ngo [forward v] (5) layers\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [stats v]\ngo to x: (0) y: (0)\nset size to (20) %\nshow\ngo to [front v] layer\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\n\nwhen I receive [close menu v]\nhide variable [:::::::::::::::::::::diamonds v]\nhide variable [::::::::::::::::::::::::::coins v]\nhide variable [:::::::::::::::::::::::::::::::::::::emeralds v]\nhide\n\nwhen I receive [chat open v]\nhide variable [:::::::::::::::::::::diamonds v]\nhide variable [::::::::::::::::::::::::::coins v]\nhide variable [:::::::::::::::::::::::::::::::::::::emeralds v]\nhide\n\nwhen I receive [chat close v]\nhide variable [:::::::::::::::::::::diamonds v]\nhide variable [::::::::::::::::::::::::::coins v]\nhide variable [:::::::::::::::::::::::::::::::::::::emeralds v]\nhide\n\nwhen I receive [stats v]\nwait (.15) seconds\nshow variable [:::::::::::::::::::::diamonds v]\nshow variable [::::::::::::::::::::::::::coins v]\nshow variable [:::::::::::::::::::::::::::::::::::::emeralds v]\n\nwhen I receive [only shop v]\nhide\n\nwhen I receive [only stats v]\ngo to [front v] layer\nshow\n\nwhen I receive [close menu v]\nhide\nhide\n\nwhen I receive [hide v]\nhide\n\n@Menu //stats\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I receive [close menu v]\nset [::::::::::::stats v] to [0]\nswitch costume to (costume1 v)\nset size to (50) %\nhide\n\nwhen I receive [menu v]\nset [::::::::::::stats v] to [0]\nswitch costume to (shop v)\ngo to x: (-20) y: (150)\ngo to [front v] layer\nset size to (50) %\nshow\nrepeat until <(size) = [120]>\n change size by (((120) - (size)) / (2))\nend\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((140) - (size)) / (2))\n if <mouse down?> then\n set [::::::::::::stats v] to [1]\n start sound [Touch v]\n broadcast (stats v)\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change size by (((80) - (size)) / (4))\n end\n end\n else\n change size by (((120) - (size)) / (4))\n end\n repeat until <not <mouse down?>>\n change size by (((120) - (size)) / (4))\n end\nend\n\nwhen I receive [show! v]\nshow\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [only stats v]\nshow\n\nwhen I receive [close menu v]\nhide\nhide\n\n@Menu //Chat Button2\n\nwhen I receive [menu v]\nset [ghost v] effect to (0)\nswitch costume to (chat button v)\nshow\nset [::menu v] to [1]\nset size to (40) %\ngo to x: (105) y: (127)\nshow\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (2))\nend\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (((120) - (size)) / (2))\n end\n if <mouse down?> then\n if <(_sa-pause) = [1]> then\n set [_sa-pause v] to [0]\n wait (.3) seconds\n else\n set [_sa-pause v] to [1]\n wait (.3) seconds\n end\n end\n else\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (6))\n end\n end\nend\n\nwhen I receive [chat close v]\nswitch costume to (chat button v)\nset size to (100) %\nset [ghost v] effect to (100)\nif <(::menu) = [1]> then\n show\n set [ghost v] effect to (0)\nelse\n switch costume to (costume1 v)\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\nhide\nset size to (100) %\ngo to x: (-38) y: (150)\n\nwhen I receive [begin v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [close menu v]\nset [::menu v] to [0]\nhide\n\nwhen I receive [show! v]\nshow\n\nwhen I receive [only shop v]\nshow\nswitch costume to (chat button v)\n\nwhen I receive [only stats v]\nshow\n\nwhen I receive [close menu v]\nswitch costume to (costume1 v)\nhide\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume1 v)\nhide\nhide\n\nwhen flag clicked\nset [_sa-pause v] to [0]\n\n@Menu //Mouse thingy\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shop v]\nshow\nforever\n set [ghost v] effect to (30)\n go to [front v] layer\n go to (mouse-pointer v)\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [black skin m v]\nshow\nif <touching (menu //shop thing 1 v)?> then\n show\n switch costume to (1 v)\nend\n\nwhen I receive [black skin m hide v]\nhide\n\n@Menu //Mouse thingy 2\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shop v]\nshow\nforever\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [red skin m v]\nshow\nif <touching (menu //shop thing 2 v)?> then\n switch costume to (2 v)\nend\n\nwhen I receive [red skin m hide v]\nhide\n\n@Menu //Mouse thingy 3\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shop v]\nshow\nforever\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [blue skin n v]\nshow\nif <touching (menu //shop thing 3 v)?> then\n switch costume to (2 v)\nend\n\nwhen I receive [blue skin m hide v]\nhide\n\n@Menu //shop thing 1\n\nwhen I receive [only stats v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\nhide\n\nwhen I receive [only shop v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [tick v]\nforever\n if <<(::::::shop) = [1]> and <(::::::::chat) = [1]>> then\n broadcast (Hide Menu v)\n else\n stop [this script v]\n end\n if <<(::::::shop) = [0]> and <(::::::::chat) = [0]>> then\n broadcast (SHOW! v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nset size to (50) %\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\nset size to (20) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\nforever\n set [ghost v] effect to (50)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n broadcast (black skin m v)\n if <mouse down?> then\n if <<(::::::::::::::::::::::::::COINS) > [10]> or <(::::::::::::::::::::::::::COINS) = [10]>> then\n broadcast (Purchase v)\n start sound [Touch v]\n set [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [1]\n change [::::::::::::::::::::::::::coins v] by (-10)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n broadcast (black skin m hide v)\n end\nend\n\nwhen flag clicked\nset [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n\n@Menu //shop thing 2\n\nwhen I receive [only stats v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\nhide\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nset size to (50) %\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (20) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\nforever\n set [ghost v] effect to (50)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n broadcast (red skin m v)\n if <mouse down?> then\n if <<(::::::::::::::::::::::::::COINS) > [10]> or <(::::::::::::::::::::::::::COINS) = [10]>> then\n broadcast (Purchase v)\n start sound [Touch v]\n set [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [2]\n change [::::::::::::::::::::::::::coins v] by (-10)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n broadcast (red skin m hide v)\n end\nend\n\nwhen flag clicked\nset [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n\n@Menu //shop thing 3\n\nwhen I receive [only stats v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\nhide\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nset size to (50) %\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (20) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\nforever\n set [ghost v] effect to (50)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n broadcast (blue skin n v)\n if <mouse down?> then\n broadcast (Purchase v)\n start sound [Touch v]\n set [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n change [::::::::::::::::::::::::::coins v] by (0)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n broadcast (blue skin m hide v)\n end\nend\n\nwhen flag clicked\nset [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n\n@Menu //Mouse thingy 4\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shop v]\nshow\nforever\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [jthejet skin m v]\nshow\nif <touching (menu //shop thing 4 v)?> then\n switch costume to (2 v)\nend\n\nwhen I receive [jthejet skin m hide v]\nhide\n\n@Menu //shop thing 4\n\nwhen I receive [only stats v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\nhide\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nset size to (50) %\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (20) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\nforever\n set [ghost v] effect to (50)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n broadcast (JTHEJET skin m v)\n if <mouse down?> then\n if <<(:::::::::::::::::::::DIAMONDS) > [3]> or <(:::::::::::::::::::::DIAMONDS) = [3]>> then\n broadcast (Purchase v)\n start sound [Touch v]\n set [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [3]\n change [:::::::::::::::::::::diamonds v] by (-3)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n broadcast (JTHEJET skin m hide v)\n end\nend\n\nwhen flag clicked\nset [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n\n@Menu //Mouse thingy 5\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shop v]\nshow\nforever\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [black and white m v]\nshow\nif <touching (menu //shop thing 5 v)?> then\n switch costume to (2 v)\nend\n\nwhen I receive [black and white m hide v]\nhide\n\n@Menu //Mouse thingy 6\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shop v]\nshow\nforever\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [orange skin m v]\nshow\nif <touching (menu //shop thing 6 v)?> then\n switch costume to (2 v)\nend\n\nwhen I receive [orange skin m hide v]\nhide\n\n@Menu //shop thing 5\n\nwhen I receive [only stats v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\nhide\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nset size to (50) %\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (20) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\nforever\n set [ghost v] effect to (50)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n broadcast (Black And White M v)\n if <mouse down?> then\n if <<(:::::::::::::::::::::DIAMONDS) > [3]> or <(:::::::::::::::::::::DIAMONDS) = [3]>> then\n broadcast (Purchase v)\n start sound [Touch v]\n set [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [4]\n change [:::::::::::::::::::::diamonds v] by (-3)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n broadcast (Black and white m hide v)\n end\nend\n\nwhen flag clicked\nset [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n\nchange [:::::::::::::::::::::diamonds v] by (3)\n\n@Menu //shop thing 6\n\nwhen I receive [only stats v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\nhide\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nset size to (50) %\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (20) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\nforever\n set [ghost v] effect to (50)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n broadcast (Orange Skin M v)\n if <mouse down?> then\n if <<(:::::::::::::::::::::DIAMONDS) > [5]> or <(:::::::::::::::::::::DIAMONDS) = [5]>> then\n broadcast (Purchase v)\n start sound [Touch v]\n set [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [5]\n change [:::::::::::::::::::::diamonds v] by (-5)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n broadcast (Orange Skin M Hide v)\n end\nend\n\nwhen flag clicked\nset [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n\nwhen I receive [ultra boost... v]\nset [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [2]\nset [::::::::::::::::::::::::::::::::::::::::::::::::::speed boost v] to [2]\n\n@Menu //shop thing 7\n\nwhen I receive [only stats v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\nhide\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nset size to (50) %\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (20) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\nforever\n set [ghost v] effect to (50)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n broadcast (Green Skin M v)\n if <mouse down?> then\n if <<(:::::::::::::::::::::::::::::::::::::EMERALDS) > [3]> or <(:::::::::::::::::::::::::::::::::::::EMERALDS) = [3]>> then\n broadcast (Purchase v)\n start sound [Touch v]\n set [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [6]\n change [:::::::::::::::::::::::::::::::::::::emeralds v] by (-3)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n broadcast (Green Skin M Hide v)\n end\nend\n\nwhen flag clicked\nset [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n\nwhen I receive [ultra boost... v]\nset [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [2]\nset [::::::::::::::::::::::::::::::::::::::::::::::::::speed boost v] to [2]\n\n@Menu //Mouse thingy 7\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shop v]\nshow\nforever\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [green skin m v]\nshow\nif <touching (menu //shop thing 7 v)?> then\n switch costume to (2 v)\nend\n\nwhen I receive [green skin m hide v]\nhide\n\n@Menu //shop thing 8\n\nwhen I receive [only stats v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nhide\nhide\n\nwhen I receive [only shop v]\nshow\n\nwhen I receive [chat close v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [chat open v]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [close menu v]\nswitch costume to (costume2 v)\nset size to (50) %\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [shop v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset size to (20) %\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\nend\nforever\n set [ghost v] effect to (50)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n broadcast (Bluee Skin M v)\n if <mouse down?> then\n if <<(:::::::::::::::::::::::::::::::::::::EMERALDS) > [4]> or <(:::::::::::::::::::::::::::::::::::::EMERALDS) = [4]>> then\n broadcast (Purchase v)\n start sound [Touch v]\n set [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [7]\n change [:::::::::::::::::::::::::::::::::::::emeralds v] by (-4)\n wait until <not <mouse down?>>\n end\n end\n else\n set [brightness v] effect to (0)\n broadcast (Bluee Skin M Hide v)\n end\nend\n\nwhen flag clicked\nset [::::::::::::::::::::::::::::::::::::::::::::new skin v] to [0]\n\nwhen I receive [ultra boost... v]\nset [:::::::::::::::::::::::::::::::::::::::::::::jump boost v] to [2]\nset [::::::::::::::::::::::::::::::::::::::::::::::::::speed boost v] to [2]\n\n@Menu //Mouse thingy 8\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [shop v]\nshow\nforever\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n go to [front v] layer\nend\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [chat close v]\nhide\n\nwhen I receive [chat open v]\nhide\n\nwhen I receive [bluee skin m v]\nshow\nif <touching (menu //shop thing 8 v)?> then\n switch costume to (2 v)\nend\n\nwhen I receive [bluee skin m hide v]\nhide\n\n@Collectables\n\ndefine Smooth Glide to X: (x) Y: (y) At speed (speed)\nrepeat until <<(round (Collectables: x)) = (x)> and <(round (Collectables: y)) = (y)>>\n change [collectables: x v] by (((x) - (Collectables: x)) / ([abs v] of ((-10) + (speed)) ))\n change [collectables: y v] by (((y) - (Collectables: y)) / ([abs v] of ((-10) + (speed)) ))\nend\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\n\nwhen I receive [tick v]\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n broadcast (Coin Collected v)\n change [::::::::::::::::::::::::::coins v] by (1)\n delete this clone\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [front v] layer\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 [::::::::::::::::::::::::::coins v] to [0]\nswitch costume to (coin1 v)\nwait () seconds\nClone at x: [-113] y: [66]\nClone at x: [-23] y: [212]\nClone at x: [83] y: [545]\nClone at x: [312] y: [496]\nClone at x: [508] y: [617]\nClone at x: [1046] y: [155]\nClone at x: [1795] y: [507]\nClone at x: [2272] y: [506]\nClone at x: [2443] y: [107]\nClone at x: [2397] y: [-33]\nClone at x: [2673] y: [-3]\nClone at x: [4584] y: [111]\nClone at x: [5756] y: [213]\nClone at x: [5828] y: [58]\nClone at x: [8595] y: [105]\nClone at x: [8717] y: [88]\nClone at x: [8877] y: [53]\nClone at x: [10866] y: [75]\nClone at x: [10678] y: [70]\nClone at x: [11286] y: [28]\nClone at x: [11977] y: [-60]\nClone at x: [12398] y: [0]\nset [collectables: x v] to [-9999999999]\n\nwhen flag clicked\nset [coins v] to [0]\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nhide\n\nwhen I start as a clone\nforever\n Smooth Glide to X: (Collectables: x) Y: ((Collectables: y) + (10)) At speed (1)\n Smooth Glide to X: (Collectables: x) Y: ((Collectables: y) - (10)) At speed (1)\nend\n\nwhen I receive [green flag v]\nhide\n\n@Coin Effect\n\nwhen I receive [coin collected v]\ngo to x: (0) y: (0)\ngo to (my player v)\nset size to (70) %\nset [ghost v] effect to (0)\nshow\nrepeat (15)\n change x by (-4)\n change y by (4)\n change [ghost v] effect by (7)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [diamond collected v]\ngo to x: (0) y: (0)\ngo to (my player v)\nset size to (70) %\nset [ghost v] effect to (0)\nshow\nrepeat (15)\n change x by (-4)\n change y by (4)\n change [ghost v] effect by (7)\nend\n\n@Npc\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nPosition ((NPC: x) - (SCROLL X)) ((NPC: y) - (SCROLL Y))\n\ngo to [front v] layer\n\nwhen I receive [setup v]\npoint in direction (90)\nhide\nset [npc: x v] to [0]\nset [npc: y v] to [0]\nset [id v] to [1]\nif <(LEVEL) = [1]> then\n switch costume to (trader v)\n Clone at x: [1052] y: [-54]\n change [id v] by (1)\n switch costume to (dude v)\n Clone at x: [128] y: [18]\n change [id v] by (1)\n switch costume to (dude v)\n Clone at x: [3687] y: [161]\n change [id v] by (1)\n switch costume to (trader v)\n Clone at x: [5332] y: [-54]\n change [id v] by (1)\n switch costume to (trader v)\n Clone at x: [11646] y: [-57]\n change [id v] by (1)\n switch costume to (dude v)\n Clone at x: [8243] y: [56]\n change [id v] by (1)\n switch costume to (dude v)\n Clone at x: [8458] y: [-30]\n change [id v] by (1)\n switch costume to (dude v)\n Clone at x: [10255] y: [-63]\n change [id v] by (1)\n switch costume to (dude v)\n Clone at x: [12088] y: [-2]\nend\nset [npc: 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 [npc: x v] to (x)\nset [npc: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(ID) = [1]> then\n go to [back v] layer\n if <<touching (player v)?> and <(`^IS TEXTING) = [0]>> then\n broadcast (what would you like to trade? v) and wait\n broadcast (Trade? v)\n wait until <not <touching (player v)?>>\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(ID) = [2]> then\n go to [front v] layer\n if <<touching (player v)?> and <(`^IS TEXTING) = [0]>> then\n if <[quest in actions... v] contains [1-1]?> then\n repeat until <not <touching (player v)?>>\n broadcast (Great job player! v) and wait\n stop [this script v]\n end\n else\n broadcast (Could you go search a diamond for me? v) and wait\n wait until <<<key (space v) pressed?> or <mouse down?>> and <touching (player v)?>>\n if <(:::::::::::::::::::::DIAMONDS) > [0]> then\n change [:::::::::::::::::::::diamonds v] by (-1)\n broadcast (thank you reward v) and wait\n add [1-1] to [quest in actions... v]\n start sound [Collect v]\n change [:::::::::::::::::::::::::::::::::::::emeralds v] by (1)\n else\n broadcast (you do not have any diamond with you v) and wait\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(ID) = [3]> then\n go to [front v] layer\n if <<touching (player v)?> and <(`^IS TEXTING) = [0]>> then\n if <[quest in actions... v] contains [1-2]?> then\n repeat until <not <touching (player v)?>>\n broadcast (Great job player! v) and wait\n end\n else\n broadcast (COuld you go search an emerald v) and wait\n wait until <<<key (space v) pressed?> or <mouse down?>> and <touching (player v)?>>\n if <(:::::::::::::::::::::DIAMONDS) > [0]> then\n change [:::::::::::::::::::::diamonds v] by (-1)\n broadcast (thank you reward v) and wait\n add [1-2] to [quest in actions... v]\n start sound [Collect v]\n change [:::::::::::::::::::::::::::::::::::::emeralds v] by (1)\n else\n broadcast (You do not have any emerald with you v) and wait\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(ID) = [4]> then\n go to [back v] layer\n if <<touching (player v)?> and <(`^IS TEXTING) = [0]>> then\n broadcast (what would you like to trade? v) and wait\n broadcast (Trade? v)\n wait until <not <touching (player v)?>>\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(ID) = [5]> then\n go to [back v] layer\n if <<touching (player v)?> and <(`^IS TEXTING) = [0]>> then\n broadcast (what would you like to trade? v) and wait\n broadcast (Trade? v)\n wait until <not <touching (player v)?>>\n end\n end\nend\n\nhide\n\nif <(ID) = [5]> then\n hide\nend\n\nbroadcast (Trade? v)\n\nwhen I start as a clone\nforever\n if <(ID) = [6]> then\n go to [front v] layer\n if <<touching (player v)?> and <(`^IS TEXTING) = [0]>> then\n broadcast (What a nice beautiful day for diamonds v) and wait\n wait until <not <touching (player v)?>>\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(ID) = [7]> then\n go to [front v] layer\n if <<touching (player v)?> and <(`^IS TEXTING) = [0]>> then\n broadcast (GOOD LUCK! v) and wait\n wait until <not <touching (player v)?>>\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(ID) = [8]> then\n go to [front v] layer\n if <<touching (player v)?> and <(`^IS TEXTING) = [0]>> then\n broadcast (you got really far! v) and wait\n wait until <not <touching (player v)?>>\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(ID) = [9]> then\n go to [front v] layer\n if <<touching (player v)?> and <(`^IS TEXTING) = [0]>> then\n broadcast (I think you need diamomnd to open this door v) and wait\n wait until <not <touching (player v)?>>\n end\n end\nend\n\nchange [id v] by (1)\nswitch costume to (dude v)\nClone at x: [12088] y: [-2]\n\n@Trade Menu\n\nwhen flag clicked\nhide\n\nwhen I receive [trade = yes v]\ngo to x: (0) y: (-213)\nset [yyy v] to [3]\ngo to [front v] layer\nshow\nrepeat (17)\n change [yyy v] by (0.999)\n change y by (yyy)\nend\nforever\n if <<key (space v) pressed?> or <<mouse down?> and <not <touching (mouse-pointer v)?>>>> then\n broadcast (End Trade v)\n end\nend\n\nwhen I receive [end trade v]\nset [yyy v] to [-3]\nrepeat (17)\n change [yyy v] by (-0.999)\n change y by (yyy)\nend\nhide\n\n@Checkpoint \n\ndefine clone (x) (y)\nset [@x v] to (x)\nset [@y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n set [checkpoint x v] to (@x)\n set [checkpoint y v] to (@y)\n end\n if <<(@x) = (CHECKPOINT X)> and <(@y) = (CHECKPOINT Y)>> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\nend\n\nwhen I receive [tick v]\npositon ((@x) - (SCROLL X)) ((@y) - (SCROLL Y))\n\ndefine positon (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [begin v]\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\nclone [899] [100]\nclone [3844] [664]\nclone [6219] [150]\nclone [8994] [-40]\nclone [11969] [201]\nclone [10326] [-31]\n\nclone [0] [30]\n\nswitch costume to (blankkkkk v)\nswitch costume to (blankkkkk v)\nswitch costume to (blankkkkk v)\n\nclone [10267] [-12]\n\nswitch costume to (blankkkkk v)\n\n@Trampoline\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Trampoline: x) - (SCROLL X)) ((Trampoline: y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (Trampoline v)\nend\n\nwhen I receive [setup v]\nhide\nset [collected max v] to [0]\nset [trampoline: x v] to [0]\nset [trampoline: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (spring v)\n Clone at x: [1587] y: [395]\n Clone at x: [3868] y: [507]\n Clone at x: [11582] y: [96]\nend\nset [trampoline: x v] to [-9999999999]\n\nClone at x: [2762] y: [-50]\n\ndefine Position (x) (y)\ngo to [front v] layer\nset size to (150) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 [trampoline: x v] to (x)\nset [trampoline: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Confirm purchase\n\nwhen flag clicked\nset [:::::::::::::::::::::::::::::::::::::emeralds v] to [0]\nhide\ngo to [front v] layer\ngo to x: (0) y: (-10)\n\nwhen I receive [trade = yes v]\nforever\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n if <<(::::::::::::::::::::::::::COINS) = [10]> or <(::::::::::::::::::::::::::COINS) > [10]>> then\n broadcast (Purchase v)\n broadcast (10 Coins For 1 Diamond v)\n change [::::::::::::::::::::::::::coins v] by (-10)\n change [:::::::::::::::::::::diamonds v] by (1)\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 trade v]\nhide\n\nwhen I receive [tick v]\nif <(trading?) = [1]> then\n\nchange [::::::::::::::::::::::::::coins v] by (10)\n\n@Check\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [purchase v]\ngo to [front v] layer\nswitch costume to (check v)\ngo to (mouse-pointer v)\nset [ghost v] effect to (100)\nshow\nset size to (10) %\nrepeat until <(size) > [90]>\n change [ghost v] effect by (-15)\n change size by (((size) - (5)) / (3))\nend\nrepeat until <(size) > [135]>\n change size by (((137) - (size)) / (2))\nend\nrepeat until <(size) < [90]>\n change size by (((size) - (89)) / (-3))\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Epik Prizes\n\nwhen I receive [free rewards v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nwait (0.02) seconds\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nwait until <(Costume2) > [0.9]>\nrepeat (27)\n change y by (15)\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 [costume2 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 [costume2 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 <(Costume2) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nset [costume2 v] to [0.9]\n\nwhen I receive [begin v]\nset [costume2 v] to [0.9]\nwait (0.1) seconds\nset [costume2 v] to [0.9]\nwait (0.2) seconds\nset [costume2 v] to [0.9]\n\nchange [:::::::::::::::::::::::::::::::::::::emeralds v] by (10)\nchange [:::::::::::::::::::::diamonds v] by (19)\nchange [::::::::::::::::::::::::::coins v] by (10)\n\n@Trade\n\nwhen I receive [trade? v]\ngo [forward v] (99999) layers\nshow\nswitch costume to (trade button v)\ngo to x: (-187) y: (-155)\nforever\n if <(trading?) = [0]> then\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (((120) - (size)) / (2))\n end\n if <mouse down?> then\n broadcast (trade = yes v)\n start sound [Touch v]\n set [trading? v] to [1]\n wait until <not <mouse down?>>\n end\n if <(trading?) = [1]> then\n if <mouse down?> then\n say [Currently Already Trading!]\n wait until <not <mouse down?>>\n end\n end\n else\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (6))\n end\n end\n end\n go to [front v] layer\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (-187) y: (-155)\n\nwhen I receive [no traed v]\nset size to (100) %\nhide\n\nwhen I receive [trade = yes v]\nhide\n\nwhen I receive [begin v]\nset [trading? v] to [0]\n\nwhen I receive [end trade v]\nset [trading? v] to [0]\n\n@Moving Enemy\n\ndefine Clone at x: (x) y: (y) MAX (i)\nset [enemies max x v] to (i)\nset [enemies: x v] to (x)\nset [enemies: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset size to (100) %\nPosition ((enemies: X CHANGE) + ((enemies: x) - (SCROLL X))) ((enemies: y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset [enemies: x change v] to [0]\nset rotation style [left-right v]\nforever\n repeat until <(enemies: X CHANGE) > (enemies MAX X)>\n point in direction (90)\n change [enemies: x change v] by (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 [reset v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> and <(_God Mode?) = [0]>> then\n if <<([y position v] of [player v]) > (y position)> and <(sy) < [-1]>> then\n broadcast (JUMP v)\n broadcast (Enemy Killed v)\n delete this clone\n else\n broadcast (DIE v)\n end\n end\nend\n\nwhen I receive [setup v]\nhide\nset [enemies: x v] to [0]\nset [enemies: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [5575] y: [-59] MAX [100]\n Clone at x: [11864] y: [-56] MAX [100]\n Clone at x: [4056] y: [-56] MAX [100]\n Clone at x: [4537] y: [16] MAX [100]\n Clone at x: [7417] y: [-56] MAX [100]\nend\nset [enemies: x v] to [-999999999999999]\n\nClone at x: [2330] y: [335] MAX [250]\nClone at x: [2248] y: [335] MAX [160]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nforever\n switch costume to (costume1 v)\n repeat (6)\n next costume\n wait (0.035) seconds\n end\n switch costume to (costume7 v)\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n wait (0.035) seconds\n end\nend\n\nforever\n Clone at x: [1836] y: [335] MAX [250]\n wait (.2) seconds\nend\n\nClone at x: [7417] y: [-56] MAX [100]\n\n@Enemy Effect\n\nwhen I receive [enemy killed v]\nstart sound [Coin v]\ngo to x: (0) y: (0)\ngo to (my player v)\nset size to (70) %\nset [ghost v] effect to (0)\nshow\nrepeat (20)\n change x by (-4)\n change y by (4)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Confirm purchase2\n\nwhen flag clicked\nset [:::::::::::::::::::::::::::::::::::::emeralds v] to [0]\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [trade = yes v]\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n if <<(:::::::::::::::::::::DIAMONDS) = [3]> or <(:::::::::::::::::::::DIAMONDS) > [3]>> then\n broadcast (Purchase v)\n broadcast (3 Diamonds For 1 Emerald v)\n change [:::::::::::::::::::::diamonds v] by (-3)\n change [:::::::::::::::::::::::::::::::::::::emeralds v] by (1)\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 trade v]\nhide\n\nwhen I receive [tick v]\nif <(trading?) = [1]> then\n\nchange [:::::::::::::::::::::diamonds v] by (10)\nchange [::::::::::::::::::::::::::coins v] by (10)\n\n@TB\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nhide\n\n@Save\n\nwhen I receive [trade? v]\ngo [forward v] (99999) layers\nshow\nswitch costume to (save button v)\ngo to x: (-100) y: (-155)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (((120) - (size)) / (2))\n end\n if <mouse down?> then\n set [save v] to [1]\n set [save 1 v] to (::::::::::::::::::::::::::COINS)\n set [save 2 v] to (:::::::::::::::::::::DIAMONDS)\n broadcast (Purchase v)\n start sound [Touch v]\n switch costume to (costume1 v)\n wait until <not <mouse down?>>\n end\n if <(save) = [1]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n say [You Just Saved.] for (2) seconds\n wait until <not <mouse down?>>\n end\n end\n end\n else\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (6))\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (-187) y: (-155)\n\nwhen I receive [no traed v]\nset size to (100) %\nhide\n\nwhen I receive [trade = yes v]\nhide\n\nwhen I receive [begin v]\nset [trading? v] to [0]\n\nwhen I receive [end trade v]\nset [trading? v] to [0]\n\nwhen I receive [tick v]\nif <<(save) = [1]> and <(::::::::::::::::::::::::::::::::::::::::::::::::::::::::DIE) = [1]>> then\n set [::::::::::::::::::::::::::::::::::::::::::::::::::::::::die v] to [0]\nelse\n stop [this script v]\nend\n\nset [::::::::::::::::::::::::::coins v] to [0]\n\nset [:::::::::::::::::::::diamonds v] to [0]\n\nchange [:::::::::::::::::::::diamonds v] by (10)\n\n@Asset\n\nwhen flag clicked\nhide\n\nplay sound [1-0 v] until done\nplay sound [1-1 v] until done\nplay sound [1-2 v] until done\nplay sound [1-3 v] until done\nplay sound [1-4 v] until done\nplay sound [1-5 v] until done\nplay sound [1-6 v] until done\nplay sound [2-1 v] until done\nplay sound [2-2 v] until done\nplay sound [2-3 v] until done\nplay sound [3-1 v] until done\nplay sound [4-1 v] until done\nplay sound [4-2 v] until done\nplay sound [4-3 v] until done\n\n@water\n\ndefine Position (x) (y)\ngo 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 ((Water x) - (SCROLL X)) ((Water y) - (SCROLL Y))\n\ngo to [back v] layer\n\nwhen flag clicked\npoint in direction (90)\nset [water x v] to [9134]\nset [water y v] to [-132]\n\n@water2\n\ndefine Position (x) (y)\ngo 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 ((Water x) - (SCROLL X)) ((Water y) - (SCROLL Y))\n\ngo to [back v] layer\n\nwhen flag clicked\npoint in direction (90)\nset [water x v] to [9855]\nset [water y v] to [-132]\n\n@background\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [-480] y: [480]\n Clone at x: [480] y: [-480]\n Clone at x: [480] y: [0]\n Clone at x: [-480] y: [480]\n Clone at x: [480] y: [-480]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [380]\n Clone at x: [480] y: [0]\n Clone at x: [-480] y: [-380]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [380]\n Clone at x: [480] y: [-380]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [380]\n Clone at x: [480] y: [-380]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [380]\n Clone at x: [480] y: [-380]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [310] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nchange [::::::::::::::::::::::::::coins v] by (999)\nchange [:::::::::::::::::::::diamonds v] by (999)\nchange [:::::::::::::::::::::diamonds v] by (50)\nchange [:::::::::::::::::::::::::::::::::::::emeralds v] by (999)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [31]> then\n repeat (55)\n change [platforms: x v] by (-5)\n end\n repeat (55)\n change [platforms: x v] by (5)\n end\n end\nend\n\nchange [platforms: y v] by (1)\n\n@wind mill thing\n\nwhen I receive [green flag v]\nset [wind palm x v] to [6787]\nset [wind palm y v] to [291]\n\ndefine position x (x) y (y)\ngo to x: (x) y: (y)\ngo to [front v] layer\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nturn left (1) degrees\nposition x ((wind palm x) - (SCROLL X)) y ((wind palm y) - (SCROLL Y))\n\n@God mode #1\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [connected v]\ngo to [front v] layer\nforever\n if <(Finish?) = [1]> then\n show\n go to x: (-200) y: (100)\n if <(God mode \(costume type\)) = [On]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [god mode \(costume type\) v] to [On]\n set [_god mode? v] to [1]\n switch costume to (costume3 v)\n end\n end\nend\n\n@God mode #2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [connected v]\ngo to [front v] layer\nforever\n if <(Finish?) = [1]> then\n show\n go to x: (-200) y: (100)\n if <(God mode \(costume type\)) = [Off]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [god mode \(costume type\) v] to [Off]\n set [_god mode? v] to [0]\n switch costume to (costume1 v)\n end\n end\nend\n\n@God mode #3\n\nwhen flag clicked\nset [god mode \(costume type\) v] to [off]\nset [finish? v] to [0]\nhide\nforever\n if <(Finish?) = [1]> then\n show\n go to x: (-200) y: (100)\n end\nend\n\nset [finish? v] to [1]\nset [exit v] to [win]\n\n@Text Engine\n\ndefine Type (text) at x: (x) y: (y)\nswitch costume to (rectangle v)\nset x to (0)\nset y to (-130)\nset size to (40) %\nshow\ngo to [front v] layer\nrepeat (20)\n change size by (((100) - (size)) / (4))\nend\nset [text engine: x v] to (x)\nset [text engine: y v] to (y)\nset [# v] to [0]\nset [`^is texting v] to [1]\nrepeat (length of (text))\n change [# v] by (1)\n set [asset v] to (letter (#) of (text))\n create clone of (_myself_ v)\n if <<key (space v) pressed?> or <mouse down?>> then\n set [speed up? v] to [1]\n end\n if <(Speed up?) = [0]> then\n wait (0.05) seconds\n end\n if <((#) mod ((Speed up?) + (1))) = [0]> then\n start sound [text v]\n end\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nwait until <not <<key (space v) pressed?> or <mouse down?>>>\nset [`^is texting v] to [0]\nbroadcast (Clear v)\nhide\n\ndefine Clone Setup\nrepeat (#)\n change x by (15)\n if <(x position) > [172]> then\n set x to ((Text Engine: x) + (15))\n change y by (-18)\n end\nend\ngo to [front v] layer\n\nwhen I start as a clone\nset x to (Text Engine: x)\nset y to (Text Engine: y)\nswitch costume to (asset)\nset [brightness v] effect to (40)\nif <(costume [number v]) = [37]> then\n switch costume to ( v)\n delete this clone\nend\nClone Setup\nshow\ngo to [front v] layer\n\nwhen I receive [clear v]\nset [speed up? v] to [0]\ndelete this clone\n\nwhen I receive [could you go search a diamond for me? v]\nType [can you go search a diamond for me?\(click again here for yes\)] at x: [-171] y: [-105]\n\nwhen flag clicked\nhide\n\nwhen I receive [thank you reward v]\nType [thanks a lot, here's a reward] at x: [-171] y: [-105]\n\nwhen I receive [you do not have any diamond with you v]\nType [you don't have any with you!] at x: [-171] y: [-105]\n\nwhen I receive [ok, have a great day v]\nType [no problem, have a great day!] at x: [-171] y: [-105]\n\nwhen I receive [great job player! v]\nType [great job!] at x: [-171] y: [-105]\n\nwhen I receive [what would you like to trade? v]\nType [what would you like to trade?] at x: [-171] y: [-105]\n\nwhen I receive [could you go search an emerald v]\nType [can you go search an emerald for me?\(click again here for yes\)] at x: [-171] y: [-105]\n\nwhen I receive [you do not have any emerald with you v]\nType [you don't have any emerald with you!] at x: [-171] y: [-105]\n\nwhen I receive [what a nice beautiful day for diamonds v]\nType [it's a good day to go hunt diamonds!] at x: [-171] y: [-105]\n\nwhen I receive [good luck! v]\nType [good luck player!] at x: [-171] y: [-105]\n\nwhen I receive [you got really far! v]\nType [you got really far now!] at x: [-171] y: [-105]\n\nwhen I receive [i think you need diamomnd to open this door v]\nType [i think you need diamomonds to open that door!] at x: [-171] y: [-105]\n\n@Sun \n\nwhen flag clicked\nset size to (100) %\nforever\n go to x: (200) y: (145)\n if <(backdrop [number v]) = [1]> then\n switch costume to (d v)\n else\n switch costume to (n v)\n end\nend\n\nwhen flag clicked\nrepeat (10)\n go to [back v] layer\nend\n\nwhen flag clicked\n\n@Ray\n\nwhen flag clicked\nset size to (100) %\ngo to [back v] layer\nforever\n repeat until <(size) = [120]>\n change size by (((120) - (size)) / (6))\n end\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (6))\n end\nend\n\nwhen flag clicked\nrepeat (10)\n go to [back v] layer\nend\nforever\n go to x: (200) y: (145)\n if <(backdrop [number v]) = [1]> then\n switch costume to (d v)\n else\n switch costume to (n v)\n end\nend\n\n@parallax\n\nwhen I receive [tick v]\nGo to (((((@ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) ((((SCROLL Y) * (-1)) - (150)) / (3))\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\nset [@id v] to [0]\nswitch costume to (costume2 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\nif <(backdrop [number v]) = [1]> then\n set [brightness v] effect to (30)\n set [color v] effect to (>BACKGROUNDS COLORS)\nelse\n set [brightness v] effect to (0)\n set [color v] effect to (20)\nend\n\nwhen I receive [connected v]\ncreate clone of (_myself_ v)\nset [@id v] to [-1]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\n@COINS SETUP\n\nClone at x: [-113] y: [66]\nClone at x: [-23] y: [212]\nClone at x: [83] y: [545]\nClone at x: [312] y: [496]\nClone at x: [508] y: [617]\nClone at x: [1046] y: [155]\nClone at x: [1795] y: [507]\nClone at x: [2272] y: [506]\nClone at x: [2443] y: [107]\nClone at x: [2397] y: [-33]\nClone at x: [2673] y: [-3]\nClone at x: [4584] y: [111]\nClone at x: [5756] y: [213]\nClone at x: [5828] y: [58]\nClone at x: [8595] y: [105]\nClone at x: [8717] y: [88]\nClone at x: [8877] y: [53]\nClone at x: [10866] y: [75]\nClone at x: [10678] y: [70]\nClone at x: [11286] y: [28]\nClone at x: [11977] y: [-60]\nClone at x: [12398] y: [0]\n\nClone at x: [548] y: [218]\nClone at x: [2119] y: [294]\nClone at x: [2694] y: [323]\nClone at x: [5588] y: [382]\nClone at x: [8304] y: [314]\nClone at x: [9442] y: [69]\nClone at x: [10624] y: [151]\nClone at x: [12089] y: [14]\n\nClone at x: [2144] y: [70]\nClone at x: [3983] y: [287]\nClone at x: [6751] y: [240]\nClone at x: [9946] y: [-18]\nClone at x: [11550] y: [-164]\n\n@IMPOSSIBLE DOOR\n\nwhen flag clicked\nset [door x v] to [12426]\nset [door y v] to [44]\n\nwhen I receive [tick v]\nPosition x ((door x) - (SCROLL X)) ((door y) - (SCROLL Y))\n\ndefine Position x (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@DIAMONDS\n\ndefine Smooth Glide to X: (x) Y: (y) At speed (speed)\nrepeat until <<(round (Collectables: x)) = (x)> and <(round (Collectables: y)) = (y)>>\n change [collectables: x v] by (((x) - (Collectables: x)) / ([abs v] of ((-10) + (speed)) ))\n change [collectables: y v] by (((y) - (Collectables: y)) / ([abs v] of ((-10) + (speed)) ))\nend\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\n\nwhen I receive [tick v]\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n broadcast (Coin Collected v)\n change [:::::::::::::::::::::diamonds v] by (1)\n delete this clone\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [front v] layer\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 [:::::::::::::::::::::diamonds v] to [0]\nswitch costume to (coin1 v)\nwait () seconds\nClone at x: [548] y: [218]\nClone at x: [2119] y: [294]\nClone at x: [2694] y: [323]\nClone at x: [5588] y: [382]\nClone at x: [8304] y: [314]\nClone at x: [9442] y: [69]\nClone at x: [10624] y: [151]\nClone at x: [12089] y: [14]\nset [collectables: x v] to [-9999999999]\n\nwhen flag clicked\nset [coins v] to [0]\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nhide\n\nwhen I start as a clone\nforever\n Smooth Glide to X: (Collectables: x) Y: ((Collectables: y) + (10)) At speed (1)\n Smooth Glide to X: (Collectables: x) Y: ((Collectables: y) - (10)) At speed (1)\nend\n\nwhen I receive [green flag v]\nhide\n\n@EMERALDS\n\ndefine Smooth Glide to X: (x) Y: (y) At speed (speed)\nrepeat until <<(round (Collectables: x)) = (x)> and <(round (Collectables: y)) = (y)>>\n change [collectables: x v] by (((x) - (Collectables: x)) / ([abs v] of ((-10) + (speed)) ))\n change [collectables: y v] by (((y) - (Collectables: y)) / ([abs v] of ((-10) + (speed)) ))\nend\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\n\nwhen I receive [tick v]\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n broadcast (Coin Collected v)\n change [:::::::::::::::::::::::::::::::::::::emeralds v] by (1)\n delete this clone\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [front v] layer\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 [:::::::::::::::::::::::::::::::::::::emeralds v] to [0]\nswitch costume to (coin1 v)\nwait () seconds\nClone at x: [2144] y: [70]\nClone at x: [3983] y: [287]\nClone at x: [6751] y: [240]\nClone at x: [9946] y: [-18]\nClone at x: [11550] y: [-164]\nset [collectables: x v] to [-9999999999]\n\nwhen flag clicked\nset [coins v] to [0]\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nhide\n\nwhen I start as a clone\nforever\n Smooth Glide to X: (Collectables: x) Y: ((Collectables: y) + (10)) At speed (1)\n Smooth Glide to X: (Collectables: x) Y: ((Collectables: y) - (10)) At speed (1)\nend\n\nwhen I receive [green flag v]\nhide\n\n | NEW GAME!!!: https://scratch.mit.edu/projects/900554385/\n\n★PLS DOUBLE CLICK GREEN FLAG! \n#1 on trend?! thanks to all of you, you are the best!\n★ SERVER 2 on --> @AguaFire's profile\n★ https://scratch.mit.edu/projects/571375434/\nz to remove music\nn to remove usernames\n\nAlternative SERVER --> https://turbowarp.org/476058986\n\n★Hi its @Alolex1, today with @AguaFire (follow him pls) we present you our new project after A LOT of months, A LOT of code, A LOT of art and A LOT of motivation (hum-hum): MEGAPOLIS! \n★By the way, thanks for 240 followers! Its insane! 1k followers for a contest.\n\n \n\n★Featuring★\n-A LONG level <---- took us way too long\n-NPCs\n-ADMIN status ( how to unlock in controls)\n-Multiplayer\n-Mobile suported\n-Plenty of skins\n\n \n\n★Controls★\nNormal mode :\n-Arrow keys or mobile (fully made except chat).\n-Click on menu for shop and other feature.\n-Talk to NPCs ! Just go on them! They give you quest or advices!\n\n \n\nAdmin mode (Like and fav to get) : \n-Custom chat : (used to exist, no longer available)\n-(suggest anything you would like here in the comments below)\n \n\n★Story★\nYou are a cube stuck in a wired word. Pass trough his world to save him and become a god.\n\n \n\n★Credits★\nArt : \n95% us (@AguaFire and @Alolex1)\n5% @JTHEJET\n @alphabetica for the mobile logo on the thumb\nMusic :\n(Geometry dash) Back on track\n(Geometry dash) Stay inside me\n(Geometry dash) Dry out\n(Geometry dash) Cycles\nCode :\n@JTHEJET for multiplayer engine, costumes and the chat/menu engine\n@Endless_C0des for the text engine (@Xamuil2)\n@StradfordJames for inspiration\n\nAll the rest by us: @AguaFire and @Alolex1\n\n \n\n★★★★★★★★★★★★★★★★★★★★★★★★\nHOPE YOU ENJOY!!!!! \n#games \n#games\n#games\n#Game\n#Games\n#music\n#art\n#platformer\n#bestgame\n#popular\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHave fun!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nyay!\n\n\n\n\n\n\n\n\n\n\n\n\nwhat are you doing in here?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nso not proffessionnal...\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nBye ig...\n\n\n\n\n\n\n\n\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: Does this project have a secret comment? |
☆Valley || A scrolling platformer | @Stage\n\nwhen I receive [begin v]\nforever\n play sound [Block by bubblebee3 v] until done\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@Others\n\nwhen I receive [begin v]\n\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]\n\nsetup players\n\ndefine setup players\n\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 (☁ 1P)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ 2P)\n else\n if <(player) = [3]> then\n set [value v] to (☁ 3P)\n else\n if <(player) = [4]> then\n set [value v] to (☁ 4P)\n else\n if <(player) = [5]> then\n set [value v] to (☁ 5P)\n else\n if <(player) = [6]> then\n set [value v] to (☁ 6P)\n else\n if <(player) = [7]> then\n set [value v] to (☁ 7P)\n else\n if <(player) = [8]> then\n set [value v] to (☁ 8P)\n else\n if <(player) = [9]> then\n set [value v] to (☁ 9P)\n else\n if <(player) = [10]> then\n set [value v] to (☁ 10P)\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]\n\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]\n\nDecode Chat (value)\n\n@Chat\n\nwhen I receive [tick v]\n\ngo to [front v] layer\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]\n\nhide\n\nwhen flag clicked\n\nhide\ndelete all of [chat v]\nadd [Hi!] to [chat v]\nadd [Bye!] to [chat v]\nadd [Yes] to [chat v]\nadd [Help please!] to [chat v]\nadd [No] to [chat v]\nadd [This way!] to [chat v]\nadd [Lol!] to [chat v]\nadd [I am lagging :\(] to [chat v]\nadd [Got to go!] to [chat v]\n\nwhen I receive [chat open v]\n\nset [chat v] to [1]\n\nwhen I receive [chat close v]\n\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\n\nwhen I receive [chat close v]\n\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]\n\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\n\ngo to x: (-193) y: (-156)\nset size to (100) %\n\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\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@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [crashed oof v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [crashed oof v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\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 (-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]\n start sound [crashed oof v]\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 [☁ 1p v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ 2p v] to (value)\n else\n if <(player) = [3]> then\n set [☁ 3p v] to (value)\n else\n if <(player) = [4]> then\n set [☁ 4p v] to (value)\n else\n if <(player) = [5]> then\n set [☁ 5p v] to (value)\n else\n if <(player) = [6]> then\n set [☁ 6p v] to (value)\n else\n if <(player) = [7]> then\n set [☁ 7p v] to (value)\n else\n if <(player) = [8]> then\n set [☁ 8p v] to (value)\n else\n if <(player) = [9]> then\n set [☁ 9p v] to (value)\n else\n if <(player) = [10]> then\n set [☁ 10p v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nhide\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 (1 v)\n Clone position: [480] [0]\n Clone position: [480] [0]\n Clone position: [480] [100]\n Clone position: [480] [150]\n Clone position: [-280] [175]\n Clone position: [-280] [0]\n Clone position: [-45] [273]\n Clone position: [225] [200]\n Clone position: [225] [150]\n Clone position: [227] [97]\n Clone position: [-50] [300]\n Clone position: [-350] [300]\n Clone position: [-100] [150]\n Clone position: [100] [200]\n Clone position: [200] [300]\n Clone position: [200] [150]\n Clone position: [200] [150]\n Clone position: [200] [170]\n Clone position: [200] [100]\n Clone position: [0] [400]\n Clone position: [0] [200]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone position: (x!) (y!)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x!)\nchange [platforms: y v] by (y!)\nnext costume\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\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]\nswitch costume to (1 v)\nif <(LEVEL) = [1]> then\n Clone at x: [0] y: [10]\n Clone at x: [300] y: [0]\n Clone at x: [45] y: [0]\n Clone at x: [225] y: [182]\n Clone at x: [615] y: [-20]\n Clone at x: [225] y: [60]\n Clone at x: [355] y: [143]\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)\n\nClone at x: [480] y: [0]\n\nbroadcast (Reset v)\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [80] y: [15]\n Clone at x: [110] y: [50]\n Clone at x: [155] y: [50]\n Clone at x: [185] y: [15]\n Clone at x: [360] y: [30]\n Clone at x: [400] y: [60]\n Clone at x: [440] y: [60]\n Clone at x: [1312] y: [200]\n Clone at x: [1540] y: [275]\n Clone at x: [1210] y: [625]\n Clone at x: [1290] y: [715]\n Clone at x: [1210] y: [805]\n Clone at x: [1350] y: [850]\n Clone at x: [1580] y: [1050]\n Clone at x: [2200] y: [1500]\n Clone at x: [1945] y: [1600]\n Clone at x: [1730] y: [1700]\n Clone at x: [1450] y: [1750]\n Clone at x: [1650] y: [1875]\n Clone at x: [1450] y: [1985]\n Clone at x: [1425] y: [2400]\n Clone at x: [1595] y: [2650]\n Clone at x: [1795] y: [2800]\n Clone at x: [1990] y: [2950]\n Clone at x: [2180] y: [3100]\n Clone at x: [2500] y: [3225]\n Clone at x: [2500] y: [3425]\n Clone at x: [2785] y: [3500]\n Clone at x: [2500] y: [3600]\n Clone at x: [2770] y: [3700]\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@TB\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n | If you like “Among us”, let’s try this!\n⇨ https://scratch.mit.edu/projects/488164695/\n\n⚠️If it doesn't start, try pressing the flag again! \n========================================\nI spent a lot of time to make stages.\nI've tried to make it a bit like a maze, but it's so short that you probably won't get lost at all.\n\n<How to play>\n Arrow keys or tap to the screen. There are many coins along the way. Let's collect the coins! :D\n |
-|Simple Platformer|- | @Stage\n\nwhen I receive [door opened v]\nswitch backdrop to (next backdrop v)\n\nwhen flag clicked\nswitch backdrop to (download \(4\) v)\n\nwhen flag clicked\n\nif <(Level) = [50]> then\n\n@player\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (kostým1 v)\nshow\nshow variable [keys v]\nshow variable [level v]\nhide variable [time v]\nhide variable [deaths v]\nset [time v] to [0]\nset [deaths v] to [0]\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ngo to x: (-214) y: (-100)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(mouse x) > [0]> or <(mouse x) = [0]>>>> then\n change [x velocity v] by (1)\n switch costume to (kostým1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(mouse x) < [0]> or <(mouse x) = [0]>>>> then\n change [x velocity v] by (-1)\n switch costume to (kostým2 v)\n end\n set [x velocity v] to ((X velocity) * (.9))\n change x by (X velocity)\n change [y velocity v] by (-1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change x by ((X velocity) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (Y velocity)\n if <touching (level v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n change [y velocity v] by (10)\n end\n end\n change y by (1)\n if <(x position) > [210]> then\n go to x: (-214) y: (-100)\n change [level v] by (1)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n end\n if <touching (lava! v)?> then\n go to x: (-214) y: (-100)\n change [deaths v] by (1)\n end\n if <(Level) = [17]> then\n hide variable [keys v]\n hide variable [level v]\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [door opened v]\ngo to x: (-214) y: (-100)\n\n@doors\n\nwhen flag clicked\ngo to x: (231) y: (92)\nhide\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n think [you need a key to unlock this door. Press space to unlock] for (1) seconds\n end\n if <<touching (player v)?> and <<(keys) > [1]> or <(keys) = [1]>>> then\n if <key (space v) pressed?> then\n broadcast (door opened v)\n end\n end\n if <(Level) = [6]> then\n show\n end\n if <(Level) = [11]> then\n show\n end\n if <(Level) = [16]> then\n show\n go to x: (225) y: (6)\n end\n if <(Level) = [17]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [door opened v]\nhide\nchange [keys v] by (-1)\nchange [level v] by (1)\n\n@Arrow1\n\nwhen flag clicked\ngo to x: (-187) y: (-140)\nhide\n\nwhen I receive [game end v]\ngo to [front v] layer\nshow\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\n@lava!\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (56) y: (-59)\n\nwhen flag clicked\nforever\n if <(Level) > [15]> then\n hide\n end\nend\n\n@level\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\n if <(Level) = [17]> then\n hide\n broadcast (outro v)\n stop [this script v]\n end\nend\n\n@sounds\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n repeat (2)\n play sound [Video Game 1 v] until done\n end\n wait (0.1) seconds\n repeat (1)\n play sound [Video Game 2 v] until done\n end\n wait (0.1) seconds\n repeat (2)\n play sound [Video Game 1 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n stop all sounds\n stop [other scripts in sprite v]\n play sound [Cheer v] until done\n end\nend\n\n@key\n\nwhen flag clicked\nshow variable [keys v]\nset [keys v] to [0]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [keys v] by (1)\n hide\n end\n if <<(keys) = [0]> and <(Level) = [1]>> then\n show\n go to x: (90) y: (16)\n if <touching (player v)?> then\n change [keys v] by (1)\n hide\n end\n end\n if <<(keys) = [1]> and <(Level) = [4]>> then\n show\n go to x: (161) y: (-30)\n if <touching (player v)?> then\n change [keys v] by (1)\n hide\n end\n end\n if <<(keys) = [1]> and <(Level) = [10]>> then\n show\n go to x: (247) y: (-22)\n if <touching (player v)?> then\n change [keys v] by (1)\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<(keys) = [0]> and <(Level) = [1]>> or <<<(keys) = [1]> and <(Level) = [4]>> or <<(keys) = [1]> and <(Level) = [10]>>>>> then\n hide\n end\nend\n\n | Use your arrows to move on computer.\nDrag your finger across the screen to move on mobile.\n\nIf you finish the platformer say that you did in the comments!\n\nIf you like this game then consider following me.\n-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-\nPlay Zomb_Shooter here: https://scratch.mit.edu/projects/496304739 |
World A Platformer (Mobile Friendly) #Games#All | @Stage\n\nwhen flag clicked\nswitch backdrop to (c2 v)\nforever\n if <(level) = [4]> then\n switch backdrop to (c1 v)\n end\n if <(level) = [7]> then\n switch backdrop to (c3 v)\n end\n if <(level) = [9]> then\n switch backdrop to (grunge v)\n end\n if <(level) = [12]> then\n switch backdrop to (c2 v)\n end\nend\n\nwhen I receive [matin v]\nset [brightness v] effect to (-75)\nrepeat (250)\n change [brightness v] effect by (0.3)\n wait () seconds\nend\n\nwhen I receive [midi v]\nwait (5) seconds\nrepeat (200)\n change [brightness v] effect by (-0.2)\nend\n\nwait () seconds\n\nwhen I receive [night v]\nrepeat (200)\n change [brightness v] effect by (-0.1)\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 (0.75)\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 (-0.75)\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 [14.5]\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\nset volume to (75) %\nswitch costume to (costume1 v)\nforever\n play sound [Elektronomia_-_United\[BestVideoConverter 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\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n\nswitch costume to (1 v)\nchange [x v] by (0.75)\n\nwhen flag clicked\nforever\n wait (pick random (1) to (3)) seconds\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\ngo to x: (20) y: (26)\nhide variable [level v]\nswitch costume to (1 v)\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\nrepeat until <(level) = [17]>\n if <(level) = [17]> then\n set [level v] to [1]\n reset timer\n end\nend\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@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\n if <(level) = [7]> then\n delete this clone\n end\nend\n\nwhen flag clicked\n\nforever\n\nhide\n\nshow\n\nwhen I receive [sand v]\nhide\nstop [other scripts in sprite v]\n\n@sun\n\nwhen flag clicked\nshow\nbroadcast (Matin v)\ngo to x: (-234) y: (-164)\ngo to [back v] layer\nglide (60) secs to x: (-5) y: (135)\nbroadcast (Midi v)\n\ngo to x: (-5) y: (135)\n\nwhen I receive [midi v]\nwait (5) seconds\nglide (60) secs to x: (234) y: (-164)\nhide\nbroadcast (Night v)\n\nforever\n\nwhen I receive [night v]\nhide\n\nwhen I receive [5h v]\nshow\nbroadcast (Matin v)\ngo to x: (-234) y: (-164)\ngo to [back v] layer\nglide (60) secs to x: (-5) y: (135)\nbroadcast (Midi v)\n\nwhen flag clicked\ngo [backward v] (2) layers\nswitch costume to (costume1 v)\nforever\n if <(level) = [4]> then\n go [backward v] (2) layers\n switch costume to (costume2 v)\n broadcast (Sand v)\n end\n if <(level) = [7]> then\n go [backward v] (2) layers\n switch costume to (costume3 v)\n broadcast (lava v)\n end\n if <(level) = [9]> then\n hide\n go [backward v] (2) layers\n switch costume to (costume1 v)\n end\n if <(level) = [12]> then\n show\n go [backward v] (2) layers\n switch costume to (costume1 v)\n end\nend\n\nhide\n\n@moon\n\nwhen flag clicked\nhide\n\nwhen I receive [night v]\nshow\nwait (60) seconds\nhide\nbroadcast (5h v)\n\n@Fog\n\nwhen flag clicked\nhide\n\nwhen I receive [sand v]\ngo [forward v] (1) layers\nshow\nforever\n set [ghost v] effect to (60)\n go to x: (30) y: (0)\n glide (7) secs to x: (-500) y: (0)\nend\n\nwhen I receive [lava v]\nhide\nstop [other scripts in sprite v]\n\n@Sand\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (pick random (0) to (360))\nshow\ngo [backward v] (1000) layers\ngo to x: (236) y: (pick random (-172) to (172))\nglide (pick random (0.5) to (1)) secs to x: (-236) y: (pick random (-172) to (172))\ndelete this clone\n\nwhen I receive [sand v]\nswitch costume to (costume1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [lava v]\nswitch costume to (mort v)\n\nhide\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Sprite2\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (5) layers\nset [ghost v] effect to (30)\n\n | World A Platformer (Mobile Friendly) \n\n⬇ Credits at the bottom ⬇\n\nPlease ❤️⭐️ & Follow me for more ☻ \n \n_Instructions_\n\nUse ⬆⬅➡ & don't touch the spikes,\n12 levels 100 % Possible \nHave Fun !\n-----Notes-----\nLast update : 07/04/2021\n\n------Tags------ \n#clemJ72 #Games #All #Cool #platformer #FR #world #me #you\n\n---Other---\nmusic by @Elektronomia (United)\n \n*Credits*\nSun animation by me\n@Elektronomia\n@You for watching\n@megamath1221 for the Desert Temple\n@TNTend\n@StratfordJames for the background |
Castle - A platformer | @Stage\n\nwhen flag clicked\nreset timer\nhide variable [czas v]\nhide variable [☁ najlepszy osiągnięty czas v]\n\nchange [czas v] by (0.1)\n\nwhen I receive [scrolling czas start v]\nstop [other scripts in sprite v]\nshow variable [☁ najlepszy osiągnięty czas v]\nset [czas v] to (timer)\nshow variable [czas v]\nif <(czas) < (☁ Najlepszy osiągnięty czas)> then\n set [☁ najlepszy osiągnięty czas v] to (czas)\nend\n\nset [☁ najlepszy osiągnięty czas v] to [100]\n\nforever\nend\n\n@Gracz\n\nwhen flag clicked\nset [wysokośc skoku v] to [-7]\nforever\n to od spadania\nend\n\nchange [wysokośc skoku v] by (-1)\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n broadcast (ruch v)\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?> or <key (a v) pressed?>> then\n broadcast (ruch v)\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\nrepeat (10)\n\nset [płynne spadanie v] to [nie]\n\nset [płynne spadanie v] to [tak]\n\nset [płynne spadanie v] to [nie]\n\n\n\nif then\n repeat (10)\n change [wysokośc skoku v] by (-1)\n end\nend\n\nrepeat (10)\n\nchange y by (-3)\nif then\n repeat until <touching (platforma v)?>\n wait (0.000001) seconds\n change [wysokośc skoku v] by (-1)\n end\nelse\n change y by (3)\nend\n\n\n\nset [czy może skoczyć v] to [nie]\n\nchange y by (-1)\n\nset [☁ najlepszy wynik v] to [-1]\n\nwait (0.1) seconds\nchange [wysokośc skoku v] by (-1)\n\n\n\nwait (0.0000000001) seconds\n\ndefine śmierć\nstart sound [Crunch v]\nbroadcast (resetuj v)\n\nwhen flag clicked\nshow\nforever\n set [kierunek rycerza xdddd v] to (direction)\nend\n\n\n\nwhen flag clicked\nforever\n if <<(x position) > [-5]> and <(poziom) = [8]>> then\n change [poziom v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [scrolling czas start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nstart sound [chodzeniexd v]\nstart sound [chodzeniexd v]\n\ndefine to od spadania\nbroadcast (ruch v)\nif <not <touching (platforma v)?>> then\n change y by (Wysokośc skoku)\nend\nif <<touching (platforma v)?> and <(Wysokośc skoku) < [0]>> then\n if <touching color (#fcab00)?> then\n śmierć\n end\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\nforever\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> and <(czy może skoczyć) = [tak]>> then\n set [czy może skoczyć v] to [nie]\n set [wysokośc skoku v] to [15]\n start sound [Jump sound effect v]\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: (-220) y: (70)\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 flag clicked\nbroadcast (resetuj v)\n\n@Platforma\n\nwhen I receive [scrolling czas start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nset [poziom v] to [7]\n\nwhen flag clicked\nswitch backdrop to (tło1 v)\nforever\n if <(poziom) > [7]> then\n switch backdrop to (tło2 v)\n end\nend\n\nwhen flag clicked\nshow\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 <not <(poziom) = [7]>> then\n go to x: (78) y: (0)\n switch costume to (kostium1 v)\n else\n go to x: (150) y: (9)\n switch costume to (kostium2 v)\n end\nend\n\nif <(poziom) = [1]> then\n\nwait (1) seconds\nchange [czas v] by (1)\n\nset [☁ najlepszy wynik v] to [100]\n\nwhen flag clicked\nshow\nforever\n\nset [☁ najlepszy wynik v] to [100]\n\nhide\nif <(Czas) < (☁ Najlepszy wynik)> then\n set [☁ najlepszy wynik v] to (Czas)\nend\n\nif <(poziom) = [3]> then\n go to x: (80) y: (0)\nelse\n if <(poziom) = [4]> then\n go to x: (80) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(poziom) = [12]> then\n go to x: (80) y: (0)\n broadcast (Scrolling czas start v)\n end\nend\n\nwhen I receive [scrolling czas start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [scrolling czas start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\n@Tutaj se maluje\n\nwhen I receive [scrolling czas start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nhide\n\nshow\n\n@Wróg na poziom 3\n\nwhen I receive [scrolling czas start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nforever\n if <touching (gracz v)?> then\n broadcast (resetuj v)\n start sound [Crunch v]\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (180) y: (-29)\nforever\n if <(poziom) = [3]> then\n go to x: (180) y: (-29)\n show\n wait (0.1) seconds\n repeat until <not <(poziom) = [3]>>\n set rotation style [left-right v]\n point towards (gracz v)\n repeat until <touching (_edge_ v)?>\n change x by (-5)\n end\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n\nmove (3) steps\n\nif <(Kierunek rycerza xdddd) = [prawa]> then\n change x by (5)\nend\n\nrepeat (20)\n\nwhen I receive [resetuj v]\ngo to x: (180) y: (-29)\n\nplay sound [Crunch v] until done\n\n@Miecz w skale\n\nwhen I receive [scrolling czas start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nset size to (100) %\nclear graphic effects\ngo to [back v] layer\nforever\n if <(poziom) = [5]> then\n show\n if <touching (gracz v)?> then\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change size by (-10)\n end\n hide\n broadcast (Miecz v)\n set [czy ma miecz? v] to [tak]\n stop [this script v]\n end\n else\n hide\n end\nend\n\nif <touching (gracz v)?> then\n\nchange [brightness v] effect by (10)\n\n@Miecz\n\nwhen I receive [scrolling czas start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [ruch v]\ngo to (gracz v)\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\nset [czy ma miecz? v] to [nie]\nset [czy atakuje v] to [nie]\nswitch costume to (miecz v)\nbroadcast (obracanie się miecza v)\n\nwhen [z v] key pressed\nif <(czy ma miecz?) = [tak]> then\n set [czy atakuje v] to [tak]\n start sound [mieczdzwiek v]\n repeat (7)\n switch costume to ((costume [number v]) + (1))\n end\n repeat (7)\n switch costume to ((costume [number v]) + (-1))\n end\n set [czy atakuje v] to [nie]\nend\n\nturn right (15) degrees\n\nwhen I receive [obracanie się miecza v]\nset rotation style [left-right v]\nforever\n point in direction (Kierunek rycerza xdddd)\nend\n\n\n\nwhen I receive [miecz v]\ngo to [front v] layer\nshow\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n@Wróg na poziom 6\n\nwhen I receive [scrolling czas start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nforever\n if <touching (gracz v)?> then\n start sound [Crunch v]\n broadcast (resetuj v)\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset size to (30) %\nhide\ngo to x: (180) y: (-29)\nforever\n if <(poziom) = [6]> then\n show\n go to x: (180) y: (-29)\n forever\n point in direction ((-1) * (Kierunek rycerza xdddd))\n move (4) steps\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n\nmove (3) steps\n\nrepeat (20)\n\nwhen I receive [resetuj v]\ngo to x: (180) y: (-29)\n\nshow\nwait (0.1) seconds\nrepeat until <not <(poziom) = [3]>>\n set rotation style [left-right v]\n point towards (gracz v)\nend\n\nhide\n\nwhen flag clicked\nforever\n if <<(czy atakuje) = [tak]> and <touching (miecz v)?>> then\n stop [other scripts in sprite v]\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (3)\n change size by (-10)\n end\n hide\n broadcast (Pokaż drugiego v)\n end\nend\n\nchange x by (5)\n\nforever\n point in direction ((-1) * (Kierunek rycerza xdddd))\n move (4) steps\nend\n\n@Wróg na poziom 2\n\nwhen I receive [scrolling czas start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nforever\n if <touching (gracz v)?> then\n start sound [Crunch v]\n broadcast (resetuj v)\n end\nend\n\nwhen flag clicked\nhide\nforever\n\nmove (3) steps\n\nrepeat (20)\n\nwhen I receive [resetuj v]\ngo to x: (180) y: (-29)\n\nwhen flag clicked\nforever\n if <<(czy atakuje) = [tak]> and <touching (miecz v)?>> then\n stop [other scripts in sprite v]\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (3)\n change size by (-10)\n end\n hide\n end\nend\n\nchange x by (5)\n\nwhen I receive [pokaż drugiego v]\nset size to (30) %\nclear graphic effects\nshow\nforever\n point in direction ((-1) * (Kierunek rycerza xdddd))\n move (4) steps\nend\n\n@armata\n\nwhen I receive [scrolling czas start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nbroadcast (wywal kule xddddd v)\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <not <(poziom) = [7]>> then\n hide\n end\nend\n\nif <(poziom) = [7]> then\n show\n wait (3) seconds\n broadcast (wywal kule xddddd v) and wait\nelse\n hide\nend\n\nwhen I receive [resetuj v]\nforever\n if <(poziom) = [7]> then\n show\n wait (0.2) seconds\n start sound [Canoon+4 v]\n broadcast (wywal kule xddddd v) and wait\n else\n hide\n end\nend\n\n@kula\n\nwhen I receive [scrolling czas start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nforever\n if <not <(poziom) = [7]>> then\n hide\n end\nend\n\nwhen I receive [wywal kule xddddd v]\nset size to (100) %\nswitch costume to (kostium1 v)\nset [grawitacja kuli v] to [-0]\ngo to x: (75) y: (171)\nshow\nrepeat until <touching (platforma v)?>\n change [grawitacja kuli v] by (-0.5)\n change x by (-8)\n change y by (grawitacja kuli)\nend\nhide\nswitch costume to (kostium1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (gracz v)?> then\n broadcast (resetuj v)\n end\nend\n\nwhen I receive [resetuj v]\nhide\nchange y by (-100)\n\n\n\nswitch costume to (kostium1 v)\n\n@armata2\n\nwhen I receive [scrolling czas start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nbroadcast (wywal kule xddddd v)\n\nwhen flag clicked\nforever\n if <not <(poziom) = [10]>> then\n hide\n end\nend\n\nwhen I receive [resetuj v]\nforever\n if <(poziom) = [10]> then\n go to [back v] layer\n show\n wait (1) seconds\n start sound [Canoon+4 v]\n broadcast (wywal kule 2 v) and wait\n else\n hide\n end\nend\n\n@kula2\n\nwhen I receive [scrolling czas start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nforever\n if <not <(poziom) = [10]>> then\n hide\n end\nend\n\nwhen I receive [wywal kule 2 v]\nswitch costume to (kostium1 v)\nset size to (100) %\nset [grawitacja kuli 2 v] to [-0]\ngo to x: (-3) y: (21)\nshow\nrepeat until <touching (platforma v)?>\n change [grawitacja kuli 2 v] by (-0.5)\n change x by (-10)\n change y by (grawitacja kuli 2)\nend\nhide\nswitch costume to (kostium1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (gracz v)?> then\n broadcast (resetuj v)\n end\nend\n\nwhen I receive [resetuj v]\nhide\nchange y by (-100)\n\n\n\ngo to x: (44) y: (13)\n\ngo to x: (44) y: (13)\n\nbroadcast (Miecz v)\n\n@Wróg na poziom 4\n\nwhen I receive [scrolling czas start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nforever\n if <touching (gracz v)?> then\n start sound [Crunch v]\n broadcast (resetuj v)\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset size to (30) %\nhide\ngo to x: (100) y: (-58)\nforever\n if <(poziom) = [11]> then\n show\n go to x: (100) y: (-58)\n forever\n point in direction ((-1) * (Kierunek rycerza xdddd))\n move (4) steps\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n\nmove (3) steps\n\nrepeat (20)\n\nwhen I receive [resetuj v]\ngo to x: (180) y: (-58)\n\nhide\n\nwhen flag clicked\nforever\n if <<(czy atakuje) = [tak]> and <touching (miecz v)?>> then\n stop [other scripts in sprite v]\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (3)\n change size by (-10)\n end\n hide\n end\nend\n\nchange x by (5)\n\nforever\n point in direction ((-1) * (Kierunek rycerza xdddd))\n move (4) steps\nend\n\n@Wróg na poziom 5\n\nwhen I receive [scrolling czas start v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nforever\n if <touching (gracz v)?> then\n start sound [Crunch v]\n broadcast (resetuj v)\n end\nend\n\nwhen flag clicked\nset [grawitacja kuli v] to [0]\nset [grawitacja kuli 2 v] to [0]\nclear graphic effects\nset size to (30) %\nhide\ngo to x: (240) y: (-58)\nforever\n if <(poziom) = [11]> then\n show\n go to x: (240) y: (-58)\n forever\n point in direction ((-1) * (Kierunek rycerza xdddd))\n move (4) steps\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n\nmove (3) steps\n\nrepeat (20)\n\nwhen I receive [resetuj v]\ngo to x: (240) y: (-58)\n\nshow\nwait (0.1) seconds\nrepeat until <not <(poziom) = [3]>>\n set rotation style [left-right v]\n point towards (gracz v)\nend\n\nhide\n\nwhen flag clicked\nforever\n if <<(czy atakuje) = [tak]> and <touching (miecz v)?>> then\n stop [other scripts in sprite v]\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (3)\n change size by (-10)\n end\n hide\n end\nend\n\nchange x by (5)\n\nforever\n point in direction ((-1) * (Kierunek rycerza xdddd))\n move (4) steps\nend\n\n@Gracz Scrolling\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\n\nwhen [right arrow v] key pressed\npoint in direction (90)\n\nwhen I receive [scrolling czas start v]\nshow\nset [wysokość skoku scrolling v] to [-7]\nset [czy może skoczyć scrolling v] to [-7]\nforever\n to od spadania\nend\n\nwhen I receive [scrolling czas start v]\nswitch backdrop to (tło3 v)\nforever\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> and <(czy może skoczyć scrolling) = [tak]>> then\n start sound [Jump sound effect v]\n set [czy może skoczyć scrolling v] to [nie]\n set [wysokość skoku scrolling v] to [15]\n repeat until <(czy może skoczyć scrolling) = [tak]>\n change [wysokość skoku scrolling v] by (-1)\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nset [poziom v] to [12]\n\nset [poziom v] to [12]\n\ngo to x: (0) y: (0)\n\ndefine to od spadania\nif <not <touching (platforma scrolling v)?>> then\n change y by (wysokość skoku scrolling)\nend\nif <<touching (platforma scrolling v)?> and <(Wysokośc skoku) < [0]>> then\n if <touching color (#fcab00)?> then\n start sound [Crunch v]\n broadcast (resetuj v)\n end\n set [czy może skoczyć scrolling v] to [tak]\n set [wysokość skoku scrolling v] to [-13]\n repeat until <not <touching (platforma scrolling v)?>>\n change y by (1)\n end\nelse\n if <<touching (platforma scrolling v)?> and <(wysokość skoku scrolling) > [0]>> then\n change y by (-10)\n repeat ([abs v] of ((wysokość skoku scrolling) * (2)) )\n change [wysokość skoku scrolling v] by (-1)\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [resetuj v]\ngo to x: (0) y: (10)\n\nwhen flag clicked\nforever\n if <not <touching (platforma scrolling v)?>> then\n wait (0.2) seconds\n set [czy może skoczyć scrolling v] to [nie]\n end\nend\n\n@Platforma Scrolling\n\npoint in direction (90)\n\npoint in direction (-90)\n\nwhen flag clicked\ngo to x: (700) y: (-30)\n\nset [czy klony się mogą ruszyć v] to [tak]\n\nif <(Czy klony się mogą ruszyć) = [tak]> then\n\nwhen I receive [scrolling czas start v]\nset [poziom v] to [1]\nshow\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (-5)\n if <touching (gracz scrolling v)?> then\n set [czy klony się mogą ruszyć v] to [nie]\n change x by (5)\n set [czy klony się mogą ruszyć v] to [tak]\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (5)\n if <touching (gracz scrolling v)?> then\n set [czy klony się mogą ruszyć v] to [nie]\n change x by (-5)\n set [czy klony się mogą ruszyć v] to [tak]\n end\n end\nend\n\nwhen flag clicked\nhide\n\nshow\n\nwhen I receive [resetuj v]\ngo to x: (700) y: (-30)\n\nwhen flag clicked\nforever\n switch costume to (mapa v)\nend\n\n@miniaturka\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n | ⭐ + ❤️️ wymagane inaczej pójdziesz do więzienia w Rawiczu 100% legit no scam\nidk jestem beznadziejny w grafiki więc już z góry za nie przepraszam :p\nKwadraty od platformy kładła grupa robotników z Pakistanu a krzywe są przez to że płyty tektoniczne się ruszały przy montażu ¯\_(ツ)_/¯\nchodzisz na zdrzałgi skaczesz na gurnom zdrzałgę\nChwilowy rekordzista @Slimaq123 |
Internet- A Mobile Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch backdrop to (2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n switch backdrop to (desert/lost v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch backdrop to (1 v)\n end\nend\n\nwhen I receive [end v]\nswitch backdrop to (end v)\n\n@player\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen flag clicked\nforever\n if <touching (move on v)?> then\n broadcast (next lvl v)\n change x by (-1000)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-195) y: (-114)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n broadcast (end v)\n end\nend\n\nwhen flag clicked\nchange [☁ views v] by (1)\nhide variable [☁ views v]\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n if <touching (portal big 7 v)?> then\n go to (portal small 7 v)\n end\nend\n\nwhen I receive [next lvl v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\nwait (2) seconds\ngo to [front v] layer\nswitch costume to (player start v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-195) y: (-114)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n switch costume to (player left v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (player right v)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [1]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\n if <key (r v) pressed?> then\n go to x: (-195) y: (-114)\n end\nend\n\n@player trail\n\nwhen flag clicked\nforever\n hide\n go to (player v)\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to [back v] layer\ngo [forward v] (1) layers\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\n\n@move on\n\nwhen I receive [start v]\ngo to x: (238) y: (-31)\nswitch costume to (remote???? v)\ngo to [front v] layer\nset size to (65) %\nshow\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n go to x: (229) y: (3)\n else\n go to x: (238) y: (-31)\n end\nend\n\ngo to [front v] layer\n\n@Ground\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen flag clicked\nswitch costume to (lvl 1 v)\nhide\n\nwhen I receive [end v]\nswitch costume to (end v)\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo v] until done\nend\n\n@spikes\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n show\n go to x: (47) y: (-158)\n switch costume to (lvl 3 v)\n set size to (100) %\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n set size to (75) %\n switch costume to (lvl 4 v)\n go to x: (-153) y: (-101)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n set size to (90) %\n switch costume to (lvl 5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch costume to (lvl 6 v)\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n switch costume to (lvl 7 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (lvl 8 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n switch costume to (lvl 9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch costume to (lvl 10 v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nwait (2) seconds\nbroadcast (start v)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Pusab\n\nwhen flag clicked\nhide\n\n@timer\n\nwhen I receive [start v]\nshow variable [time v]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nhide variable [time v]\n\nwhen I receive [end v]\nstop [all v]\n\n | \n ✰ Internet ✰\n ✰ A Mobile Platformer ✰\n ✰ By @23enicho ✰\n\n☞About\n↳ 10 levels\n↳ Yes on the cactus level you are suppossed to bounce off of the letters.\n↳ EVERY THING IS POSSIBLE\n\n☞Instructions\n↳ Arrow keys, WASD, or Tapping screen\n↳ To get to next level touch remote\n↳ Avoid Red\n↳ To wall jump hold up arrow or w (and right/left/d/a keys depending on direction)\n↳ MOBILE WALL JUMP- hold your finger to the left or right (depending on direction you want).\n\n☞Join my contest! (intro, game, pfp, photography you pick!)\nhttps://scratch.mit.edu/projects/515086426/ |
Blossoms || A Multiplayer Scrolling Platformer | @Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@ \n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\n start sound [Hurt v]\nend\nif <touching (saws v)?> then\n set [exit v] to [die]\n start sound [Hurt v]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n set rotation style [all around v]\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nwait (2) seconds\ngo to [back v] layer\nshow\nstart sound [Disconnect v]\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 (3) 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 (3) 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 (3) 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 (3) 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 (3) 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 (3) 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 (3) 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 (3) 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 (3) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (0 v) pressed?> 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 (r v) pressed?> 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 (w v) pressed?> then\n set [chat words v] to [11]\n say (item (12) 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\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\ndelete all of [chat v]\nadd [Hi! 😀 ] to [chat v]\nadd [Bye!] to [chat v]\nadd [Yes] to [chat v]\nadd [Help please!] to [chat v]\nadd [No] to [chat v]\nadd [This Way!] to [chat v]\nadd [Lol!] to [chat v]\nadd [I Am Lagging 😔] to [chat v]\nadd [Got to go!] to [chat v]\nadd [I found the secret chat command! :D] to [chat v]\nadd [I am gonna ❤️ + ⭐] to [chat v]\nadd [Oof 🤣] to [chat v]\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [: ] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [-15]\n Clone at x: [530] y: [200]\n Clone at x: [700] y: [0]\n Clone at x: [600] y: [200]\n Clone at x: [600] y: [200]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 5 v)\n Clone at x: [480] y: [0]\n Clone at x: [530] y: [250]\n Clone at x: [800] y: [0]\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\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\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 [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [-20]\n Clone at x: [500] y: [200]\n Clone at x: [1650] y: [325]\nend\n\nClone at x: [1650] y: [325]\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: [200] y: [-50]\n Clone at x: [500] y: [300]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n 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: [465] y: [160]\n Clone at x: [650] y: [270]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (open v)\nPosition ((Exit: x) - (SCROLL X)) ((Exit: y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [1]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit: x v] to [0]\nset [exit: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [3500] y: [1000]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [2120] y: [87]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [1700] y: [-30]\n else\n if <(LEVEL) = [4]> then\n switch costume to (end v)\n else\n Clone at x: [3148734] y: [3273459]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to [back v] layer\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [exit: x v] to (x)\nset [exit: y v] to (y)\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\n@Win\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\nforever\n if <(EXIT) = [win]> then\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.5) seconds\n forever\n stop all sounds\n end\n end\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?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Lag\n\nwhen flag clicked\nset [not variable v] to [0]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen this sprite clicked\nshow list [turbowarp v]\nif <(NOT Variable) = [0]> then\n set [not variable v] to [1]\n hide list [turbowarp v]\nelse\n if <(NOT Variable) = [1]> then\n set [not variable v] to [0]\n else\n show list [turbowarp v]\n end\nend\n\nwhen flag clicked\nset [not variable v] to [0]\nrepeat (10)\n show list [turbowarp v]\n delete all of [turbowarp v]\nend\nadd [Play Here:] to [turbowarp v]\nadd [https://experiments.turbowarp.org/interpolation/476579136?clones=Infinity&stuck&hqpen] to [turbowarp v]\nadd [\(Triple click the link to select\)] to [turbowarp v]\n\nwhen flag clicked\nforever\n if <<mouse down?> and <not <touching (mouse-pointer v)?>>> then\n show list [turbowarp v]\n else\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n hide list [turbowarp v]\n end\n end\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@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@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n | |
Lavaland - A scrolling platformer #games #all | @Stage\n\nwhen flag clicked\nbroadcast (Begin v)\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Goodbye v] until done\n play sound [Jim Yosef - Reverse \[End of Time EP\] v] until done\n play sound [Vicetone - United We Dance v] until done\n play sound [vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\nend\n\nwhen flag clicked\nbroadcast (Green Flag v)\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\n@Anti - lag\n\n@Anti - lag2\n\n@Anti - lag3\n\n@Anti - lag4\n\n@Anti - lag5\n\n@Anti - lag6\n\n@Player\n\ndefine x coll\nchange x by (x spd)\nif <touching (ground v)?> then\n set [x spd v] to [0]\nend\nset x to (0)\nchange [scroll x v] by (x position)\n\ndefine y coll <moving up?>\nrepeat until <not <touching (ground v)?>>\n if <moving up?> then\n change y by (-2)\n else\n change y by (2)\n set [on ground? v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\n end\n set [y spd v] to [0]\nend\nif <(on ground?) = [true]> then\n set [y spd v] to [21]\nend\nchange [scroll y v] by (y position)\nset y to (0)\n\ndefine Physics\nswitch costume to (costume v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x spd v] by (2)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x spd v] by (-2)\nend\nx coll\nset [x spd v] to ((x spd) * (0.8))\nchange [scroll x v] by (x spd)\nchange [y spd v] by (-2)\nset [on ground? v] to [0]\nchange y by (y spd)\ny coll <(y spd) > [0]>\nif <touching color (#b1b1b1)?> then\n set [death v] to [True]\nend\nif <(Scroll y) < [-100]> then\n set [death v] to [True]\nend\n\nwhen I receive [begin v]\nReset\nforever\n repeat until <(death) = [True]>\n Physics\n end\n Die\nend\n\ndefine Reset\nshow\nset [ghost v] effect to (0)\nset x to (0)\nset y to (0)\nset [x spd v] to [0]\nset [death v] to [False]\nset [y spd v] to [0]\nif <(Checkpoint no) = [0]> then\n set [scroll y v] to [0]\n set [scroll x v] to [0]\nelse\n if <(Checkpoint no) = [1]> then\n set [scroll y v] to [300]\n set [scroll x v] to [1600]\n end\nend\n\ndefine Die\nrepeat (3)\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat (5)\n change [ghost v] effect by (-20)\n end\nend\nbroadcast (Delete all v)\nbroadcast (Begin v)\nReset\n\nwhen I receive [lvl up!! v]\nReset\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [green flag v]\nif <(death) = [True]> then\n broadcast (Green Flag v)\nend\n\nwhen flag clicked\nset [ci v] to [1]\nforever\n if <key ((letter (ci) of [pjb]) v) pressed?> then\n change [ci v] by (1)\n if <(ci) > (length of [pjb])> then\n set [scroll x v] to [1906]\n set [scroll y v] to [286]\n end\n end\nend\n\n@Ground\n\ndefine Generate land at x: (x) y: (y) Switch to costume: (costume number)\nswitch costume to (costume number)\nchange [clone y v] by (y)\nchange [clone x v] by (x)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nshow\nswitch costume to (level 1 part 1 v)\nset [clone x v] to [175]\nset [clone y v] to [167]\ncreate clone of (_myself_ v)\nif <(Level) = [1]> then\n Generate land at x: [465] y: [180] Switch to costume: [3]\n Generate land at x: [466] y: [-15] Switch to costume: [4]\n Generate land at x: [612] y: [-35] Switch to costume: [5]\n Generate land at x: [655] y: [-35] Switch to costume: [6]\n Generate land at x: [600] y: [-35] Switch to costume: [7]\n Generate land at x: [615] y: [-35] Switch to costume: [8]\nend\nhide\n\nwhen I start as a clone\nforever\n set size to (400) %\n go to x: ((CLONE X) - (Scroll x)) y: ((CLONE Y) - (Scroll y))\n set size to (100) %\n set [ghost v] effect to (99)\nend\n\nwhen I receive [lvl up!! v]\nchange [level v] by (1)\n\nwhen I receive [green flag v]\nforever\n set [x position v] to ((CLONE X) - (Scroll x))\n set [y position v] to ((CLONE Y) - (Scroll y))\nend\n\n@Screen edge\n\n@Ground(Spikes + Narration)\n\ndefine Generate land at x: (x) y: (y) Switch to costume: (costume number)\nshow\nswitch costume to (costume number)\nchange [clone y v] by (y)\nchange [clone x v] by (x)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nshow\nswitch costume to (level 1 part 1 v)\nset [clone x v] to [175]\nset [clone y v] to [167]\ncreate clone of (_myself_ v)\nif <(Level) = [1]> then\n Generate land at x: [465] y: [180] Switch to costume: [3]\n Generate land at x: [466] y: [-15] Switch to costume: [4]\n Generate land at x: [612] y: [-35] Switch to costume: [5]\n Generate land at x: [655] y: [-35] Switch to costume: [6]\n Generate land at x: [600] y: [-35] Switch to costume: [7]\n Generate land at x: [615] y: [-35] Switch to costume: [8]\n Generate land at x: [614] y: [22] Switch to costume: [9]\nend\nhide\n\nwhen I start as a clone\nforever\n set size to (400) %\n go to x: ((CLONE X) - (Scroll x)) y: ((CLONE Y) - (Scroll y))\n set size to (100) %\nend\n\nwhen I receive [lvl up!! v]\nchange [level v] by (1)\n\nwhen flag clicked\nshow\n\nwhen I receive [green flag v]\nforever\n set [x position v] to ((CLONE X) - (Scroll x))\n set [y position v] to ((CLONE Y) - (Scroll y))\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nset [ghost v] effect to (0)\nforever\n go [forward v] (99) layers\nend\n\n@BackGround\n\ndefine Generate land at x: (x) y: (y) Switch to costume: (costume number)\nswitch costume to (costume number)\nchange [clone y v] by (y)\nchange [clone x v] by (x)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nshow\nswitch costume to (level 1 part 1 v)\nset [clone x v] to [175]\nset [clone y v] to [167]\ncreate clone of (_myself_ v)\nif <(Level) = [1]> then\n Generate land at x: [465] y: [180] Switch to costume: [3]\n Generate land at x: [466] y: [-15] Switch to costume: [4]\n Generate land at x: [612] y: [-35] Switch to costume: [5]\n Generate land at x: [655] y: [-35] Switch to costume: [6]\n Generate land at x: [600] y: [-35] Switch to costume: [7]\n Generate land at x: [615] y: [-35] Switch to costume: [8]\nend\nhide\n\nwhen I start as a clone\nforever\n set size to (400) %\n go to x: ((CLONE X) - (Scroll x)) y: ((CLONE Y) - (Scroll y))\n set size to (100) %\n go to [back v] layer\nend\n\nwhen I receive [lvl up!! v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n show\nend\n\nwhen I receive [green flag v]\nforever\n set [x position v] to ((CLONE X) - (Scroll x))\n set [y position v] to ((CLONE Y) - (Scroll y))\nend\n\n@Particles\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\npoint in direction (pick random (1) to (359))\nswitch costume to (pick random (1) to (5))\nset [ghost v] effect to (pick random (1) to (123))\nset [fisheye v] effect to (pick random (1) to (5))\nset size to (pick random (1) to (8.9)) %\ngo to x: (pick random (-269) to (269)) y: (80)\nglide (1) secs to x: (pick random (-269) to (269)) y: (28)\nchange y by (pick random (1) to (999))\nwait (0.1) seconds\nturn right (pick random (1) to (359)) degrees\nwait (0.1) seconds\nturn right ((pick random (1) to (359)) * (-1)) degrees\nwait (0.1) seconds\nset [ghost v] effect to (100)\n\n@Particles2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\npoint in direction (pick random (1) to (359))\nswitch costume to (pick random (1) to (5))\nset [ghost v] effect to (pick random (1) to (123))\nset [fisheye v] effect to (pick random (1) to (5))\nset size to (pick random (1) to (8.9)) %\ngo to x: (pick random (-269) to (269)) y: (80)\nglide (1) secs to x: (pick random (-269) to (269)) y: (28)\nchange y by (pick random (1) to (999))\nwait (0.1) seconds\nturn right (pick random (1) to (359)) degrees\nwait (0.1) seconds\nturn right ((pick random (1) to (359)) * (-1)) degrees\nwait (0.1) seconds\nset [ghost v] effect to (100)\n\n@Checkpoint\n\ndefine Generate land at x: (x) y: (y) Switch to costume: (costume number)\nswitch costume to (costume number)\nchange [clone y v] by (y)\nchange [clone x v] by (x)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nshow\nswitch costume to (blank v)\nset [clone x v] to [175]\nset [clone y v] to [167]\ncreate clone of (_myself_ v)\nif <(Level) = [1]> then\n Generate land at x: [1400] y: [130] Switch to costume: [1]\nend\nhide\n\nwhen I start as a clone\nforever\n set size to (400) %\n go to x: ((CLONE X) - (Scroll x)) y: ((CLONE Y) - (Scroll y))\n set size to (100) %\n if <touching (player v)?> then\n turn right (1) degrees\n broadcast (Activated v)\n end\nend\n\nwhen I receive [lvl up!! v]\nchange [level v] by (1)\n\nwhen I receive [green flag v]\nforever\n set [x position v] to ((CLONE X) - (Scroll x))\n set [y position v] to ((CLONE Y) - (Scroll y))\nend\n\nwhen flag clicked\nset [checkpoint no v] to [0]\npoint in direction (90)\nforever\n if <(Checkpoint no) > [1]> then\n set [checkpoint no v] to [1]\n end\nend\n\nwhen I receive [activated v]\nchange [checkpoint no v] by (1)\n\nwhen I receive [activated v]\nplay sound [Connect v] until done\n\n@REMINDER\n\nwhen flag clicked\nforever\n hide\n wait (pick random (19) to (27)) seconds\n show\n go to [front v] layer\n set x to (310)\n set y to (pick random (130) to (144))\n point in direction (90)\n repeat until <[120] > (x position)>\n change x by (((x position) - (118)) / (-5))\n end\n wait (0.5) seconds\n start sound [pop v]\n repeat until <(x position) > [311]>\n change x by (((x position) - (118)) / (5))\n end\n hide\nend\n\n | I spent abt 30 hours on this..\n~Instructions~\nMovement - WAD/< ^ >\nDo not touch spikes or fall off\nPlease drop a ❤️+⭐ if you enjoyed\nIf you enjoyed this,check out my other games and drop a follow(on my profile lol)\n\n~Shared one day before my birthday!!~\n\nThis project contains:\n➡️276 scripts\n➡️13 sprites\n➡️1 backdrop\n➡️4 songs\n\nIf you all think I did a good job,check this out -\nhttps://scratch.mit.edu/projects/481334337 \n\n#Tags (Ignore)\n#scrolling_platformer #scrolling_platformer #scrolling\n#PrimeGuy_1001 #PrimeGuy_1001 #PrimeGuy_1001\n#all #all #all #all #all #all #all #all #all #all #all #all #all\n#Lava #Lava #Lava #Lava #Lava #Lava #Lava #Lava\n#46 #46 #jramcomet #jramcomet #jramcomet #trending\n#trending #trending #trending #trending #Cool #cool\n#trending #trending #best #best #best #best #best\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#games #games #games #games #games #games\n#lava #lava #lava #lava #lava_platformer #lava #platformer #lava #LAVA #scrolling #scrolling_platformer |
Yellow Land! // A platformer #all #games | @Stage\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]\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [hurt v]\nreset\n\nwhen I receive [intro v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\ndefine spin off screen\nchange [deaths v] by (1)\nset [y vel v] to [10]\nrepeat until <(y position) < [-179]>\n switch costume to (dead v)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y vel)\n change [y vel v] by (-1)\nend\nhide\ngo to x: (-198) y: (-10)\nreset\n\ndefine reset\nswitch costume to (costume1 v)\nclear graphic effects\nshow\ngo to x: (-198) y: (10)\npoint in direction (90)\nset [y vel v] to [0]\nset [x vel v] to [0]\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n stop all sounds\n show variable [timer v]\n play sound [Coffin Dance \(Official Music Video HD\) v] until done\n end\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [level v] to [1]\nset [deaths v] to [0]\nhide variable [deaths v]\nset [timer v] to [0]\nhide variable [timer v]\nset [x vel v] to [0]\nset [y vel v] to [0]\nswitch costume to (costume1 v)\nset size to (70) %\ngo to x: (-198) y: (-10)\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [16]\n if <<<<touching (danger v)?> or <touching (smasher v)?>> or <touching (jelly v)?>> or <touching (big spike v)?>> then\n spin off screen\n end\n if <touching (trampoline v)?> then\n set [y vel v] to [23]\n end\nend\n\nwhen flag clicked\nforever\n repeat until <(level) = [14]>\n change [timer v] by (1)\n wait (1) seconds\n end\nend\n\nforever\n play sound [recording3 v] until done\nend\n\nwhen flag clicked\nrepeat until <(level) = [14]>\n play sound [Allison & Vexento - Mango Breeze v] until done\nend\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]\nchange [level v] by (1)\nnext costume\n\nwhen I receive [intro v]\n\n@end\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n hide\n end\nend\n\nwhen I receive [defeat boss v]\nforever\n show\nend\n\nwhen I receive [defeat boss v]\nshow\ngo to x: (136) y: (-4)\nforever\n if <touching (player v)?> then\n broadcast (end v)\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (136) y: (-4)\nforever\n if <touching (player v)?> then\n broadcast (end v)\n end\nend\n\n@danger\n\nwhen flag clicked\nshow\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n repeat (3)\n change y by (-10)\n end\n wait (0.4) seconds\n repeat (3)\n change y by (10)\n end\nend\n\nwhen I receive [end v]\nshow\ngo to [back v] layer\nnext costume\n\n@smasher\n\nwhen flag clicked\ngo to x: (-25) y: (76)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n show\n repeat (10)\n change y by (-10)\n end\n wait (2) seconds\n repeat (10)\n change y by (10)\n end\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n hide\n end\nend\n\n@Jelly\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n show\n switch costume to (costume1 v)\n go to x: (192) y: (-97)\n glide (0.25) secs to x: (192) y: (-97)\n glide (0.40) secs to x: (9) y: (-99)\n glide (0.25) secs to x: (-91) y: (-13)\n glide (0.20) secs to x: (-171) y: (-99)\n switch costume to (costume2 v)\n glide (0.25) secs to x: (-65) y: (-4)\n glide (0.90) secs to x: (44) y: (-102)\n glide (0.60) secs to x: (192) y: (-97)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n hide\n end\nend\n\n@Thumb\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@big spike\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (-2) y: (-274)\n show\n wait (0.75) seconds\n glide (1) secs to x: (-2) y: (-14)\n wait (0.15) seconds\n glide (1) secs to x: (-2) y: (-274)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n hide\n end\nend\n\nchange y by (10)\n\n@trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (-74) y: (-116)\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume6 v)\n wait (0.03) seconds\n switch costume to (costume5 v)\n wait (0.03) seconds\n switch costume to (costume4 v)\n wait (0.03) seconds\n switch costume to (costume3 v)\n wait (0.03) seconds\n switch costume to (costume2 v)\n wait (0.03) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@yeet\n\nwhen I start as a clone\nshow\nforever\n next costume\n turn right (3) degrees\n set [brightness v] effect to ((((size) * (-1)) + (100)) * (-1))\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n hide\n change [color v] effect by (50)\n forever\n set size to (pick random (120) to (50)) %\n go to x: (pick random (240) to (-240)) y: (999)\n create clone of (_myself_ v)\n change [color v] effect by (75)\n turn right (pick random (999) to (0)) degrees\n end\n end\nend\n\nwhen I start as a clone\nrepeat until <[-178] > (y position)>\n change y by ((size) / (-20))\n go to [front v] layer\n change x by ([cos v] of ((y position) + ((size) * (10))) )\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Boss coming soon!\n\nwhen flag clicked\nhide\ngo to x: (12) y: (-266)\ngo to [back v] layer\nset [ghost v] effect to (25)\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n switch costume to (costume1 v)\n show\n repeat (475)\n change y by (0.5)\n end\n switch costume to (costume2 v)\n forever\n show\n end\n end\nend\n\n | Hello and welcome to yet another Platformer!\n- Welcome to yellow land!\n- Use the arrow keys or the Wasd to move\n- Avoid Jelly\n- Avoid spikes and Lava! And Comment your time!\n- Music by Allison & Vexento - Mango Breeze & Coffin dance.\n- Confetti by @Game-Cloud\n- Player death by @-PandaMC-\n- Art and Coding by me!\n- Enjoy!! And The boss is coming soon!\n- Consider leaving a heart, star and a Follow! For Part 2!! :D\n- Thank You! And can we get this #1 on trending??\n- New games are coming so stay tuned! <3\n- World's BEST : 7 by @28dblack\n- Thank You Everyone for making this top remixed! :DDD\n@Xamuil2 tutorial |
EMOJI PLATFORMER || #GAME | @Stage\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 (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)?> or <touching (level v)?>> then\n change y by (slope)\n repeat until <not <<touching (level v)?> or <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 (level v)?>> then\n repeat until <not <<touching (level v)?> or <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 <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]\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)\nReset Position [-198] [-10]\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [13]\n if <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]\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\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <<[163] < (x position)> and <touching (_edge_ v)?>> then\n change [level v] by (1)\n Reset Position [-198] [-10]\n end\n if <<touching color (#002565)?> or <<touching (_edge_ v)?> and <(y position) < [6]>>> then\n Reset Position [-198] [-10]\n end\n if <touching (sprite2 v)?> then\n broadcast (CHAT v)\n end\nend\n\nwhen I start as a clone\nchange [color v] effect by (25)\n\n@Level\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n switch costume to (costume1 v)\n end\n if <(level) = [2]> then\n switch costume to (costume2 v)\n end\n if <(level) = [3]> then\n switch costume to (costume3 v)\n end\n if <(level) = [4]> then\n switch costume to (costume4 v)\n end\n if <(level) = [5]> then\n switch costume to (costume5 v)\n end\n if <(level) = [6]> then\n switch costume to (costume7 v)\n end\n if <(level) = [7]> then\n switch costume to (costume6 v)\n end\n if <(level) = [8]> then\n switch costume to (costume8 v)\n end\n if <(level) = [9]> then\n switch costume to (costume10 v)\n end\n if <(level) = [10]> then\n switch costume to (costume11 v)\n end\n if <(level) = [11]> then\n switch costume to (costume12 v)\n end\n if <(level) = [12]> then\n switch costume to (costume13 v)\n end\n if <(level) = [13]> then\n switch costume to (costume14 v)\n end\n if <(level) = [14]> then\n switch costume to (costume15 v)\n end\n if <(level) = [15]> then\n switch costume to (costume16 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(level) = [9]> then\n go to x: (206) y: (-158)\n switch costume to (costume1 v)\n show\n end\n if <(level) = [10]> then\n go to x: (146) y: (-136)\n switch costume to (costume2 v)\n show\n end\n if <(level) = [11]> then\n go to x: (146) y: (-136)\n switch costume to (costume3 v)\n show\n end\n if <(level) = [12]> then\n go to x: (114) y: (-31)\n switch costume to (costume4 v)\n show\n end\n if <(level) = [13]> then\n hide\n end\n if <(level) = [14]> then\n go to x: (30) y: (-50)\n go to [back v] layer\n switch costume to (costume5 v)\n show\n end\n if <(level) = [15]> then\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n if <(level) = [15]> then\n show\n go to x: (87) y: (4)\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [chat v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Fade \(Icol Remix\) \(1\).mp3 v] until done\nend\n\n@Sprite4\n\nwhen flag clicked\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\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (2 v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n 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@Love and fave reminder\n\nwhen I receive [intro v]\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\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\n | CONTROLLS-\n ARROW KEYS OR WSAD \nSTAY AWAY FROM THAT BUG LOOKING THINGS"Viruses"\nLIKE/FAV/COMMENT/FOLLOW\n\nPLS BE KIND \nNO TROLLING \nNO ADVERTISING\nNO F4F\nMEYBE DEALS\nCOMMENT ABOUT IT\n\n\n\n\n\n\n\n\n\n\n\n\n#GAME #PLATFORMER #CAR #CARFORMER #CARPLATFORMER #LIKE #FAV #FOLLOW #COMMENT #CAR #ARTS #THUMBNAIL #THUMBNAILS #ART#COOL #FUN #FUNNY \n\n\n |
Platformer Template | @Stage\n\n@player\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-2)\n change y by (y velocity)\n change [in air v] by (1)\n handle ground <(y velocity) > [0]>\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <(in air) < [8]>> then\n set [y velocity v] to [14]\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n walk [6]\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n walk [-6]\n end\nend\n\ndefine handle ground <moving up>\nswitch costume to (costume2 v)\nrepeat until <not <touching (ground v)?>>\n if <moving up> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y velocity v] to [0]\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset [deaths v] to [0]\nforever\n if <(y position) < [-170]> then\n set [y velocity v] to [0]\n set x to (-230)\n if <(y position) < [-100]> then\n set y to (-100)\n end\n change [deaths v] by (1)\n change [lives v] by (-1)\n broadcast (reboot level v)\n end\nend\n\ndefine die / next level\nif <(x position) > [230]> then\n set x to (-230)\n if <(y position) < [-100]> then\n set y to (-100)\n else\n if <[-5] < (y position)> then\n set y to (-5)\n end\n end\n broadcast (next level v)\nend\n\nwhen flag clicked\nforever\n die / next level\nend\n\nwhen flag clicked\ngo to x: (-230) y: (5)\n\n@ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@instructions on how to customize this game\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n | You can change the ground sprite colours, the player sprite design and add music.\nPlease credit.\nAll other instructions are in the game.\nConstructive Criticism is valued.\n -Love, Fav, Follow-\n________________________________________\npropose to be featured here:\nhttps://scratch.mit.edu/studios/28715018/ |
Ninja Adventure >> A Platformer #All #Games | @Stage\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 flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [end v]\ngo to x: (-160) y: (-16)\npoint in direction (90)\n\nwhen I receive [end v]\nchange [level v] by (1)\n\nwhen flag clicked\nwait (6.78) seconds\nshow\ngo to [front v] layer\nset size to (80) %\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: (-160) y: (-16)\npoint in direction (90)\nforever\n Platformer Physics [1] [0.9] [13]\n if <<<<touching (danger v)?> or <touching (laser v)?>> or <touching (enemy v)?>> or <touching (red enemy v)?>> then\n set size to (80) %\n set [ghost v] effect to (0)\n repeat (8)\n change size by (-10)\n end\n set size to (80) %\n go to x: (-198) y: (-10)\n point in direction (90)\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\nrepeat (30)\n change x by (-4)\n turn left (15) degrees\n change y by (2)\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@level\n\nwhen flag clicked\nwait (6.78) seconds\nshow\ngo to x: (-2) y: (6)\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen flag clicked\nhide\n\n@volume button\n\nwhen flag clicked\nhide\nswitch costume to (on v)\ngo to x: (210) y: (155)\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n else\n if <(costume [number v]) = [2]> then\n set volume to (0) %\n end\n end\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n point in direction ((([sin v] of ((timer) * (1000)) ) * (4)) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (6.78) seconds\nshow\nforever\n play sound [K-391 - Summertime v] until done\nend\n\n@dust\n\nwhen I start as a clone\nshow\ngo to (player v)\nchange y by (-25)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nmove (5) steps\nforever\n move (-1) steps\n change y by (0.25)\nend\n\nwhen I start as a clone\nrepeat (15)\n change [ghost v] effect by (6)\nend\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nwait (0.05) seconds\nswitch costume to (costume2 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\n\nwhen I receive [intro v]\nhide\nset size to (80) %\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@end\n\nwhen I receive [intro v]\nshow\ngo to x: (136) y: (-4)\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n broadcast (end v)\n end\nend\n\nwhen flag clicked\nhide\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 flag clicked\nforever\n if <(costume [name v]) = [costume5]> then\n go to x: (-2) y: (-94)\n go to [back v] layer\n point in direction (90)\n set [direction saw v] to [15]\n repeat until <(direction saw) = [-15]>\n turn right (direction saw) degrees\n change [direction saw v] by (-0.25)\n end\n repeat until <(direction saw) = [15]>\n turn right (direction saw) degrees\n change [direction saw v] by (0.25)\n end\n end\nend\n\nrepeat until <(costume [name v]) = [costume5]>\n\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume6]> then\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n go to [back v] layer\n go to x: (-2) y: (-4)\n point in direction (90)\n repeat (45)\n change y by (8)\n end\n point in direction (-90)\n repeat (45)\n change y by (-8)\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <<<<<<not <(costume [number v]) = [6]>> and <not <(costume [number v]) = [11]>>> and <not <(costume [number v]) = [12]>>> and <not <(costume [number v]) = [5]>>> and <not <(costume [number v]) = [14]>>> and <not <(costume [number v]) = [15]>>> then\n point in direction (90)\n go to [back v] layer\n glide (0.75) secs to x: (-2) y: (-4)\n glide (0.75) secs to x: (-2) y: (6)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume6]> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume5]> then\n go to x: (-2) y: (-94)\n end\nend\n\n@text\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nnext costume\n\nwhen flag clicked\nwait (6.78) seconds\nshow\n\n@laser\n\nwhen flag clicked\ngo to x: (36) y: (28)\npoint in direction (90)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n go to [front v] layer\n show\n wait (2) seconds\n hide\n wait (2) seconds\n end\nend\n\n@sword\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (80) %\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n show\n set y to ((([sin v] of ((200) * (timer)) ) * (5)) + (-30))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (sword v)\n go to [front v] layer\n go to (player v)\n point in direction ([direction v] of [player v])\n end\nend\n\nwhen [space v] key pressed\nif <<<<<<(level) = [8]> or <(level) = [9]>> or <(level) = [10]>> or <(level) = [11]>> or <(level) = [12]>> or <(level) = [13]>> then\n go to [front v] layer\n switch costume to (costume1 v)\n start sound [knife slash sound effect 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 (costume1 v)\n set [ghost v] effect to (0)\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [sword v]\nforever\n go to [front v] layer\n go to (player v)\n point in direction ([direction v] of [player v])\nend\n\n@enemy\n\nwhen flag clicked\ngo to x: (182) y: (-69)\nhide\nswitch costume to (enemy right v)\npoint in direction (90)\nset size to (80) %\nforever\n if <<<(level) = [9]> and <not <touching (sword v)?>>> or <<(level) = [13]> and <not <touching (sword v)?>>>> then\n wait (1) seconds\n set [ghost v] effect to (0)\n show\n switch costume to (enemy left v)\n glide (3) secs to x: (-169) y: (-69)\n switch costume to (enemy right v)\n glide (3) secs to x: (181) y: (-69)\n end\nend\n\nwhen I receive [end v]\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n hide\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) = [25]> then\n hide\n end\nend\n\nwhen flag clicked\nwait until <not <touching (sword v)?>>\nforever\n if <touching (sword v)?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (8) y: (5)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Trampoline\n\nwhen flag clicked\ngo to x: (-2) y: (5)\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(level) = [10]> then\n show\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n repeat (4)\n wait (0.02) seconds\n next costume\n end\n start sound [Mario Jump - Gaming Sound Effect \(HD\) v]\n wait (0.02) seconds\n switch costume to (costume3 v)\n wait (0.02) seconds\n switch costume to (costume2 v)\n wait (0.02) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(level) = [11]> then\n hide\n end\nend\n\n@water\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n go to [back v] layer\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n hide\n end\nend\n\n@red enemy\n\nwhen flag clicked\ngo to x: (182) y: (-69)\nhide\nswitch costume to (enemy right v)\npoint in direction (90)\nset size to (80) %\nforever\n if <<<(level) = [9]> and <not <touching (sword v)?>>> or <<(level) = [13]> and <not <touching (sword v)?>>>> then\n wait (2) seconds\n set [ghost v] effect to (0)\n show\n switch costume to (enemy left v)\n glide (3) secs to x: (-169) y: (-69)\n switch costume to (enemy right v)\n glide (3) secs to x: (181) y: (-69)\n end\nend\n\nwhen I receive [end v]\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n hide\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) = [25]> then\n hide\n end\nend\n\nwhen flag clicked\nwait until <not <touching (sword v)?>>\nforever\n if <touching (sword v)?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n hide\n end\nend\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Shockwave]> then\n clear graphic effects\n Frame Animation x (X) y (Y) sz [100] dir (Rotation) spd [1]\n Set effects: color [0] brightness [0] transparency [0]\n set [v v] to [1]\n go to [front v] layer\n switch costume to (checker shockwave 1 v)\n show\n repeat until <[21] < (V)>\n switch costume to (blank v)\n change size by (((500) - (size)) / (5))\n switch costume to (V)\n change [v v] by (((22) - (V)) / (5))\n end\n repeat (10)\n switch costume to (blank v)\n change [ghost v] effect by (10)\n change size by (((500) - (size)) / (5))\n switch costume to (V)\n change [v v] by (((22) - (V)) / (5))\n end\n delete this clone\nend\n\ndefine Shockwave\nset [rotation v] to [0]\nSet x [0] y [0]\nClone Sprite ID [Shockwave] # [1]\nset [rotation v] to [180]\nSet x [0] y [0]\nClone Sprite ID [Shockwave] # [1]\nwait (0.15) seconds\nset [rotation v] to [-90]\nSet x [0] y [0]\nClone Sprite ID [Shockwave] # [1]\nset [rotation v] to [90]\nSet x [0] y [0]\nClone Sprite ID [Shockwave] # [1]\n\ndefine Clone Sprite ID (id) # (#)\nset [clone v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\ndefine Frame Animation 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\ndefine Set effects: color (color) brightness (brightness) transparency (transparency)\nset [color v] to (color)\nset [brightness v] to (brightness)\nset [transparency v] to (transparency)\nset [color v] effect to (Color)\nset [brightness v] effect to (Brightness)\nset [ghost v] effect to (Transparency)\n\ndefine Line Explode (degree) with start (start)\nset [rotation v] to (start)\nrepeat ((360) / (degree))\n Clone Sprite ID [Burst] # [1]\n change [rotation v] by (degree)\nend\n\ndefine Set x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I start as a clone\nif <(Clone) = [Burst]> then\n set [value 1 v] to [20]\n switch costume to (logo v)\n go to [front v] layer\n go [backward v] (2) layers\n show\n Set effects: color (Color) brightness (Brightness) transparency (pick random (0) to (10))\n Frame Animation x (X) y (Y) sz [0] dir (Rotation) spd [1]\n repeat until <(Value 1) < [2]>\n set [value 1 v] to ((Value 1) * (0.9))\n switch costume to (((Value 1) * (-0.5)) + (34))\n Frame size [100] spd [5]\n move ((Value 1) * (1.2)) steps\n end\n repeat (10)\n set [value 1 v] to ((Value 1) * (0.9))\n switch costume to (((Value 1) * (-0.5)) + (34))\n Frame size [100] spd [5]\n move ((Value 1) * (1.2)) steps\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\ndefine Frame size (sz) spd (spd)\nchange size by (((round (sz)) - (round (size))) / (spd))\n\nwhen flag clicked\nhide\nwait (1) seconds\nstart sound [Fate v]\nset [keyframe v] to [0]\nrepeat (3)\n Clone Sprite ID [First] # [1]\n wait (0.1) seconds\nend\nwait (0.4) seconds\nClone Sprite ID [Logo] # [1]\nwait (0.1) seconds\nset [rotation v] to [0]\nbroadcast (Listen v)\nrepeat until <(Keyframe) = [1]>\n go to [front v] layer\n set [color v] to [120]\n set [brightness v] to [100]\n Line Explode [90] with start (Rotation)\n change [rotation v] by (25)\n wait (0) seconds\n set [color v] to [100]\n set [brightness v] to [-20]\n Line Explode [90] with start (Rotation)\n change [rotation v] by (25)\n wait (0.1) seconds\nend\n\ndefine Diminish Shake at x (x) y (y) spd (spd) shake size (size)\nset [v v] to ([abs v] of (size) )\nrepeat until <[0] = (round (V))>\n go to x: (pick random ((x) + (V)) to ((x) - (V))) y: (pick random ((y) + (V)) to ((y) - (V)))\n change [v v] by (((0) - (round (V))) / (spd))\nend\n\nwhen I start as a clone\nif <(Clone) = [First]> then\n Frame Animation x [0] y [0] sz [20] dir [90] spd [1]\n Set effects: color [0] brightness [0] transparency [0]\n show\n repeat until <[1200] = (round (size))>\n switch costume to (scaling dot v)\n Frame Animation x [0] y [0] sz [1200] dir [90] spd [4]\n switch costume to (first v)\n end\n repeat until <(Keyframe) = [1]>\n go to [back v] layer\n go [backward v] (52362626) layers\n end\n repeat until <[100] = (round (Brightness))>\n switch costume to (scaling dot v)\n change [brightness v] by (((100) - (round (Brightness))) / (10))\n change [transparency v] by (((100) - (round (Transparency))) / (10))\n change [brightness v] effect by (Brightness)\n change [ghost v] effect by (Transparency)\n switch costume to (first v)\n wait (2) seconds\n broadcast (intro v)\n hide\n end\nend\n\ndefine Bounce 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)\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(Clone) = [Logo]> then\n Frame Animation x [0] y [0] sz [2] dir [90] spd [1]\n Set effects: color [0] brightness [0] transparency [0]\n show\n switch costume to (logo v)\n Bounce to size [100]\n repeat until <(Keyframe) = [1]>\n go to [front v] layer\n wait (0.4) seconds\n broadcast (Shock v)\n Diminish Shake at x [0] y [0] spd [4] shake size [5]\n end\n repeat until <[800] = (round (size))>\n switch costume to (scaling dot v)\n change [brightness v] by (((100) - (round (Brightness))) / (25))\n change [transparency v] by (((100) - (round (Transparency))) / (25))\n change size by (((800) - (round (size))) / (25))\n change [brightness v] effect by (Brightness)\n change [ghost v] effect by (Transparency)\n switch costume to (logo v)\n end\n delete this clone\nend\n\nwhen I receive [shock v]\nShockwave\n\nwhen I receive [listen v]\nwait (4) seconds\nset [keyframe v] to [1]\n\n | You are a Ninja and your goal is to be a Ninja master,\nDefeat enemies with swords\nUse the arrow keys or WASD\nAvoid spikes, lava and some amazing dangerous stuffs.\n(You can Wall jump)\nAnd get ready for Ninja Adventure Part 2!!\nWhen you are in the water press down arrow or S to go down.\nPlease don't False report this, I worked really hard on this :).\n\n= Notes and Credits =\nThank you so much @Will_Wam and @-InfinityCode-\nfor Inspiration\nThank you Youtube for some sounds\nThank you @-InfinityCode for the sword thingy\nArt by me\nThank you @-PandaMC for the spinning saw\nThank you cooltext for thumbnail text\nParticle tutorial by https://www.youtube.com/watch?v=nGMA_W8jKdU\nIntro by @aqury\nThank you @Infinitycode for the spring art idea. |
Secrets || A platformer (Mobile Friendly) #games #all #art | @Stage\n\nwhen flag clicked\nswitch backdrop to (white v)\nwait (3) seconds\nswitch backdrop to (black v)\n\nwhen I receive [run v]\nswitch backdrop to (standard v)\n\nwhen flag clicked\nforever\n if <(Lv#) = [13]> then\n switch backdrop to (cave v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Lv#) = [13]> then\n stop all sounds\n repeat until <(Lv#) = [14]>\n play sound [bensound-epic v] until done\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nrepeat until <(Lv#) = [13]>\n play sound [bensound-anewbeginning v] until done\nend\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(Lv#) = [14]> then\n stop all sounds\n play sound [Cheer v] until done\n stop [this script v]\n end\nend\n\n@Player\n\nwhen I receive [run v]\nshow\nset size to (25) %\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 (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((x) * (-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 (platform v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (platform v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<touching (spikes v)?> or <touching (saw v)?>> or <<<<<<(y position) < [-180]> or <touching (lava v)?>> or <touching (boss v)?>> or <touching (saw 2 v)?>> or <touching (enemy ai blue v)?>> or <touching (enemy ai geen v)?>>> then\n broadcast (Die v)\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\n end\n clear graphic effects\n set size to (25) %\n point in direction (90)\n go to x: (-210) y: (50)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <(x position) > [222]> then\n if <not <(Lv#) = [14]>> then\n broadcast (Next Level v)\n go to x: (-210) y: (50)\n set [y v] to [0]\n set [x v] to [0]\n end\n end\n if <touching (bouncer v)?> then\n set [y v] to [15]\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (bouncer v)?>> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nhide\n\n@Platform\n\nwhen I receive [next level v]\nchange [lv# v] by (1)\n\nwhen flag clicked\nset [lv# v] to [1]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [run v]\nswitch costume to (Lv#)\nshow\nrepeat until <(Win) = [1]>\n switch costume to (Lv#)\nend\n\nwhen flag clicked\nforever\n if <(Lv#) = [13]> then\n if <(Win) = [1]> then\n switch costume to (13.2 v)\n end\n end\nend\n\n@Animation\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (6) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (2 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (10) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (3 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (9) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (Run v)\n\n@Decoration\n\nwhen I receive [run v]\nshow\nswitch costume to (1 v)\nset [ghost v] effect to (10)\nforever\n switch costume to (Lv#)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@Background elementss\n\nwhen I receive [run v]\nshow\nrepeat until <(Lv#) = [13]>\n switch costume to (Lv#)\nend\nswitch costume to (13 v)\nwait (4) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (13.1 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (4) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (13.2 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (Boss v)\nhide\nset [ghost v] effect to (0)\nwait until <(Lv#) = [14]>\nswitch costume to (14 v)\nshow\n\nwhen flag clicked\ngo to x: (37) y: (30)\ngo to [back v] layer\nhide\n\n@Enemy AI Geen\n\nwhen I receive [run v]\nforever\n if <<<(Lv#) = [7]> or <(Lv#) = [9]>> and <not <(Die) = [1]>>> then\n show\n set size to (25) %\n go to x: (210) y: (50)\n point in direction (90)\n set rotation style [left-right v]\n hide variable [y v]\n hide variable [x v]\n set [y v] to [0]\n set [x v] to [0]\n repeat until <<not <<(Lv#) = [7]> or <(Lv#) = [9]>>> or <(Die) = [1]>>\n change [y v] by (-1)\n if <([x position v] of [player v]) < (x position)> then\n change [x v] by (-0.8)\n point in direction (-90)\n end\n if <(x position) < ([x position v] of [player v])> then\n change [x v] by (0.8)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((x) * (-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 (platform v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (sword v)?> then\n play sound [Crunch v] until done\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\n end\n hide\n set [die v] to [1]\n set size to (25) %\n clear graphic effects\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (platform v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (bouncer v)?> then\n set [y v] to [15]\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (bouncer v)?>> then\n set [y v] to [20]\n end\n end\n hide\n end\nend\n\nwhen flag clicked\nset [die v] to [0]\nhide\n\nwhen I receive [die v]\ngo to x: (210) y: (50)\n\n@Enemy AI Blue\n\nwhen I receive [run v]\nforever\n if <<(Lv#) = [9]> and <not <(Die) = [1]>>> then\n show\n set size to (25) %\n go to x: (210) y: (100)\n point in direction (90)\n set rotation style [left-right v]\n hide variable [y v]\n hide variable [x v]\n set [y v] to [0]\n set [x v] to [0]\n repeat until <<not <(Lv#) = [9]>> or <(Die) = [1]>>\n change [y v] by (-1)\n if <([x position v] of [player v]) < (x position)> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <(x position) < ([x position v] of [player v])> 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 (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((x) * (-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 (platform v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (platform v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (sword v)?> then\n play sound [Crunch v] until done\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\n end\n hide\n set [die v] to [1]\n set size to (25) %\n clear graphic effects\n end\n if <touching (bouncer v)?> then\n set [y v] to [15]\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (bouncer v)?>> then\n set [y v] to [20]\n end\n end\n hide\n end\nend\n\nwhen flag clicked\nset [die v] to [0]\nhide\n\nwhen I receive [die v]\ngo to x: (210) y: (50)\n\n@Boss\n\nwhen I receive [boss v]\nrepeat until <(Win) = [1]>\n show\n change [y v] by (-1)\n if <([x position v] of [player v]) < (x position)> then\n change [x v] by (-0.3)\n point in direction (-90)\n end\n if <(x position) < ([x position v] of [player v])> then\n change [x v] by (0.3)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (1)\n end\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [15]\n if <(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 (platform v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (platform v)?>> then\n set [y v] to [0]\n end\n change y by (1)\n if <touching (sword v)?> then\n broadcast (-1 HP v) and wait\n end\n if <touching (bouncer v)?> then\n set [y v] to [15]\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (bouncer v)?>> then\n set [y v] to [20]\n end\nend\nhide\n\nwhen flag clicked\nset [win v] to [0]\nhide\nset size to (60) %\ngo to x: (160) y: (100)\npoint in direction (-90)\nset rotation style [left-right v]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\n\nwhen I receive [die v]\ngo to x: (150) y: (50)\n\nwhen flag clicked\nforever\n if <(Win) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\n end\n set size to (60) %\n clear graphic effects\n stop [this script v]\n end\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (-10)\nhide\n\nwhen I receive [run v]\nshow\nforever\n switch costume to (Lv#)\nend\n\n@Saw\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [run v]\nforever\n turn right (10) degrees\n if <(Lv#) = [1]> then\n hide\n end\n if <(Lv#) = [2]> then\n show\n go to x: (110) y: (-100)\n end\n if <(Lv#) = [3]> then\n hide\n end\n if <(Lv#) = [4]> then\n hide\n end\n if <(Lv#) = [5]> then\n hide\n end\n if <(Lv#) = [6]> then\n hide\n end\n if <(Lv#) = [7]> then\n hide\n end\n if <(Lv#) = [8]> then\n hide\n end\n if <(Lv#) = [9]> then\n hide\n end\n if <(Lv#) = [10]> then\n hide\n end\n if <(Lv#) = [11]> then\n show\n go to x: (-130) y: (-100)\n end\n if <(Lv#) = [12]> then\n hide\n end\n if <(Lv#) = [13]> then\n hide\n end\n if <(Lv#) = [14]> then\n hide\n end\nend\n\n@Sword\n\nwhen I start as a clone\nrepeat (2)\n change [ghost v] effect by (50)\nend\ndelete this clone\n\nwhen I receive [sword v]\nforever\n hide\n point in direction (90)\n switch costume to (sword v)\n forever\n if <mouse down?> then\n show\n switch costume to (sword v)\n repeat (7)\n turn right (15) degrees\n end\n repeat (7)\n turn left (15) degrees\n end\n hide\n end\n if <(mouse x) > ([x position v] of [player v])> then\n point in direction (90)\n end\n if <([x position v] of [player v]) > (mouse x)> then\n point in direction (-90)\n end\n end\nend\n\nwhen flag clicked\npoint in direction (-90)\ngo to [back v] layer\nhide\nwait until <(Lv#) = [8]>\nswitch costume to (sword in stone v)\ngo to x: (5) y: (-30)\nshow\nforever\n if <<<(Lv#) = [8]> and <<touching (player v)?> and <mouse down?>>> or <<(Lv#) = [8]> and <<touching (player v)?> and <key (space v) pressed?>>>> then\n broadcast (Sword v)\n end\n if <<(Lv#) = [9]> and <not <(costume [name v]) = [Sword]>>> then\n hide\n end\nend\n\nwhen I receive [sword v]\nset [brightness v] effect to (-25)\nset size to (150) %\nforever\n go to (player v)\n go to [back v] layer\n create clone of (_myself_ v)\nend\n\n@Lava\n\nwhen I receive [run v]\nshow\nforever\n if <(Lv#) = [1]> then\n hide\n end\n if <(Lv#) = [2]> then\n hide\n end\n if <(Lv#) = [3]> then\n show\n go to x: (98) y: (-170)\n repeat until <not <(Lv#) = [3]>>\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\n end\n if <(Lv#) = [4]> then\n show\n go to x: (55) y: (-170)\n repeat until <not <(Lv#) = [4]>>\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\n end\n if <(Lv#) = [5]> then\n hide\n end\n if <(Lv#) = [6]> then\n hide\n end\n if <(Lv#) = [7]> then\n hide\n end\n if <(Lv#) = [8]> then\n hide\n end\n if <(Lv#) = [9]> then\n hide\n end\n if <(Lv#) = [10]> then\n show\n go to x: (55) y: (-165)\n repeat until <not <(Lv#) = [10]>>\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\n end\n if <(Lv#) = [11]> then\n hide\n end\n if <(Lv#) = [12]> then\n hide\n end\n if <(Lv#) = [13]> then\n hide\n end\n if <(Lv#) = [14]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (10)\nhide\n\n@Bouncer\n\nwhen I receive [run v]\nforever\n if <(Lv#) = [1]> then\n hide\n end\n if <(Lv#) = [2]> then\n hide\n end\n if <(Lv#) = [3]> then\n show\n go to x: (0) y: (-20)\n repeat until <not <(Lv#) = [3]>>\n if <touching (player v)?> then\n switch costume to (trampolin 2 v)\n wait (.01) seconds\n switch costume to (trampolin 1 v)\n if <not <touching (player v)?>> then\n start sound [Big Boing v]\n end\n end\n end\n end\n if <(Lv#) = [4]> then\n hide\n end\n if <(Lv#) = [5]> then\n hide\n end\n if <(Lv#) = [6]> then\n hide\n end\n if <(Lv#) = [7]> then\n show\n go to x: (-70) y: (-20)\n repeat until <not <(Lv#) = [7]>>\n if <touching (player v)?> then\n switch costume to (trampolin 2 v)\n wait (.01) seconds\n switch costume to (trampolin 1 v)\n if <not <touching (player v)?>> then\n play sound [Big Boing v] until done\n end\n end\n end\n end\n if <(Lv#) = [8]> then\n hide\n end\n if <(Lv#) = [9]> then\n hide\n end\n if <(Lv#) = [10]> then\n hide\n end\n if <(Lv#) = [11]> then\n hide\n end\n if <(Lv#) = [12]> then\n hide\n end\n if <(Lv#) = [13]> then\n hide\n end\n if <(Lv#) = [14]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (trampolin 1 v)\ngo to [back v] layer\nhide\n\n@Saw 2\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [run v]\nforever\n turn right (10) degrees\n if <(Lv#) = [1]> then\n hide\n end\n if <(Lv#) = [2]> then\n show\n go to x: (20) y: (-100)\n end\n if <(Lv#) = [3]> then\n hide\n end\n if <(Lv#) = [4]> then\n hide\n end\n if <(Lv#) = [5]> then\n hide\n end\n if <(Lv#) = [6]> then\n hide\n end\n if <(Lv#) = [7]> then\n hide\n end\n if <(Lv#) = [8]> then\n hide\n end\n if <(Lv#) = [9]> then\n hide\n end\n if <(Lv#) = [10]> then\n hide\n end\n if <(Lv#) = [11]> then\n show\n go to x: (20) y: (-100)\n end\n if <(Lv#) = [12]> then\n hide\n end\n if <(Lv#) = [13]> then\n hide\n end\n if <(Lv#) = [14]> then\n hide\n end\nend\n\n@Saw 3\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [run v]\nforever\n turn right (10) degrees\n if <(Lv#) = [1]> then\n hide\n end\n if <(Lv#) = [2]> then\n hide\n end\n if <(Lv#) = [3]> then\n hide\n end\n if <(Lv#) = [4]> then\n hide\n end\n if <(Lv#) = [5]> then\n hide\n end\n if <(Lv#) = [6]> then\n hide\n end\n if <(Lv#) = [7]> then\n hide\n end\n if <(Lv#) = [8]> then\n hide\n end\n if <(Lv#) = [9]> then\n hide\n end\n if <(Lv#) = [10]> then\n hide\n end\n if <(Lv#) = [11]> then\n show\n go to x: (170) y: (-100)\n end\n if <(Lv#) = [12]> then\n hide\n end\n if <(Lv#) = [13]> then\n hide\n end\n if <(Lv#) = [14]> then\n hide\n end\nend\n\n@Boss health\n\nwhen flag clicked\nset [win v] to [0]\nswitch costume to (8 hp v)\ngo to x: (-76) y: (150)\nhide\n\nwhen I receive [boss v]\nshow\n\nwhen I receive [-1 hp v]\nif <(costume [number v]) = [8]> then\n hide\n set [win v] to [1]\nelse\n next costume\nend\nwait (.2) seconds\n\nwhen I receive [die v]\nswitch costume to (8 hp v)\n\n | My latest game: https://scratch.mit.edu/projects/495878196\n⭐️⭐️⭐️PLEASE READ THIS⭐️⭐️⭐️\nUse arrowkeys, wasd or your finger to move the little cube . Read the text it can help you ;) The rest are included in the game. And press space or click to take the sword and click to use it. #1 on games and #3 on all :o And #1 on Music I don‘t know why XD 17/02/2021\nIf you stay on the trampoline you can keep jumping with you finger, arrowkeys or wasd and then you jump higher ;)\n\nI hope I win the contest :D |
Maze - a Scrolling Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Tobu - Higher v] until done\nend\n\nwhen flag clicked\nforever\n\n\n\nwhen I receive [you win!!!! v]\nswitch backdrop to (backdrop1 v)\nwait (5) seconds\n\n@Sprite1\n\n@uber Chubby Platforms2\n\nwhen I receive [poo flag start 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]\nset [scroll y v] to [0]\nset [scroll x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (xy-grid-20px v)\n hide\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 [x v] by (y)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (400) %\nswitch costume to (level 1-1 v)\n\nwhen I receive [you win!!!! v]\nhide\n\n@I am Thy Player\n\nwhen flag clicked\nbroadcast (Poo Flag start v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [poo flag start v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\ncreate clone of (_myself_ v)\nforever\n broadcast (REset v) and wait\n broadcast (Setup v) and wait\n Game ON!\n repeat until <(EXITE) > []>\n Tick\n broadcast (tick v) and wait\n end\n if <(EXITE) = [win]> then\n game win yea\n else\n Game - You are Die\n end\nend\n\ndefine Game ON!\nset [sx asdf v] to [0]\nset [x v] to [-200]\nset [y v] to [0]\nset [sy v] to [0]\nset [in da air v] to [0]\nset [exite v] to []\npoint in direction (90)\nset size to (50) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [sx asdf v] by (-2)\n switch costume to (cool kid a;sldkfj3 v)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [sx asdf v] by (2)\n switch costume to (cool kid a;sldkfj2 v)\nend\nset [sx asdf v] to ((sx asdf) * (0.8))\nif <([abs v] of (sx asdf) ) > [0.9]> then\n Change pasldkj player x by (round (sx asdf))\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(in da air) < [4]> then\n set [sy v] to [16]\n switch costume to (cool kid a;sldkfj4 v)\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange play dude y by yeet (sy)\nTest - Are you Die\nif <touching (you won yaya!!!! v)?> then\n set [exite v] to [win]\nend\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [988]> then\n set [scroll x v] to [988]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <[711] < (SCROLL Y)> then\n set [scroll y v] to [711]\nend\nposition chickin fingas\nif <not <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <mouse down?>>>>>>> then\n switch costume to (cool kid a;sldkfj v)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (cool kid a;sldkfj5 v)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (cool kid a;sldkfj6 v)\nend\n\ndefine Change play dude y by yeet (sy)\nchange [y v] by (sy)\nchange [in da air v] by (1)\nposition chickin fingas\nrepeat until <not <touching (cheezy chubby platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in da air v] to [0]\n end\n position chickin fingas\n set [sy v] to [0]\nend\n\ndefine position chickin fingas\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change pasldkj player x by (sx)\nchange [x v] by (sx)\nposition chickin fingas\nif <touching (cheezy chubby platforms v)?> then\n repeat (12)\n change [y v] by (1)\n position chickin fingas\n if <not <touching (cheezy chubby platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx asdf v] to [-16]\n else\n set [sx asdf v] to [16]\n end\n set [in da air v] to [0]\n else\n set [sx asdf v] to [0]\n end\n repeat until <not <touching (cheezy chubby 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 chickin fingas\n end\nend\n\ndefine Game - You are Die\nset [exite v] to []\nwait (0.05) seconds\n\ndefine Test - Are you Die\nif <touching (ouch that hurt! v)?> then\n set [exite v] to [die]\nend\n\ndefine game win yea\nbroadcast (You Win!!!! v) and wait\nstop [all v]\n\nrepeat (50)\n point towards (exite tasdf v)\n turn right (65) degrees\n move ((distance to [exite tasdf v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\npoint in direction (90)\nset size to (90) %\nchange [level v] by (1)\nwait (1) seconds\n\nrepeat (3)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\n\nwhen I receive [you win!!!! v]\nhide\n\n@cheezy Chubby Platforms\n\nwhen I receive [poo flag start 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]\nset [scroll y v] to [0]\nset [scroll x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n hide\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 [x v] by (y)\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (400) %\nswitch costume to (level 1-1 v)\n\nwhen I receive [you win!!!! v]\nhide\n\n@ouch that hurt!\n\nwhen I receive [poo flag start 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]\nset [scroll y v] to [0]\nset [scroll x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n hide\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 [x v] by (y)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (400) %\nswitch costume to (level 1-1 v)\ngo [forward v] (1) layers\n\nwhen I receive [you win!!!! v]\nhide\n\n@you won yaya!!!!\n\nwhen I receive [poo flag start 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]\nset [scroll y v] to [0]\nset [scroll x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n hide\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 [x v] by (y)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (400) %\nswitch costume to (level 1-1 v)\nshow\ngo to [front v] layer\n\nwhen I receive [you win!!!! v]\nhide\n\n@I have a nail in my thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [tick v]\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n | Use the keys WASD to move, or the arrow keys. Wall jumping is also possible.\n\n\nThis platformer can be finished because I have done it multiple times! |
Notebook Platformer || Contest Entry | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset volume to (100) %\nset [m v] to (pick random (1) to (4))\nforever\n if <key (m v) pressed?> then\n if <(volume) = [100]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n Pitch\n end\n Pitch\n wait until <not <key (m v) pressed?>>\n Pitch\n if <key (t v) pressed?> then\n stop all sounds\n change [m v] by (1)\n end\n wait until <not <key (t v) pressed?>>\n Pitch\nend\n\nwhen flag clicked\nforever\n play sound (m) until done\nend\n\nwhen I receive [platformer v]\nswitch backdrop to (backdrop2 v)\n\ndefine Pitch\nset [pitch v] effect to (((100) - (volume)) - (<(volume) = [0]> * ((-1) / (0))))\n\n@level\n\nwhen flag clicked\nhide\n\nwhen I receive [level change' v]\nnext costume\n\nwhen I receive [platformer v]\nswitch costume to (level1 v)\nshow\n\nwhen flag clicked\nbroadcast (platformer v)\n\n@player\n\nwhen flag clicked\nhide\n\ndefine Touch ground <something above>\nchange [a v] by (1)\nrepeat until <not <touching color (#ff8800)?>>\n change y by (1)\n set [y v] to [22]\n set [a v] to [0]\nend\nrepeat until <not <touching (level v)?>>\n if <something above> then\n change y by (-1)\n else\n change y by (1)\n set [a v] to [0]\n end\n set [y v] to [0]\nend\n\ndefine reset\ngo to x: (-215) y: (-75)\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [x v] by (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>)\n set [x v] to ((x) * (0.88))\n change x by (x)\n if <touching (level v)?> then\n change x by ((0) - (x))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(x) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n if <touching color (#57a1ff)?> 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 v] by (0.5)\n else\n change [y v] by (-.05)\n end\n else\n change [y v] by (-1)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching color (#57a1ff)?> then\n end\n change y by (y)\n if <<<<touching (spikes v)?> or <touching color (#ff0000)?>> or <(y position) = [-180]>> or <touching (cannon v)?>> then\n go to [back v] layer\n stop [other scripts in sprite v]\n reset\n else\n go to [front v] layer\n end\n if <touching (flag v)?> then\n stop [other scripts in sprite v]\n broadcast (level change' v)\n reset\n end\n Touch ground <(y) > [0]>\nend\n\nwhen I receive [platformer v]\nshow\nreset\n\n@spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [level change' v]\nnext costume\n\nwhen I receive [platformer v]\nshow\nswitch costume to ( v)\n\n@flag\n\nwhen flag clicked\nhide\n\nwhen I receive [platformer v]\nshow\nforever\n if <<<([costume # v] of [level v]) < [3]> or <[3] < ([costume # v] of [level v])>> and <not <([costume # v] of [level v]) = [6]>>> then\n go to x: (208) y: (-79)\n end\n if <([costume # v] of [level v]) = [3]> then\n go to x: (120) y: (110)\n end\n if <([costume # v] of [level v]) = [6]> then\n go to x: (200) y: (140)\n end\n if <([costume # v] of [level v]) = [14]> then\n hide\n else\n show\n end\nend\n\n@cannon\n\nwhen flag clicked\nhide\n\nwhen I receive [level change' v]\nstop [other scripts in sprite v]\nbroadcast (stuff v)\n\nwhen I receive [stuff v]\nforever\n if <([costume # v] of [level v]) = [3]> then\n go to x: (229) y: (-86)\n switch costume to (costume1 v)\n show\n point in direction (-90)\n forever\n create clone of (_myself_ v)\n wait (4) seconds\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat until <<touching (level v)?> or <<touching (_edge_ v)?> or <touching (player v)?>>>\n move (5) steps\nend\ndelete this clone\n\nwhen I receive [platformer v]\nshow\nset rotation style [left-right v]\nbroadcast (stuff v)\n\n@tramp\n\nwhen flag clicked\nhide\n\nwhen I receive [switch v]\nswitch costume to ([costume # v] of [level v])\n\nwhen I receive [platformer v]\nshow\nforever\n broadcast (switch v)\nend\n\n@Thumby\n\nwhen flag clicked\nforever\n hide\n reset timer\nend\n\nwhen [timer v] > (0.001)\nrepeat (100)\n go to [front v] layer\n show\nend\n\n | Yeah guys... the ST hasn't responded to the mass report... so I'm joining a new contest lol. Welcome back to another game! I haven't posted in a while... I'm really sorry. This is NOT a filler, you can tell because the levels are EXTREMELY hard. All levels are possible though! Oops, forgot to tell you the instructions: Mobile friendly, Arrow keys or wasd, don't touch spikes/lava, and bounce on trampolines! M to mute music, t to have a different one. Have fun!\n@Jranknom for the backdrop\n@250119code2 for inspo on idea and thumbnail idea + player art inspo\nGoogle for thumbnail font, it is quicksand bold\nComment: I commented XD |
Unlock || A Mobile Friendly Platformer #Games | @Stage\n\nwhen flag clicked\nbroadcast (Restart v)\n\nwhen flag clicked\nbroadcast (Start v)\n\n@Blank\n\n@player\n\ndefine Player Script\ngo to x: (-206) y: (-95)\nshow\ngo [forward v] (1) layers\nset [level v] to [1]\nset [dead v] to [0]\nset size to (16) %\nforever\n go to [front v] layer\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (3 v)\n change [xv v] by (.8)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead) = [0]>> then\n switch costume to (4 v)\n change [xv v] by (-0.8)\n end\n set [xv v] to ((Xv) * (.9))\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (1 v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (2 v)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (5 v)\n end\n change x by (Xv)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (2)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <<touching (platform v)?> or <touching (locked 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)?> or <touching (locked v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [yv v] to [11]\n end\n end\n change y by (1)\n if <<touching (spike v)?> or <<touching (saws v)?> or <<touching (lava v)?> or <touching (enemies v)?>>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (.1) seconds\n broadcast (Restart v)\n end\n if <(y position) < [-180]> then\n broadcast (Restart v)\n end\n if <<touching (tramps v)?> or <touching (tramps2 v)?>> then\n set [yv v] to [15]\n end\n if <touching (water v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [5]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [yv v] to [-5]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <[230] < (x position)> then\n broadcast (Restart v)\n change [level v] by (1)\n Setup\n end\nend\n\ndefine Setup\nclear graphic effects\npoint in direction (90)\ngo to x: (-220) y: (-16)\nswitch costume to (1 v)\nset [dead v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (16) %\nshow\n\nwhen I receive [end v]\nforever\n hide\nend\n\nwhen I receive [restart v]\ngo to x: (-212) y: (-81)\nset [ghost v] effect to (0)\n\nwhen I receive [1 v]\nhide\nwait (1.2) seconds\nshow\ngo to x: (-206) y: (-95)\n\nwhen I receive [start v]\nPlayer Script\n\nwhen flag clicked\nhide\n\n@Enemies\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine Clone (x) (y)\ngo to x: (x) y: (y)\nset rotation style [all around v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (-10)\n turn right (5) degrees\nend\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (10)\n turn right (5) degrees\nend\nhide\n\nwhen I receive [create clone v]\nhide\nClone Create\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n set rotation style [left-right v]\n clear graphic effects\n set size to (16) %\n show\n go [forward v] (11) layers\n set [enemyx v] to [0]\n set [enemyy v] to [0]\n forever\n change [enemyy v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [enemyx v] by (-0.4)\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [player v])> then\n change [enemyx v] by (0.4)\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by (-4)\n change x by ((Enemyx) * (-1))\n end\n change y by (Enemyy)\n if <<touching (platform v)?> or <touching (locked v)?>> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<<((y position) - (-120)) < ([x position v] of [player v])> and <touching (platform v)?>> or <<((y position) - (-120)) < ([x position v] of [player v])> and <touching (locked v)?>>> then\n set [enemyy v] to [14]\n end\n change y by (1)\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n if <touching (player v)?> then\n broadcast (Restart v)\n broadcast (Create Clone v)\n end\n if <touching (lava v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n if <touching (water v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n end\n end\nelse\n show\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [amount v] to [1]\nset [speed v] to [2]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <touching (tramps v)?> then\n set [enemyy v] to [16]\n end\nend\n\ndefine Clone Create\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n Clone [-200] [241]\nend\nif <(Level) = [6]> then\n Clone [-120] [70]\nend\nif <(Level) = [10]> then\n Clone [-160] [200]\n Clone [-200] [200]\n Clone [-180] [200]\n Clone [-160] [200]\n Clone [0] [50]\n Clone [20] [200]\n Clone [80] [80]\n Clone [140] [180]\nend\n\nwhen flag clicked\nforever\n if then\n delete this clone\n end\n if <(Level) = [4]> then\n broadcast (Create Clone v)\n \n end\nend\n\nwhen I receive [restart v]\nbroadcast (Create Clone v)\n\n@Tramps\n\nwhen I receive [start v]\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n end\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n show\n go to x: (187) y: (-20)\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n show\n go to x: (-110) y: (-22)\n end\n if <(Level) = [6]> then\n show\n go to x: (140) y: (-22)\n end\n if <(Level) = [7]> then\n show\n go to x: (-70) y: (-22)\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [12]> then\n hide\n end\n if <(Level) = [13]> then\n hide\n end\n if <(Level) = [14]> then\n hide\n end\nend\n\n@Saws\n\nwhen I receive [start v]\ngo to [back v] layer\nhide\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n 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 x: (160) y: (-125)\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n show\n go to x: (-150) y: (40)\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [8]> then\n show\n go to x: (20) y: (-110)\n end\n if <(Level) = [9]> then\n show\n go to x: (-50) y: (0)\n glide (1.5) secs to x: (200) y: (0)\n glide (1.5) secs to x: (-50) y: (0)\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [12]> then\n hide\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n if <not <<(Level) = [3]> or <<(Level) = [6]> or <<(Level) = [8]> or <(Level) = [9]>>>>> then\n hide\n end\nend\n\n@platform\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\n@spike\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Water\n\nwhen flag clicked\nforever\n go [backward v] (3) layers\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\n@scenery\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nforever\n switch costume to (Level)\n go [backward v] (4) layers\nend\n\n@Key\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [m v] to [0]\nwait (8) seconds\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nset [ghost v] effect to (0)\nif <(Level) = [1]> then\n show\n go to x: (0) y: (20)\n point in direction (90)\nend\nif <(Level) = [2]> then\n show\n go to x: (-170) y: (150)\n point in direction (90)\nend\nif <(Level) = [3]> then\n show\n go to x: (-100) y: (20)\n point in direction (90)\nend\nif <(Level) = [4]> then\n show\n go to x: (-100) y: (-40)\n point in direction (90)\nend\nif <(Level) = [5]> then\n show\n go to x: (145) y: (-25)\n point in direction (0)\nend\nif <(Level) = [6]> then\n show\n point in direction (90)\n go to x: (-200) y: (160)\nend\nif <(Level) = [7]> then\n show\n point in direction (90)\n go to x: (160) y: (-40)\nend\nif <(Level) = [8]> then\n show\n point in direction (90)\n go to x: (0) y: (70)\nend\nif <(Level) = [9]> then\n show\n point in direction (90)\n go to x: (-20) y: (-130)\nend\nif <(Level) = [10]> then\n show\n point in direction (90)\n go to x: (5-) y: (-30)\nend\nif <(Level) = [11]> then\n hide\nend\n\nwhen I receive [start v]\nset [m v] to [1]\nforever\n if <touching (player v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Moving Platformer v)\n wait (1) seconds\n hide\n end\nend\n\n@Lava\n\nwhen flag clicked\ngo [backward v] (3) layers\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Locked\n\nwhen I receive [moving platformer v]\nbroadcast (Moving platform. v)\n\nwhen I receive [restart v]\ngo to [back v] layer\nif <(Level) = [1]> then\n switch costume to (costume1 v)\n go to x: (0) y: (-200)\n show\nend\nif <(Level) = [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (-200)\nend\nif <(Level) = [3]> then\n switch costume to (costume3 v)\n go to x: (0) y: (-200)\nend\nif <(Level) = [4]> then\n go to x: (0) y: (100)\n switch costume to (costume2 v)\nend\nif <(Level) = [5]> then\n switch costume to (costume4 v)\n show\n go to x: (200) y: (100)\nend\nif <(Level) = [6]> then\n switch costume to (costume4 v)\n show\n go to x: (200) y: (100)\nend\nif <(Level) = [7]> then\n switch costume to (costume4 v)\n show\n go to x: (200) y: (100)\nend\nif <(Level) = [8]> then\n show\n go to x: (200) y: (100)\n switch costume to (costume4 v)\nend\nif <(Level) = [9]> then\n show\n go to x: (200) y: (100)\n switch costume to (costume5 v)\nend\nif <(Level) = [10]> then\n show\n go to x: (-180) y: (300)\n switch costume to (costume2 v)\nend\nif <(Level) = [11]> then\n hide\nend\n\nwhen I receive [moving platform. v]\nif <(Level) = [1]> then\n glide (1) secs to x: (0) y: (100)\nend\nif <(Level) = [2]> then\n switch costume to (costume1 v)\n glide (.8) secs to x: (0) y: (80)\nend\nif <(Level) = [3]> then\n switch costume to (costume3 v)\n glide (.8) secs to x: (0) y: (80)\nend\nif <(Level) = [4]> then\n switch costume to (costume2 v)\n glide (.8) secs to x: (-200) y: (100)\nend\nif <(Level) = [5]> then\n switch costume to (costume4 v)\n glide (.8) secs to x: (200) y: (240)\nend\nif <(Level) = [6]> then\n switch costume to (costume4 v)\n glide (1.5) secs to x: (200) y: (400)\nend\nif <(Level) = [7]> then\n switch costume to (costume4 v)\n glide (1.5) secs to x: (200) y: (400)\nend\nif <(Level) = [8]> then\n switch costume to (costume4 v)\n glide (1.5) secs to x: (200) y: (400)\nend\nif <(Level) = [9]> then\n switch costume to (costume5 v)\n glide (1.5) secs to x: (200) y: (400)\nend\nif <(Level) = [10]> then\n switch costume to (costume2 v)\n glide (1.5) secs to x: (-250) y: (300)\nend\n\nwhen flag clicked\nbroadcast (Restart v)\nforever\n if <(Level) = [10]> then\n repeat (2)\n broadcast (Restart v)\n end\n wait until <(Level) = [100]>\n end\nend\n\n@...\n\nwhen flag clicked\nhide\nwait (.01) seconds\ngo to x: (0) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (1 v)\nwait (.1) seconds\nchange [level v] by (1)\nwait (.1) seconds\nbroadcast (Restart v)\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\n@1\n\nwhen flag clicked\nset size to (0) %\nhide\n\nwhen I receive [1 v]\nshow\ngo [forward v] (2) layers\nwait (.2) seconds\nrepeat (10)\n change size by (10)\nend\nrepeat (10)\n change size by (-10)\nend\nhide\n\n@Tramps2\n\nwhen I receive [start v]\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (6)\n wait (.05) seconds\n next costume\n end\n end\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [7]> then\n show\n go to x: (-186) y: (117)\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n show\n go to x: (-100) y: (29)\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [12]> then\n hide\n end\n if <(Level) = [13]> then\n hide\n end\n if <(Level) = [14]> then\n hide\n end\nend\n\n@Words\n\nwhen I receive [start v]\ngo [forward v] (5) layers\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <<touching (player v)?> and <not <(Level) = [11]>>> then\n set [brightness v] effect to (90)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@TB\n\nwhen flag clicked\nhide\n\n@Audio\n\nwhen this sprite clicked\nif <(volume) = [50]> then\n switch costume to ((costume [number v]) + (1))\n set volume to (0) %\nelse\n switch costume to ((costume [number v]) - (1))\n set volume to (50) %\nend\n\nwhen flag clicked\nswitch costume to (play v)\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [TheFatRat - Prelude \(Jackpot EP Track 3\) v] until done\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n hide\n end\nend\n\nset [color v] effect to (0)\n\n | Use the Arrow key WASD or mobile controls.\n\nGo to the key and unlock the door. Dont fall into lava. Avoid spikes and saws and other dangers like enimies!\n\nLevels are hard comment if you did not skip |
Among Us platformer Game | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [previous page v]\nswitch backdrop to (instructs 1 v)\n\n@Play\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nhide\nswitch backdrop to (backdrop1 v)\nplay sound [pop v] until done\n\nwhen backdrop switches to [instructs 1 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Help\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen this sprite clicked\nswitch backdrop to (instructs 1 v)\nhide\nplay sound [pop v] until done\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Stages\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [switch 1 v]\nswitch costume to (costume3 v)\n\nwhen I receive [level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [19]> then\n broadcast (The End v)\n end\nend\n\nwhen I receive [the end v]\nstop [this script v]\n\n@Switch\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen flag clicked\nhide\n\n@Among Us\n\nwhen flag clicked\nhide variable [☁ wr v]\nhide variable [sec v]\nforever\n set [☁ wr v] to (☁ WR)\nend\n\nwhen I receive [the end v]\nhide variable [sec v]\nforever\n if <(☁ WR) > (final seconds)> then\n set [☁ wr v] to (final seconds)\n end\nend\n\nwhen flag clicked\nhide\nforever\n Platform Gravity [-1] Jump Height [16] Side Movement Speed [3] Friction [0.7] Slope [8]\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow variable [☁ wr v]\nshow variable [sec v]\nshow\nset size to (30) %\nswitch costume to (i v)\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-65) y: (-20)\nforever\n if <key (p v) pressed?> then\n switch costume to (purple v)\n end\n if <key (r v) pressed?> then\n switch costume to (red v)\n end\n if <key (b v) pressed?> then\n switch costume to (blue v)\n end\n if <key (y v) pressed?> then\n switch costume to (yellow v)\n end\n if <key (g v) pressed?> then\n switch costume to (green v)\n end\n if <key (o v) pressed?> then\n switch costume to (orange v)\n end\n if <key (w v) pressed?> then\n switch costume to (white v)\n end\n if <key (i v) pressed?> then\n switch costume to (pink v)\n end\n if <key (k v) pressed?> then\n switch costume to (brown v)\n end\n if <key (l v) pressed?> then\n switch costume to (blue2 v)\n end\n if <key (z v) pressed?> then\n switch costume to (black v)\n end\n if <key (d v) pressed?> then\n switch costume to (dark green v)\n end\n if <touching (switch v)?> then\n broadcast (Level v)\n RP\n end\n if <touching (lava v)?> then\n RP\n end\nend\n\ndefine Platform Gravity (gravity) Jump Height (jump height) Side Movement Speed (side movement) Friction (friction) Slope (slope)\nchange [y v] by (gravity)\nchange y by (Y)\nif <touching (stages v)?> then\n repeat until <not <touching (stages v)?>>\n change y by ((([abs v] of (Y) ) / (Y)) * (-1))\n end\n set [y v] to (<<key (up arrow v) pressed?> and <(([abs v] of (Y) ) / (Y)) = [-1]>> * (jump height))\nend\nset [x v] to (((X) + ((<key (left arrow v) pressed?> * ((side movement) * (-1))) + (<key (right arrow v) pressed?> * (side movement)))) * (friction))\nchange x by (X)\nif <touching (stages v)?> then\n change y by (1)\n repeat until <not <touching (stages v)?>>\n change x by ((([abs v] of (X) ) / (X)) * (-1))\n end\nend\n\nwhen flag clicked\nforever\n play sound [Cash Cash - Overtime v] until done\nend\n\ndefine RP\ngo to x: (-65) y: (-20)\n\nwhen backdrop switches to [backdrop1 v]\nset [sec v] to [0]\nforever\n wait (1) seconds\n change [sec v] by (1)\nend\n\nwhen I receive [the end v]\nset [final seconds v] to (Sec)\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (red v)\n wait (.01) seconds\n switch costume to (red2 v)\n wait (.01) seconds\n switch costume to (red3 v)\n wait (.01) seconds\n switch costume to (red4 v)\n wait (.01) seconds\n switch costume to (red5 v)\n wait (.01) seconds\n switch costume to (red6 v)\n wait (.01) seconds\n switch costume to (red7 v)\n wait (.01) seconds\n switch costume to (red8 v)\n wait (.01) seconds\n switch costume to (red9 v)\n wait (.01) seconds\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nsay (join [Hi] (join [ ] (username))) for (2) seconds\n\n@Back\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [instructs 2 v]\nshow\n\nwhen this sprite clicked\nbroadcast (Previous page v)\nplay sound [pop v] until done\n\nwhen backdrop switches to [instructs 1 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [level v]\nnext costume\n\nwhen backdrop switches to [backdrop1 v]\nshow\nswitch costume to (costume1 v)\n\n@thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (3) seconds\nhide\n\n | Click Green Flag button\nMove arrow keys \nBe save from lava and obstacles\nGood luck\nWARNING:\nI would refer you to put your volume 50 at least because it is so high |
Windy Vibes || Multiplayer Shooting Platformer #games #all | @Stage\n\nwhen I receive [play v]\nswitch backdrop to (backdrop1 v)\nbroadcast (init v) and wait\nbroadcast (Start v)\n\nwhen flag clicked\nerase all\n\nwhen [z v] key pressed\nif <(username) = [Indian-Programmer]> then\n set [☁ online v] to [0]\nend\n\nwhen flag clicked\nset [which intro ? v] to [1]\n\nwhen I receive [intro has ended v]\nbroadcast (Menu v)\nswitch backdrop to (backdrop2 v)\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\nwhen I receive [menu v]\nset [music v] to [1]\nset [sfx v] to [1]\nset volume to (39) %\nforever\n play sound [Intro Theme v] until done\nend\n\nwhen I receive [menu v]\nforever\n if <(Music) = [1]> then\n if <(volume) > [40]> then\n repeat until <[30] > (volume)>\n change volume by (-1)\n end\n else\n repeat until <(volume) > [40]>\n change volume by (1)\n end\n end\n else\n set volume to (0) %\n end\nend\n\n@Blank\n\n@Cloud\n\ndefine Init\ndelete all of [@players v]\ndelete all of [@ids v]\ndelete all of [@playeroffset v]\ndelete all of [#checkactive v]\ndelete all of [#checkvalue v]\ndelete all of [#cloudlist v]\ndelete all of [clouddata v]\nadd (join [=] (☁ Cloud1)) to [clouddata v]\nadd (join [=] (☁ Cloud2)) to [clouddata v]\nadd (join [=] (☁ Cloud3)) to [clouddata v]\nadd (join [=] (☁ Cloud4)) to [clouddata v]\nadd (join [=] (☁ Cloud5)) to [clouddata v]\nadd (join [=] (☁ Cloud6)) to [clouddata v]\nadd (join [=] (☁ Cloud7)) to [clouddata v]\nadd (join [=] (☁ Cloud8)) to [clouddata v]\nset [@id v] to (([floor v] of ((days since 2000) * (100000000)) ) mod (1000))\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [clouddata v])> then\n stop [this script v]\nend\nreplace item (id) of [clouddata v] with (var)\nDecode (var)\nif <<(item (2) of [decoded v]) = (username)> and <(item (5) of [decoded v]) = (@ID)>> then\n stop [this script v]\nend\nFind Player (item (2) of [decoded v]) (item (5) of [decoded v])\nif <(~i) = [0]> then\n set [~i v] to (item # of [] in [@players v])\n if <(~i) = [0]> then\n New Player\n else\n replace item (~i) of [@players v] with (item (2) of [decoded v])\n replace item (~i) of [@ids v] with (item (5) of [decoded v])\n end\nend\nset [~j v] to [1]\nrepeat (length of [decoded v])\n replace item ((((~i) - (1)) * (&MaxElements)) + (~j)) of [#cloudlist v] with (item (~j) of [decoded v])\n change [~j v] by (1)\nend\n\ndefine Read Cloud\nProcess Cloud [1] (join [=] (☁ Cloud1))\nProcess Cloud [2] (join [=] (☁ Cloud2))\nProcess Cloud [3] (join [=] (☁ Cloud3))\nProcess Cloud [4] (join [=] (☁ Cloud4))\nProcess Cloud [5] (join [=] (☁ Cloud5))\nProcess Cloud [6] (join [=] (☁ Cloud6))\nProcess Cloud [7] (join [=] (☁ Cloud7))\nProcess Cloud [8] (join [=] (☁ Cloud8))\n\ndefine Decode (clouddata)\ndelete all of [decoded v]\nset [~temp v] to []\nset [~i v] to [2]\nrepeat (((length of (clouddata)) - (1)) / (2))\n switch costume to (join (letter (~i) of (clouddata)) (letter ((~i) + (1)) of (clouddata)))\n if <(costume [number v]) = [1]> then\n add (~temp) to [decoded v]\n set [~temp v] to []\n else\n set [~temp v] to (join (~temp) (costume [name v]))\n end\n change [~i v] by (2)\nend\n\ndefine Encode\nset [~temp v] to []\nset [~i v] to [1]\nrepeat (length of [#playerlist v])\n set [~j v] to [1]\n repeat (length of (item (~i) of [#playerlist v]))\n switch costume to (letter (~j) of (item (~i) of [#playerlist v]))\n if <(costume [number v]) < [10]> then\n set [~temp v] to (join (~temp) (join [0] (costume [number v])))\n else\n set [~temp v] to (join (~temp) (costume [number v]))\n end\n change [~j v] by (1)\n end\n set [~temp v] to (join (~temp) [01])\n change [~i v] by (1)\nend\n\ndefine SaveToCloud (playerid)\nSavePlayer\nEncode\nif <(playerid) < [6]> then\n if <(playerid) < [3]> then\n if <(playerid) = [1]> then\n set [☁ cloud1 v] to (~temp)\n else\n set [☁ cloud2 v] to (~temp)\n end\n else\n if <(playerid) = [3]> then\n set [☁ cloud3 v] to (~temp)\n else\n if <(playerid) = [4]> then\n set [☁ cloud4 v] to (~temp)\n else\n set [☁ cloud5 v] to (~temp)\n end\n end\n end\nelse\n if <(playerid) < [8]> then\n if <(playerid) = [6]> then\n set [☁ cloud6 v] to (~temp)\n else\n set [☁ cloud7 v] to (~temp)\n end\n else\n if <(playerid) = [8]> then\n set [☁ cloud8 v] to (~temp)\n end\n end\nend\n\nwhen I receive [update v]\nUpdatePlayersList [1]\nRead Cloud\nSaveToCloud (pick random (1) to (length of [clouddata v]))\nCountPlayers\nUpdatePlayersList [0]\n\ndefine CountPlayers\nset [players online v] to [1]\nset [~i v] to [1]\nadd to players online\nif <(Players Online) > [1]> then\n hide\nelse\n if <(username) = []> then\n switch costume to (log in v)\n else\n switch costume to (alone v)\n end\n show\nend\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\nif <(☁ Online) = [0]> then\n switch costume to (new v)\nend\n\nwhen I receive [init v]\nInit\n\ndefine UpdatePlayersList (first)\nif <(first) = [1]> then\n set [~c v] to [0]\n repeat (length of [@players v])\n if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n if <(item ((~c) + (1)) of [@playeroffset v]) = [0]> then\n replace item ((~c) + (1)) of [#checkvalue v] with (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])\n end\n replace item ((~c) + (1)) of [@playeroffset v] with ((item ((~c) + (1)) of [@playeroffset v]) + (1))\n end\n change [~c v] by (1)\n end\nelse\n set [~c v] to [0]\n repeat (length of [@players v])\n if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n if <<not <(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])>> or <(item ((~c) + (1)) of [@playeroffset v]) > [99]>> then\n if <<(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])> or <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = [X]>> then\n replace item ((~c) + (1)) of [#checkactive v] with [0]\n replace item ((~c) + (1)) of [@players v] with []\n replace item ((~c) + (1)) of [@ids v] with []\n else\n replace item ((~c) + (1)) of [#checkactive v] with [1]\n end\n replace item ((~c) + (1)) of [@playeroffset v] with [0]\n end\n end\n change [~c v] by (1)\n end\nend\n\ndefine EmptyCloud\nset [☁ cloud1 v] to []\nwait (0.1) seconds\nset [☁ cloud2 v] to []\nwait (0.1) seconds\nset [☁ cloud3 v] to []\nwait (0.1) seconds\nset [☁ cloud4 v] to []\nwait (0.1) seconds\nset [☁ cloud5 v] to []\nwait (0.1) seconds\nset [☁ cloud6 v] to []\nwait (0.1) seconds\nset [☁ cloud7 v] to []\nwait (0.1) seconds\nset [☁ cloud8 v] to []\n\nwhen flag clicked\nhide\nset [last v] to [1]\nset [version v] to [1]\nif <(username) = [Indian-Programmer]> then\n wait (0.1) seconds\n set [☁ online v] to (Version)\nend\nif <(Players Online) > [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 [players online v] to [0]\n\ndefine SavePlayer\ndelete all of [#playerlist v]\nadd (~Tick) to [#playerlist v]\nadd (username) to [#playerlist v]\nadd (round (([x position v] of [player v]) + (SCROLL X))) to [#playerlist v]\nadd (round (([y position v] of [player v]) + (SCROLL Y))) to [#playerlist v]\nadd (@ID) to [#playerlist v]\nadd (HP) to [#playerlist v]\nadd (BULLETS) to [#playerlist v]\nadd (round ([direction v] of [player v])) to [#playerlist v]\nadd (_chat) to [#playerlist v]\nadd (_Player HIT username) to [#playerlist v]\nadd (Kills) to [#playerlist v]\nadd (round ([direction v] of [player aim v])) to [#playerlist v]\n\nset [&maxelements v] to [12]\n\nset [☁ online v] to [0]\n\ndefine New Player\nadd (item (2) of [decoded v]) to [@players v]\nadd (item (5) of [decoded v]) to [@ids v]\nadd [0] to [@playeroffset v]\nadd [0] to [#checkactive v]\nadd [0] to [#checkvalue v]\nrepeat (&MaxElements)\n add [0] to [#cloudlist v]\nend\nbroadcast (costumalize v)\ncreate clone of (friends v)\ncreate clone of (opponent gun 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\nwhen I receive [respawn v]\nhide\n\ndelete all of [chat \[press "t" to close\] v]\nadd [hi] to [chat \[press "t" to close\] v]\nadd [bye] to [chat \[press "t" to close\] v]\nadd [lol] to [chat \[press "t" to close\] v]\nadd [xD] to [chat \[press "t" to close\] v]\nadd [I got you :D] to [chat \[press "t" to close\] v]\nadd [I died :\(] to [chat \[press "t" to close\] v]\nadd [I'm the best :P] to [chat \[press "t" to close\] v]\nadd [Team?] to [chat \[press "t" to close\] v]\nadd [Sure!] to [chat \[press "t" to close\] v]\n\nwhen flag clicked\ngo to [front v] layer\n\ndefine add to players online\nrepeat (length of [@players v])\n if <(item (~i) of [#checkactive v]) = [1]> then\n change [players online v] by (1)\n end\n change [~i v] by (1)\nend\n\ndefine save to cloud (speed hack)\n\nsave to cloud (speed hack)\n\nwhen [timer v] > (tb timer)\nhide\n\n@player\n\ndefine Set Costume and sounds\nif <(in air) = [0]> then\n if <(frame) = [0]> then\n switch costume to (stance1 v)\n if <key (down arrow v) pressed?> then\n switch costume to (s_1 v)\n end\n else\n switch costume to ([floor v] of ((8) + ((frame) mod (8))) )\n start sound (pick random (1) to (4))\n end\nelse\n if <not <(DIRECTION) = [down]>> then\n if <(sy) > [0]> then\n switch costume to (j_1 v)\n else\n switch costume to (f_1 v)\n end\n else\n switch costume to (stance1 v)\n if <key (down arrow v) pressed?> then\n switch costume to (s_1 v)\n end\n end\nend\n\nwhen I receive [green flag v]\nbroadcast (start game v)\n\nwhen I receive [play game v]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n erase all\n broadcast (BG v)\n broadcast (Tick v)\n broadcast (update v)\n if <(HP) < [1]> then\n set [exit v] to [die]\n end\n end\n set [hp v] to [0]\n Game - Die\n hide\n erase all\nend\n\ndefine Game On\nset rotation style [left-right v]\nset [shoot v] to (timer)\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [lives v] to [10]\nset [bullets v] to [0]\nset [hp v] to [100]\nset [kills v] to [0]\nset [_death by v] to [0]\npoint in direction (90)\nclear graphic effects\nset size to (400) %\nshow\nif <(Checkpoint) = [0]> then\n Checkpoint [0] [30] scrolls [0] [30]\nelse\n if <(Checkpoint) = [1]> then\n Checkpoint [2660] [100] scrolls [2660] [100]\n else\n if <(Checkpoint) = [2]> then\n Checkpoint [5437] [815] scrolls [5437] [875]\n end\n end\nend\n\ndefine Tick\nset [exit2 v] to (EXIT)\nchange [_frame v] by (1)\nset [brightness v] effect to (0)\nswitch costume to (hitbox v)\nif <(_frame) > [98]> then\n set [_frame v] to [10]\nend\nif <<mouse down?> or <key (space v) pressed?>> then\n if <((Shoot) + (0.5)) < (timer)> then\n create clone of (player bullet v)\n start sound [snShoot v]\n set [bullets v] to [1]\n set [shoot v] to (timer)\n if <(direction) > [0]> then\n set [sx v] to [-3]\n else\n set [sx v] to [3]\n end\n change [__shootcount v] by (1)\n end\nelse\n if <((Shoot) + (0.1)) < (timer)> then\n set [bullets v] to [0]\n end\nend\nif <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n set [frame v] to [0]\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [sx v] by (-2)\n change [frame v] by (0.5)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [sx v] by (2)\n change [frame v] by (0.5)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n change player x by (round (sx))\nend\nif <<key (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 <touching (opponent bullet v)?> then\n set [brightness v] effect to (50)\n change [hp v] by (-10)\nelse\n set [brightness v] effect to (0)\nend\nif <[-15] < (sy)> then\n change [sy v] by (-2)\nend\nChange player y by (sy)\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nset rotation style [left-right v]\nif <[-120] > (SCROLL X)> then\n set [scroll x v] to [-120]\nend\nif <(y) < [-250]> then\n set [_death by v] to [fall]\n set [exit v] to [die]\n set [hp v] to [0]\nend\nif <touching (danger v)?> then\n set [hp v] to [0]\n set [exit v] to [die]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nposition\nSet Costume and sounds\n\npoint in direction (-90)\n\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 (level hitbox v)?> or <touching (x moving platform v)?>> or <touching (y moving platform v)?>> or <touching (crate 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 (level hitbox v)?> or <touching (x moving platform v)?>> or <touching (y moving platform v)?>> or <touching (crate v)?>> then\n repeat (8)\n change [y v] by (1)\n position\n if <not <<<<touching (level hitbox v)?> or <touching (x moving platform v)?>> or <touching (y moving platform v)?>> or <touching (crate v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\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 (level hitbox v)?> or <touching (x moving platform v)?>> or <touching (y moving platform v)?>> or <touching (crate 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 []\nhide variable [players online v]\nhide variable [kills v]\nGame On\n\nwhen I receive [game v]\nbroadcast (green flag v) and wait\n\nwhen I receive [game v]\nshow\nbroadcast (play game v) and wait\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nbroadcast (game v)\n\nwhen I receive [tick v]\npoint in direction ([direction v] of [player aim v])\n\nwhen I receive [play game v]\nshow variable [players online v]\nset [_chat v] to [0]\nforever\n wait until <not <key (t v) pressed?>>\n wait until <key (t v) pressed?>\n hide list [chat \[press "t" to close\] v]\n wait until <not <key (t v) pressed?>>\n repeat until <<<key (t v) pressed?> or <(_chat) > [0]>> or <(EXIT) > []>>\n chat\n end\n show list [chat \[press "t" to close\] v]\nend\n\ndefine chat\nkey [1]\nkey [2]\nkey [3]\nkey [4]\nkey [5]\nkey [6]\nkey [7]\nkey [8]\nkey [9]\n\ndefine key (key)\nif <<key ((key) v) pressed?> and <(_chat) = [0]>> then\n set [_chat v] to (key)\n broadcast (chat v)\nend\n\nwhen I receive [tick v]\nif <(_chat) > [0]> then\n say (item (_chat) of [chat \[press "t" to close\] v])\nelse\n say []\nend\n\nwhen I receive [chat v]\nwait (4) seconds\nset [_chat v] to [0]\n\nwhen flag clicked\nshow list [chat \[press "t" to close\] v]\n\nwhen flag clicked\nhide variable [players online v]\nhide variable [kills v]\n\nwhen I receive [player death v]\nwait (3) seconds\nshow variable [players online v]\n\nshow variable [kills v]\n\nshow variable [kills v]\n\nshow variable [kills v]\n\nwhen I start as a clone\n\ndefine Checkpoint (x) (y) scrolls (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nset [scroll x v] to (x)\nset [scroll y v] to (y)\n\nwhen I receive [tick v]\n\nwhen I receive [move right v]\nset [sx v] to [50]\n\nwhen I receive [move left v]\nset [sx v] to [-50]\n\nwhen I receive [move up v]\nset [sy v] to [35]\n\nwhen I receive [fall down v]\nset [sy v] to [-35]\n\nwhen I receive [go with platforms v]\n\nwhen I receive [tick v]\nif <touching (x moving platform v)?> then\n if <(x DIRECTION) = [Right]> then\n set [sx v] to [5]\n else\n set [sx v] to [-5]\n end\nend\n\nset [scroll y v] to ((SCROLL Y) + (round ((mouse y) / (40))))\nset [scroll x v] to ((SCROLL X) + (round ((mouse x) / (40))))\n\nwhen flag clicked\nset [__jump count v] to [0]\nset [__deathcount v] to [0]\nset [__shootcount v] to [0]\nforever\n if <[6] < (in air)> then\n change [__jump count v] by (1)\n wait until <not <[6] < (in air)>>\n end\nend\n\nwhen flag clicked\nforever\n if <(EXIT) = [die]> then\n change [__deathcount v] by (1)\n wait until <not <(EXIT) = [die]>>\n end\nend\n\nwhen I receive [green flag v]\n\nwhen [down arrow v] key pressed\nstart sound [snLanding v]\nwait until <not <key (down arrow v) pressed?>>\n\nbroadcast (BG v) and wait\n\nwhen I receive [brightness effect v]\nset [brightness v] effect to (50)\n\nwhen I receive [menu v]\nforever\n if <(SFX) = [0]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\nask (answer) and wait\n\nwhen [timer v] > (tb timer)\nhide\n\n@Friends\n\nwhen flag clicked\nhide\n\nwhen I receive [update v]\nif <(_clone) = [0]> then\n change [~tick v] by (1)\n if <(~Tick) > [999]> then\n set [~tick v] to [0]\n end\nelse\n if <(item (_clone) of [#checkactive v]) = [1]> then\n Position ((item ((((_clone) - (1)) * (&MaxElements)) + (3)) of [#cloudlist v]) - (SCROLL X)) ((item ((((_clone) - (1)) * (&MaxElements)) + (4)) of [#cloudlist v]) - (SCROLL Y))\n if <(item (J) of [#cloudlist v]) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n else\n hide\n set [_kill claimed v] to [0]\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nchange [clones v] by (1)\nset [_clone v] to (clones)\nset [shot timer v] to (timer)\nset [_kill claimed v] to [0]\n\nwhen I receive [start v]\nset [_clone v] to [0]\nset [clones v] to [0]\n\ndefine Position (x) (y)\nif <(HP) > [0]> then\n go to x: (x) y: (y)\n if <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> then\n if <(item ((((_clone) - (1)) * (&MaxElements)) + (6)) of [#cloudlist v]) > [0]> then\n show\n set [brightness v] effect to (0)\n Update Healthbar [25] [10] (x) ((y) + (40)) (item ((((_clone) - (1)) * (&MaxElements)) + (6)) of [#cloudlist v])\n show\n if <<(item ((((_clone) - (1)) * (&MaxElements)) + (7)) of [#cloudlist v]) = [1]> and <(timer) > ((shot timer) + (0.5))>> then\n set [shot timer v] to (timer)\n add (item ((((_clone) - (1)) * (&MaxElements)) + (8)) of [#cloudlist v]) to [bullet direction v]\n add (item ((((_clone) - (1)) * (&MaxElements)) + (2)) of [#cloudlist v]) to [bullet type v]\n add (item ((((_clone) - (1)) * (&MaxElements)) + (3)) of [#cloudlist v]) to [bullet x v]\n add (item ((((_clone) - (1)) * (&MaxElements)) + (4)) of [#cloudlist v]) to [bullet y v]\n end\n else\n change [_kill claimed v] by (5)\n if <(_kill claimed) = [5]> then\n if <(item ((((_clone) - (1)) * (&MaxElements)) + (10)) of [#cloudlist v]) = (username)> then\n change [kills v] by (1)\n end\n end\n hide\n end\n else\n hide\n end\n go to x: (x) y: (y)\n if <(item ((((_clone) - (1)) * (&MaxElements)) + (9)) of [#cloudlist v]) > [0]> then\n say (join (join (item ((((_clone) - (1)) * (&MaxElements)) + (2)) of [#cloudlist v]) [: ]) (item (item ((((_clone) - (1)) * (&MaxElements)) + (9)) of [#cloudlist v]) of [chat \[press "t" to close\] v]))\n else\n say (item ((((_clone) - (1)) * (&MaxElements)) + (2)) of [#cloudlist v])\n end\n set [_show? v] to [1]\nelse\n hide\n set [_show? v] to [0]\nend\n\ndefine Update Healthbar (width) (thickness) (x) (y) (hp)\nif <(hp) > [0]> then\n set pen color to (#ff0000)\n set pen size to (thickness)\n go to x: ((x) - (width)) y: (y)\n pen down\n go to x: ((x) + (width)) y: (y)\n pen down\n pen up\n set pen color to (#00b74c)\n go to x: ((x) - (width)) y: (y)\n pen down\n go to x: ((x) - (width)) y: (y)\n pen down\n change x by ((hp) / ((100) / ((width) * (2))))\n pen up\nend\n\nwhen flag clicked\nset size to (400) %\n\nwhen I receive [update v]\n\nswitch costume to (_2 v)\nrepeat (4)\n next costume\n wait (0.07) seconds\nend\n\nrepeat (4)\n wait (0.07) seconds\nend\n\nwhen flag clicked\nforever\n set [i v] to (item (((length of [#cloudlist v]) - (12)) + (4)) of [#cloudlist v])\nend\n\nwhen flag clicked\nforever\n set [j v] to (((length of [#cloudlist v]) - (12)) + (8))\nend\n\nwhen flag clicked\nforever\n set [d v] to (item (((length of [#cloudlist v]) - (12)) + (3)) of [#cloudlist v])\nend\n\nPosition ((item (((() - (1)) * (&MaxElements)) + (3)) of [#cloudlist v]) - (SCROLL X)) ((item (((() - (1)) * (&MaxElements)) + (4)) of [#cloudlist v]) - (SCROLL Y))\n\nwhen I receive [tick v]\nif <touching (player bullet v)?> then\n change [__crazykiller v] by (1)\n wait until <not <touching (player bullet v)?>>\nend\n\nset [brightness v] effect to (50)\n\nwhen I receive [tick v]\nif <touching (player bullet v)?> then\n broadcast (Opponent Bright v)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen I receive [opponent bright v]\nset [brightness v] effect to (50)\n\ndefine Decode (input)\nset [decoded value v] to []\ndelete all of [numbers v]\ndelete all of [chars v]\nset [encoder/decoder counter v] to [1]\nrepeat (length of [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_- ])\n add (letter (encoder/decoder counter) of [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_- ]) to [chars v]\n change [encoder/decoder counter v] by (1)\nend\nset [encoder/decoder counter v] to [1]\nrepeat (length of [0123456789_- ])\n add (letter (encoder/decoder counter) of [0123456789_- ]) to [numbers v]\n change [encoder/decoder counter v] by (1)\nend\nset [encoder/decoder counter v] to [1]\nrepeat (length of (input))\n set [idx v] to ((join (letter (encoder/decoder counter) of (input)) (letter ((encoder/decoder counter) + (1)) of (input))) - (9))\n set [decoded value v] to (join (decoded value) (item (idx) of [chars v]))\n change [encoder/decoder counter v] by (2)\nend\n\ndefine Encode (input)\nset [encoded value v] to []\ndelete all of [numbers v]\ndelete all of [chars v]\nset [encoder/decoder counter v] to [1]\nrepeat (length of [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_- ])\n add (letter (encoder/decoder counter) of [abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_- ]) to [chars v]\n change [encoder/decoder counter v] by (1)\nend\nset [encoder/decoder counter v] to [1]\nrepeat (length of [0123456789_- ])\n add (letter (encoder/decoder counter) of [0123456789_- ]) to [numbers v]\n change [encoder/decoder counter v] by (1)\nend\nset [encoder/decoder counter v] to [1]\nrepeat (length of (input))\n Detect if upper case (letter (encoder/decoder counter) of (input))\n if <(text upper case?) = [true]> then\n if <not <(letter (encoder/decoder counter) of (input)) = [ ]>> then\n set [idx v] to ((item # of (letter (encoder/decoder counter) of (input)) in [chars v]) + (26))\n end\n else\n if <not <[numbers v] contains (letter (encoder/decoder counter) of (input))?>> then\n set [idx v] to (item # of (letter (encoder/decoder counter) of (input)) in [chars v])\n end\n end\n if <[numbers v] contains (letter (encoder/decoder counter) of (input))?> then\n set [idx v] to (item # of (letter (encoder/decoder counter) of (input)) in [chars v])\n end\n set [encoded value v] to (join (encoded value) ((idx) - (-9)))\n change [encoder/decoder counter v] by (1)\nend\nset [encoded value v] to (join (encoded value) [00])\n\ndefine Detect if upper case (input)\ndelete all of [upper chars v]\nset [upper counter v] to [1]\nrepeat (length of [ABCDEFGHIJKLMNOPQRSTUVWXYZ])\n add (letter (upper counter) of [ABCDEFGHIJKLMNOPQRSTUVWXYZ]) to [upper chars v]\n change [upper counter v] by (1)\nend\nset [upper counter v] to [0]\nset [upper string v] to []\nrepeat (26)\n change [upper counter v] by (1)\n if <(letter (upper counter) of (Upper chars)) = (input)> then\n set [upper string v] to (join (upper string) (input))\n else\n set [upper string v] to (join (upper string) (letter (upper counter) of (Upper chars)))\n end\nend\nswitch costume to (not upper case v)\nswitch costume to (upper string)\nset [text upper case? v] to <(costume [name v]) = (Upper chars)>\n\nEncode (round <key (space v) pressed?>)\n\nwhen I start as a clone\nforever\n if <(note-1) = (note-2)> then\n switch costume to (_1 v)\n set [paused v] to [1]\n else\n set [paused v] to [0]\n end\n set [note-1 v] to (D)\n wait (0.05) seconds\n set [note-2 v] to (D)\nend\n\nwhen [timer v] > (tb timer)\nhide\n\nif <(costume [name v]) = [R_8]> then\n switch costume to (_1 v)\nelse\n if <<(paused) = [0]> and < (costume [name v]) contains [_]?>> then\n next costume\n else\n switch costume to (_1 v)\n end\nend\n\n@level hitbox\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume2 v)\nClone at x: [0] y: [0]\nClone at x: [720] y: [0]\nClone at x: [720] y: [0]\nClone at x: [900] y: [0]\nClone at x: [1000] y: [0]\nClone at x: [1300] y: [600]\nClone at x: [700] y: [-100]\nClone at x: [0] y: [500]\nClone at x: [-400] y: [500]\nClone at x: [-600] y: [200]\nClone at x: [-700] 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\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]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [respawn v]\nhide\ndelete this clone\n\ndelete this clone\n\nwhen [timer v] > (tb timer)\nhide\n\n@player bullet\n\nwhen flag clicked\nhide\n\ndefine position (x) (y)\nshow\ngo to [front v] layer\ngo [backward v] (20) layers\ngo to x: (x) y: (y)\nshow\n\nwhen I start as a clone\nclear graphic effects\nshow\nset [_x v] to (([x position v] of [player v]) + (SCROLL X))\nset [_y v] to (([y position v] of [player v]) + (SCROLL Y))\npoint in direction ([direction v] of [player v])\nposition ((_x) - (SCROLL X)) ((_y) - (SCROLL Y))\nrepeat until <<<<touching (level hitbox v)?> or <<touching (_edge_ v)?> or <touching (friends v)?>>> or <touching (crate v)?>> or <touching (moving enemy v)?>>\n show\n clear graphic effects\n change [_x v] by (([sin v] of (direction) ) * (15))\n change [_y v] by (([cos v] of (direction) ) * (15))\n go to [front v] layer\n go [backward v] (20) layers\n position ((_x) - (SCROLL X)) ((_y) - (SCROLL Y))\n show\nend\nwait (0.03) seconds\ndelete this clone\n\nshow\n\nset [ghost v] effect to (0)\n\nwhen I receive [start game :\) v]\nset [__crazykiller v] to [0]\n\n@player aim\n\nwhen I receive [tick v]\ngo to [front v] layer\npoint towards (mouse-pointer v)\ngo to (player v)\ngo to [front v] layer\ngo [backward v] (5) layers\nif <(direction) > [0]> then\n switch costume to (triangle v)\nelse\n switch costume to (triangle2 v)\nend\nshow\n\nwhen I receive [respawn v]\nhide\n\nwhen flag clicked\nhide\n\nif <(EXIT2) = [die]> then\n hide\nend\n\nwhen I receive [setup v]\n\nwhen [timer v] > (tb timer)\nhide\n\n@opponent bullet\n\ndefine shoot\nchange [_frames v] by (1)\nif <(x) = [_]> then\n replace item (clone id) of [bullet x v] with [_]\n replace item (clone id) of [bullet y v] with [_]\n replace item (clone id) of [bullet direction v] with [_]\n replace item (clone id) of [bullet type v] with [_]\nend\nchange [x v] by ((15) * ([sin v] of (direction) ))\nchange [y v] by ((15) * ([cos v] of (direction) ))\nreplace item (clone id) of [bullet x v] with (round (x))\nreplace item (clone id) of [bullet y v] with (round (y))\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nif <<<<touching (level hitbox v)?> or <touching (_edge_ v)?>> or <touching (player v)?>> or <touching (crate v)?>> then\n set [x v] to [_]\n if <touching (player v)?> then\n broadcast (brightness effect v)\n set [_player hit username v] to (item (clone id) of [bullet type v])\n end\nend\nif <<(clone id) > (length of [bullet type v])> or <(item (clone id) of [bullet type v]) = [_]>> then\n delete this clone\nend\nshow\n\nwhen I receive [setup v]\nswitch costume to (check v)\nset [clone id v] to [0]\ndelete all of [bullet x v]\ndelete all of [bullet y v]\ndelete all of [bullet direction v]\ndelete all of [bullet type v]\ndelete this clone\n\ndefine clone check\nrepeat ((length of [bullet type v]) - (clone id))\n change [clone id v] by (1)\n set [x v] to (item (clone id) of [bullet x v])\n set [y v] to (item (clone id) of [bullet y v])\n point in direction (item (clone id) of [bullet direction v])\n switch costume to (bullet v)\n set [_frames v] to [0]\n create clone of (_myself_ v)\n switch costume to (check v)\nend\nrepeat until <not <(item (length of [bullet type v]) of [bullet type v]) = [_]>>\n delete (length of [bullet x v]) of [bullet x v]\n delete (length of [bullet y v]) of [bullet y v]\n delete (length of [bullet direction v]) of [bullet direction v]\n delete (length of [bullet type v]) of [bullet type v]\n change [clone id v] by (-1)\nend\nhide\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nset size to (130) %\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n clone check\nelse\n shoot\nend\n\nwhen I receive [respawn v]\nhide\ndelete this clone\n\n@hp bar\n\nwhen I receive [tick v]\ngo to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + (40))\nswitch costume to (join [] (HP))\n\nwhen flag clicked\nhide\n\nwhen I receive [start game :\) v]\ngo to [front v] layer\ngo [backward v] (2) layers\nshow\n\nwhen [timer v] > (tb timer)\nhide\n\n@Aim\n\nwhen flag clicked\nhide\nset size to (80) %\nforever\n repeat (20)\n change size by (0.75)\n end\n repeat (20)\n change size by (-0.75)\n end\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [respawn v]\nshow variable [players online v]\n\nwhen I receive [start game :\) v]\nshow\nforever\n go to (mouse-pointer v)\nend\n\nwhen [timer v] > (tb timer)\nhide\n\n@Opponent Gun\n\nwhen I receive [respawn v]\nhide\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<<<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>> and <not <([costume name v] of [cloud v]) = [Alone]>>> and <(hide?) = [1]>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\nPosition ((D) - (SCROLL X)) ((i) - (SCROLL Y))\npoint in direction (item (J) of [#cloudlist v])\nif <(direction) > [0]> then\n switch costume to (triangle v)\nelse\n switch costume to (triangle2 v)\nend\n\nwhen I receive [play v]\n\nwhen [timer v] > (tb timer)\nhide\n\n@Intro\n\nwhen flag clicked\nwait (0.1) seconds\nif <(which intro ?) = [1]> then\n broadcast (Start The Intro v)\nend\n\ndefine Clone\nswitch costume to (main sprite v)\nhide\nset [delete clone? v] to [false]\nset [intro: clone id v] to [white circle]\ncreate clone of (_myself_ v)\nwait (1.75) seconds\nset [intro: clone id v] to [black circle]\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nset [intro: clone id v] to [spotlight 1]\ncreate clone of (_myself_ v)\nset [intro: clone id v] to [spotlight 2]\ncreate clone of (_myself_ v)\nset [intro: clone id v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen I receive [start the intro v]\ngo to x: (0) y: (0)\nswitch costume to (main sprite v)\nstart sound [Julian Calor - Monster \(feat v]\nClone\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [white circle]> then\n set size to (0) %\n show\n switch costume to (white circle v)\n set [smooth size change v] to [0]\n repeat (500)\n switch costume to (main sprite v)\n change size by (Smooth size change)\n change [smooth size change v] by (0.5)\n switch costume to (white circle v)\n end\nend\n\ndefine Colorize\nset [smooth color change v] to [20]\nrepeat (10)\n change [color v] effect by (Smooth Color Change)\n change [smooth color change v] by (-2)\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [black circle]> then\n set size to (0) %\n show\n switch costume to (black circle v)\n set [smooth size change v] to [7.5]\n repeat (500)\n switch costume to (main sprite v)\n change size by (Smooth size change)\n change [smooth size change v] by (1.5)\n switch costume to (black circle v)\n end\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [black circle]> then\n forever\n change [color v] effect by (1)\n end\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [logo]> then\n go to [front v] layer\n show\n switch costume to (logo v)\n forever\n set y to (([sin v] of ((timer) * (125)) ) * (10))\n point in direction ((([sin v] of ((timer) * (100)) ) * (-3)) + (90))\n end\nend\n\ndefine Blast\nrepeat (20)\n set [intro: clone id v] to [blast]\n create clone of (_myself_ v)\nend\nset [intro: clone id v] to [name]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [blast]> then\n set size to (150) %\n show\n switch costume to (blast particles v)\n point in direction (pick random (0) to (360))\n repeat until <touching (_edge_ v)?>\n move (15) steps\n end\n repeat (10)\n move (15) steps\n end\n delete this clone\nend\n\nwhen I receive [start the intro v]\nforever\n if <(Intro: Clone ID) = [logo]> then\n Blast\n end\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [blast]> then\n Colorize\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [logo]> then\n show\n go to [front v] layer\n switch costume to (logo v)\n forever\n set y to (([sin v] of ((timer) * (125)) ) * (10))\n point in direction ((([sin v] of ((timer) * (100)) ) * (-3)) + (90))\n end\nend\n\ndefine Effects\nset [intro: clone id v] to [effects]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nif <(Intro: Clone ID) = [effects]> then\n show\n go [backward v] (1) layers\n switch costume to (effects v)\n set [particle x v] to (pick random (-10) to (10))\n set [particle y v] to (pick random (5) to (20))\n repeat until <touching (_edge_ v)?>\n change [color v] effect by (25)\n change x by (Particle X)\n change y by (Particle Y)\n change [ghost v] effect by (2)\n change size by (-2)\n change [particle y v] by (-1)\n end\n change y by (10)\n delete this clone\nend\n\nwhen I receive [start the intro v]\nforever\n if <(Intro: Clone ID) = [name]> then\n wait (1) seconds\n Effects\n end\n if <(Intro: Clone ID) = [effects]> then\n Effects\n end\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [spotlight 1]> then\n show\n go to [front v] layer\n switch costume to (spotlight v)\n point in direction (90)\n go to x: (-214) y: (-148)\n go to [front v] layer\n forever\n repeat (45)\n go to [front v] layer\n change [color v] effect by (1)\n turn right (2) degrees\n end\n repeat (45)\n change [color v] effect by (-1)\n turn left (2) degrees\n end\n end\nend\n\nwhen I start as a clone\nif <(Intro: Clone ID) = [spotlight 2]> then\n show\n go to [front v] layer\n switch costume to (spotlight v)\n point in direction (90)\n go to x: (214) y: (-148)\n go to [front v] layer\n forever\n repeat (45)\n go to [front v] layer\n change [color v] effect by (-1)\n turn left (2) degrees\n end\n repeat (45)\n change [color v] effect by (1)\n turn right (2) degrees\n end\n end\nend\n\ndefine Slide\nwait (4) seconds\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (slider v)\nset [smooth scroll v] to [0]\nrepeat until <(y position) < [-475]>\n go to [front v] layer\n change y by (Smooth Scroll)\n change [smooth scroll v] by (-1)\n go to [front v] layer\nend\nhide\ngo to [front v] layer\nset [delete clone? v] to [true]\ngo to [front v] layer\nbroadcast (Intro has Ended v)\ngo to [front v] layer\n\nwhen I receive [start the intro v]\nforever\n if <(Intro: Clone ID) = [effects]> then\n Slide\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <(Delete Clone?) = [true]> then\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\nwhen I receive [menu v]\nset volume to (0) %\n\nwhen flag clicked\nset volume to (100) %\n\n@Outro\n\nwhen flag clicked\n\nwhen I receive [start outro v]\nshow\nswitch costume to (main sprite v)\nwait (0) seconds\nforever\n play sound [Danimal Cannon - Long Live The New Fresh v] until done\nend\n\ndefine Clone\nset [outro: clone id v] to [right slider]\ncreate clone of (_myself_ v)\nset [outro: clone id v] to [left slider]\ncreate clone of (_myself_ v)\nwait (5) seconds\nset [outro: clone id v] to [logo]\ncreate clone of (_myself_ v)\nset [outro: clone id v] to [right spotlight]\ncreate clone of (_myself_ v)\nset [outro: clone id v] to [left spotlight]\ncreate clone of (_myself_ v)\nset [outro: clone id v] to [hidden message]\ncreate clone of (_myself_ v)\nset [outro: clone id v] to [Hidden message 2]\ncreate clone of (_myself_ v)\nforever\n Particle\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [right slider]> then\n go to [front v] layer\n set size to (150) %\n switch costume to (slider right v)\n go to x: (224) y: (0)\n set [smooth slide v] to [0]\n set [smooth turn v] to [0]\n repeat until <(x position) < [1]>\n change x by (Smooth Slide)\n change [smooth slide v] by (-1)\n end\n forever\n go to x: (0) y: (0)\n change [brightness v] effect by (-0.5)\n change [smooth turn v] by (0.25)\n turn right (Smooth Turn) degrees\n end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [left slider]> then\n go to [front v] layer\n set size to (150) %\n switch costume to (slider left v)\n go to x: (-224) y: (0)\n set [smooth slide v] to [0]\n set [smooth turn v] to [0]\n repeat until <(x position) > [-1]>\n change x by (Smooth Slide)\n change [smooth slide v] by (1)\n end\n forever\n go to x: (0) y: (0)\n change [brightness v] effect by (-0.5)\n change [smooth turn v] by (0.25)\n turn right (Smooth Turn) degrees\n end\nend\n\nwhen I receive [start outro v]\ngo to x: (0) y: (0)\nClone\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [logo]> then\n go to x: (0) y: (0)\n set [smooth transition v] to [1]\n switch costume to (logo v)\n go to [front v] layer\n set [ghost v] effect to (100)\n forever\n change [ghost v] effect by (smooth transition)\n change [smooth transition v] by (-0.1)\n end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [logo]> then\n forever\n set y to (([sin v] of ((timer) * (125)) ) * (10))\n point in direction ((([sin v] of ((timer) * (100)) ) * (-3)) + (90))\n end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [right spotlight]> then\n switch costume to (spotlight v)\n go to x: (219) y: (-160)\n go to [front v] layer\n point in direction (90)\n forever\n repeat (45)\n turn left (2) degrees\n change [color v] effect by (1)\n end\n repeat (45)\n turn right (2) degrees\n change [color v] effect by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [right spotlight]> then\n set [smooth transition v] to [1]\n switch costume to (spotlight v)\n go to [front v] layer\n set [ghost v] effect to (100)\n forever\n change [ghost v] effect by (smooth transition)\n change [smooth transition v] by (-0.1)\n end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [left spotlight]> then\n switch costume to (spotlight v)\n go to x: (-219) y: (-160)\n go to [front v] layer\n point in direction (90)\n forever\n repeat (45)\n turn right (2) degrees\n change [color v] effect by (1)\n end\n repeat (45)\n turn left (2) degrees\n change [color v] effect by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [left spotlight]> then\n set [smooth transition v] to [1]\n switch costume to (spotlight v)\n go to [front v] layer\n set [ghost v] effect to (100)\n forever\n change [ghost v] effect by (smooth transition)\n change [smooth transition v] by (-0.1)\n end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [hidden message]> then\n set [smooth transition v] to [1]\n switch costume to (like , fave and follow ! v)\n go to [front v] layer\n set [ghost v] effect to (100)\n forever\n change [ghost v] effect by (smooth transition)\n change [smooth transition v] by (-0.1)\n end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [hidden message]> then\n go to x: (0) y: (196)\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [hidden message]> then\n forever\n if <touching (mouse-pointer v)?> then\n repeat (8)\n change y by (-5)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (8)\n change y by (5)\n end\n end\n end\nend\n\ndefine Particle\nset [outro: clone id v] to [particle]\ncreate clone of (_myself_ v)\nwait (0.05) seconds\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [particle]> then\n go to (random position v)\n set y to (-199)\n set [brightness v] effect to (25)\n switch costume to (pick random (7) to (9))\n go to [front v] layer\n set [particle x v] to (pick random (-10) to (10))\n set [particle y v] to (pick random (10) to (25))\n forever\n change x by (Particle X)\n change y by (Particle Y)\n change [particle y v] by (-1)\n change size by (-1.5)\n change [ghost v] effect by (1)\n change [brightness v] effect by (-0.75)\n end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [particle]> then\n forever\n if <<touching (_edge_ v)?> and <(size) < [90]>> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [logo]> then\n forever\n if <touching (mouse-pointer v)?> then\n repeat (10)\n change size by (2)\n change [brightness v] effect by (2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change size by (-2)\n change [brightness v] effect by (-2)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [hidden message 2]> then\n set [smooth transition v] to [1]\n switch costume to (comment : v)\n go to [front v] layer\n set [ghost v] effect to (100)\n forever\n change [ghost v] effect by (smooth transition)\n change [smooth transition v] by (-0.1)\n end\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [hidden message 2]> then\n go to x: (407) y: (87)\nend\n\nwhen I start as a clone\nif <(Outro: Clone ID) = [hidden message 2]> then\n forever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n repeat (40)\n change x by (-10)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (40)\n change x by (10)\n end\n end\n end\nend\n\nbroadcast (Start Outro v)\n\n@Buttons\n\nwhen I receive [menu v]\nshow\nswitch costume to (blank v)\ncreate clone of (_myself_ v)\nswitch costume to (play v)\ncreate clone of (_myself_ v)\nswitch costume to (other v)\ncreate clone of (_myself_ v)\nswitch costume to (shop v)\ncreate clone of (_myself_ v)\nswitch costume to (blank v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [2]> then\n go to x: (-150) y: (-120)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n hide\n broadcast (start game :\) v)\n broadcast (play game v)\n broadcast (play v)\n set volume to (0) %\n forever\n play sound [Goodbye v] until done\n end\n end\n else\n if <(costume [number v]) = [3]> then\n go to x: (170) y: (-120)\n if <touching (mouse-pointer v)?> then\n say [Coming Soon! =D]\n else\n say []\n end\n else\n if < (costume [name v]) contains [Other]?> then\n go to x: (22) y: (-120)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(costume [number v]) = [4]> then\n set [sfx v] to [1]\n set [music v] to [0]\n switch costume to (other2 v)\n else\n if <(costume [number v]) = [5]> then\n set [sfx v] to [0]\n set [music v] to [0]\n switch costume to (other3 v)\n else\n if <(costume [number v]) = [6]> then\n set [sfx v] to [1]\n set [music v] to [1]\n switch costume to (other v)\n end\n end\n end\n wait until <not <mouse down?>>\n end\n end\n end\n end\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (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 clear graphic effects\n end\n point in direction ((([cos v] of (((timer) * (200)) + ((costume [number v]) * (45))) ) * (3)) + (90))\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (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 clear graphic effects\n end\n point in direction ((([cos v] of (((timer) * (200)) + ((costume [number v]) * (45))) ) * (3)) + (90))\nend\n\nwhen I receive [start game :\) v]\nhide\n\nwhen I start as a clone\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(SFX) = [0]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n play sound [click v] until done\n end\nend\n\n@Menu BG\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nset [ghost v] effect to (30)\ngo to [back v] layer\nshow\nforever\n repeat (180)\n turn left (1) degrees\n end\n repeat (180)\n turn left (-1) degrees\n end\nend\n\nwhen I receive [start game :\) v]\nhide\n\n@Menu Name\n\nwhen I receive [menu v]\nshow\nset size to (80) %\ngo to x: (0) y: (50)\nswitch costume to (title effect v)\ncreate clone of (_myself_ v)\nswitch costume to (title v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start game :\) v]\nhide\n\nwhen I start as a clone\nset size to (100) %\ngo to x: (0) y: (50)\nforever\n if <(costume [name v]) = [title effect]> then\n set [ghost v] effect to (30)\n turn left (2) degrees\n end\nend\n\nwhen flag clicked\nset [sine v] to [0]\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (8)) + (90))\n set size to ((([cos v] of ((sine) * (2)) ) * (5)) + (70)) %\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (300)\nreset timer\nhide\nforever\n set [tb timer v] to (timer)\nend\n\nwhen [timer v] > (tb timer)\ngo to [front v] layer\nswitch costume to (tb boi's 2 v)\nset [ghost v] effect to (0)\nshow\nset [acc. v] to [0]\nrepeat (30)\n change [acc. v] by (-0.645)\n change y by (acc.)\nend\n\ngo to x: (0) y: (300)\n\nwait until <not <(timer) > (tb timer)>>\n\ngo to [front v] layer\nswitch costume to (tb boi's 2 v)\nshow\nset [ghost v] effect to (100)\n\n@Danger\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume12 v)\nClone at x: [168] y: [-10]\nClone at x: [368] y: [-10]\nClone at x: [668] y: [-10]\nClone at x: [710] y: [-10]\nClone at x: [1000] y: [-10]\nswitch costume to (costume2 v)\nClone at x: [3950] y: [1571]\nClone at x: [3890] y: [1571]\nClone at x: [3830] y: [1571]\nClone at x: [3770] y: [1571]\nClone at x: [3710] y: [1571]\nClone at x: [3650] y: [1571]\nClone at x: [3590] y: [1571]\nClone at x: [3530] y: [1571]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set size to (100) %\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [respawn v]\nhide\ndelete this clone\n\n@Moving-Saws\n\nwhen I receive [tick v]\nturn right (10) degrees\nchange [frame v] by (0.4)\nPosition (((Moving Platforms: x) - (SCROLL X)) + (([cos v] of ((FRAME) * (3)) ) * (200))) ((Moving Platforms: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [hp v] to [0]\nend\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [moving platforms - horizontal v] to [0]\nset [enemy jump v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nset [moving platforms: x v] to [0]\nset [moving platforms: y v] to [0]\nshow\nClone at x: [4600] y: [792]\nClone at x: [4300] y: [1688]\nset [moving platforms: x v] to [-100000000000000000000000000000000000000000000]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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 [moving platforms: x v] to (x)\nset [moving platforms: y v] to (y)\nchange [collected max v] by (1)\nset [frame v] to [60000]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\n@Saws\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\nif <touching (player v)?> then\n set [hp v] to [0]\nend\n\nwhen I receive [setup v]\nshow\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nClone at x: [1480] y: [-33]\nClone at x: [2561] y: [-34]\nClone at x: [4800] y: [1245]\nClone at x: [3517] y: [1690]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Deco\n\nwhen I receive [setup v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (costume2 v)\nClone at x: [0] y: [0]\nClone at x: [720] y: [0]\nClone at x: [720] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [back v] layer\n go [forward v] (1) layers\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [respawn v]\nhide\ndelete this clone\n\n@Lava\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (([cos v] of ((timer) * (150)) ) * (7)))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 v)\nClone at X: [0] Y: [0]\nClone at X: [720] Y: [0]\nClone at X: [720] Y: [0]\nClone at X: [700] Y: [-20]\nClone at x: [1000] y: [0]\nClone at x: [1200] y: [600]\nClone at x: [800] y: [-100]\nClone at x: [0] y: [500]\nClone at x: [-400] y: [500]\nClone at x: [0] y: [0]\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 go [forward v] (1) layers\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 [story v]\nhide\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n set [hp v] to [0]\nend\n\nwhen flag clicked\nhide\n\n@X Moving Platform\n\ndefine Clone at x: (x) y: (y) MAX (i)\nset [platform max x v] to (i)\nset [platform: x v] to (x)\nset [platform: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset [platform x change v] to [0]\nforever\n if <(Platform MAX X) > (platform x change)> then\n repeat until <(platform x change) > (Platform MAX X)>\n change [platform x change v] by (4)\n set [x direction v] to [right]\n end\n else\n repeat until <(platform x change) < [1]>\n change [platform x change v] by (-4)\n set [x direction v] to [left]\n end\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nshow\nset [platform: x v] to [0]\nset [platform: y v] to [0]\nClone at x: [2790] y: [345] MAX [500]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (red1 v)\n\nwhen I receive [tick v]\nPosition ((platform x change) + ((platform: x) - (SCROLL X))) ((platform: y) - (SCROLL Y))\n\n@Y Moving Platform\n\ndefine Clone at x: (x) y: (y) MAX (i)\nset [platform max y v] to (i)\nset [platform vert. x v] to (x)\nset [platform vert. y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((platform vert. x) - (SCROLL X)) ((platform y change) + ((platform vert. 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 [platform y change v] to [0]\nforever\n if <(Platform MAX Y) > (platform y change)> then\n repeat until <(platform y change) > (Platform MAX Y)>\n change [platform y change v] by (2)\n set [direction v] to [up]\n end\n else\n repeat until <(platform y change) < [1]>\n change [platform y change v] by (-2)\n set [direction v] to [down]\n end\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [platform vert. x v] to [0]\nset [platform vert. y v] to [0]\nClone at x: [4100] y: [400] MAX [320]\nset [platform vert. x v] to [-10000000000000000000]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (red1 v)\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Checkpoint : x) - (SCROLL X)) ((Checkpoint : y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [checkpoint : x v] to (x)\nset [checkpoint : y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nswitch costume to (checkpoint closed v)\nset [checkpoint v] to [0]\nset [checkpoint : x v] to [0]\nset [checkpoint : y v] to [0]\nshow\nClone at x: [2660] y: [-15]\nClone at x: [5437] y: [815]\nClone at x: [-100000000000] y: [815]\n\nwhen I receive [tick v]\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n start sound [CHECKPOINT v]\n switch costume to (checkpoint open v)\n change [checkpoint v] by (1)\n end\nend\n\n@Boosters\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nchange [tick v] by (0.7)\nPosition ((Boost: x) - (SCROLL X)) (((Boost: y) + ((6) * ([sin v] of (((Collectables: x) + (tick)) * (8)) ))) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [boost: x v] to [0]\nset [boost: y v] to [0]\nClone at x: [2745] y: [-5] [3]\nClone at x: [5580] y: [830] [3]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) (costume#)\nset [boost: x v] to (x)\nset [boost: y v] to (y)\nswitch costume to (costume#)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [tick v] to [0]\nset [ghost v] effect to (0)\nset size to (40) %\n\nwhen I receive [tick v]\nforever\n if <touching (player v)?> then\n if <(costume [number v]) = [1]> then\n broadcast (Move right v)\n else\n if <(costume [number v]) = [2]> then\n broadcast (move left v)\n else\n if <(costume [number v]) = [3]> then\n broadcast (move up v)\n else\n broadcast (fall down v)\n end\n end\n end\n end\nend\n\nif <(LEVEL) = [1]> then\nset [boost: x v] to [-9999999999]\n\nClone at x: [2865] y: [-5] [1]\n\n@BG\n\nwhen flag clicked\nforever\n go [backward v] (10000000) layers\nend\n\nwhen I receive [bg v]\ngo to [back v] layer\nswitch costume to (renderer v)\nset size to (200) %\nswitch costume to (costume1 v)\nPen Pos\nPosition\nPen hack\n\ndefine Position\ngo to x: (((SCROLL X) * (-1)) / (5)) y: (((SCROLL Y) * (-1)) / (5))\n\ndefine Pen hack\npen down\nset pen color to (#000c49)\nchange pen size by (9999999999999999999999999999999999999999999999999999999)\n\nwhen flag clicked\nforever\n\ndefine Pen Pos\ngo to x: (0) y: (0)\n\n@Deadly-Line\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nturn right (3) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (1) layers\nif <touching (player v)?> then\n set [hp v] to [0]\nend\n\nwhen I receive [setup v]\nshow\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nClone at x: [5189] y: [787]\nClone at x: [-10000000000000000000000000] y: [792]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Crate\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (5) layers\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nswitch costume to (costume1 v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [defect v] to [0]\nforever\n if <touching (player bullet v)?> then\n set [brightness v] effect to (30)\n change [ghost v] effect by (10)\n change [defect v] by (10)\n if <(defect) = [100]> then\n change [__cratedefectcount v] by (1)\n delete this clone\n end\n wait until <not <touching (player bullet v)?>>\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start game :\) v]\nset [__cratedefectcount v] to [0]\n\nwhen I receive [start game :\) v]\n\nwhen I receive [setup v]\nshow\nclear graphic effects\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [2500] y: [400]\nClone at x: [2500] y: [445]\nClone at x: [2500] y: [490]\nClone at x: [2500] y: [535]\nClone at x: [2500] y: [580]\nClone at x: [2500] y: [625]\nClone at x: [2500] y: [670]\nClone at x: [2500] y: [715]\nClone at x: [2500] y: [760]\nClone at x: [2455] y: [760]\nClone at x: [2410] y: [760]\nClone at x: [2365] y: [760]\nClone at x: [2320] y: [760]\nClone at x: [2275] y: [760]\nClone at x: [2230] y: [760]\nClone at x: [2185] y: [760]\nClone at x: [2140] y: [760]\nClone at x: [2095] y: [760]\nClone at x: [2095] y: [400]\nClone at x: [2095] y: [445]\nClone at x: [2095] y: [490]\nClone at x: [2095] y: [535]\nClone at x: [2095] y: [580]\nClone at x: [2095] y: [625]\nClone at x: [2095] y: [670]\nClone at x: [2095] y: [715]\nClone at x: [2095] y: [760]\nClone at x: [5433] y: [1266]\nClone at x: [5433] y: [1313]\nClone at x: [5433] y: [1358]\nClone at x: [5433] y: [1403]\nClone at x: [5433] y: [1448]\nClone at x: [5433] y: [1493]\nClone at x: [5388] y: [1493]\nClone at x: [5343] y: [1448]\nClone at x: [5298] y: [1403]\nClone at x: [5253] y: [1358]\nClone at x: [5208] y: [1313]\nClone at x: [5163] y: [1266]\nClone at x: [3963] y: [1668]\nClone at x: [3920] y: [1668]\nClone at x: [3877] y: [1668]\nClone at x: [3834] y: [1668]\nClone at x: [3791] y: [1668]\nClone at x: [3748] y: [1668]\nClone at x: [3705] y: [1668]\nClone at x: [3662] y: [1668]\nClone at x: [3619] y: [1668]\nClone at x: [3576] y: [1668]\nClone at x: [3533] y: [1668]\nClone at x: [3490] y: [1668]\nClone at x: [-1000000000000000000000000000000000000000000000] y: [395]\nshow\n\nwhen [timer v] > (tb timer)\nhide\n\n@Achievements Notifications\n\ndefine Glide with costume (cost.)\ngo to x: (251) y: (0)\nswitch costume to (cost.)\nshow\nglide (0.5) secs to x: (0) y: (0)\nwait (4) seconds\nglide (0.5) secs to x: (251) y: (0)\nhide\n\nwhen I receive [start game :\) v]\nset [all achievement cleared v] to [0]\nforever\n go to [front v] layer\n if <(__Jump Count) = [75]> then\n show\n Glide with costume [1]\n set [all achievement cleared v] to [1]\n wait until <not <(__Jump Count) = [75]>>\n end\n if <(__DeathCount) = [1]> then\n show\n Glide with costume [2]\n set [all achievement cleared v] to [2]\n wait until <not <(__DeathCount) = [1]>>\n end\n if <(__ShootCount) = [50]> then\n show\n Glide with costume [3]\n wait (0.5) seconds\n set [all achievement cleared v] to [3]\n wait until <not <(__ShootCount) = [50]>>\n end\n if <(__DeathCount) = [15]> then\n show\n Glide with costume [4]\n set [all achievement cleared v] to [4]\n wait until <not <(__DeathCount) = [15]>>\n end\n if <(__Jump Count) = [200]> then\n show\n Glide with costume [5]\n set [all achievement cleared v] to [5]\n wait until <not <(__Jump Count) = [200]>>\n end\n if <(__ShootCount) = [150]> then\n show\n Glide with costume [6]\n wait (0.5) seconds\n set [all achievement cleared v] to [6]\n wait until <not <(__ShootCount) = [150]>>\n end\n if <(__CrateDefectCount) = [10]> then\n show\n Glide with costume [7]\n wait (0.5) seconds\n set [all achievement cleared v] to [7]\n wait until <not <(__CrateDefectCount) = [10]>>\n end\n if <(LOVED__) = [1]> then\n show\n Glide with costume [8]\n set [all achievement cleared v] to [8]\n wait until <not <(LOVED__) = [1]>>\n end\n if <(__CrazyKiller) = [10]> then\n show\n Glide with costume [9]\n set [all achievement cleared v] to [9]\n wait until <not <(__CrazyKiller) = [10]>>\n end\n if <(__CrazyKiller) = [100]> then\n show\n Glide with costume [10]\n set [all achievement cleared v] to [10]\n wait until <not <(__CrazyKiller) = [100]>>\n end\n if <(__Jump Count) = [400]> then\n show\n Glide with costume [11]\n set [all achievement cleared v] to [11]\n wait until <not <(__Jump Count) = [400]>>\n end\n if <(__ShootCount) = [300]> then\n show\n Glide with costume [12]\n wait (0.5) seconds\n set [all achievement cleared v] to [12]\n wait until <not <(__ShootCount) = [300]>>\n end\n if <(__CrateDefectCount) = [25]> then\n show\n Glide with costume [13]\n wait (0.5) seconds\n set [all achievement cleared v] to [13]\n wait until <not <(__CrateDefectCount) = [25]>>\n end\nend\n\nwhen flag clicked\nhide\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id2 v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id2 v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v) and wait\n\nwhen I start as a clone\nif <(clone id2) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id2) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@transition\n\nwhen flag clicked\nhide\nforever\n if <(HP) = [0]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n go to [front v] layer\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (costume1 v)\n set x to (500)\n show\n start sound [Whoosh v]\n repeat (25)\n change x by (-60)\n end\n hide\n end\nend\n\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (costume1 v)\nset x to (500)\nshow\nstart sound [Whoosh v]\nrepeat (25)\n change x by (-60)\nend\nwait (0.05) seconds\nhide\nbroadcast (setup v) and wait\nset [__deathcount v] to [0]\n\nwhen I receive [start game :\) v]\n\nwhen I receive [bg v]\ngo to [front v] layer\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Clouds\n\nwhen I start as a clone\nhide\nforever\n set size to (pick random (70) to (90)) %\n set [ghost v] effect to (pick random (0) to (20))\n go to [back v] layer\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (300) y: (pick random (100) to (150))\n repeat (240)\n change x by (-2)\n end\n hide\n wait (pick random (3) to (6)) seconds\n else\n show\n go to x: (-300) y: (pick random (100) to (150))\n repeat (240)\n change x by (2)\n end\n hide\n wait (pick random (3) to (6)) seconds\n end\nend\n\nwhen I receive [start game :\) v]\nhide\ngo to [back v] layer\nrepeat (3)\n create clone of (_myself_ v)\n hide\n wait (3) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nshow variable [players online v]\n\nwhen I receive [bg v]\ngo to [back v] layer\n\n@sign\n\ndefine Say (what?)\nset [letter v] to [1]\ndelete all of [letters v]\nrepeat (length of (what?))\n add (letter (letter) of (what?)) to [letters v]\n change [letter v] by (1)\n wait (0.005) seconds\n say (Letters)\nend\nwait until <<key (z v) pressed?> or <not <touching (player v)?>>>\nwait until <not <key (z v) pressed?>>\n\ndefine Clone at x: (x) y: (y)\nswitch costume to (sign2 v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nshow\nclear graphic effects\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [58] y: [0]\nClone at x: [2816] y: [-1]\nClone at x: [2624] y: [410]\nClone at x: [3900] y: [404]\nClone at x: [3315] y: [1570]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\ngo to [back v] layer\nif <touching (player v)?> then\n set [brightness v] effect to (10)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> and <key (z v) pressed?>> then\n if <(SCROLL X) < [100]> then\n Say [You probably know the basics of Platformers! WASD or Arrow keys to move and "Space" to shoot! \[Z\]]\n else\n if <<[2700] < (SCROLL X)> and <(SCROLL X) < [3000]>> then\n Say [👇These are the boosters! This will help you to boost your speed! \[Z\]]\n else\n if <<[2532] < (SCROLL X)> and <(SCROLL X) < [2680]>> then\n Say [Wait for the moving platform to come and pick you! Till then you could try braking👈 these crates with your Bullets! :D \[Z\]]\n else\n if <<[3791] < (SCROLL X)> and <(SCROLL X) < [4000]>> then\n Say [Again, wait for the moving platform to come and pick you! btw, are you enjoying the game till here !? \[Z\]]\n ask [Let Me know !] and wait\n if < (answer) contains [yes]?> then\n Say [Thanks! \[Z\]]\n else\n Say [Hope you like as further we go! \[Z\]]\n end\n else\n if <<[3165] < (SCROLL X)> and <(SCROLL X) < [3640]>> then\n Say [More Platforms coming soon! Till then fight with other Online Players! \[Z\]]\n end\n end\n end\n end\n end\n else\n say []\n end\nend\n\n@Z\n\ndefine Clone at x: (x) y: (y)\nswitch costume to (story-z-1 v)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nshow\nclear graphic effects\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nClone at x: [58] y: [0]\nClone at x: [2816] y: [-1]\nClone at x: [2624] y: [410]\nClone at x: [3900] y: [404]\nClone at x: [3315] y: [1570]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <touching (player v)?> then\n switch costume to (story-z-1 v)\n set [ghost v] effect to (0)\n change y by ([abs v] of (([cos v] of ((timer) * (150)) ) * (3)) )\n else\n set [ghost v] effect to (100)\n end\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [bg v]\nswitch costume to (sign2 v)\n\n@Hide?\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n say [There is a bug in which you can see one another gun roaming with you! If its the case then just click this to hide it! If not than ignore it!]\n if <mouse down?> then\n set [hide? v] to [-1]\n wait until <not <mouse down?>>\n end\nelse\n say []\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game :\) v]\nforever\n if <(Players Online) > [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [hide? v] to [1]\n\n@report detector\n\nwhen flag clicked\nhide\nswitch costume to (why? v)\ngo to x: (500) y: (0)\nswitch costume to (detector v)\nset [ghost v] effect to (100)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n start sound [pop v]\n go to x: (0) y: (0)\n switch costume to (why? v)\n go to [front v] layer\n go to x: (0) y: (0)\n change x by (10)\n wait (0.1) seconds\n change y by (10)\n wait (0.1) seconds\n change x by (-10)\n wait (0.1) seconds\n change y by (-10)\n else\n switch costume to (detector v)\n end\nend\n\n | Windy Vibes || Multiplayer Shooting Platformer by @Indian-Programer !\n\nCan we get this on trending ?\n\nThis was made for the @PrimeGuy_1001 's contest!\n\nPress "Z" to interact with Signboards and You can broke crates and you can use it to safegaurd yourself too! xD\n\nPress "t" to chat... and 1 , 2 ,3 keys and so on to choose phrases!\n\n3.5K+ Blocks !!!!!!!!!!!!!!! o_0\n\nғᴇᴀᴛᴜʀᴇs:-\nᴍᴀss ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ ᴏɴʟɪɴᴇ! (ᴍᴍᴏ)\nᴏɴʟɪɴᴇ sʜᴏᴏᴛɪɴɢ sʏsᴛᴇᴍ!\nʙʀᴏᴋᴀʙʟᴇ ᴄʀᴀᴛᴇs !\nᴀᴄʜᴇɪᴠᴍᴇɴᴛs!\nᴏɴʟɪɴᴇ ᴄʜᴀᴛ!\nsᴄʀᴏʟʟɪɴɢ ʙɢ!\nɪɴᴛᴇʀᴀᴄᴛɪᴠᴇ sɪɢɴʙᴏᴀʀᴅs!\nᴄᴏᴏʟ ᴍᴜsɪᴄ ᴀɴᴅ sғx !\nᴏᴛʜᴇʀ ᴄᴏᴏʟ ᴏᴘᴘᴏɴᴇɴᴛs!\n\nSo what are you waiting for !? Click that Flag! :D\n\nCredits:-\n@VinCrafts for player and ground the art!\n@XShrunk for the cloud mmo engine (very highly edited by me!)\n@griffpatch for the scrolling platformer tutorial (edited by me)!\n@funnyanimatorjimtv for the opponent bullet code!\n@Chiroyce for checkpoint art(taken from https://www.svgrepo.com/svg/47267/flag)!\n@Quaxx for death transition! (modified by me)\n@-zerx- for player bullet scripts!\n@mGR8T for the huge inspiration !\n@2009zilla for the intro, thumbnail and gun art!\nOpengameart.org for bg music! \nEverything else by me! :D\n\nTAGS (Ignore):\n#All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All\n#Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games\n#Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Art#All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All #All\n#Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games\n#Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending #Trending \n#Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry #Entry |
Ball World(Platformer) #games#all#mobile friendly | @Stage\n\nwhen flag clicked\nbroadcast (Menu v)\n\ndelete all of [star v]\ndelete all of [coin v]\ndelete all of [player v]\ndelete all of [worlds v]\nadd [1] to [player v]\nadd [12] to [worlds v]\ndelete all of [claimedstars v]\ndelete all of [scratchers who played v]\nset [coins v] to [0]\nset [star v] to [0]\nset [clone_x v] to [0]\nset [clone_y v] to [0]\nset [level v] to [1]\nset [player v] to [1]\nset [menu_music v] to [Yes]\nset [skip v] to [10]\n\nwhen I receive [start v]\nforever\n if <<(Level) > [30]> and <(Level) < [61]>> then\n set [world v] to [2]\n switch backdrop to (2 v)\n end\nend\n\nwhen I receive [start v]\nset [time v] to [0]\nforever\n change [time v] by (1)\nend\n\nwhen I receive [start v]\nforever\n if <<(Level) > [60]> and <(Level) < [91]>> then\n set [world v] to [3]\n switch backdrop to (3 v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) < [30]> then\n set [world v] to [1]\n switch backdrop to (1 v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<(Level) > [90]> and <(Level) < [121]>> then\n set [world v] to [4]\n switch backdrop to (4 v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) > [120]> then\n set [world v] to [5]\n switch backdrop to (1 v)\n end\nend\n\n@Blank\n\n@Player\n\ndefine Game On\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [-225]\nset [y v] to [-99]\nset [in air v] to [0]\nset [finish v] to []\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\nshow\n\ndefine Movement\nswitch costume to (hitbox v)\nif <(Mode) = [Hide]> then\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 change [sx v] by (-1.5)\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 change [sx v] by (1.5)\n end\n if <(Friction) = [0]> then\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\n end\n else\n if <(Friction) = [1]> then\n set [sx v] to ((sx) * (0.4))\n if <([abs v] of (sx) ) > [0.5]> then\n Change Player x by (round (sx))\n end\n else\n if <(Friction) = [2]> then\n set [sx v] to ((sx) * (0.9))\n if <([abs v] of (sx) ) > [1]> then\n Change Player x by (round (sx))\n end\n end\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [14]\n end\n end\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\n Change Player y by (sy)\n Die\n Position\nend\nswitch costume to (Player)\nif <(y position) < [-180]> then\n set [finish v] to [No]\nend\nif <not <touching (frictionpad v)?>> then\n set [friction v] to [0]\nend\n\nwhen I receive [start v]\ngo to x: (-225) y: (-101)\nbroadcast (Delete v)\nbroadcast (Create v)\ngo to [front v] layer\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Finish) > []>\n Movement\n end\n if <(Finish) = [Yes]> then\n Game Con\n else\n Game End\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (2nd_platform v)?> or <touching (platform v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (platform v)?> or <touching (2nd_platform v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platform v)?> or <touching (2nd_platform v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-15]\n else\n set [sx v] to [15]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platform v)?> or <touching (2nd_platform v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game End\nbroadcast (Transition v)\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nwait (0.08) seconds\nset [finish v] to []\n\ndefine Die\nif <<touching (danger v)?> or <touching (saw v)?>> then\n set [finish v] to [No]\nend\n\ndefine Game Con\nhide\nbroadcast (Transition v)\nwait (1.5) seconds\nif <[star v] contains (Level)?> then\n add (Level) to [claimedstars v]\nend\nchange [level v] by (1)\nbroadcast (Check v)\nbroadcast (Delete v)\nbroadcast (Create v)\n\nwhen I receive [bounce v]\nset [sy v] to [24]\n\nwhen I receive [s_bounce v]\nset [sy v] to [20]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait until <(Level) > [30]>\nif <not <[worlds v] contains [12Finished]?>> then\n add [14] to [worlds v]\n add [12Finished] to [worlds v]\nend\nwait until <(Level) > [60]>\nif <not <[worlds v] contains [14Finished]?>> then\n add [17] to [worlds v]\n add [14Finished] to [worlds v]\nend\nwait until <(Level) > [90]>\nif <not <[worlds v] contains [17Finished]?>> then\n add [20] to [worlds v]\n add [17Finished] to [worlds v]\nend\nwait until <(Level) > [120]>\nif <not <[worlds v] contains [20Finished]?>> then\n add [20Finished] to [worlds v]\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <(x) < [-247]> then\n set [x v] to [-247]\n end\n if <<(x) > [247]> and <not <(Level) > [120]>>> then\n set [finish v] to [Yes]\n end\n if <<(x) > [247]> and <(Level) > [120]>> then\n set [x v] to [247]\n end\nend\n\nwhen I receive [info v]\ngo to x: (-225) y: (-101)\n\nwhen I receive [check v]\nwait (0.05) seconds\nif <(Level) = [1]> then\n broadcast (Info v)\nend\nif <(Level) = [31]> then\n broadcast (Info v)\nend\nif <(Level) = [61]> then\n broadcast (Info v)\nend\nif <(Level) = [91]> then\n broadcast (Info v)\nend\nif <(Level) > [119]> then\n broadcast (Info v)\nend\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n if <<<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 if <<(Mode) = [Hide]> and <<(Transition) = [No]> and <(Finish) = []>>> then\n if <(Sounds) = [0]> then\n play sound [Jump v] until done\n end\n end\n end\n end\nend\n\n@Weapon \n\nwhen I receive [start v]\nhide\ngo to [back v] layer\nforever\n if <<<key (space v) pressed?> and <(Finish) = []>> and <<(Mode) = [Hide]> and <(Transition) = [No]>>> then\n if <(Player) = [12]> then\n if <(Sounds) = [0]> then\n start sound [woosh1 v]\n end\n create clone of (_myself_ v)\n end\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I start as a clone\nset size to (80) %\nshow\ngo to (player v)\npoint in direction ([direction v] of [player v])\nrepeat until <<touching (_edge_ v)?> or <<touching (enemy v)?> or <<<touching (platform v)?> or <touching (danger v)?>> or <<touching (saw v)?> or <touching (trampoline v)?>>>>>\n move (10) steps\nend\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (star1 v)\nforever\n next costume\n wait (0.05) seconds\n if <(costume [number v]) > [1]> then\n switch costume to (star1 v)\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Platform\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n go [forward v] (2) layers\n switch costume to (Level)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Danger\n\nwhen I receive [start v]\nshow\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Coins\n\ndefine Create a clone at x: (x) y: (y) coin (no.)\ngo to x: (x) y: (y)\nset [coin v] to (no.)\ncreate clone of (_myself_ v)\n\nwhen I receive [delete v]\nif < (Coin) contains (coin)?> then\n set [done v] to [yes]\nend\ndelete this clone\n\nwhen I receive [create v]\nhide\nif <(Level) = [1]> then\n Create a clone at x: [-140] y: [-70] coin [1]\n Create a clone at x: [-121] y: [-42] coin [2]\n Create a clone at x: [-105] y: [-70] coin [3]\n Create a clone at x: [-23] y: [-48] coin [4]\n Create a clone at x: [23] y: [-48] coin [5]\n Create a clone at x: [140] y: [-70] coin [6]\n Create a clone at x: [123] y: [-42] coin [7]\n Create a clone at x: [105] y: [-70] coin [8]\nend\nif <(Level) = [2]> then\n Create a clone at x: [-37] y: [70] coin [9]\n Create a clone at x: [37] y: [70] coin [10]\nend\nif <(Level) = [3]> then\n Create a clone at x: [-90] y: [15] coin [11]\n Create a clone at x: [90] y: [15] coin [12]\n Create a clone at x: [6] y: [95] coin [13]\nend\nif <(Level) = [4]> then\n Create a clone at x: [24] y: [-55] coin [14]\n Create a clone at x: [24] y: [-5] coin [15]\nend\nif <(Level) = [5]> then\n Create a clone at x: [55] y: [58] coin [16]\n Create a clone at x: [138] y: [58] coin [17]\nend\nif <(Level) = [6]> then\n Create a clone at x: [-49] y: [-48] coin [18]\n Create a clone at x: [-49] y: [-92] coin [19]\n Create a clone at x: [73] y: [-48] coin [20]\n Create a clone at x: [73] y: [-92] coin [21]\nend\nif <(Level) = [7]> then\n Create a clone at x: [-102] y: [70] coin [22]\n Create a clone at x: [22] y: [70] coin [23]\n Create a clone at x: [152] y: [70] coin [24]\nend\nif <(Level) = [8]> then\n Create a clone at x: [-60] y: [-40] coin [25]\n Create a clone at x: [8] y: [55] coin [26]\nend\nif <(Level) = [9]> then\n Create a clone at x: [-127] y: [-40] coin [27]\n Create a clone at x: [-65] y: [-40] coin [28]\n Create a clone at x: [-3] y: [-40] coin [29]\n Create a clone at x: [59] y: [-40] coin [30]\n Create a clone at x: [121] y: [-40] coin [31]\nend\nif <(Level) = [10]> then\n Create a clone at x: [-144] y: [-10] coin [32]\n Create a clone at x: [-120] y: [-10] coin [33]\n Create a clone at x: [-144] y: [-36] coin [34]\n Create a clone at x: [-120] y: [-36] coin [35]\n Create a clone at x: [-144] y: [-62] coin [36]\n Create a clone at x: [-120] y: [-62] coin [37]\nend\nif <(Level) = [11]> then\n Create a clone at x: [50] y: [-11] coin [38]\n Create a clone at x: [50] y: [39] coin [39]\nend\nif <(Level) = [12]> then\n Create a clone at x: [-13] y: [56] coin [40]\n Create a clone at x: [123] y: [56] coin [41]\n Create a clone at x: [221] y: [112] coin [42]\nend\nif <(Level) = [13]> then\n Create a clone at x: [-161] y: [-44] coin [43]\n Create a clone at x: [-161] y: [-84] coin [44]\n Create a clone at x: [-135] y: [-44] coin [45]\n Create a clone at x: [-135] y: [-84] coin [46]\n Create a clone at x: [51] y: [116] coin [47]\n Create a clone at x: [205] y: [116] coin [48]\nend\nif <(Level) = [14]> then\n Create a clone at x: [-78] y: [64] coin [49]\n Create a clone at x: [33] y: [64] coin [50]\n Create a clone at x: [-78] y: [112] coin [51]\n Create a clone at x: [33] y: [112] coin [52]\nend\nif <(Level) = [15]> then\n Create a clone at x: [-52] y: [-56] coin [53]\n Create a clone at x: [0] y: [-56] coin [54]\n Create a clone at x: [52] y: [-56] coin [55]\n Create a clone at x: [-52] y: [-4] coin [56]\n Create a clone at x: [0] y: [-4] coin [57]\n Create a clone at x: [52] y: [-4] coin [58]\nend\nif <(Level) = [16]> then\n Create a clone at x: [28] y: [-72] coin [59]\n Create a clone at x: [-72] y: [-11] coin [60]\n Create a clone at x: [-72] y: [30] coin [61]\n Create a clone at x: [198] y: [106] coin [62]\nend\nif <(Level) = [17]> then\n Create a clone at x: [68] y: [31] coin [63]\n Create a clone at x: [68] y: [-6] coin [64]\n Create a clone at x: [68] y: [-43] coin [65]\nend\nif <(Level) = [18]> then\n Create a clone at x: [99] y: [41] coin [66]\n Create a clone at x: [120] y: [72] coin [67]\n Create a clone at x: [134] y: [41] coin [68]\nend\nif <(Level) = [20]> then\n Create a clone at x: [34] y: [35] coin [69]\n Create a clone at x: [34] y: [13] coin [70]\n Create a clone at x: [-114] y: [35] coin [71]\n Create a clone at x: [-114] y: [13] coin [72]\nend\nif <(Level) = [21]> then\n Create a clone at x: [-10] y: [130] coin [73]\n Create a clone at x: [45] y: [130] coin [74]\n Create a clone at x: [95] y: [130] coin [75]\nend\nif <(Level) = [22]> then\n Create a clone at x: [-196] y: [-17] coin [76]\n Create a clone at x: [-196] y: [7] coin [77]\nend\nif <(Level) = [23]> then\n Create a clone at x: [38] y: [76] coin [78]\n Create a clone at x: [-93] y: [76] coin [79]\n Create a clone at x: [175] y: [110] coin [80]\n Create a clone at x: [216] y: [110] coin [81]\nend\nif <(Level) = [24]> then\n Create a clone at x: [63] y: [110] coin [82]\n Create a clone at x: [63] y: [74] coin [83]\nend\nif <(Level) = [25]> then\n Create a clone at x: [12] y: [84] coin [84]\n Create a clone at x: [82] y: [20] coin [85]\n Create a clone at x: [82] y: [-20] coin [86]\nend\nif <(Level) = [26]> then\n Create a clone at x: [-48] y: [-85] coin [87]\n Create a clone at x: [-10] y: [-85] coin [88]\n Create a clone at x: [28] y: [-85] coin [89]\nend\nif <(Level) = [27]> then\n Create a clone at x: [-30] y: [0] coin [90]\n Create a clone at x: [-30] y: [36] coin [91]\n Create a clone at x: [75] y: [100] coin [92]\n Create a clone at x: [75] y: [60] coin [93]\nend\nif <(Level) = [28]> then\n Create a clone at x: [-100] y: [-62] coin [94]\n Create a clone at x: [11] y: [-15] coin [95]\n Create a clone at x: [110] y: [-62] coin [96]\nend\nif <(Level) = [30]> then\n Create a clone at x: [7] y: [-53] coin [97]\n Create a clone at x: [109] y: [-72] coin [98]\n Create a clone at x: [168] y: [-72] coin [99]\nend\nif <(Level) = [32]> then\n Create a clone at x: [2] y: [71] coin [100]\n Create a clone at x: [2] y: [102] coin [101]\nend\nif <(Level) = [33]> then\n Create a clone at x: [-74] y: [90] coin [102]\n Create a clone at x: [82] y: [90] coin [103]\nend\nif <(Level) = [34]> then\n Create a clone at x: [10] y: [-67] coin [104]\n Create a clone at x: [10] y: [-17] coin [105]\n Create a clone at x: [-224] y: [-25] coin [106]\n Create a clone at x: [-224] y: [18] coin [107]\n Create a clone at x: [-200] y: [-25] coin [108]\n Create a clone at x: [-200] y: [18] coin [109]\nend\nif <(Level) = [35]> then\n Create a clone at x: [-150] y: [57] coin [110]\n Create a clone at x: [-125] y: [57] coin [111]\n Create a clone at x: [13] y: [-75] coin [112]\n Create a clone at x: [13] y: [-41] coin [113]\nend\nif <(Level) = [36]> then\n Create a clone at x: [-188] y: [3] coin [114]\n Create a clone at x: [-1] y: [98] coin [115]\n Create a clone at x: [-188] y: [-25] coin [116]\nend\nif <(Level) = [38]> then\n Create a clone at x: [-55] y: [25] coin [117]\n Create a clone at x: [47] y: [95] coin [118]\nend\nif <(Level) = [40]> then\n Create a clone at x: [-31] y: [-56] coin [119]\n Create a clone at x: [-7] y: [-56] coin [120]\n Create a clone at x: [-31] y: [-22] coin [121]\n Create a clone at x: [-7] y: [-22] coin [122]\nend\nif <(Level) = [41]> then\n Create a clone at x: [-84] y: [132] coin [123]\n Create a clone at x: [-33] y: [132] coin [124]\n Create a clone at x: [16] y: [132] coin [125]\nend\nif <(Level) = [42]> then\n Create a clone at x: [-32] y: [120] coin [126]\n Create a clone at x: [0] y: [120] coin [127]\n Create a clone at x: [32] y: [120] coin [128]\nend\nif <(Level) = [43]> then\n Create a clone at x: [-40] y: [-50] coin [129]\n Create a clone at x: [-138] y: [-50] coin [130]\n Create a clone at x: [60] y: [-50] coin [131]\nend\nif <(Level) = [44]> then\n Create a clone at x: [116] y: [-2] coin [132]\n Create a clone at x: [116] y: [-29] coin [133]\n Create a clone at x: [116] y: [-57] coin [134]\nend\nif <(Level) = [46]> then\n Create a clone at x: [-77] y: [-41] coin [135]\n Create a clone at x: [11] y: [-65] coin [136]\n Create a clone at x: [98] y: [-41] coin [137]\nend\nif <(Level) = [47]> then\n Create a clone at x: [35] y: [-28] coin [138]\n Create a clone at x: [58] y: [-28] coin [139]\n Create a clone at x: [46] y: [-48] coin [140]\nend\nif <(Level) = [48]> then\n Create a clone at x: [18] y: [74] coin [141]\n Create a clone at x: [104] y: [59] coin [142]\n Create a clone at x: [-63] y: [59] coin [143]\nend\nif <(Level) = [49]> then\n Create a clone at x: [-61] y: [-17] coin [144]\n Create a clone at x: [-83] y: [-17] coin [145]\n Create a clone at x: [-61] y: [-40] coin [146]\n Create a clone at x: [-83] y: [-40] coin [147]\n Create a clone at x: [61] y: [-17] coin [148]\n Create a clone at x: [83] y: [-17] coin [149]\n Create a clone at x: [61] y: [-40] coin [150]\n Create a clone at x: [83] y: [-40] coin [151]\nend\nif <(Level) = [51]> then\n Create a clone at x: [-14] y: [32] coin [152]\n Create a clone at x: [11] y: [32] coin [153]\n Create a clone at x: [-14] y: [7] coin [154]\n Create a clone at x: [11] y: [7] coin [155]\nend\nif <(Level) = [52]> then\n Create a clone at x: [-41] y: [54] coin [156]\n Create a clone at x: [-41] y: [31] coin [157]\n Create a clone at x: [50] y: [54] coin [158]\n Create a clone at x: [50] y: [31] coin [159]\nend\nif <(Level) = [53]> then\n Create a clone at x: [-158] y: [112] coin [160]\n Create a clone at x: [-132] y: [112] coin [161]\n Create a clone at x: [-158] y: [87] coin [162]\n Create a clone at x: [-132] y: [87] coin [163]\n Create a clone at x: [50] y: [127] coin [164]\n Create a clone at x: [20] y: [148] coin [165]\n Create a clone at x: [80] y: [148] coin [166]\nend\nif <(Level) = [54]> then\n Create a clone at x: [105] y: [-31] coin [167]\n Create a clone at x: [117] y: [-6] coin [168]\n Create a clone at x: [128] y: [-31] coin [169]\nend\nif <(Level) = [56]> then\n Create a clone at x: [-85] y: [132] coin [170]\n Create a clone at x: [-62] y: [132] coin [171]\n Create a clone at x: [-85] y: [108] coin [172]\n Create a clone at x: [-62] y: [108] coin [173]\n Create a clone at x: [94] y: [132] coin [174]\n Create a clone at x: [116] y: [132] coin [175]\n Create a clone at x: [94] y: [108] coin [176]\n Create a clone at x: [116] y: [108] coin [177]\nend\nif <(Level) = [58]> then\n Create a clone at x: [70] y: [-6] coin [178]\n Create a clone at x: [91] y: [-6] coin [179]\n Create a clone at x: [70] y: [-30] coin [180]\n Create a clone at x: [91] y: [-30] coin [181]\nend\nif <(Level) = [60]> then\n Create a clone at x: [-8] y: [44] coin [182]\n Create a clone at x: [-8] y: [66] coin [183]\n Create a clone at x: [-8] y: [0] coin [184]\n Create a clone at x: [-8] y: [22] coin [185]\n Create a clone at x: [-8] y: [-22] coin [186]\n Create a clone at x: [-8] y: [-44] coin [187]\n Create a clone at x: [-8] y: [-88] coin [188]\n Create a clone at x: [-8] y: [-66] coin [189]\nend\nif <(Level) = [62]> then\n Create a clone at x: [-120] y: [-14] coin [190]\n Create a clone at x: [-96] y: [-14] coin [191]\n Create a clone at x: [-120] y: [-38] coin [192]\n Create a clone at x: [-96] y: [-38] coin [193]\n Create a clone at x: [120] y: [-14] coin [194]\n Create a clone at x: [96] y: [-14] coin [195]\n Create a clone at x: [120] y: [-38] coin [196]\n Create a clone at x: [96] y: [-38] coin [197]\nend\nif <(Level) = [63]> then\n Create a clone at x: [17] y: [148] coin [198]\n Create a clone at x: [17] y: [114] coin [199]\n Create a clone at x: [17] y: [82] coin [200]\nend\nif <(Level) = [65]> then\n Create a clone at x: [-4] y: [112] coin [201]\n Create a clone at x: [20] y: [112] coin [202]\n Create a clone at x: [-4] y: [137] coin [203]\n Create a clone at x: [20] y: [137] coin [204]\nend\nif <(Level) = [67]> then\n Create a clone at x: [0] y: [70] coin [205]\n Create a clone at x: [20] y: [50] coin [206]\n Create a clone at x: [-20] y: [50] coin [207]\nend\nif <(Level) = [68]> then\n Create a clone at x: [22] y: [-30] coin [208]\n Create a clone at x: [0] y: [-30] coin [209]\n Create a clone at x: [-22] y: [-30] coin [210]\n Create a clone at x: [-44] y: [-30] coin [211]\nend\nif <(Level) = [69]> then\n Create a clone at x: [-12] y: [-2] coin [212]\n Create a clone at x: [-32] y: [10] coin [213]\n Create a clone at x: [-50] y: [-4] coin [214]\n Create a clone at x: [-45] y: [-25] coin [215]\n Create a clone at x: [-35] y: [-45] coin [216]\n Create a clone at x: [-24] y: [-63] coin [217]\n Create a clone at x: [-14] y: [-82] coin [218]\n Create a clone at x: [-3] y: [-63] coin [219]\n Create a clone at x: [9] y: [-45] coin [220]\n Create a clone at x: [20] y: [-25] coin [221]\n Create a clone at x: [24] y: [-4] coin [222]\n Create a clone at x: [6] y: [10] coin [223]\nend\nif <(Level) = [70]> then\n Create a clone at x: [78] y: [76] coin [224]\n Create a clone at x: [78] y: [36] coin [225]\n Create a clone at x: [78] y: [56] coin [226]\nend\nif <(Level) = [71]> then\n Create a clone at x: [-68] y: [-45] coin [227]\n Create a clone at x: [-68] y: [-70] coin [228]\n Create a clone at x: [-68] y: [-95] coin [229]\nend\nif <(Level) = [72]> then\n Create a clone at x: [-15] y: [-44] coin [230]\n Create a clone at x: [10] y: [-44] coin [231]\n Create a clone at x: [35] y: [-44] coin [232]\n Create a clone at x: [60] y: [-44] coin [233]\nend\nif <(Level) = [74]> then\n Create a clone at x: [48] y: [-2] coin [234]\n Create a clone at x: [48] y: [-24] coin [235]\n Create a clone at x: [48] y: [-46] coin [236]\n Create a clone at x: [48] y: [-68] coin [237]\n Create a clone at x: [48] y: [-90] coin [238]\nend\nif <(Level) = [75]> then\n Create a clone at x: [-76] y: [-50] coin [239]\n Create a clone at x: [4] y: [-50] coin [240]\n Create a clone at x: [82] y: [-50] coin [241]\nend\nif <(Level) = [76]> then\n Create a clone at x: [-20] y: [-1] coin [242]\n Create a clone at x: [4] y: [-1] coin [243]\n Create a clone at x: [-20] y: [-24] coin [244]\n Create a clone at x: [4] y: [-24] coin [245]\nend\nif <(Level) = [77]> then\n Create a clone at x: [-225] y: [95] coin [246]\n Create a clone at x: [-200] y: [95] coin [247]\n Create a clone at x: [-175] y: [95] coin [248]\n Create a clone at x: [-150] y: [95] coin [249]\nend\nif <(Level) = [78]> then\n Create a clone at x: [-10] y: [40] coin [250]\n Create a clone at x: [10] y: [40] coin [251]\n Create a clone at x: [-10] y: [20] coin [252]\n Create a clone at x: [10] y: [20] coin [253]\nend\nif <(Level) = [80]> then\n Create a clone at x: [-76] y: [-53] coin [254]\n Create a clone at x: [4] y: [-53] coin [255]\n Create a clone at x: [84] y: [-53] coin [256]\nend\nif <(Level) = [81]> then\n Create a clone at x: [-35] y: [-41] coin [257]\n Create a clone at x: [123] y: [-41] coin [258]\nend\nif <(Level) = [82]> then\n Create a clone at x: [-40] y: [-38] coin [259]\n Create a clone at x: [10] y: [-38] coin [260]\nend\nif <(Level) = [83]> then\n Create a clone at x: [123] y: [0] coin [261]\n Create a clone at x: [150] y: [0] coin [262]\n Create a clone at x: [177] y: [0] coin [263]\n Create a clone at x: [204] y: [0] coin [264]\nend\nif <(Level) = [84]> then\n Create a clone at x: [-6] y: [95] coin [265]\n Create a clone at x: [-6] y: [70] coin [266]\n Create a clone at x: [113] y: [125] coin [267]\n Create a clone at x: [113] y: [150] coin [268]\nend\nif <(Level) = [85]> then\n Create a clone at x: [42] y: [66] coin [269]\n Create a clone at x: [0] y: [66] coin [270]\n Create a clone at x: [84] y: [66] coin [271]\nend\nif <(Level) = [86]> then\n Create a clone at x: [6] y: [136] coin [272]\n Create a clone at x: [-20] y: [110] coin [273]\n Create a clone at x: [28] y: [110] coin [274]\nend\nif <(Level) = [87]> then\n Create a clone at x: [-12] y: [74] coin [275]\n Create a clone at x: [-12] y: [94] coin [276]\n Create a clone at x: [66] y: [41] coin [277]\n Create a clone at x: [-77] y: [41] coin [278]\nend\nif <(Level) = [88]> then\n Create a clone at x: [-44] y: [-40] coin [279]\n Create a clone at x: [-20] y: [-40] coin [279]\n Create a clone at x: [4] y: [-40] coin [280]\n Create a clone at x: [28] y: [-40] coin [281]\nend\nif <(Level) = [89]> then\n Create a clone at x: [-100] y: [-70] coin [282]\n Create a clone at x: [-86] y: [-42] coin [283]\n Create a clone at x: [-75] y: [-70] coin [284]\n Create a clone at x: [100] y: [-70] coin [285]\n Create a clone at x: [89] y: [-42] coin [286]\n Create a clone at x: [75] y: [-70] coin [287]\nend\nif <(Level) = [90]> then\n Create a clone at x: [-15] y: [5] coin [288]\n Create a clone at x: [15] y: [5] coin [289]\n Create a clone at x: [45] y: [5] coin [290]\nend\nif <(Level) = [91]> then\n Create a clone at x: [-30] y: [-18] coin [291]\n Create a clone at x: [-30] y: [-38] coin [292]\n Create a clone at x: [-10] y: [-18] coin [293]\n Create a clone at x: [-10] y: [-38] coin [294]\n Create a clone at x: [10] y: [-18] coin [295]\n Create a clone at x: [10] y: [-38] coin [296]\nend\nif <(Level) = [92]> then\n Create a clone at x: [-78] y: [-86] coin [297]\n Create a clone at x: [-78] y: [-56] coin [298]\n Create a clone at x: [48] y: [-86] coin [299]\n Create a clone at x: [48] y: [-56] coin [300]\nend\nif <(Level) = [93]> then\n Create a clone at x: [-10] y: [-15] coin [301]\n Create a clone at x: [-10] y: [-40] coin [302]\n Create a clone at x: [-10] y: [-65] coin [303]\nend\nif <(Level) = [94]> then\n Create a clone at x: [148] y: [111] coin [304]\n Create a clone at x: [148] y: [90] coin [305]\n Create a clone at x: [170] y: [111] coin [306]\n Create a clone at x: [170] y: [90] coin [307]\nend\nif <(Level) = [95]> then\n Create a clone at x: [-76] y: [50] coin [308]\n Create a clone at x: [8] y: [50] coin [309]\n Create a clone at x: [92] y: [50] coin [310]\nend\nif <(Level) = [96]> then\n Create a clone at x: [-222] y: [110] coin [311]\n Create a clone at x: [-200] y: [110] coin [312]\n Create a clone at x: [-178] y: [110] coin [313]\n Create a clone at x: [-156] y: [110] coin [314]\n Create a clone at x: [-134] y: [110] coin [315]\n Create a clone at x: [-112] y: [110] coin [316]\n Create a clone at x: [-90] y: [110] coin [317]\n Create a clone at x: [-68] y: [110] coin [318]\n Create a clone at x: [-46] y: [110] coin [319]\n Create a clone at x: [-24] y: [110] coin [320]\nend\nif <(Level) = [98]> then\n Create a clone at x: [-120] y: [34] coin [321]\n Create a clone at x: [-20] y: [100] coin [322]\n Create a clone at x: [0] y: [100] coin [323]\n Create a clone at x: [20] y: [100] coin [324]\n Create a clone at x: [124] y: [34] coin [325]\nend\nif <(Level) = [100]> then\n Create a clone at x: [6] y: [-4] coin [326]\n Create a clone at x: [6] y: [20] coin [327]\nend\nif <(Level) = [101]> then\n Create a clone at x: [-60] y: [-33] coin [328]\n Create a clone at x: [30] y: [30] coin [329]\nend\nif <(Level) = [104]> then\n Create a clone at x: [112] y: [-90] coin [330]\n Create a clone at x: [112] y: [-60] coin [331]\n Create a clone at x: [112] y: [-30] coin [332]\nend\nif <(Level) = [105]> then\n Create a clone at x: [212] y: [46] coin [333]\n Create a clone at x: [212] y: [23] coin [334]\nend\nif <(Level) = [106]> then\n Create a clone at x: [60] y: [97] coin [335]\n Create a clone at x: [60] y: [120] coin [336]\nend\nif <(Level) = [107]> then\n Create a clone at x: [124] y: [118] coin [337]\n Create a clone at x: [144] y: [118] coin [338]\n Create a clone at x: [164] y: [118] coin [339]\n Create a clone at x: [184] y: [118] coin [340]\n Create a clone at x: [204] y: [118] coin [341]\n Create a clone at x: [224] y: [118] coin [342]\nend\nif <(Level) = [108]> then\n Create a clone at x: [178] y: [-10] coin [343]\n Create a clone at x: [178] y: [-30] coin [344]\nend\nif <(Level) = [110]> then\n Create a clone at x: [-178] y: [-30] coin [345]\n Create a clone at x: [-158] y: [-30] coin [346]\n Create a clone at x: [-138] y: [-30] coin [347]\n Create a clone at x: [-178] y: [-50] coin [348]\n Create a clone at x: [-158] y: [-50] coin [349]\n Create a clone at x: [-138] y: [-50] coin [350]\nend\nif <(Level) = [114]> then\n Create a clone at x: [114] y: [52] coin [351]\n Create a clone at x: [134] y: [52] coin [352]\n Create a clone at x: [114] y: [72] coin [353]\n Create a clone at x: [134] y: [72] coin [354]\nend\nif <(Level) = [115]> then\n Create a clone at x: [-184] y: [82] coin [355]\n Create a clone at x: [-163] y: [82] coin [356]\n Create a clone at x: [184] y: [82] coin [357]\n Create a clone at x: [163] y: [82] coin [358]\nend\n\nwhen I start as a clone\nshow\nforever\n set [brightness v] effect to (((5) * ([cos v] of ((timer) * (600)) )) + (5))\n switch costume to (hitcoin v)\n if <<(Level) > [30]> and <(Level) < [61]>> then\n switch costume to (level2coin v)\n else\n switch costume to (coin v)\n end\nend\n\nwhen I start as a clone\nif <not < (Coin) contains (coin)?>> then\n set [done v] to [no]\nend\nwait until <touching (player v)?>\nif <not < (Coin) contains (coin)?>> then\n add (coin) to [coin v]\nend\nif <(Sounds) = [0]> then\n start sound [Coin v]\nend\nchange [coins v] by (1)\nforever\n change x by ((([x position v] of [showcoins v]) - (x position)) / (16))\n change y by (((([y position v] of [showcoins v]) - (10)) - ((y position) - (18))) / (16))\n if <<(y position) > [161]> and <(x position) < [-222]>> then\n set [done v] to [yes]\n delete this clone\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if << (Coin) contains (coin)?> and <(done) = [yes]>> then\n delete this clone\n end\nend\n\n@Star\n\ndefine Create a clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n set [brightness v] effect to (((5) * ([cos v] of ((timer) * (600)) )) + (5))\n switch costume to (hitstar v)\n switch costume to (world1star v)\nend\n\nwhen I start as a clone\nwait until <<touching (player v)?> and <<(Finish) = []> and <(Transition) = [No]>>>\nif <(Sounds) = [0]> then\n start sound [star v]\nend\nif <(Finish) = []> then\n change [star v] by (1)\n add (Level) to [star v]\nend\nforever\n change x by ((([x position v] of [showstar v]) - (x position)) / (16))\n change y by (((([y position v] of [showstar v]) - (10)) - ((y position) - (18))) / (16))\n if <<(y position) > [136]> and <(x position) < [-222]>> then\n delete this clone\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nif <<[star v] contains (Level)?> and <not <[claimedstars v] contains (Level)?>>> then\n change [star v] by (-1)\n delete (item # of (Level) in [star v]) of [star v]\nend\nif <(Level) = [17]> then\n Create a clone at x: [-33] y: [-90]\nend\nif <(Level) = [18]> then\n Create a clone at x: [15] y: [-90]\nend\nif <(Level) = [21]> then\n Create a clone at x: [-199] y: [25]\nend\nif <(Level) = [22]> then\n Create a clone at x: [-44] y: [17]\nend\nif <(Level) = [28]> then\n Create a clone at x: [14] y: [148]\nend\nif <(Level) = [33]> then\n Create a clone at x: [6] y: [-24]\nend\nif <(Level) = [34]> then\n Create a clone at x: [-53] y: [-76]\nend\nif <(Level) = [38]> then\n Create a clone at x: [-226] y: [12]\nend\nif <(Level) = [45]> then\n Create a clone at x: [71] y: [157]\nend\nif <(Level) = [51]> then\n Create a clone at x: [8] y: [160]\nend\nif <(Level) = [54]> then\n Create a clone at x: [-29] y: [-20]\nend\nif <(Level) = [56]> then\n Create a clone at x: [19] y: [150]\nend\nif <(Level) = [58]> then\n Create a clone at x: [-84] y: [155]\nend\nif <(Level) = [66]> then\n Create a clone at x: [-227] y: [2]\nend\nif <(Level) = [70]> then\n Create a clone at x: [-169] y: [107]\nend\nif <(Level) = [84]> then\n Create a clone at x: [53] y: [-70]\nend\nif <(Level) = [94]> then\n Create a clone at x: [-120] y: [110]\nend\nif <(Level) = [104]> then\n Create a clone at x: [-50] y: [-90]\nend\nif <(Level) = [105]> then\n Create a clone at x: [115] y: [146]\nend\nif <(Level) = [115]> then\n Create a clone at x: [-8] y: [148]\nend\nif <(Level) = [116]> then\n Create a clone at x: [-135] y: [111]\nend\nif <(Level) = [117]> then\n Create a clone at x: [40] y: [-72]\nend\n\nwhen I receive [menu v]\nif <<[star v] contains (Level)?> and <not <[claimedstars v] contains (Level)?>>> then\n change [star v] by (-1)\n delete (item # of (Level) in [star v]) of [star v]\nend\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <[claimedstars v] contains (Level)?> then\n delete this clone\n end\nend\n\n@ShowCoins\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n set size to (30) %\n go to x: (((digits) * (12)) - (235)) y: (155)\n if <(length of (join [c] (Coins))) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (join [c] (Coins)))\n end\nend\n\nwhen I receive [menu v]\ndelete this clone\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\nforever\n go to x: (-223) y: (155)\nend\n\ndefine delete this clone\ndelete this clone\n\nwhen I receive [help v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [viewed v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <(Level) = [121]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@ShowStar\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n set size to (30) %\n go to x: (((digits) * (12)) - (235)) y: (130)\n if <(length of (join [s] (Star))) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (join [s] (Star)))\n end\nend\n\nwhen I receive [menu v]\ndelete this clone\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\nforever\n go to x: (-223) y: (130)\nend\n\ndefine delete this clone\ndelete this clone\n\nwhen I receive [help v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [viewed v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <(Level) = [121]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nif <(Level) = [20]> then\n Clone at x: [-114] y: [-90]\n Clone at x: [35] y: [-90]\nend\nif <(Level) = [21]> then\n Clone at x: [-76] y: [-90]\nend\nif <(Level) = [22]> then\n Clone at x: [-114] y: [-90]\n Clone at x: [15] y: [-90]\nend\nif <(Level) = [23]> then\n Clone at x: [-152] y: [-90]\nend\nif <(Level) = [24]> then\n Clone at x: [-120] y: [-90]\nend\nif <(Level) = [25]> then\n Clone at x: [-67] y: [-22]\nend\nif <(Level) = [32]> then\n Clone at x: [-157] y: [-90]\nend\nif <(Level) = [35]> then\n Clone at x: [-142] y: [-90]\nend\nif <(Level) = [37]> then\n Clone at x: [-82] y: [-90]\nend\nif <(Level) = [43]> then\n Clone at x: [-138] y: [-90]\n Clone at x: [-40] y: [-90]\n Clone at x: [60] y: [-90]\nend\nif <(Level) = [45]> then\n Clone at x: [60] y: [-90]\nend\nif <(Level) = [47]> then\n Clone at x: [-145] y: [-90]\nend\nif <(Level) = [57]> then\n Clone at x: [-148] y: [-90]\nend\nif <(Level) = [65]> then\n Clone at x: [-162] y: [-90]\nend\nif <(Level) = [66]> then\n Clone at x: [-152] y: [-90]\n Clone at x: [-92] y: [-90]\n Clone at x: [-32] y: [-90]\n Clone at x: [28] y: [-90]\n Clone at x: [88] y: [-90]\n Clone at x: [148] y: [-90]\nend\nif <(Level) = [69]> then\n Clone at x: [-112] y: [-90]\n Clone at x: [112] y: [-90]\nend\nif <(Level) = [72]> then\n Clone at x: [-108] y: [-20]\nend\nif <(Level) = [73]> then\n Clone at x: [115] y: [-90]\nend\nif <(Level) = [74]> then\n Clone at x: [2] y: [-90]\nend\nif <(Level) = [95]> then\n Clone at x: [-142] y: [-90]\n Clone at x: [-57] y: [-90]\n Clone at x: [25] y: [-90]\n Clone at x: [110] y: [-90]\nend\nif <(Level) = [96]> then\n Clone at x: [-30] y: [-90]\nend\nif <(Level) = [105]> then\n Clone at x: [0] y: [-20]\nend\nif <(Level) = [111]> then\n Clone at x: [-132] y: [-90]\nend\nif <(Level) = [116]> then\n Clone at x: [-132] y: [-90]\nend\nif <(Level) = [118]> then\n Clone at x: [-55] y: [-90]\nend\n\ndefine Clone at x: (x) y: (y)\ngo to x: (x) y: (y)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (7) layers\nshow\nforever\n if <(Level) < [30]> then\n set [color v] effect to (30)\n else\n if <<(Level) > [30]> and <(Level) < [60]>> then\n set [color v] effect to (0)\n else\n set [color v] effect to (130)\n end\n end\n if <<touching (player v)?> and <(Finish) = []>> then\n broadcast (Bounce v)\n if <(Sounds) = [0]> then\n start sound [Bounce v]\n end\n stop [other scripts in sprite v]\n switch costume to (1 v)\n repeat (7)\n next costume\n end\n if <(costume [number v]) > [7]> then\n switch costume to (1 v)\n end\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Saw\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create A Clone At x: (x) y: (y) Speed: (speed) Distance: (distance) Type: (type)\nset [x v] to (x)\nset [y v] to (y)\nset [speed v] to (speed)\nset [distance v] to (distance)\nset [type v] to (type)\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nif <<(Level) > [60]> and <(Level) < [89]>> then\n switch costume to (saw2 v)\nelse\n if <(Level) > [90]> then\n switch costume to (saw3 v)\n else\n switch costume to (saw v)\n end\nend\nif <(Level) = [40]> then\n Create A Clone At x: [-15] y: [-110] Speed: [3] Distance: [60] Type: [1]\n Create A Clone At x: [-15] y: [-110] Speed: [3] Distance: [-60] Type: [1]\nend\nif <(Level) = [41]> then\n Create A Clone At x: [-80] y: [-40] Speed: [3] Distance: [40] Type: [2]\n Create A Clone At x: [-9] y: [-40] Speed: [3] Distance: [-40] Type: [2]\nend\nif <(Level) = [42]> then\n Create A Clone At x: [1] y: [53] Speed: [5] Distance: [80] Type: [1]\n Create A Clone At x: [1] y: [53] Speed: [5] Distance: [-80] Type: [1]\nend\nif <(Level) = [43]> then\n Create A Clone At x: [-13] y: [12] Speed: [5] Distance: [200] Type: [1]\nend\nif <(Level) = [45]> then\n Create A Clone At x: [20] y: [142] Speed: [0] Distance: [0] Type: [0]\n Create A Clone At x: [118] y: [71] Speed: [0] Distance: [0] Type: [0]\nend\nif <(Level) = [47]> then\n Create A Clone At x: [113] y: [-112] Speed: [4] Distance: [50] Type: [1]\n Create A Clone At x: [198] y: [-53] Speed: [4] Distance: [30] Type: [2]\nend\nif <(Level) = [52]> then\n Create A Clone At x: [-80] y: [-42] Speed: [4] Distance: [40] Type: [1]\n Create A Clone At x: [86] y: [-42] Speed: [4] Distance: [-40] Type: [1]\n Create A Clone At x: [5] y: [20] Speed: [4] Distance: [20] Type: [2]\nend\nif <(Level) = [58]> then\n Create A Clone At x: [-110] y: [-112] Speed: [0] Distance: [0] Type: [0]\nend\nif <(Level) = [60]> then\n Create A Clone At x: [-60] y: [-8] Speed: [3] Distance: [70] Type: [2]\n Create A Clone At x: [-60] y: [-8] Speed: [3] Distance: [-70] Type: [2]\n Create A Clone At x: [45] y: [-8] Speed: [5] Distance: [-50] Type: [2]\nend\nif <(Level) = [64]> then\n Create A Clone At x: [-30] y: [-42] Speed: [4] Distance: [60] Type: [1]\n Create A Clone At x: [-30] y: [-42] Speed: [4] Distance: [-60] Type: [1]\nend\nif <(Level) = [68]> then\n Create A Clone At x: [0] y: [-112] Speed: [4] Distance: [120] Type: [1]\n Create A Clone At x: [0] y: [-112] Speed: [4] Distance: [-120] Type: [1]\n Create A Clone At x: [0] y: [-112] Speed: [1] Distance: [20] Type: [1]\nend\nif <(Level) = [70]> then\n Create A Clone At x: [-80] y: [-112] Speed: [4] Distance: [75] Type: [1]\nend\nif <(Level) = [71]> then\n Create A Clone At x: [160] y: [-112] Speed: [5] Distance: [55] Type: [1]\nend\nif <(Level) = [72]> then\n Create A Clone At x: [45] y: [-112] Speed: [6] Distance: [100] Type: [1]\n Create A Clone At x: [45] y: [-112] Speed: [6] Distance: [-100] Type: [1]\nend\nif <(Level) = [77]> then\n Create A Clone At x: [148] y: [-112] Speed: [8] Distance: [50] Type: [1]\nend\nif <(Level) = [78]> then\n Create A Clone At x: [-50] y: [-112] Speed: [8] Distance: [70] Type: [1]\nend\nif <(Level) = [83]> then\n Create A Clone At x: [0] y: [-112] Speed: [8] Distance: [50] Type: [1]\nend\nif <(Level) = [87]> then\n Create A Clone At x: [223] y: [-24] Speed: [4] Distance: [60] Type: [2]\nend\nif <(Level) = [ 88]> then\n Create A Clone At x: [-13] y: [-112] Speed: [4] Distance: [50] Type: [1]\n Create A Clone At x: [3] y: [100] Speed: [4] Distance: [40] Type: [2]\nend\nif <(Level) = [97]> then\n Create A Clone At x: [12] y: [20] Speed: [4] Distance: [50] Type: [1]\n Create A Clone At x: [12] y: [108] Speed: [4] Distance: [-50] Type: [1]\nend\nif <(Level) = [98]> then\n Create A Clone At x: [2] y: [50] Speed: [6] Distance: [60] Type: [1]\nend\nif <(Level) = [105]> then\n Create A Clone At x: [-100] y: [23] Speed: [8] Distance: [70] Type: [1]\nend\nif <(Level) = [106]> then\n Create A Clone At x: [150] y: [-112] Speed: [4] Distance: [50] Type: [1]\n Create A Clone At x: [60] y: [-40] Speed: [4] Distance: [-50] Type: [2]\nend\nif <(Level) = [107]> then\n Create A Clone At x: [104] y: [-36] Speed: [6] Distance: [50] Type: [2]\nend\nif <(Level) = [113]> then\n Create A Clone At x: [0] y: [-10] Speed: [6] Distance: [90] Type: [1]\n Create A Clone At x: [0] y: [-112] Speed: [6] Distance: [90] Type: [1]\nend\nif <(Level) = [114]> then\n Create A Clone At x: [8] y: [-120] Speed: [6] Distance: [70] Type: [2]\nend\nif <(Level) = [116]> then\n Create A Clone At x: [164] y: [-112] Speed: [6] Distance: [30] Type: [1]\nend\nif <(Level) = [117]> then\n Create A Clone At x: [-85] y: [50] Speed: [8] Distance: [30] Type: [1]\n Create A Clone At x: [170] y: [50] Speed: [8] Distance: [-30] Type: [1]\nend\nif <(Level) = [118]> then\n Create A Clone At x: [140] y: [-112] Speed: [8] Distance: [50] Type: [1]\nend\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n turn right (8) degrees\n if <(type) = [1]> then\n go to x: ((x) + (([cos v] of ((Time) * (speed)) ) * (distance))) y: (y)\n else\n go to x: (x) y: ((y) + (([cos v] of ((Time) * (speed)) ) * (distance)))\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Enemy\n\nwhen I start as a clone\nset [die v] to [No]\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\ngo [backward v] (2) layers\nset size to (60) %\nshow\nforever\n switch costume to (2 v)\n if <(die) = [No]> then\n change [y v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [x v] by ((sx) * (-1))\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [player v])> then\n change [x v] by (sx)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (-3)\n change x by ((x) * (-1))\n if <<(y position) < ([y position v] of [player v])> or <(y position) < ([x position v] of [player v])>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (platform v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n end\n switch costume to (1 v)\nend\n\nwhen flag clicked\nhide\n\ndefine Create A Clone at x: (x) y: (y) speed: (sx)\ngo to x: (x) y: (y)\nset [sx v] to (sx)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nif <(Level) = [50]> then\n Create A Clone at x: [215] y: [-102] speed: [.5]\nend\nif <(Level) = [51]> then\n Create A Clone at x: [215] y: [-102] speed: [.5]\nend\nif <(Level) = [53]> then\n Create A Clone at x: [224] y: [55] speed: [.5]\n Create A Clone at x: [224] y: [55] speed: [0.3]\nend\nif <(Level) = [54]> then\n Create A Clone at x: [215] y: [-102] speed: [.5]\nend\nif <(Level) = [58]> then\n Create A Clone at x: [215] y: [-102] speed: [.5]\n Create A Clone at x: [215] y: [-102] speed: [.3]\n Create A Clone at x: [215] y: [-102] speed: [.2]\nend\nif <(Level) = [66]> then\n Create A Clone at x: [215] y: [-102] speed: [.5]\nend\nif <(Level) = [76]> then\n Create A Clone at x: [215] y: [-102] speed: [.5]\n Create A Clone at x: [215] y: [-102] speed: [.3]\nend\nif <(Level) = [90]> then\n Create A Clone at x: [225] y: [-36] speed: [.5]\n Create A Clone at x: [225] y: [-36] speed: [.3]\n Create A Clone at x: [225] y: [-36] speed: [.2]\nend\nif <(Level) = [115]> then\n Create A Clone at x: [225] y: [-102] speed: [.5]\n Create A Clone at x: [225] y: [43] speed: [.2]\n Create A Clone at x: [-225] y: [43] speed: [.2]\n Create A Clone at x: [-225] y: [43] speed: [.6]\nend\n\nwhen I start as a clone\nforever\n if <<<touching (danger v)?> or <touching (saw v)?>> or <touching (weapon v)?>> then\n wait (0.05) seconds\n delete this clone\n end\n if <touching (player v)?> then\n if <<(Player) > [7]> and <(Finish) = []>> then\n if <<([y position v] of [player v]) > (y position)> and <([sy v] of [player v]) < [-1]>> then\n stop [other scripts in sprite v]\n set [die v] to [Yes]\n broadcast (s_Bounce v)\n if <(Sounds) = [0]> then\n start sound [Die v]\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n else\n set [finish v] to [No]\n end\n else\n set [finish v] to [No]\n end\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Menu\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\ndelete this clone\nstop [other scripts in sprite v]\nCreate a clone at x: [0] y: [100] clone: [2]\nCreate a clone at x: [9] y: [-10] clone: [4]\nCreate a clone at x: [9] y: [-50] clone: [6]\nCreate a clone at x: [9] y: [-90] clone: [8]\nshow\nforever\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (backdrop v)\n set [color v] effect to (0)\n go to [back v] layer\nend\n\ndefine Create a clone at x: (x) y: (y) clone: (no.)\ngo to x: (x) y: (y)\nset [clone# v] to (no.)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (110) %\nshow\nforever\n if <not <<(clone#) > [8]> and <(clone#) < [24]>>> then\n if <not <(clone#) = [2]>> then\n switch costume to ((clone#) - (1))\n end\n if <<touching (mouse-pointer v)?> and <not <(clone#) = [2]>>> then\n if <(clone#) = [24]> then\n change size by: [90]\n else\n if <(clone#) = [28]> then\n change size by: [100]\n else\n change size by: [130]\n end\n end\n if <mouse down?> then\n if <(clone#) = [4]> then\n broadcast (Worlds v)\n end\n if <(clone#) = [6]> then\n set [screen v] to [1]\n broadcast (Shop v)\n end\n if <(clone#) = [8]> then\n broadcast (Help v)\n end\n if <(clone#) = [24]> then\n broadcast (Menu v)\n end\n if <(clone#) = [25]> then\n if <(Screen) = [1]> then\n set [screen v] to [2]\n else\n set [screen v] to [1]\n end\n broadcast (Shop v)\n end\n if <(clone#) = [28]> then\n switch costume to (continue v)\n broadcast (Music_Stop v)\n wait (0.001) seconds\n broadcast (Start v)\n broadcast (Music_2 v)\n broadcast (Music_3 v)\n end\n if <(clone#) = [30]> then\n broadcast (Viewed v)\n delete this clone\n end\n if <(Sounds) = [0]> then\n start sound [click v]\n end\n end\n else\n if <(clone#) = [24]> then\n change size by: [80]\n else\n if <(clone#) = [28]> then\n change size by: [90]\n else\n change size by: [110]\n end\n end\n end\n switch costume to (clone#)\n end\nend\n\ndefine change size by: (size)\nchange size by (((size) - (size)) / (4))\n\nwhen I receive [worlds v]\ndelete this clone\nstop [other scripts in sprite v]\nCreate a clone at x: [-55] y: [60] clone: [12]\nCreate a clone at x: [55] y: [60] clone: [14]\nCreate a clone at x: [-55] y: [-40] clone: [17]\nCreate a clone at x: [55] y: [-40] clone: [20]\nCreate a clone at x: [220] y: [165] clone: [24]\nif <not <(Level) = [1]>> then\n Create a clone at x: [0] y: [-160] clone: [28]\nend\nforever\n switch costume to (worldsbg v)\n set [color v] effect to (0)\n go to [back v] layer\n go to x: (0) y: (0)\nend\n\ndefine delete this clone\ndelete this clone\n\nwhen I receive [shop v]\ndelete this clone\nstop [other scripts in sprite v]\nCreate a clone at x: [220] y: [165] clone: [24]\nif <(Screen) = [1]> then\n point in direction (90)\n Create a clone at x: [200] y: [0] clone: [25]\nelse\n point in direction (-90)\n Create a clone at x: [-200] y: [0] clone: [25]\nend\npoint in direction (90)\nforever\n set [color v] effect to (0)\n go to [back v] layer\n go to x: (0) y: (0)\n if <(Screen) = [1]> then\n switch costume to (shopbg v)\n else\n switch costume to (shopbg2 v)\n end\nend\n\nwhen I receive [help v]\ndelete this clone\nstop [other scripts in sprite v]\nCreate a clone at x: [220] y: [165] clone: [24]\nforever\n switch costume to (helpbg v)\n set [color v] effect to (0)\n go to [back v] layer\n go to x: (0) y: (0)\nend\n\nwhen I start as a clone\nforever\n if <<(clone#) > [8]> and <(clone#) < [24]>> then\n if <[worlds v] contains (clone#)?> then\n if <[worlds v] contains (join (clone#) [Finished])?> then\n if <not <(clone#) = [12]>> then\n switch costume to ((clone#) + (2))\n else\n switch costume to ((clone#) + (1))\n end\n else\n switch costume to (clone#)\n end\n else\n if <not <(clone#) = [12]>> then\n switch costume to ((clone#) + (1))\n else\n switch costume to (clone#)\n end\n end\n end\nend\n\nwhen I receive [start v]\ndelete this clone\nstop [other scripts in sprite v]\nCreate a clone at x: [220] y: [165] clone: [24]\nhide\n\nwhen I start as a clone\nwait until <not <mouse down?>>\nforever\n go to [front v] layer\n if <<(clone#) > [8]> and <(clone#) < [24]>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n if <mouse down?> then\n if <[worlds v] contains (clone#)?> then\n if <(clone#) = [12]> then\n set [world v] to [1]\n set [level v] to [1]\n end\n if <(clone#) = [14]> then\n set [world v] to [2]\n set [level v] to [31]\n end\n if <(clone#) = [17]> then\n set [world v] to [3]\n set [level v] to [61]\n end\n if <(clone#) = [20]> then\n set [world v] to [4]\n set [level v] to [91]\n end\n broadcast (Music_Stop v)\n wait (0.001) seconds\n if <(Sounds) = [0]> then\n start sound [click_2 v]\n end\n broadcast (Start v)\n broadcast (Music_2 v)\n broadcast (Music_3 v)\n broadcast (Music_4 v)\n end\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I receive [viewed v]\nhide list [scratchers who played v]\ndelete this clone\nstop [other scripts in sprite v]\nCreate a clone at x: [0] y: [-160] clone: [24]\nforever\n switch costume to (viewedbg v)\n set [color v] effect to (0)\n go to [back v] layer\n go to x: (0) y: (0)\nend\n\n@Shop\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [help v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (help v)\nend\n\nwhen I receive [shop v]\ndelete this clone\nset [cloned v] to [No]\nhide\nif <(Screen) = [1]> then\n switch costume to (1 v)\n go to x: (-126) y: (60)\n set [clone# v] to [1]\n repeat (4)\n create clone of (_myself_ v)\n change [clone# v] by (1)\n next costume\n change x by (80)\n end\n go to x: (-126) y: (16)\n set [cost# v] to [1]\n switch costume to (cost1 v)\n repeat (4)\n create clone of (_myself_ v)\n change [cost# v] by (1)\n next costume\n change x by (80)\n end\n go to x: (-87) y: (-25)\n switch costume to (5 v)\n repeat (3)\n create clone of (_myself_ v)\n change [clone# v] by (1)\n next costume\n change x by (80)\n end\n go to x: (-88) y: (-70)\n switch costume to (cost5 v)\n repeat (3)\n create clone of (_myself_ v)\n change [cost# v] by (1)\n next costume\n change x by (80)\n end\nelse\n go to x: (-87) y: (60)\n set [clone# v] to [8]\n switch costume to (8 v)\n repeat (3)\n create clone of (_myself_ v)\n change [clone# v] by (1)\n next costume\n change x by (80)\n end\n go to x: (-87) y: (16)\n set [cost# v] to [8]\n switch costume to (cost8 v)\n repeat (3)\n create clone of (_myself_ v)\n change [cost# v] by (1)\n next costume\n change x by (80)\n end\n switch costume to (11 v)\n go to x: (-88) y: (-25)\n repeat (2)\n create clone of (_myself_ v)\n change [clone# v] by (1)\n next costume\n change x by (80)\n end\n go to x: (-87) y: (-70)\n set [cost# v] to [11]\n switch costume to (cost11 v)\n repeat (2)\n create clone of (_myself_ v)\n change [cost# v] by (1)\n next costume\n change x by (80)\n end\n set [cloned v] to [Yes]\n set [clone# v] to [Select]\n create clone of (_myself_ v)\nend\nshow\nforever\n switch costume to (hit_in_use v)\n go to x: (Shop_x) y: (Shop_y)\n if <touching (mouse-pointer v)?> then\n change size by [90]\n else\n change size by [80]\n end\n if <<(Screen) = [1]> and <not <(Shop_x) = [0]>>> then\n show\n else\n hide\n end\n switch costume to (in_use v)\nend\n\nwhen I start as a clone\nshow\nforever\n if <not <(costume [number v]) > [12]>> then\n switch costume to (clone#)\n if <<(costume [number v]) = (Player)> and <(Screen) = [1]>> then\n set [clone_x v] to [0]\n set [clone_y v] to [0]\n if <not <(clone#) > [8]>> then\n set [shop_x v] to (x position)\n set [shop_y v] to (y position)\n end\n end\n if <<(costume [number v]) = (Player)> and <(Screen) = [2]>> then\n set [shop_x v] to [0]\n set [shop_y v] to [0]\n if <not <(clone#) < [8]>> then\n set [clone_x v] to (x position)\n set [clone_y v] to (y position)\n end\n end\n if <touching (mouse-pointer v)?> then\n change size by [90]\n if <mouse down?> then\n if <not <[player v] contains (costume [number v])?>> then\n if <(clone#) < [8]> then\n if <(Coins) > [19]> then\n if <(Sounds) = [0]> then\n start sound [Coin v]\n end\n change [coins v] by (-20)\n add (costume [number v]) to [player v]\n end\n end\n if <(clone#) = [8]> then\n if <(Coins) > [79]> then\n if <(Sounds) = [0]> then\n start sound [Coin v]\n end\n change [coins v] by (-80)\n add (costume [number v]) to [player v]\n end\n end\n if <(clone#) = [9]> then\n if <(Coins) > [119]> then\n if <(Sounds) = [0]> then\n start sound [Coin v]\n end\n change [coins v] by (-120)\n add (costume [number v]) to [player v]\n end\n end\n if <(clone#) = [10]> then\n if <(Star) > [9]> then\n if <(Sounds) = [0]> then\n start sound [Coin v]\n end\n change [star v] by (-10)\n add (costume [number v]) to [player v]\n end\n end\n if <(clone#) = [11]> then\n if <(Star) > [19]> then\n if <(Sounds) = [0]> then\n start sound [Coin v]\n end\n change [star v] by (-20)\n add (costume [number v]) to [player v]\n end\n end\n else\n if <(Sounds) = [0]> then\n start sound [click v]\n end\n set [player v] to (costume [number v])\n end\n wait until <not <mouse down?>>\n end\n else\n change size by [80]\n end\n end\nend\n\ndefine delete this clone\ndelete this clone\n\ndefine change size by (size)\nchange size by (((size) - (size)) / (4))\n\nwhen I start as a clone\nforever\n if <(costume [number v]) > [12]> then\n set size to (80) %\n if <[player v] contains (cost#)?> then\n if <not <(cost#) = [1]>> then\n switch costume to (bought v)\n else\n switch costume to (cost1 v)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(clone#) = [Select]> then\n switch costume to (hit_in_use v)\n if <<not <(Clone_x) = [0]>> and <(Screen) = [2]>> then\n show\n else\n hide\n end\n go to x: (Clone_x) y: (Clone_y)\n if <touching (mouse-pointer v)?> then\n change size by [90]\n else\n change size by [80]\n end\n switch costume to (in_use v)\n end\nend\n\n@FrictionPad\n\ndefine create a clone at x: (x) y: (y) clone: (no.)\ngo to x: (x) y: (y)\nswitch costume to (no.)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nif <(Level) = [75]> then\n create a clone at x: [-120] y: [-110] clone: [1]\n create a clone at x: [-40] y: [-110] clone: [1]\n create a clone at x: [40] y: [-110] clone: [1]\n create a clone at x: [120] y: [-110] clone: [1]\nend\nif <(Level) = [76]> then\n create a clone at x: [-80] y: [-110] clone: [1]\n create a clone at x: [-45] y: [-110] clone: [1]\n create a clone at x: [-10] y: [-110] clone: [1]\n create a clone at x: [24] y: [-110] clone: [1]\n create a clone at x: [60] y: [-110] clone: [1]\nend\nif <(Level) = [78]> then\n create a clone at x: [-45] y: [-110] clone: [1]\n create a clone at x: [-10] y: [-110] clone: [1]\n create a clone at x: [24] y: [-110] clone: [1]\nend\nif <(Level) = [80]> then\n create a clone at x: [-120] y: [-110] clone: [2]\n create a clone at x: [-40] y: [-110] clone: [2]\n create a clone at x: [40] y: [-110] clone: [2]\n create a clone at x: [120] y: [-110] clone: [2]\nend\nif <(Level) = [81]> then\n create a clone at x: [-120] y: [-110] clone: [2]\n create a clone at x: [-40] y: [-110] clone: [1]\n create a clone at x: [40] y: [-110] clone: [2]\n create a clone at x: [120] y: [-110] clone: [1]\nend\nif <(Level) = [82]> then\n create a clone at x: [-38] y: [-110] clone: [2]\n create a clone at x: [-4] y: [-110] clone: [2]\nend\nif <(Level) = [83]> then\n create a clone at x: [-100] y: [-110] clone: [2]\nend\nif <(Level) = [86]> then\n create a clone at x: [-120] y: [70] clone: [2]\n create a clone at x: [-86] y: [70] clone: [2]\n create a clone at x: [-75] y: [70] clone: [2]\n create a clone at x: [130] y: [70] clone: [1]\n create a clone at x: [96] y: [70] clone: [1]\n create a clone at x: [80] y: [70] clone: [1]\nend\nif <(Level) = [90]> then\n create a clone at x: [-138] y: [-45] clone: [1]\n create a clone at x: [-103] y: [-45] clone: [1]\n create a clone at x: [-68] y: [-45] clone: [1]\n create a clone at x: [-33] y: [-45] clone: [1]\n create a clone at x: [2] y: [-45] clone: [1]\n create a clone at x: [38] y: [-45] clone: [1]\n create a clone at x: [73] y: [-45] clone: [1]\n create a clone at x: [108] y: [-45] clone: [1]\n create a clone at x: [143] y: [-45] clone: [1]\n create a clone at x: [178] y: [-45] clone: [1]\n create a clone at x: [213] y: [-45] clone: [1]\n create a clone at x: [248] y: [-45] clone: [1]\nend\nif <(Level) = [108]> then\n create a clone at x: [-102] y: [-110] clone: [2]\nend\nif <(Level) = [110]> then\n create a clone at x: [-42] y: [-110] clone: [1]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n if <touching (player v)?> then\n set [friction v] to (costume [number v])\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Music\n\nwhen I receive [menu v]\nif <(Music) = [0]> then\n set volume to (30) %\nelse\n set volume to (0) %\nend\nbroadcast (Volume v)\nwait until <(Menu_Music) = [Yes]>\nstop [other scripts in sprite v]\nbroadcast (Volume v)\nset [menu_music v] to [No]\nforever\n play sound [Menu Music v] until done\n set [menu_music v] to [Yes]\nend\n\nwhen I receive [start v]\nif <(Music) = [0]> then\n set volume to (30) %\nelse\n set volume to (0) %\nend\nset [menu_music v] to [Yes]\nwait until <(World) = [1]>\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [start v]\nwait until <not <(World) = [1]>>\nif <(World) = [2]> then\n repeat (100)\n change volume by (-.3)\n end\n stop [other scripts in sprite v]\n broadcast (Music_2 v)\n wait until <(World) = [2]>\n if <(Music) = [0]> then\n set volume to (30) %\n else\n set volume to (0) %\n end\n forever\n play sound [World 2 v] until done\n end\nelse\n stop [this script v]\nend\n\nwhen I receive [music_stop v]\nstop [other scripts in sprite v]\n\nwhen I receive [music_2 v]\nwait until <not <(World) = [2]>>\nif <(World) = [3]> then\n repeat (100)\n change volume by (-.3)\n end\n stop [other scripts in sprite v]\n broadcast (Music_3 v)\n if <(Music) = [0]> then\n set volume to (30) %\n else\n set volume to (0) %\n end\n forever\n play sound [Tobu - Higher v] until done\n end\nelse\n stop [this script v]\nend\n\nwhen I receive [music_3 v]\nwait until <not <(World) = [3]>>\nif <(World) = [4]> then\n repeat (100)\n change volume by (-.3)\n end\n broadcast (Music_4 v)\n stop [other scripts in sprite v]\n if <(Music) = [0]> then\n set volume to (30) %\n else\n set volume to (0) %\n end\n forever\n play sound [Revolt v] until done\n end\nelse\n stop [this script v]\nend\n\nwhen I receive [volume v]\nforever\n if <(Music) = [0]> then\n set volume to (30) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [music_4 v]\nwait until <not <(World) = [4]>>\nif <(World) = [5]> then\n repeat (100)\n change volume by (-.3)\n end\n stop [other scripts in sprite v]\n if <(Music) = [0]> then\n set volume to (30) %\n else\n set volume to (0) %\n end\n start sound [Win v]\nelse\n stop [this script v]\nend\n\n@2nd_Platform\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Create A Clone At x: (x) y: (y) clone: (no.)\ngo to x: (x) y: (y)\ngo to [back v] layer\nswitch costume to (no.)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nif <(Level) = [100]> then\n Create A Clone At x: [5] y: [-66] clone: [1]\nend\nif <(Level) = [101]> then\n Create A Clone At x: [-60] y: [-74] clone: [1]\n Create A Clone At x: [30] y: [-15] clone: [1]\nend\nif <(Level) = [103]> then\n Create A Clone At x: [-68] y: [-60] clone: [1]\n Create A Clone At x: [0] y: [0] clone: [1]\n Create A Clone At x: [68] y: [-60] clone: [1]\nend\nif <(Level) = [104]> then\n Create A Clone At x: [28] y: [-28] clone: [1]\nend\nif <(Level) = [106]> then\n Create A Clone At x: [-52] y: [-40] clone: [1]\nend\nif <(Level) = [107]> then\n Create A Clone At x: [-45] y: [-40] clone: [1]\nend\nif <(Level) = [108]> then\n Create A Clone At x: [18] y: [-14] clone: [1]\nend\nif <(Level) = [110]> then\n Create A Clone At x: [60] y: [-20] clone: [1]\nend\nif <(Level) = [111]> then\n Create A Clone At x: [-56] y: [6] clone: [1]\n Create A Clone At x: [86] y: [6] clone: [1]\nend\nif <(Level) = [112]> then\n Create A Clone At x: [-76] y: [-30] clone: [2]\n Create A Clone At x: [18] y: [-56] clone: [2]\n Create A Clone At x: [106] y: [-30] clone: [2]\nend\nif <(Level) = [116]> then\n Create A Clone At x: [-9] y: [19] clone: [1]\nend\nif <(Level) = [120]> then\n Create A Clone At x: [-54] y: [-60] clone: [2]\n Create A Clone At x: [54] y: [-60] clone: [2]\nend\n\nwhen I start as a clone\nif <(Level) = [120]> then\n set [*time v] to (pick random (1) to (2))\nelse\n set [*time v] to (pick random (2) to (3))\nend\nshow\nset [ghost v] effect to (0)\nforever\n wait (*Time) seconds\n hide\n wait (*Time) seconds\n show\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Detector\n\nwhen flag clicked\nset [faved v] to [0]\nset [loved v] to [0]\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]>>\nchange [coins v] by (50)\nchange [star v] by (8)\nadd [12] to [player v]\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved v] to [1]\n end\n end\nend\n\n@Transition\n\nwhen I start as a clone\nswitch costume to (join (Player) [a])\ngo to x: (0) y: (-163)\nshow\nrepeat until <touching color (#ffb98e)?>\n change y by (11)\nend\nwait (1) seconds\nrepeat until <(y position) < [-162]>\n change y by (-11)\nend\ndelete this clone\n\nwhen I receive [transition v]\ndelete this clone\nset [transition v] to [Yes]\ngo to [front v] layer\nshow\nswitch costume to (Player)\ngo to x: (0) y: (166)\ncreate clone of (_myself_ v)\nrepeat until <(y position) < [10]>\n change y by (-11)\nend\nwait (1) seconds\nrepeat until <(y position) > [163]>\n change y by (11)\nend\nhide\nstop [other scripts in sprite v]\nset [transition v] to [No]\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [transition v]\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\ndefine delete this clone\ndelete this clone\n\n@Sounds\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\ncreate clone of (_myself_ v)\nshow\nforever\n if <(Music) = [0]> then\n switch costume to (music v)\n else\n switch costume to (mute v)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Sounds) = [0]> then\n switch costume to (sounds on v)\n else\n switch costume to (sounds off v)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (220) y: (-161)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n change size by [95]\n if <mouse down?> then\n if <(Sounds) = [0]> then\n start sound [click v]\n end\n if <(Sounds) = [0]> then\n set [sounds v] to [2]\n wait until <not <mouse down?>>\n else\n if <(Sounds) = [2]> then\n set [sounds v] to [0]\n wait until <not <mouse down?>>\n end\n end\n end\n else\n change size by [90]\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [menu v]\nshow\nforever\n go to x: (188) y: (-161)\n if <touching (mouse-pointer v)?> then\n change size by [95]\n set [brightness v] effect to (-10)\n if <mouse down?> then\n if <(Sounds) = [0]> then\n start sound [click v]\n end\n if <(Music) = [0]> then\n set [music v] to [2]\n wait until <not <mouse down?>>\n else\n if <(Music) = [2]> then\n set [music v] to [0]\n wait until <not <mouse down?>>\n end\n end\n end\n else\n change size by [90]\n set [brightness v] effect to (0)\n end\nend\n\ndefine change size by (size)\nchange size by (((size) - (size)) / (4))\n\nwhen flag clicked\nset [sounds v] to [0]\nset [music v] to [0]\n\nwhen I receive [worlds v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [shop v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [viewed v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [help v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [menu v]\nwait until <not <mouse down?>>\nwait (1) seconds\nset [click v] to [Yes]\n\n@Skip\n\nwhen I receive [start v]\nshow\nset size to (0) %\nforever\n switch costume to ((Skip) + (1))\n go to x: (195) y: (-158)\n if <touching (mouse-pointer v)?> then\n change size by [95]\n if <<mouse down?> and <(Transition) = [No]>> then\n if <not <(Skip) < [1]>> then\n if <(Sounds) = [0]> then\n start sound [click v]\n end\n set [finish v] to [Yes]\n change [skip v] by (-1)\n wait until <not <mouse down?>>\n end\n end\n else\n change size by [90]\n end\nend\n\ndefine change size by (size)\nchange size by (((size) - (size)) / (4))\n\nwhen I receive [start v]\nshow\nforever\n if <not <(Level) = [121]>> then\n show\n else\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n if <(clone#) = [1]> then\n switch costume to (skip v)\n go to x: (73) y: (-25)\n if <touching (mouse-pointer v)?> then\n change size by [90]\n if <mouse down?> then\n if <<not <(Skip) > [9]>> and <(Coins) > [4]>> then\n if <(Sounds) = [0]> then\n start sound [Coin v]\n end\n change [coins v] by (-5)\n change [skip v] by (1)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by [80]\n end\n end\nend\n\nwhen I receive [shop v]\ndelete this clone\nwait until <(Cloned) = [Yes]>\nif <(Screen) = [2]> then\n set [clone# v] to [1]\n create clone of (_myself_ v)\n set [clone# v] to [2]\n create clone of (_myself_ v)\nend\nstop [other scripts in sprite v]\n\ndefine delete this clone\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(clone#) = [2]> then\n if <(Skip) > [9]> then\n switch costume to (full v)\n else\n switch costume to (cost v)\n end\n go to x: (72) y: (-70)\n change size by [80]\n end\nend\n\n@Info\n\nwhen flag clicked\nhide\n\nwhen I receive [info v]\ndelete this clone\nset [mode v] to [Show]\ncreate clone of (_myself_ v)\nwait (1.5) seconds\nrepeat until <(y position) < [-234]>\n change y by (-10)\nend\nhide\nstop [other scripts in sprite v]\nset [mode v] to [Hide]\nstop [this script v]\n\nwhen I receive [info v]\ngo to x: (0) y: (0)\nif <(Level) = [1]> then\n switch costume to (world1 v)\nend\nif <(Level) = [31]> then\n switch costume to (world2 v)\nend\nif <(Level) = [61]> then\n switch costume to (world3 v)\nend\nif <(Level) = [91]> then\n switch costume to (world4 v)\nend\nif <(Level) = [121]> then\n switch costume to (world v)\nend\nshow\nforever\n set [ghost v] effect to (20)\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (background v)\n set [ghost v] effect to (20)\n go to [front v] layer\n go [backward v] (2) layers\n if <(Mode) = [Hide]> then\n delete this clone\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nset [mode v] to [Hide]\ndelete all of [infogiven v]\n\nwhen I receive [start v]\nhide\nif <(Level) = [1]> then\n if <not <[infogiven v] contains [World1]?>> then\n broadcast (Info v)\n switch costume to (world1 v)\n add [World1] to [infogiven v]\n end\nend\nif <(Level) = [31]> then\n if <not <[infogiven v] contains [World2]?>> then\n broadcast (Info v)\n switch costume to (world2 v)\n add [World2] to [infogiven v]\n end\nend\nif <(Level) = [61]> then\n if <not <[infogiven v] contains [World3]?>> then\n broadcast (Info v)\n switch costume to (world3 v)\n add [World3] to [infogiven v]\n end\nend\nif <(Level) = [91]> then\n if <not <[infogiven v] contains [World4]?>> then\n broadcast (Info v)\n switch costume to (world4 v)\n add (costume [name v]) to [infogiven v]\n end\nend\nif <(Level) = [121]> then\n broadcast (Info v)\n switch costume to (world v)\nend\n\ndefine delete this clone\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n | *Instructions Are In The Game\n* I Spent 2 Weeks On This\n*What Do You Like About This Game\n*What Don't You Like About This Game |
Save As - A Platformer | @Stage\n\nwhen flag clicked\nplay sound [934797_triplebarrel---The-Noise-E \(1\) v] until done\n\n@Player\n\ndefine Spin off screen\nset [dead? v] to [1]\nset [y v v] to [10]\nrepeat until <(y position) < [-179]>\n switch costume to (death v)\n go to [front v] layer\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nhide\ngo to x: (-200) y: (-130)\nreset\n\ndefine reset\nswitch costume to (center v)\nclear graphic effects\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\ngo to x: (-200) y: (0)\npoint in direction (90)\nset size to (120) %\nshow\n\nwhen I receive [start v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (over right v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (over left v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<not <key (up arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <not >>> then\n switch costume to (center v)\n end\nend\n\nwhen I receive [start v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (120) %\nreset\nforever\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <((mouse y) - (y position)) > [50]>> and <touching (level v)?>>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change x by ((X v) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<<<<touching (spikes v)?> or <touching (bottom spikes v)?>> or <touching (saws v)?>> or <touching (top spikes v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\nend\n\nset [y v v] to [16]\n\nwhen I receive [start v]\nswitch costume to (center v)\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [start v]\nforever\n if <(y position) = [-179]> then\n switch costume to (death v)\n Spin off screen\n hide\n wait (1) seconds\n go to x: (-200) y: (0)\n show\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (effect v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <[239] < (x position)> then\n go to x: (-200) y: (0)\n change [level v] by (1)\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [redo v]\ngo to x: (-200) y: (0)\nshow\n\nwhen I receive [next level v]\ngo to x: (-200) y: (0)\n\nwhen I receive [start v]\nforever\n if <key (d v) pressed?> then\n switch costume to (over right v)\n end\n if <key (a v) pressed?> then\n switch costume to (over left v)\n end\nend\n\nwhen I receive [end v]\nhide\n\ngo to (random position v)\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [save as v]\nstop [other scripts in sprite v]\n\nwhen I receive [next level v]\ndelete this clone\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [14]> then\n wait (pick random (1) to (5)) seconds\n change x by (-2)\n wait (pick random (0.01) to (0.5)) seconds\n change x by (4)\n wait (pick random (0.01) to (0.5)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.5)) seconds\n change x by (2)\n end\n if <(Level) > [20]> then\n go to x: (0) y: (0)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (1) seconds\nforever\n if <(Level) > [20]> then\n set [ghost v] effect to (100)\n wait (pick random (1) to (5)) seconds\n set [ghost v] effect to (0)\n wait (pick random (0.5) to (1)) seconds\n set [ghost v] effect to (100)\n wait (pick random (0.5) to (1)) seconds\n set [ghost v] effect to (0)\n wait (pick random (0.5) to (1)) seconds\n set [ghost v] effect to (100)\n end\n if <(Level) > [27]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [27]> then\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-2)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (2)\n end\n if <(Level) > [32]> then\n go to x: (0) y: (0)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [32]> then\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (8)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-8)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (4)\n end\n if <(Level) > [37]> then\n go to x: (0) y: (0)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [37]> then\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-8)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (16)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-16)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (8)\n end\nend\n\nwhen I receive [save as v]\nstop [other scripts in sprite v]\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (1) seconds\nforever\n if <(Level) > [14]> then\n wait (pick random (1) to (5)) seconds\n change x by (-2)\n wait (pick random (0.01) to (0.5)) seconds\n change x by (4)\n wait (pick random (0.01) to (0.5)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.5)) seconds\n change x by (2)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [27]> then\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-2)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (2)\n end\n if <(Level) > [32]> then\n go to x: (0) y: (0)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [32]> then\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (8)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-8)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (4)\n end\n if <(Level) > [37]> then\n go to x: (0) y: (0)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [37]> then\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-8)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (16)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-16)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (8)\n end\nend\n\nchange x by (-8)\n\nwhen I receive [save as v]\nstop [other scripts in sprite v]\n\n@Background\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\npoint in direction (90)\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) = [5]> then\n point in direction (85)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [4]> then\n wait (pick random (1) to (5)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.5)) seconds\n change x by (8)\n wait (pick random (0.01) to (0.5)) seconds\n change x by (-8)\n wait (pick random (0.01) to (0.5)) seconds\n change x by (4)\n end\n if <(Level) > [20]> then\n go to x: (0) y: (0)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait (1) seconds\nforever\n if <(Level) = [15]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) = [21]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) = [28]> then\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [27]> then\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-2)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (2)\n end\n if <(Level) > [32]> then\n go to x: (0) y: (0)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [32]> then\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (8)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-8)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (4)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [32]> then\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (8)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-8)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (4)\n end\n if <(Level) > [37]> then\n go to x: (0) y: (0)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [37]> then\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-8)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (16)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-16)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (8)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [27]> then\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-2)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (2)\n end\n if <(Level) > [32]> then\n go to x: (0) y: (0)\n stop [this script v]\n end\nend\n\nwhen I receive [save as v]\nstop [other scripts in sprite v]\n\n@Shading\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen I receive [save as v]\nstop [other scripts in sprite v]\n\n@Bottom Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [27]> then\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-2)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (2)\n end\n if <(Level) > [32]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [32]> then\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (8)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-8)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (4)\n end\nend\n\nwhen I receive [save as v]\nstop [other scripts in sprite v]\n\n@Top Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [32]> then\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (8)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-8)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (4)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [27]> then\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-2)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (2)\n end\n if <(Level) > [32]> then\n stop [this script v]\n end\nend\n\nwhen I receive [save as v]\nstop [other scripts in sprite v]\n\n@Opening\n\nwhen flag clicked\nforever\n show\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) = [51]> then\n set [ghost v] effect to (0)\n broadcast (Save As v)\n forever\n go to [front v] layer\n stop [this script v]\n end\n end\nend\n\n@Effects\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [14]> then\n wait (pick random (0) to (0.5)) seconds\n change x by (-2)\n wait (pick random (0.01) to (0.5)) seconds\n change x by (4)\n wait (pick random (0.01) to (0.5)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.5)) seconds\n change x by (2)\n end\nend\n\nwhen I receive [save as v]\nstop [other scripts in sprite v]\n\n@Effects2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n hide\n wait (0.001) seconds\n show\n wait (0.01) seconds\n hide\n wait (0.005) seconds\n show\n wait (0.1) seconds\n hide\n wait (0.01) seconds\n show\n wait (0.05) seconds\n hide\n wait (0.005) seconds\n show\n wait (0.1) seconds\nend\n\nwhen I receive [save as v]\nstop [other scripts in sprite v]\n\n@Shading2\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <[4] < (Level)> then\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (70)\nwait (1) seconds\nforever\n if <[4] < (Level)> then\n repeat (20)\n change [ghost v] effect by (-0.5)\n end\n repeat (20)\n change [ghost v] effect by (0.5)\n end\n repeat (20)\n change [ghost v] effect by (-0.75)\n end\n repeat (20)\n change [ghost v] effect by (0.75)\n end\n end\n if <[14] < (Level)> then\n repeat (20)\n change [ghost v] effect by (-1)\n end\n repeat (20)\n change [ghost v] effect by (1)\n end\n repeat (20)\n change [ghost v] effect by (-2)\n end\n repeat (20)\n change [ghost v] effect by (2)\n end\n if <(Level) > [20]> then\n set [ghost v] effect to (100)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [20]> then\n repeat (10)\n set [ghost v] effect to (100)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [27]> then\n repeat (10)\n set [ghost v] effect to (40)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [32]> then\n repeat (10)\n set [ghost v] effect to (20)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [37]> then\n repeat (10)\n set [ghost v] effect to (10)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [save as v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [44]> then\n repeat (10)\n set [ghost v] effect to (5)\n end\n stop [this script v]\n end\nend\n\n@Saws\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [4]> then\n wait (pick random (1) to (5)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.5)) seconds\n change x by (8)\n wait (pick random (0.01) to (0.5)) seconds\n change x by (-8)\n wait (pick random (0.01) to (0.5)) seconds\n change x by (4)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [27]> then\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-2)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (2)\n end\n if <(Level) > [32]> then\n go to x: (0) y: (0)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) > [32]> then\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-4)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (8)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (-8)\n wait (pick random (0.01) to (0.1)) seconds\n change x by (4)\n end\nend\n\nwhen I receive [save as v]\nstop [other scripts in sprite v]\n\n@Effect3\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nwait (1) seconds\nforever\n if <(Level) = [8]> then\n set [ghost v] effect to (0)\n repeat (40)\n change [ghost v] effect by (2.5)\n end\n broadcast (Effect1 v)\n stop [this script v]\n end\nend\n\nwhen I receive [effect1 v]\nforever\n if <(Level) = [9]> then\n set [ghost v] effect to (0)\n repeat (40)\n change [ghost v] effect by (2.5)\n end\n broadcast (Effect2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [effect2 v]\nforever\n if <(Level) = [10]> then\n set [ghost v] effect to (0)\n repeat (40)\n change [ghost v] effect by (2.5)\n end\n broadcast (Effect3 v)\n stop [this script v]\n end\nend\n\nwhen I receive [effect3 v]\nforever\n if <(Level) = [11]> then\n set [ghost v] effect to (0)\n repeat (40)\n change [ghost v] effect by (2.5)\n end\n broadcast (Effect4 v)\n stop [this script v]\n end\nend\n\nwhen I receive [effect4 v]\nforever\n if <(Level) = [12]> then\n set [ghost v] effect to (0)\n repeat (40)\n change [ghost v] effect by (2.5)\n end\n broadcast (Effect5 v)\n stop [this script v]\n end\nend\n\nwhen I receive [effect5 v]\nforever\n if <(Level) = [13]> then\n set [ghost v] effect to (0)\n repeat (40)\n change [ghost v] effect by (2.5)\n end\n broadcast (Effect6 v)\n stop [this script v]\n end\nend\n\nwhen I receive [effect6 v]\nforever\n if <(Level) = [14]> then\n set [ghost v] effect to (0)\n repeat (40)\n change [ghost v] effect by (2.5)\n end\n broadcast (Effect7 v)\n stop [this script v]\n end\nend\n\nwhen I receive [effect7 v]\nforever\n if <(Level) = [15]> then\n set [ghost v] effect to (0)\n repeat (40)\n change [ghost v] effect by (2.5)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [save as v]\nstop [other scripts in sprite v]\n\n | Save As - A Platformer\n\nLaptop/Desktop: Use Arrow Keys To Move\n\nMobile: Touch Where You Want To Move\n\nWarning: This platformer may not be suitable for all ages, read and play at your own caution. |
Dystopia || A scrolling platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\nwhen flag clicked\nforever\n\nchange [color v] effect by (0.5)\n\n@Player\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\npoint in direction (90)\nset size to (55) %\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1200] [360] [4]\nステージ配置 [1400] [675] [5]\nステージ配置 [1050] [1050] [6]\nステージ配置 [1250] [1200] [7]\nステージ配置 [1050] [1350] [8]\nステージ配置 [1250] [1500] [9]\nステージ配置 [1700] [1500] [10]\nステージ配置 [2400] [1700] [11]\nステージ配置 [3100] [1900] [12]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\n@light!!\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to (player v)\nend\n\ngo [backward v] (5) layers\n\n@サムネ\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@登録推進\n\nwhen I receive [登録! v]\ngo to x: (0) y: (0)\nset [登録用 v] to [0]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\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)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム4 v)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム5 v)\ncreate clone of (_myself_ v)\nswitch costume to (くうはく v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [登録用 v] by (1)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n wait until <(登録用) = [1]>\n if <(costume [number v]) = [6]> then\n wait (0.2) seconds\n end\n start sound [High Whoosh v]\n repeat until <(round (y position)) = [-20]>\n change y by (((-20) - (y position)) / (4))\n change [ghost v] effect by (15)\n end\n hide\n set [登録用 v] to [2]\nelse\n if <<(costume [number v]) = [7]> or <(costume [number v]) = [8]>> then\n hide\n go to x: (0) y: (30)\n wait until <(登録用) = [2]>\n if <(costume [number v]) = [8]> then\n wait (0.2) seconds\n end\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\n end\n wait until <(登録用) = [4]>\n repeat until <(round (y position)) = [10]>\n change y by (((10) - (y position)) / (4))\n end\n wait until <(登録用) = [5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n hide\n wait until <(登録用) = [2]>\n if <(costume [number v]) = [4]> then\n wait (0.2) seconds\n end\n show\n set size to (150) %\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (2))\n end\n start sound [Collect v]\n set [登録用 v] to [3]\n wait until <(登録用) = [4]>\n repeat until <(round (y position)) = [10]>\n change y by (((10) - (y position)) / (4))\n end\n wait until <(登録用) = [5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n if <(costume [number v]) = [2]> then\n wait until <(登録用) = [3]>\n hide\n wait (1) seconds\n start sound [Low Whoosh v]\n set [登録用 v] to [4]\n else\n if <(costume [number v]) = [9]> then\n go to [back v] layer\n hide\n wait until <(登録用) = [4]>\n show\n go to x: (0) y: (30)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\n end\n go to [front v] layer\n wait until <(登録用) = [5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [音量 v] by (10)\n end\n else\n if <(costume [number v]) = [1]> then\n wait until <(登録用) = [4]>\n repeat until <(round (y position)) = [10]>\n change y by (((10) - (y position)) / (4))\n end\n wait (2) seconds\n set [登録用 v] to [5]\n wait until <(登録用) = [5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen I receive [とまれ〜 v]\n\nwhen [timer v] > (0)\nhide\nbroadcast (登録! v)\n\n | My studio! (Plz follow!)\n➡︎ https://scratch.mit.edu/studios/26060782/\n========================================\nDark world. There is light in this world, so naturally there is darkness. But in this work, it is different. There is darkness, but there is no light. Then, the slightly brighter areas come together to look like light. Plz look at the sky. I'm sure you'll find brighter areas. It's not a star, but it's not light either. ...What is that...? But I can tell you about that one thing. ''There is always brightness''\n\n<How to play>\n Arrow keys or tap to the screen. \nThis game is short. Sorry...!\n |
The Dark Islands - A Multiplayer Scrolling Platformer #games #all | @Stage\n\nwhen flag clicked\n\nswitch backdrop to (oh hi :\) v)\nclear graphic effects\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch backdrop to (\(: v)\nclear graphic effects\n\nwhen I receive [game start v]\nbroadcast (init v) and wait\nbroadcast (Start v)\n\n@Blank\n\n@Opponents\n\nwhen flag clicked\nhide\n\nwhen I receive [update v]\nif <(_clone) = [0]> then\n hide\n change [~tick v] by (1)\n if <(~Tick) > [999]> then\n set [~tick v] to [10]\n end\nelse\n if <(item (_clone) of [#checkactive v]) = [1]> then\n set size to (400) %\n go to x: ((item ((((_clone) - (1)) * (&MaxElements)) + (3)) of [#cloudlist v]) - (Scroll X)) y: ((item ((((_clone) - (1)) * (&MaxElements)) + (4)) of [#cloudlist v]) - (Scroll Y))\n set size to (100) %\n say (item ((((_clone) - (1)) * (&MaxElements)) + (2)) of [#cloudlist v])\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nchange [clones v] by (1)\nset [_clone v] to (clones)\n\nwhen I receive [start v]\nset [player x v] to [0]\nset [player y v] to [0]\nset [_clone v] to [0]\nset [clones v] to [0]\nset [color v] effect to (0)\nshow\nforever\n broadcast (update v)\nend\n\n@Online Multiplayer Engine 2.0 by XShrunk\n\ndefine Init\ndelete all of [@players v]\ndelete all of [@ids v]\ndelete all of [@playeroffset v]\ndelete all of [#checkactive v]\ndelete all of [#checkvalue v]\ndelete all of [#cloudlist v]\ndelete all of [clouddata v]\nadd (join [=] (☁ Cloud1)) to [clouddata v]\nadd (join [=] (☁ Cloud2)) to [clouddata v]\nadd (join [=] (☁ Cloud3)) to [clouddata v]\nadd (join [=] (☁ Cloud4)) to [clouddata v]\nadd (join [=] (☁ Cloud5)) to [clouddata v]\nadd (join [=] (☁ Cloud6)) to [clouddata v]\nadd (join [=] (☁ Cloud7)) to [clouddata v]\nadd (join [=] (☁ Cloud8)) to [clouddata v]\nset [@id v] to (([floor v] of ((days since 2000) * (100000000)) ) mod (1000))\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [clouddata v])> then\n stop [this script v]\nend\nreplace item (id) of [clouddata v] with (var)\nDecode (var)\nif <<(item (2) of [decoded v]) = (username)> and <(item (5) of [decoded v]) = (@ID)>> then\n stop [this script v]\nend\nFind Player (item (2) of [decoded v]) (item (5) of [decoded v])\nif <(~i) = [0]> then\n set [~i v] to (item # of [] in [@players v])\n if <(~i) = [0]> then\n New Player\n else\n replace item (~i) of [@players v] with (item (2) of [decoded v])\n replace item (~i) of [@ids v] with (item (5) of [decoded v])\n end\nend\nset [~j v] to [1]\nrepeat (length of [decoded v])\n replace item ((((~i) - (1)) * (&MaxElements)) + (~j)) of [#cloudlist v] with (item (~j) of [decoded v])\n change [~j v] by (1)\nend\n\ndefine Read Cloud\nProcess Cloud [1] (join [=] (☁ Cloud1))\nProcess Cloud [2] (join [=] (☁ Cloud2))\nProcess Cloud [3] (join [=] (☁ Cloud3))\nProcess Cloud [4] (join [=] (☁ Cloud4))\nProcess Cloud [5] (join [=] (☁ Cloud5))\nProcess Cloud [6] (join [=] (☁ Cloud6))\nProcess Cloud [7] (join [=] (☁ Cloud7))\nProcess Cloud [8] (join [=] (☁ Cloud8))\n\ndefine Decode (clouddata)\ndelete all of [decoded v]\nset [~temp v] to []\nset [~i v] to [2]\nrepeat (((length of (clouddata)) - (1)) / (2))\n switch costume to (join (letter (~i) of (clouddata)) (letter ((~i) + (1)) of (clouddata)))\n if <(costume [number v]) = [1]> then\n add (~temp) to [decoded v]\n set [~temp v] to []\n else\n set [~temp v] to (join (~temp) (costume [name v]))\n end\n change [~i v] by (2)\nend\n\ndefine Encode\nset [~temp v] to []\nset [~i v] to [1]\nrepeat (length of [#playerlist v])\n set [~j v] to [1]\n repeat (length of (item (~i) of [#playerlist v]))\n switch costume to (letter (~j) of (item (~i) of [#playerlist v]))\n if <(costume [number v]) < [10]> then\n set [~temp v] to (join (~temp) (join [0] (costume [number v])))\n else\n set [~temp v] to (join (~temp) (costume [number v]))\n end\n change [~j v] by (1)\n end\n set [~temp v] to (join (~temp) [01])\n change [~i v] by (1)\nend\n\ndefine SaveToCloud (playerid)\nSavePlayer\nEncode\nif <(playerid) < [6]> then\n if <(playerid) < [3]> then\n if <(playerid) = [1]> then\n set [☁ cloud1 v] to (~temp)\n else\n set [☁ cloud2 v] to (~temp)\n end\n else\n if <(playerid) = [3]> then\n set [☁ cloud3 v] to (~temp)\n else\n if <(playerid) = [4]> then\n set [☁ cloud4 v] to (~temp)\n else\n set [☁ cloud5 v] to (~temp)\n end\n end\n end\nelse\n if <(playerid) < [8]> then\n if <(playerid) = [6]> then\n set [☁ cloud6 v] to (~temp)\n else\n set [☁ cloud7 v] to (~temp)\n end\n else\n if <(playerid) = [8]> then\n set [☁ cloud8 v] to (~temp)\n end\n end\nend\n\nwhen I receive [update v]\nUpdatePlayersList [1]\nRead Cloud\nSaveToCloud (pick random (1) to (length of [clouddata v]))\nCountPlayers\nUpdatePlayersList [0]\n\ndefine CountPlayers\nset [#playersonline v] to [1]\nset [~i v] to [1]\nrepeat (length of [@players v])\n if <(item (~i) of [#checkactive v]) = [1]> then\n change [#playersonline v] by (1)\n end\n change [~i v] by (1)\nend\nif <(#PlayersOnline) > [1]> then\n hide\nelse\n if <(username) = []> then\n switch costume to (log in v)\n else\n if <(☁ Online) = [0]> then\n switch costume to (new v)\n else\n switch costume to (alone v)\n end\n end\n show\nend\ngo to [front v] layer\nif <(☁ Online) < [0]> then\n switch costume to (offline v)\n show\n stop [all v]\nend\nif <<not <(Version) = (☁ Online)>> and <(☁ Online) > [0]>> then\n switch costume to (update v)\n show\n stop [all v]\nend\n\nwhen I receive [init v]\nInit\n\ndefine UpdatePlayersList (first)\nif <(first) = [1]> then\n set [~c v] to [0]\n repeat (length of [@players v])\n if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n if <(item ((~c) + (1)) of [@playeroffset v]) = [0]> then\n replace item ((~c) + (1)) of [#checkvalue v] with (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])\n end\n replace item ((~c) + (1)) of [@playeroffset v] with ((item ((~c) + (1)) of [@playeroffset v]) + (1))\n end\n change [~c v] by (1)\n end\nelse\n set [~c v] to [0]\n repeat (length of [@players v])\n if <not <<(item (((~c) * (&MaxElements)) + (2)) of [#cloudlist v]) = (username)> and <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = (@ID)>>> then\n if <<not <(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])>> or <(item ((~c) + (1)) of [@playeroffset v]) > [99]>> then\n if <<(item ((~c) + (1)) of [#checkvalue v]) = (item (((~c) * (&MaxElements)) + (1)) of [#cloudlist v])> or <(item (((~c) * (&MaxElements)) + (5)) of [#cloudlist v]) = [X]>> then\n replace item ((~c) + (1)) of [#checkactive v] with [0]\n replace item ((~c) + (1)) of [@players v] with []\n replace item ((~c) + (1)) of [@ids v] with []\n else\n replace item ((~c) + (1)) of [#checkactive v] with [1]\n end\n replace item ((~c) + (1)) of [@playeroffset v] with [0]\n end\n end\n change [~c v] by (1)\n end\nend\n\ndefine EmptyCloud\nset [☁ cloud1 v] to []\nwait (0.1) seconds\nset [☁ cloud2 v] to []\nwait (0.1) seconds\nset [☁ cloud3 v] to []\nwait (0.1) seconds\nset [☁ cloud4 v] to []\nwait (0.1) seconds\nset [☁ cloud5 v] to []\nwait (0.1) seconds\nset [☁ cloud6 v] to []\nwait (0.1) seconds\nset [☁ cloud7 v] to []\nwait (0.1) seconds\nset [☁ cloud8 v] to []\n\nwhen flag clicked\nhide\nset [last v] to [1]\nset [version v] to [1]\nif <(username) = [username]> then\n wait (0.1) seconds\n set [☁ online v] to (Version)\nend\nif <(#PlayersOnline) > [0]> then\n replace item (5) of [#playerlist v] with [X]\n repeat (10)\n SaveToCloud (pick random (1) to (length of [clouddata v]))\n end\nend\nset [#playersonline v] to [0]\n\ndefine SavePlayer\ndelete all of [#playerlist v]\nadd (~Tick) to [#playerlist v]\nadd (username) to [#playerlist v]\nadd ((round ((([x position v] of [hitbox v]) + (Scroll X)) * (10))) / (10)) to [#playerlist v]\nadd ((round ((([y position v] of [hitbox v]) + (Scroll Y)) * (10))) / (10)) to [#playerlist v]\nadd (@ID) to [#playerlist v]\n\nset [&maxelements v] to [5]\n\nset [☁ online v] to [0]\n\ndefine New Player\nadd (item (2) of [decoded v]) to [@players v]\nadd (item (5) of [decoded v]) to [@ids v]\nadd [0] to [@playeroffset v]\nadd [0] to [#checkactive v]\nadd [0] to [#checkvalue v]\nrepeat (&MaxElements)\n add [0] to [#cloudlist v]\nend\ncreate clone of (opponents v)\n\ndefine Find Player (name) (id)\nset [~i v] to [0]\nrepeat (length of [@players v])\n change [~i v] by (1)\n if <<(item (~i) of [@players v]) = (name)> and <(item (~i) of [@ids v]) = (id)>> then\n stop [this script v]\n end\nend\nset [~i v] to [0]\n\n@Player\n\nwhen flag clicked\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nforever\n if <[-180] > (Scroll Y)> then\n broadcast (Kill v) and wait\n end\n if <touching (lava v)?> then\n broadcast (Kill v) and wait\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\nend\n\nwhen I receive [game start v]\nforever\n play sound [Call to Adventur v] until done\nend\n\nwhen flag clicked\nswitch costume to (player v)\nforever\n\nwhen I receive [game start v]\npoint in direction (90)\n\n@Sprite3\n\nwhen flag clicked\nshow\nclear graphic effects\nset [ghost v] effect to (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\n\n@Sprite1\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\n change [ghost v] effect by (-5)\n end\n point in direction (90)\n change [sequence v] by (1)\nend\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (181)\n repeat until <(round (y position)) = [0]>\n clear graphic effects\n change y by ((y position) / (-3))\n end\n repeat (10)\n switch costume to (blank v)\n change size by ((size) * (0.4))\n switch costume to (dot v)\n end\n change [sequence v] by (1)\nend\nif <(costume [number v]) = [2]> then\n set [brightness v] effect to (0)\n change [sequence v] by (1)\n repeat (30)\n set [i v] to (((i) * (0.8)) + (((150) - (size)) * (0.3)))\n change size by (i)\n set y to (i)\n change [ghost v] effect by (-5)\n end\n wait until <(Sequence) = [44]>\n set [i v] to [0]\n repeat until <(i) > [15]>\n change y by (i)\n change x by ((i) * (4))\n change [i v] by (1)\n change [ghost v] effect by (i)\n turn right (i) degrees\n end\n change [sequence v] by (1)\nend\nif < (costume [name v]) contains [Particle]?> then\n go to x: (0) y: (0)\n clear graphic effects\n go [backward v] (1) layers\n repeat (30)\n change x by (i)\n change y by (i2)\n change [i2 v] by (-1)\n change [ghost v] effect by ((i2) * (-0.4))\n end\n change [sequence v] by (1)\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n go to x: (0) y: (-1000)\n set [i2 v] to ((-300) + ((i) * (160)))\n repeat until <(round (y position)) = (i2)>\n change y by (((i2) - (y position)) / (3))\n change size by (((100) - (size)) / (3))\n change [ghost v] effect by (-8)\n end\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (i2)\n change [sequence v] by (1)\nend\nif <(costume [number v]) = [8]> then\n set [brightness v] effect to (0)\n repeat (30)\n set [i v] to (((i) * (0.8)) + (((100) - (size)) * (0.3)))\n change size by (i)\n set y to (i)\n change [ghost v] effect by (-5)\n end\n change [sequence v] by (1)\nend\nforever\n if <(stop) = [5]> then\n delete this clone\n end\nend\n\ndefine Spam\nrepeat (30)\n set [i v] to ((pick random (-5) to (5)) * (2))\n set [i2 v] to (pick random (10) to (15))\n switch costume to (pick random (5) to (6))\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro v]\nset [stop v] to [0]\nshow\ngo to [front v] layer\nset [sequence v] to [0]\nset volume to (100) %\nswitch costume to (bars v)\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nset size to (100) %\npoint in direction (60)\ngo to x: (-200) y: (0)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (80)\n wait () seconds\nend\ngo to x: (200) y: (0)\npoint in direction (120)\nset [brightness v] effect to (100)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (-80)\n wait () seconds\nend\nwait until <(Sequence) = [12]>\nswitch costume to (dot v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [13]>\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (oc v)\nset size to (0) %\ncreate clone of (_myself_ v)\nset size to (100) %\nwait until <(Sequence) = [14]>\nSpam\nwait until <(Sequence) = [45]>\nswitch costume to (white bars v)\nset size to (0) %\nset [i v] to [0]\nrepeat (3)\n change [i v] by (1)\n create clone of (_myself_ v)\n wait (0) seconds\nend\nwait until <(Sequence) = [48]>\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait until <(Sequence) = [49]>\nswitch costume to (bars v)\nset [brightness v] effect to (0)\nset size to (100) %\npoint in direction (60)\ngo to x: (-200) y: (0)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (80)\n wait () seconds\nend\ngo to x: (200) y: (0)\npoint in direction (120)\nset [brightness v] effect to (100)\nrepeat (6)\n create clone of (_myself_ v)\n change x by (-80)\n wait () seconds\nend\nhide\nbroadcast (game start v)\nstop [other scripts in sprite v]\nset [stop v] to [5]\nbroadcast (manandefbsgi v)\n\nwhen I receive [intro v]\nplay sound [Tobu - Candyland pt II2 v] until done\n\nwhen flag clicked\nbroadcast (Intro v)\n\n@Lava\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\nset [clone number v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change [clone number v] by (1)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (Clone Number)\nif <(Clone Number) = [1]> then\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(Clone Number) = [2]> then\n set [x v] to [330]\n set [y v] to [0]\nend\nif <(Clone Number) = [3]> then\n set [x v] to [660]\n set [y v] to [0]\nend\nif <(Clone Number) = [4]> then\n set [x v] to [990]\n set [y v] to [0]\nend\nif <(Clone Number) = [5]> then\n set [x v] to [1320]\n set [y v] to [0]\nend\nif <(Clone Number) = [6]> then\n set [x v] to [1820]\n set [y v] to [0]\nend\nif <(Clone Number) = [7]> then\n set [x v] to [2150]\n set [y v] to [0]\nend\nif <(Clone Number) = [8]> then\n set [x v] to [2480]\n set [y v] to [0]\nend\nif <(Clone Number) = [9]> then\n set [x v] to [3140]\n set [y v] to [0]\nend\nif <(Clone Number) = [10]> then\n set [x v] to [3800]\n set [y v] to [0]\nend\nforever\n Position ((x) - (Scroll X)) ((y) - (Scroll Y))\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nif <(Clone Number) = []> then\n set [x v] to []\n set [y v] to []\nend\n\n@Hitbox\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n broadcast (Kill v) and wait\n end\nend\n\nwhen flag clicked\nerase all\nset [ghost v] effect to (100)\nset [x vel v] to [0]\nset [walljumping v] to [False]\nset [y vel v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [in air v] to [3]\nforever\n set [player x v] to ((Scroll X) + (y position))\n set [player y v] to ((Scroll Y) + (x position))\n if <touching (moving platform v)?> then\n if <(Player X) > (TMPX)> then\n change [x vel v] by (MPXVEL)\n end\n if <(PLayer Y) > (TMPY)> then\n change [y vel v] by (MPYVEL)\n end\n else\n set [mpxvel v] to [0]\n set [mpyvel v] to [0]\n end\n switch costume to (hitbox v)\n point in direction (90)\n change [y vel v] by (-1)\n change y by (Y Vel)\n Detect <(Y Vel) > [0]>\n change [x vel v] by ((<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>) * (2))\n set [x vel v] to ((X Vel) * (0.85))\n change x by (X Vel)\n Wall\n Scroll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(In air) < [2]>> then\n set [y vel v] to [12]\n end\n broadcast (Move Platforms v)\nend\n\ndefine Scroll\nchange x by ((0) - (round ((x position) / (10))))\nchange y by ((0) - (round ((y position) / (10))))\nchange [scroll x v] by (round ((x position) / (10)))\nchange [scroll y v] by (round ((y position) / (10)))\n\ndefine Detect <up or down>\npoint in direction (90)\nchange [in air v] by (1)\nrepeat until <not <touching (platform v)?>>\n if <up or down> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y vel v] to [0]\nend\nrepeat until <not <touching (moving platform v)?>>\n if <up or down> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y vel v] to [0]\nend\n\ndefine Wall\npoint in direction (90)\nset [touching wall? v] to [0]\nset [walljumping v] to [False]\nrepeat until <<<not <touching (platform v)?>> and <not <touching (moving platform v)?>>> or <(Touching Wall?) = [11]>>\n change y by (1)\n change [touching wall? v] by (1)\nend\nif <(Touching Wall?) = [11]> then\n change x by ((0) - (X Vel))\n change y by (-11)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [walljumping v] to [True]\n set [y vel v] to [10]\n if <(X Vel) > [0]> then\n set [x vel v] to [-15]\n else\n set [x vel v] to [15]\n end\n else\n set [x vel v] to [0]\n set [walljumping v] to [False]\n end\nend\n\nwhen flag clicked\nforever\n Touching PLatform?\nend\n\ndefine Touching PLatform?\nchange y by (-10)\nif <touching (platform v)?> then\n set [touching platform? v] to [True]\nelse\n set [touching platform? v] to [False]\nend\nchange y by (10)\n\n@Platform\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\nset [clone number v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change [clone number v] by (1)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (Clone Number)\nif <(Clone Number) = [1]> then\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(Clone Number) = [2]> then\n set [x v] to [330]\n set [y v] to [0]\nend\nif <(Clone Number) = [3]> then\n set [x v] to [660]\n set [y v] to [0]\nend\nif <(Clone Number) = [4]> then\n set [x v] to [990]\n set [y v] to [0]\nend\nif <(Clone Number) = [5]> then\n set [x v] to [1320]\n set [y v] to [0]\nend\nif <(Clone Number) = [6]> then\n set [x v] to [1820]\n set [y v] to [0]\nend\nif <(Clone Number) = [7]> then\n set [x v] to [2150]\n set [y v] to [0]\nend\nif <(Clone Number) = [8]> then\n set [x v] to [2480]\n set [y v] to [0]\nend\nif <(Clone Number) = [9]> then\n set [x v] to [3140]\n set [y v] to [0]\nend\nif <(Clone Number) = [10]> then\n set [x v] to [3800]\n set [y v] to [0]\nend\nforever\n Position ((x) - (Scroll X)) ((y) - (Scroll Y))\nend\n\nwhen I start as a clone\nforever\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [4]>> then\n go to [back v] layer\n end\nend\n\n@Kill\n\nwhen I receive [kill v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nclear graphic effects\nshow\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (9.9)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [kill v]\nplay sound [Die v] until done\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen I receive [manandefbsgi v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(Scroll X) > [4050]> then\n show\n go to [front v] layer\n stop [all v]\n end\nend\n\n | The Dark Islands\n A Multiplayer Scrolling Platformer\n---------------------------------------------------------------------------------\nInstructions:\n>Arrow keys or WASD to move.\n>Avoid spikes and lava.\n>Love, fav, and follow. (Can we get this on trending???)\n---------------------------------------------------------------------------------\nOk, so I know this is sort of generic, but it is my best game yet! I know there are a few glitches, but it works pretty well!\n---------------------------------------------------------------------------------\nDid you love, fav, and follow yet? |
Glowing | A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [ParagonX9 - Chaoz Fantasy v] until done\nend\n\[email protected]\n\nwhen [space v] key pressed\nswitch costume to (red v)\nforever\n wait (0.5) seconds\n change [color v] effect by (25)\nend\n\nwhen flag clicked\nset [y-velocity v] to [0]\nset [x-velocity v] to [0]\nforever\n Platform [11.5] [-2] [0.7] [3]\nend\n\nwhen [r v] key pressed\ngo to x: (-200) y: (-131)\n\nwhen I start as a clone\nrepeat (15)\n change size by (-1)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (d a n g e r v)?> then\n go to x: (-200) y: (-131)\n end\nend\n\nwhen flag clicked\nforever\n wait (0.005) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-131)\nswitch costume to (player v)\nshow\n\nwhen I receive [fineshed v]\nset [x-velocity v] to [0]\nset [y-velocity v] to [0]\n\nwhen flag clicked\nforever\n if <touching (goal v)?> then\n go to x: (-200) y: (-131)\n broadcast (Fineshed v)\n end\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x-velocity v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n change [x-velocity v] by ((running speed) * (-1))\nend\nset [x-velocity v] to ((X-velocity) * (friction))\nchange x by (X-velocity)\nif <touching (ground v)?> then\n set [sprite2: slope v] to [0]\n repeat until <<(Sprite2: Slope) = [8]> or <not <touching (ground v)?>>>\n change [sprite2: slope v] by (1)\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n change y by ((Sprite2: Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X-velocity) ) )\n if <touching (ground v)?> then\n change x by ((([abs v] of (X-velocity) ) / (X-velocity)) * (-1))\n end\n end\n set [x-velocity v] to [0]\nend\nchange y by (Y-velocity)\nif <touching (ground v)?> then\n repeat ([ceiling v] of ([abs v] of (Y-velocity) ) )\n if <touching (ground v)?> then\n change y by ((([abs v] of (Y-velocity) ) / (Y-velocity)) * (-1))\n end\n end\n if <<(([abs v] of (Y-velocity) ) / (Y-velocity)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y-velocity v] to (jump height)\n else\n set [y-velocity v] to [0]\n end\nelse\n if <touching (tranpoline v)?> then\n set [y-velocity v] to [20]\n end\n change [y-velocity v] by (-1)\nend\n\n@Ground\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [fineshed v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [21]> then\n broadcast (End v)\n end\nend\n\n@Neon Light\n\nwhen I receive [fineshed v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\n\n@Tranpoline\n\nwhen I receive [fineshed v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\n\n@D A N G E R\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [fineshed v]\nnext costume\n\n@Goal\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Fineshed v)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [end v]\nforever\n hide\nend\n\n@Player Light\n\n@Skip\n\nwhen flag clicked\ngo to x: (-198) y: (152)\nshow\n\nwhen this sprite clicked\nbroadcast (Fineshed v)\n\n@Thanks For Playing\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\n@Text\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\n\nwhen I receive [fineshed v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n change [ghost v] effect by (100)\n go to [front v] layer\nend\n\n | My first game is finally here!\n\nSubscribe to Max The Coder! |
Lava II A mobile friendly platformer II #Games #All | @Stage\n\nwhen flag clicked\nswitch backdrop to (fondo1 v)\nwait (7) seconds\nswitch backdrop to (screenshot 2021-01-22 at 19 v)\n\nwhen I receive [intro end animation v]\nforever\n play sound [Alan Walker & K-391 - Ignite \(Lyrics Video\) ft v] until done\nend\n\n@YOUR Intro\n\nwhen flag clicked\nhide\nReset\nset [waiting v] to [0]\nset [clonenumber v] to [0]\nset [sides v] to [0]\nset [value v] to [0]\nset [velocity v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (name v)\nstart sound [Electro-Light - Symbolism v]\nwait (1.82) seconds\nset [clonenumber v] to [1]\nset [i v] to [5]\nrepeat (10)\n create clone of (_myself_ v)\n if <(sides) = [1]> then\n set [sides v] to [0]\n change [value v] by (10)\n change [i v] by (-.4)\n else\n set [sides v] to [1]\n end\nend\nset [clonenumber v] to [2]\nwait (.3) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change [value v] by (10)\n wait (0.1) seconds\nend\nclear graphic effects\nswitch costume to (name v)\ngo [forward v] (99) layers\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat until <(round (size)) = [50]>\n change size by (((50) - (size)) / (3))\nend\ncreate clone of (_myself_ v)\nwait until <touching color (#fff4e6)?>\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\nend\nset [velocity v] to [17]\nset [waiting v] to [1]\nset [clonenumber v] to [3]\ncreate clone of (_myself_ v)\nset [clonenumber v] to [4]\ncreate clone of (_myself_ v)\nset [waiting v] to [2]\nrepeat (25)\n go [forward v] (99) layers\n set [velocity v] to ((velocity) * (.95))\n set size to ((100) + (velocity)) %\nend\nreset timer\nrepeat until <(timer) > [3]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((150) - (size)) / (3))\nend\npoint in direction (90)\nset [value v] to [5]\nrepeat (16)\n turn right (value) degrees\n change [value v] by (1)\nend\nrepeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\nend\nrepeat until <(timer) > [6]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((175) - (size)) / (3))\nend\nset [velocity v] to [12]\nrepeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nbroadcast (Intro End Animation v)\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [0]> then\n Reset\n show\n set size to (0) %\n point in direction (-15)\n switch costume to (square v)\n set [velocity v] to [0]\n set [value v] to [0]\n repeat (15)\n change [value v] by (1)\n turn right (value) degrees\n change [velocity v] by (1)\n change size by (velocity)\n end\n set [value v] to [8]\n repeat (30)\n set [value v] to (((value) * (0.69)) + ((90) - (direction)))\n turn right (value) degrees\n end\n repeat (12)\n next costume\n end\n repeat until <(round (size)) = [2000]>\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\nend\n\ndefine Reset\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n switch costume to (square13 v)\n set [brightness v] effect to (value)\n go to x: (0) y: (0)\n set [i v] to (i)\n if <(sides) = [1]> then\n repeat until <(round (y position)) = [180]>\n change y by (((180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n else\n repeat until <(round (y position)) = [-180]>\n change y by (((-180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [2]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n set [brightness v] effect to (value)\n go to x: (240) y: (-180)\n point in direction (-135)\n switch costume to (screen v)\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\n end\n point in direction (90)\n wait until <(waiting) = [1]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [3]> then\n Reset\n show\n go to [front v] layer\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [4]> then\n Reset\n clear graphic effects\n show\n go to [front v] layer\n go [forward v] (999) layers\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Move and Clones\nset [clonenumber v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [5]> then\n show\n clear graphic effects\n set size to (10) %\n point in direction (90)\n switch costume to (sidesquareline v)\n set [velocity v] to [0]\n set [value v] to [0]\n go to [front v] layer\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(waiting) = [2]>\nreset timer\nrepeat until <(timer) > [6]>\n Move and Clones\n wait (1) seconds\nend\n\nwhen I receive [intro end animation v]\nif <not <(costume [number v]) = [14]>> then\n repeat (20)\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (5)\n end\nelse\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n switch costume to (blank v)\n switch costume to (square v)\n end\n set [velocity v] to [12]\n repeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n turn right (([abs v] of (velocity) ) / (2)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (7) seconds\nbroadcast (Intro End Animation v)\nstop all sounds\nhide\n\n@player\n\nwhen I receive [intro end animation v]\nforever\n if <<[240] < (x position)> and <(dead?) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [lv v] by (1)\n reset\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead? v]\nhide variable [lv v]\nhide variable [yv v]\nhide\n\nwhen I receive [intro end animation v]\nset [dead? v] to [0]\nset [lv v] to [1]\nset size to (20) %\nreset\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n switch costume to (1 v)\n change [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n end\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 <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n 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 <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <touching (spike v)?> then\n Dead\n end\n if <(y position) < [-180]> then\n Dead\n end\n if <touching (bouncy v)?> then\n set [yv v] to [15]\n end\nend\n\nwhen I receive [intro end animation v]\nset [lv v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\ndefine reset\nclear graphic effects\npoint in direction (90)\ngo to x: (-201) y: (30)\nswitch costume to (1 v)\nset [dead? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (20) %\nshow\n\ndefine Dead\nset [dead? v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nreset\n\nwhen I start as a clone\nswitch costume to (3 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nif <touching (_edge_ v)?> then\n broadcast (NAXT LEVEL v)\nend\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [game v]\nforever\n switch costume to (LV)\nend\n\nwhen flag clicked\nwait (7) seconds\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [intro end animation v]\nshow\ngo to [front v] layer\n\nwhen I receive [naxt level v]\nnext costume\n\n@spike\n\nwhen I receive [intro end animation v]\ngo to [back v] layer\nshow\nswitch costume to (1 v)\n\nwhen I receive [intro end animation v]\nforever\n switch costume to (LV)\nend\n\nwhen flag clicked\nhide\n\n@thumbail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@mY eBiK oC\n\n | ✦ Lava II A mobile friendly platformer✦\n\n[Edit 25/2/22 - This isn't my first project I made. My first games were unshared, cause they didn't had a good quality]\n\nPlz, follow my studio!: https://scratch.mit.edu/studios/28982029\n\n#11 trending of all\n#4 trending of art\n#4 trending of music\n#2 trending of games!\nWelcome to the ✦ Lava platformer ✦\n[A platformer, Mobile friendly]\n\n~Instructions~\n\n\nUse ⬆⬅➡, w,d,a, or the mobile friendly!\n100% possible but sometimes hard!\nNot touch spikes!\nDo not forget to ❤️ and ⭐️ please and follow me for more cool games!\n\n~CREDITS~\nThanks to @-Tic- for the intro\nThank to you for watching and ❤️ & ⭐️\nThanks to Scratch for the music\nThanks to @DJ_Luky for some art\nTAGS:\n#Games #All #madrid2030 #games #games #all #all #music #music #art #art #games #games #all #all #music #music #art #art#games #games #all #all #music #music #art #art#games #games #all #all #music #music #art #art#games #games #all #all #music #music #art #art#games #games #all #all #music #music #art #art#games #games #all #all #music #music #art #art#games #games #all #all #music #music #art #art#games #games #all #all #music #music #art #art#games #games #all #all #music #music #art #art#games #games #all #all #music #music #art #art#games #games #all #all #music #music #art #art#games #games #all #all #music #music #art #art#games #games #all #all #music #music #art #art#games #games #all #all #music #music #art #art |
Hacked- A Mobile Friendly Platformer | @Stage\n\n@Stickman \n\nwhen flag clicked\nswitch costume to (walk1 v)\nshow\nclear graphic effects\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\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 (walk1 v)\n wait (0.05) seconds\n switch costume to (walk2 v)\n wait (0.05) seconds\n switch costume to (walk3 v)\n wait (0.05) seconds\n switch costume to (walk4 v)\n wait (0.05) seconds\n switch costume to (walk5 v)\n wait (0.05) seconds\n switch costume to (walk6 v)\n wait (0.05) seconds\n switch costume to (walk7 v)\n wait (0.05) seconds\n switch costume to (walk8 v)\n wait (0.05) seconds\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume1 v)\n wait (0.05) seconds\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume3 v)\n wait (0.05) seconds\n switch costume to (costume4 v)\n wait (0.05) seconds\n switch costume to (costume5 v)\n wait (0.05) seconds\n switch costume to (costume6 v)\n wait (0.05) seconds\n switch costume to (costume7 v)\n wait (0.05) seconds\n switch costume to (costume8 v)\n wait (0.05) seconds\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\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 (walk1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I receive [next level v]\nhide\nwait (0.2) seconds\nshow\n\nwhen I receive [done v]\nhide\n\nwhen flag clicked\nforever\n go to (hitbox v)\nend\n\nwhen I receive [restart v]\nswitch costume to (walk1 v)\n\nwhen I receive [die v]\nclear graphic effects\nset [pixelate v] effect to (0)\n\nbroadcast (NEXT LEVEL v)\n\n@Hitbox\n\nwhen flag clicked\nforever\n if then\n broadcast (NEXT LEVEL v)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-242) y: (-50)\n wait (.2) seconds\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [die? v] to [No]\npoint in direction (90)\nset [yv v] to [0]\nset [xv v] to [0]\nset [level v] to [1]\nswitch costume to (costume1 v)\nshow\ngo to x: (-242) y: (-50)\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n set size to (50) %\n if <<touching (level v)?> or <touching (moving v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [12]\n end\n end\n change y 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 [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((xv) * (0.88))\n change x by (xv)\n if <<touching (level v)?> or <touching (moving v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving 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) + (20))>>> then\n if <(xv) > [0]> then\n set [xv v] to [-2]\n else\n set [xv v] to [-2]\n end\n set [yv v] to [-2]\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)?> or <touching (moving v)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <key (r v) pressed?> then\n go to x: (-242) y: (-50)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <(Level) = [21]> then\n broadcast (Done v)\n end\n if <<<touching (danger v)?> or <touching (binary code v)?>> or <<(y position) < [-168]> or <(Die?) = [yes]>>> then\n go to x: (-242) y: (-50)\n set [die? v] to [No]\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (trampoline v)?> then\n set [yv v] to [15]\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-242) y: (-50)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [restart v]\ngo to x: (-242) y: (-50)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I receive [next level v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-242) y: (-50)\nwait (.2) seconds\nset [xv v] to [0]\nset [yv v] to [0]\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\nshow\ngo to x: (36) y: (28)\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\nwhen I receive [done v]\nhide\n\n@Text\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\ngo [backward v] (3) layers\nshow\ngo to x: (36) y: (28)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [done v]\nhide\n\n@Danger\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n if <(Level) = [3]> then\n go to x: (-20) y: (-85)\n point in direction (([sin v] of ((timer) * (300)) ) * (20))\n else\n go to x: (0) y: (0)\n point in direction (90)\n end\nend\n\nwhen I receive [done v]\nhide\n\n@Information\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\nshow\ngo to x: (0) y: (-90)\nswitch costume to (i v)\nset size to (75) %\nset [clone # v] to [1]\nforever\n if <(Level) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [done v]\nhide\n\nwhen flag clicked\nforever\n if <touching (stickman v)?> then\n repeat until <(Clone #) = [2]>\n create clone of (_myself_ v)\n change [clone # v] by (1)\n end\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (in v)\ngo to x: (0) y: (-90)\nset size to (3) %\nrepeat until <(size) = [75]>\n change size by (9)\nend\nforever\n if <not <touching (stickman v)?>> then\n repeat until <(size) = [3]>\n change size by (-9)\n end\n hide\n set [clone # v] to [1]\n stop [this script v]\n end\nend\n\n@Text Cursor\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\ngo to x: (-80) y: (81)\nwait (0.1) seconds\nglide (1) secs to x: (50) y: (81)\n\nwhen flag clicked\nforever\n wait (0.4) seconds\n switch costume to (1 v)\n wait (0.4) seconds\n switch costume to (2 v)\nend\n\nwhen I receive [next level v]\ngo to x: (-80) y: (81)\nwait (0.1) seconds\nif <(Level) = [2]> then\n glide (2) secs to x: (192) y: (81)\nend\nif <(Level) = [3]> then\n glide (2) secs to x: (255) y: (81)\nend\nif <(Level) = [4]> then\n glide (1) secs to x: (95) y: (81)\nend\nif <(Level) = [5]> then\n glide (1.5) secs to x: (155) y: (81)\nend\nif <(Level) = [6]> then\n glide (1.5) secs to x: (160) y: (81)\nend\nif <(Level) = [7]> then\n glide (0.2) secs to x: (-60) y: (81)\nend\nif <(Level) = [9]> then\n glide (0.2) secs to x: (-20) y: (81)\nend\nif <(Level) = [12]> then\n glide (0.3) secs to x: (15) y: (81)\nend\nif <(Level) = [16]> then\n glide (0.8) secs to x: (106) y: (81)\nend\nif <(Level) = [18]> then\n glide (0.6) secs to x: (60) y: (81)\nend\nif <(Level) = [20]> then\n glide (0.7) secs to x: (95) y: (81)\nend\n\n@Text Cursor2\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo [backward v] (2) layers\ngo to x: (-95) y: (30)\n\nwhen flag clicked\nforever\n wait (0.4) seconds\n switch costume to (1 v)\n wait (0.4) seconds\n switch costume to (2 v)\nend\n\nwhen I receive [next level v]\ngo to x: (-95) y: (30)\nwait (0.1) seconds\nif <(Level) = [9]> then\n show\n glide (2) secs to x: (230) y: (30)\nend\nif <(Level) = [10]> then\n glide (0.2) secs to x: (-72) y: (30)\nend\nif <(Level) = [11]> then\n glide (2) secs to x: (230) y: (30)\nend\nif <(Level) = [14]> then\n glide (0.5) secs to x: (10) y: (30)\nend\nif <(Level) = [17]> then\n glide (1) secs to x: (160) y: (30)\nend\n\n@Mouse Cursor\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n show\n go to [front v] layer\n if <<touching (skip button v)?> or <touching (restart button v)?>> then\n switch costume to (2 v)\n else\n switch costume to ( v)\n end\nend\n\n@Level Revealer\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\ngo to x: (-100) y: (-120)\nwait (0.1) seconds\nglide (0.5) secs to x: (587) y: (-120)\n\nwhen I receive [next level v]\ngo to x: (-100) y: (-120)\nwait (0.1) seconds\nglide (0.5) secs to x: (587) y: (-120)\n\n@Binary Code\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\ngo [backward v] (3) layers\ngo to x: (0) y: (-20)\nforever\n if <<(Level) = [6]> or <<(Level) = [7]> or <<(Level) = [8]> or <<(Level) = [9]> or <<(Level) = [10]> or <<(Level) = [11]> or <<(Level) = [12]> or <<(Level) = [14]> or <(Level) = [17]>>>>>>>>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [done v]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n repeat until <(costume [number v]) = [4]>\n wait (0.005) seconds\n next costume\n end\n wait (0.1) seconds\n repeat until <(costume [number v]) = [1]>\n wait (0.005) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\n if <(Level) = [7]> then\n repeat until <(costume [number v]) = [8]>\n wait (0.005) seconds\n next costume\n end\n wait (0.1) seconds\n repeat until <(costume [number v]) = [5]>\n wait (0.005) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\n if <(Level) = [8]> then\n switch costume to (pick random (1) to (10))\n end\n if <(Level) = [9]> then\n switch costume to (11 v)\n end\n if <(Level) = [10]> then\n switch costume to (12 v)\n end\n if <(Level) = [11]> then\n switch costume to (13 v)\n end\n if <(Level) = [12]> then\n repeat until <(costume [number v]) = [4]>\n wait (0.005) seconds\n next costume\n end\n wait (0.1) seconds\n repeat until <(costume [number v]) = [1]>\n wait (0.005) seconds\n switch costume to ((costume [number v]) - (1))\n end\n end\n if <(Level) = [13]> then\n switch costume to (14 v)\n end\n if <(Level) = [17]> then\n switch costume to (15 v)\n end\nend\n\n@Skip Button\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (2 v)\ngo [backward v] (1) layers\nset [skips left v] to [2]\nforever\n go to x: (-360) y: (-5)\n if <touching (mouse cursor v)?> then\n set [brightness v] effect to (30)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (NEXT LEVEL v)\n change [skips left v] by (-1)\n next costume\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Skips Left) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n show\n set [ghost v] effect to (0)\n end\nend\n\n@Restart Button\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n go to x: (25) y: (-5)\n if <touching (mouse cursor v)?> then\n set [brightness v] effect to (30)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (restart v)\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Moving\n\nwhen flag clicked\ngo to x: (0) y: (-70)\nswitch costume to (1 v)\nforever\n if <(Level) = [20]> then\n show\n glide (0.5) secs to x: (0) y: (0)\n glide (0.5) secs to x: (0) y: (-70)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [20]> then\n repeat (2)\n next costume\n create clone of (_myself_ v)\n end\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [20]> then\n if <(costume [number v]) = [2]> then\n show\n glide (0.6) secs to x: (120) y: (0)\n glide (0.6) secs to x: (120) y: (-70)\n else\n glide (0.7) secs to x: (240) y: (0)\n glide (0.7) secs to x: (240) y: (-70)\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [20]> then\n show\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (thumbnail v)\nshow\nset [ghost v] effect to (100)\nset size to (100) %\ngo to x: (0) y: (0)\nforever\n repeat (([10 ^ v] of ((10) * (10)) ) * (10))\n go to [front v] layer\n end\nend\n\nwhen I receive [done v]\nswitch costume to (end v)\nrepeat (100)\n change [ghost v] effect by (-2)\nend\n\n | Double-click green flag\nArrow keys, WASD, or mobile to move\nR or restart button to restart\nSkip button to skip a level, but you can only skip 2 times\n20 levels\nIf you can't see the stick person's body, use fullscreen\nThe platforms are supposed to be hard to see in some levels\nNo ads |
Platformer Engine | mobile friendly! | @Stage\n\nwhen flag clicked\nforever\n if <([sound v] of [sound v]) = [0]> then\n set volume to (0) %\n stop all sounds\n else\n set volume to (30) %\n play sound [ v] until done\n end\nend\n\n@player\n\nwhen flag clicked\nhide\nset [creator v] to [imthebesttt]\n\ndefine reset\nreset settings\ngo to x: (spawnX) y: (spawnY)\nset [xv v] to [0]\nset [yv v] to [0]\nset [jumping? v] to [0]\nset [squished? v] to [0]\nswitch costume to (normal v)\nset size to (100) %\nclear graphic effects\ngo to [front v] layer\nset rotation style [left-right v]\nbroadcast (reset v)\n\nwhen I receive [newlevel v]\nreset\n\nwhen [r v] key pressed\nreset\n\nwhen I receive [start v]\nset [pressingbutton? v] to [0]\nreset\nstart sound [connect v]\nforever\n loop\nend\n\nwhen [t v] key pressed\nif <(username) = (creator)> then\n if <not <(level) = [end]>> then\n set [prevlevel v] to (level)\n go to (end v)\n repeat until <not <(prevLevel) = (level)>>\n set [prevlevel v] to (level)\n end\n end\nend\n\ndefine key controls\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n jump\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [xv v] by ((speed) * (-1))\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [xv v] by (speed)\nend\n\ndefine gravity\nchange [yv v] by ((gravity) * (-1))\nif <<<touching (water v)?> and <not <touching (level v)?>>> and <(jumping?) = [0]>> then\n set [yv v] to [-1]\nend\nif <not <touching (enemy v)?>> then\n change y by (yv)\n if <touching (enemy v)?> then\n set [killenemy? v] to [1]\n end\nelse\n change y by (yv)\nend\nif <(yv) < [1]> then\n set [jumping? v] to [0]\nelse\n if <touching (level v)?> then\n set [yv v] to [0]\n set [jumping? v] to [0]\n repeat until <not <touching (level v)?>>\n change y by (-1)\n end\n end\nend\n\ndefine switch costume\nswitch costume to (move v)\nif <(jumping?) = [1]> then\n switch costume to (upmove v)\nend\nif <(round (xv)) = [0]> then\n point in direction (90)\n switch costume to (normal v)\n if <(jumping?) = [1]> then\n switch costume to (up v)\n end\n if <(yv) < ((gravity) * (-1))> then\n switch costume to (down v)\n end\nend\nif <(squished?) = [1]> then\n point in direction (90)\n switch costume to (squished v)\nend\n\ndefine jump\nif <touching (water v)?> then\n set [yv v] to [3]\n set [jumping? v] to [1]\nelse\n change y by (-1)\n if <<<touching (level v)?> or <touching (water v)?>> and <(jumping?) = [0]>> then\n set [yv v] to (jumpHeight)\n set [jumping? v] to [1]\n start sound [jump v]\n end\n change y by (1)\nend\n\ndefine left & right movement\nif <<touching (water v)?> and <<(xv) < ((maxWaterSpeed) * (-1))> or <(xv) > (maxWaterSpeed)>>> then\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (maxWaterSpeed))\nend\nset [xv v] to ((xv) * (friction))\nset [touchingtrampoline v] to [0]\nif <touching (trampoline v)?> then\n set [touchingtrampoline v] to [1]\nend\nchange x by (xv)\nif <<(touchingTrampoline) = [0]> and <touching (trampoline v)?>> then\n repeat until <not <touching (trampoline v)?>>\n change x by (((xv) / ([abs v] of (xv) )) * (-1))\n end\n change x by (((xv) / ([abs v] of (xv) )) * (-1))\nend\nif <touching (level v)?> then\n change y by (8)\n if <touching (level v)?> then\n change y by (-8)\n repeat until <not <touching (level v)?>>\n change x by (((xv) / ([abs v] of (xv) )) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [xv v] to (((xv) / ([abs v] of (xv) )) * ((-1) * (jumpHeight)))\n set [yv v] to (jumpHeight)\n set [jumping? v] to [1]\n end\n else\n repeat until <touching (level v)?>\n change y by (-1)\n end\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\n end\nelse\n if <(jumping?) = [0]> then\n change y by (-8)\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\n else\n change y by (8)\n end\n end\nend\n\ndefine mobile controls\nif <<mouse down?> and <(pressingButton?) = [0]>> then\n if <(mouse y) > [0]> then\n jump\n end\n if <(mouse x) < [0]> then\n point in direction (-90)\n change [xv v] by ((speed) * (-1))\n end\n if <(mouse x) > [0]> then\n point in direction (90)\n change [xv v] by (speed)\n end\nend\n\nwhen I start as a clone\nif <(squished?) = [1]> then\n switch costume to (squishedclone v)\nelse\n switch costume to (clone v)\nend\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine rise to ground\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [yv v] to [0]\nend\n\ndefine sprite interactions\nif <<<touching (danger v)?> or <touching (saw v)?>> or <<touching (enemy v)?> and <(killEnemy?) = [0]>>> then\n start sound [die v]\n reset\nend\nif <touching (trampoline v)?> then\n set [yv v] to (((yv) / ([abs v] of (yv) )) * ((trampolineHeight) * (-1)))\n if <(yv) > [0]> then\n set [jumping? v] to [1]\n start sound [jump v]\n end\nend\n\ndefine loop\nchange y by (1)\nkey controls\nmobile controls\nleft & right movement\ngravity\nrise to ground\nsprite interactions\nswitch costume\nchange y by (-1)\ncreate clone of (_myself_ v)\nshow\n\nwhen flag clicked\nforever\n if <([sound v] of [sound v]) = [0]> then\n set volume to (0) %\n else\n set volume to (30) %\n end\nend\n\nwhen I receive [powerups: speed v]\nchange [speed v] by (1)\n\ndefine reset settings\nset [gravity v] to [0.8]\nset [jumpheight v] to [12]\nset [trampolineheight v] to [15]\nset [friction v] to [0.85]\nset [maxwaterspeed v] to [1.5]\nset [speed v] to [1]\nset [spawnx v] to [-200]\nset [spawny v] to [35]\nset [camerax v] to [0]\nset [cameray v] to [0]\n\nwhen I receive [powerups: jump v]\nchange [jumpheight v] by (2)\n\n@level\n\nwhen flag clicked\nsetup\n\ndefine find last level (currlevel)\nset [last level v] to [0]\nrepeat until <(costume [number v]) = [1]>\n set [last level v] to (costume [number v])\n next costume\nend\nif <(last level) = [0]> then\n next costume\n if <(costume [number v]) = [1]> then\n set [last level v] to [1]\n else\n repeat until <(costume [number v]) = [1]>\n set [last level v] to (costume [number v])\n next costume\n end\n end\nend\nswitch costume to (currlevel)\n\nwhen I receive [find last level v]\nfind last level (costume [name v])\n\ndefine setup\ngo to [back v] layer\ngo to x: (0) y: (0)\nrepeat until <(costume [number v]) = [1]>\n next costume\nend\nfind last level (costume [name v])\nset [level v] to [1]\nbroadcast (start v)\nshow\n\nwhen I receive [newlevel v]\nnext costume\nshow\n\n@water\n\nwhen flag clicked\nhide\n\nwhen I receive [newlevel v]\nif <(level) = [end]> then\n hide\nelse\n next costume\nend\n\nwhen I receive [start v]\nrepeat until <(costume [number v]) = [1]>\n next costume\nend\ngo to x: (0) y: (0)\nshow\n\n@danger\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nrepeat until <(costume [number v]) = [1]>\n next costume\nend\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [newlevel v]\nif <(level) = [end]> then\n hide\nelse\n next costume\nend\n\n@saw\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [start v]\nreset\n\nwhen I receive [newlevel v]\nif <[0] = [0]> then\n delete this clone\nend\nreset\n\ndefine reset\nif <(level) = [4]> then\n spawn saw at x: [-100] y: [-70]\n spawn saw at x: [10] y: [-65]\n spawn saw at x: [120] y: [-65]\nend\nif <(level) = [9]> then\n spawn saw at x: [90] y: [50]\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n switch costume to (jumppad2 v)\n else\n switch costume to (jumppad1 v)\n end\n show\nend\n\ndefine spawn saw at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\npoint in direction (90)\nshow\nset [vel v] to [0]\nset [sawdirection v] to [-1]\nforever\n repeat (20)\n change [vel v] by (1)\n turn right ((vel) * (sawDirection)) degrees\n end\n repeat (20)\n change [vel v] by (-1)\n turn right ((vel) * (sawDirection)) degrees\n end\n set [sawdirection v] to ((sawDirection) * (-1))\n wait (0.1) seconds\nend\n\n@trampoline\n\nwhen I receive [newlevel v]\nif <[0] = [0]> then\n delete this clone\nend\nreset\n\nwhen I receive [start v]\nreset\n\ndefine reset\nif <(level) = [3]> then\n spawn trampoline at x: [0] y: [-55] direction: []\n spawn trampoline at x: [0] y: [60] direction: [-90]\n spawn trampoline at x: [0] y: [75] direction: []\nend\nif <(level) = [9]> then\n spawn trampoline at x: [210] y: [180] direction: [-90]\nend\n\ndefine spawn trampoline at x: (x) y: (y) direction: (d)\nif <(d) = []> then\n point in direction (90)\nelse\n point in direction (d)\nend\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> or <touching (enemy v)?>> then\n switch costume to (jumppad2 v)\n else\n switch costume to (jumppad1 v)\n end\n show\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n hide\nend\n\n@collectible\n\ndefine reset\nif <(level) = [8]> then\n spawn coin - x: [-75] y: [-40]\n spawn coin - x: [-30] y: [-40]\n spawn coin - x: [15] y: [-40]\n spawn coin - x: [60] y: [-40]\nend\nif <(level) = [9]> then\n spawn coin - x: [0] y: [-10]\nend\nif <(coinsFloat?) = [1]> then\n broadcast (hoverCoins v)\nend\n\ndefine spawn coin - x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [coinsfloat? v] to [1]\nset [playercoins v] to [0]\nswitch costume to (1 v)\nforever\n hide\nend\n\nwhen I receive [newlevel v]\nif <[0] = [0]> then\n delete this clone\nend\nreset\n\nwhen I receive [end v]\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (1 v)\nshow\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen I receive [hovercoins v]\nforever\n repeat (20)\n change y by (0.25)\n end\n repeat (20)\n change y by (-0.25)\n end\nend\n\nwhen I receive [start v]\nreset\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n change [playercoins v] by (1)\n if <not <([sound v] of [sound v]) = [0]>> then\n set volume to (30) %\n start sound [collect v]\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\n@directions\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to first costume\n\nwhen I receive [newlevel v]\nnext costume\ngo to [front v] layer\n\nwhen this sprite clicked\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nshow\n\ndefine go to first costume\nrepeat until <(costume [number v]) = [1]>\n next costume\nend\n\n@end\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n repeat (20)\n change y by (0.3)\n end\n repeat (20)\n change y by (-0.3)\n end\nend\n\nwhen I receive [start v]\nreset\nforever\n if <touching (player v)?> then\n broadcast (find last level v) and wait\n start sound [complete v]\n if <(level) > (([last level v] of [level v]) - (2))> then\n if <(level) = ([last level v] of [level v])> then\n set [level v] to [end]\n else\n set [level v] to [end]\n broadcast (newLevel v)\n end\n broadcast (end v)\n stop [this script v]\n end\n change [level v] by (1)\n broadcast (newLevel v) and wait\n end\nend\n\nwhen I receive [end v]\nhide\n\ndefine reset\nif <(level) = [1]> then\n go to x: (200) y: (-30)\nend\nif <(level) = [5]> then\n go to x: (200) y: (150)\nend\nif <(level) = [6]> then\n go to x: (200) y: (65)\nend\nif <(level) = [7]> then\n go to x: (200) y: (-30)\nend\nif <(level) = [9]> then\n go to x: (-105) y: (-30)\nend\nshow\n\nwhen I receive [newlevel v]\nreset\n\n@squish\n\nwhen flag clicked\nforever\n go to x: (115) y: (-133)\n go to [front v] layer\n show\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [squished? v] to [1]\n wait until <not <<key (s v) pressed?> or <key (down arrow v) pressed?>>>\n set [squished? v] to [0]\n end\nend\n\nwhen this sprite clicked\nrepeat until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [pressingbutton? v] to [1]\nend\nset [squished? v] to (<not <(squished?) = [1]>> + ())\nset [pressingbutton? v] to [0]\n\n@sound\n\nwhen flag clicked\nset [sound v] to [1]\nforever\n switch costume to (sound)\n go to x: (190) y: (-133)\n go to [front v] layer\n show\nend\n\nwhen this sprite clicked\nrepeat until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n set [pressingbutton? v] to [1]\nend\nset [sound v] to (<not <(sound) = [1]>> + ())\nset [pressingbutton? v] to [0]\n\n@timer\n\nwhen flag clicked\nset [clear v] to [0]\nhide\n\ndefine write (word) (letter space) (size) (color) (brightness)\nset [brightness v] effect to (brightness)\nset [letter# v] to [0]\nif <(size) = []> then\n set size to (100) %\nelse\n set size to (size) %\nend\nrepeat (length of (word))\n change [letter# v] by (1)\n switch costume to (? v)\n switch costume to (letter (letter#) of (word))\n create clone of (_myself_ v)\n if <(letter space) = []> then\n change x by (15)\n else\n change x by (letter space)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nif <(playerTimer) < (☁ highscore)> then\n set [☁ highscore v] to (playerTimer)\n broadcast (beatHighscore v)\nend\nrefresh\n\ndefine refresh\nif <[0] = [0]> then\n delete this clone\nend\nswitch costume to (0 v)\ngo to x: (-170) y: (145)\nwrite (playerTimer) [15] [100] [0] [-100]\nswitch costume to (0 v)\ngo to x: (-170) y: (100)\nwrite (☁ highscore) [15] [100] [0] [-100]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (board v)\ngo to [front v] layer\nshow\n\nwhen I receive [refreshscores v]\nrefresh\n\nwhen I receive [start v]\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (board v)\ngo to [front v] layer\nshow\nset [playertimer v] to [0]\nforever\n broadcast (refreshScores v) and wait\n wait (1) seconds\n change [playertimer v] by (1)\nend\n\n@beatHighscoreMessage\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [beathighscore v]\ngo to x: (0) y: (-182)\nset [ghost v] effect to (90)\nshow\nrepeat (45)\n change y by (2)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (45)\n change y by (-2)\n change [ghost v] effect by (5)\nend\nhide\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n show\nend\n\nwhen I receive [done v]\nset [vel v] to [-1]\ngo to x: (0) y: (500)\nclear graphic effects\nrepeat until <(y position) < [1]>\n change y by (vel)\n change [vel v] by (-1)\nend\nset [vel v] to [10]\nrepeat (10)\n change y by (vel)\n change [vel v] by (-1)\nend\nrepeat (10)\n change y by (vel)\n change [vel v] by (-1)\nend\nset [vel v] to [5]\nrepeat (5)\n change y by (vel)\n change [vel v] by (-1)\nend\nrepeat (5)\n change y by (vel)\n change [vel v] by (-1)\nend\ngo to x: (0) y: (0)\nwait (1) seconds\nbroadcast (comment v) and wait\nstop [other scripts in sprite v]\n\n@enemy\n\nwhen flag clicked\nset [gravity v] to [0.8]\nset [jumpheight v] to [12]\nset [trampolineheight v] to [15]\nset [friction v] to [0.7]\nset [maxwaterspeed v] to [1.5]\nforever\n hide\n if <([sound v] of [sound v]) = [0]> then\n set volume to (0) %\n else\n set volume to (30) %\n end\nend\n\ndefine reset\nset [killenemy? v] to [0]\nif <(level) = [7]> then\n spawn enemy at x: [150] y: [130]\n spawn enemy at x: [-90] y: [155]\nend\nif <(level) = [9]> then\n spawn enemy at x: [100] y: [160]\nend\n\nwhen I receive [reset v]\nif <[0] = [0]> then\n delete this clone\nend\nreset\n\ndefine controls\nif <(enemyJumping?) = [1]> then\n jump\nend\nif <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n change [enemyxv v] by (-1)\nend\nif <(x position) < ([x position v] of [player v])> then\n point in direction (90)\n change [enemyxv v] by (1)\nend\n\ndefine gravity\nchange [enemyyv v] by ((gravity) * (-1))\nif <<<touching (water v)?> and <not <touching (level v)?>>> and <(enemyJumping?) = [0]>> then\n set [enemyyv v] to [-1]\nend\nchange y by (enemyYv)\nif <(enemyYv) < [1]> then\n set [enemyjumping? v] to [0]\nelse\n if <touching (level v)?> then\n set [enemyyv v] to [0]\n set [enemyjumping? v] to [0]\n repeat until <not <touching (level v)?>>\n change y by (-1)\n end\n end\nend\n\ndefine switch costume\nswitch costume to (move v)\nif <(enemyJumping?) = [1]> then\n switch costume to (upmove v)\nend\nif <(round (enemyXv)) = [0]> then\n point in direction (90)\n switch costume to (normal v)\n if <(enemyJumping?) = [1]> then\n switch costume to (up v)\n end\n if <(enemyYv) < ((gravity) * (-1))> then\n switch costume to (down v)\n end\nend\n\ndefine jump\nif <touching (water v)?> then\n set [enemyyv v] to [3]\n set [enemyjumping? v] to [1]\nelse\n change y by (-1)\n if <<<touching (level v)?> or <touching (water v)?>> and <(enemyJumping?) = [0]>> then\n set [enemyyv v] to (jumpHeight)\n set [enemyjumping? v] to [1]\n end\n change y by (1)\nend\n\ndefine left & right movement\nif <<touching (water v)?> and <<(enemyXv) < ((maxWaterSpeed) * (-1))> or <(enemyXv) > (maxWaterSpeed)>>> then\n set [enemyxv v] to (((enemyXv) / ([abs v] of (enemyXv) )) * (maxWaterSpeed))\nend\nset [enemyxv v] to ((enemyXv) * (friction))\nset [touchingtrampoline v] to [0]\nif <touching (trampoline v)?> then\n set [touchingtrampoline v] to [1]\nend\nchange x by (enemyXv)\nif <<(touchingTrampoline) = [0]> and <touching (trampoline v)?>> then\n repeat until <not <touching (trampoline v)?>>\n change x by (((enemyXv) / ([abs v] of (enemyXv) )) * (-1))\n end\n change x by (((enemyXv) / ([abs v] of (enemyXv) )) * (-1))\nend\nif <touching (level v)?> then\n change y by (8)\n if <touching (level v)?> then\n change y by (-8)\n repeat until <not <touching (level v)?>>\n change x by (((enemyXv) / ([abs v] of (enemyXv) )) * (-1))\n end\n jump\n else\n repeat until <touching (level v)?>\n change y by (-1)\n end\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\n end\nelse\n if <(enemyJumping?) = [0]> then\n change y by (-8)\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by (1)\n end\n else\n change y by (8)\n end\n end\nend\n\nwhen I start as a clone\nset [enemyxv v] to [0]\nset [enemyyv v] to [0]\nset [enemyjumping? v] to [0]\nset size to (100) %\nclear graphic effects\ngo to [back v] layer\nset rotation style [left-right v]\nshow\nforever\n loop\n if <<touching (player v)?> and <(killEnemy?) = [1]>> then\n start sound [Die v]\n delete this clone\n end\nend\n\ndefine rise to ground\nrepeat until <not <touching (level v)?>>\n change y by (1)\n set [enemyyv v] to [0]\nend\n\ndefine sprite interactions\nif <touching (trampoline v)?> then\n set [enemyyv v] to (((enemyYv) / ([abs v] of (enemyYv) )) * ((trampolineHeight) * (-1)))\n if <(enemyYv) > [0]> then\n set [enemyjumping? v] to [1]\n end\nend\n\ndefine loop\nchange y by (1)\ncontrols\nleft & right movement\ngravity\nrise to ground\nsprite interactions\nchange y by (-1)\nswitch costume\nshow\n\ndefine spawn enemy at x: (x) y: (y)\ngo to x: (x) y: (y)\nswitch costume to (normal v)\ncreate clone of (_myself_ v)\n\n@powerups\n\ndefine reset\nif <(level) = [8]> then\n spawn powerup - x: [-130] y: [-40] costume: [jump]\n spawn powerup - x: [0] y: [75] costume: [speed]\nend\nif <(powerupsFloat?) = [1]> then\n broadcast (hoverPowerups v)\nend\n\ndefine spawn powerup - x: (x) y: (y) costume: (costume)\nswitch costume to (costume)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [powerupsfloat? v] to [1]\nswitch costume to (1 v)\nforever\n hide\nend\n\nwhen I receive [reset v]\nif <[0] = [0]> then\n delete this clone\nend\nreset\n\nwhen I receive [end v]\ndelete this clone\n\nwhen I receive [hoverpowerups v]\nforever\n repeat (20)\n change y by (0.25)\n end\n repeat (20)\n change y by (-0.25)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n broadcast (join [Powerups: ] (costume [name v]))\n if <not <([sound v] of [sound v]) = [0]>> then\n set volume to (30) %\n start sound [collect v]\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\n | ◈◈◈◈◈◈◈◈◈◈◈ Hello!!! ◈◈◈◈◈◈◈◈◈◈◈◈◈◈\n@imthebesttt here!! <3\n\nThis is a mobile friendly platformer engine! It's feature-packed and ready for you to use! Just remix! :D\n\nHere's an example!:\nhttps://scratch.mit.edu/projects/487937961/\nLook at other engines made by me here!:\nhttps://scratch.mit.edu/studios/28837169/projects/\n\n◈◈◈◈◈◈◈◈◈◈◈ Controls ◈◈◈◈◈◈◈◈◈◈◈◈◈\n\nmovement - ←↕→, WASD, or mobile\nreset - R\nsquish - S, ↓, or squish button\n\n◈◈◈◈◈◈ Problems? Ideas? Feedback? ◈◈◈◈◈◈◈\n\nThis game is new, so bugs are probably gonna be hidden some where—smash em' by commenting them below! (No need to restart the game if you come across a bug. Press R to reset then report it in the comments!)\n\nIf you have any questions, suggestions, bugs, or new feature ideas, comment below!\n\n◈◈◈◈◈◈◈◈◈◈ Current Features ◈◈◈◈◈◈◈◈◈◈\n\n• water - so you can add pools and maybe even levels under water!\n• danger - make perfect obstacles to challenge your player!\n• trampoline - Let the player jump to high places with the help of trampolines!\n• Wall jumping - A useful feature needed when jumping towards walls!\n• Enemies - challenge the player to a battle! You can jump on top of them to defeat them ;)\n• Saws - keep the player cautious as they attempt to pass the spinning saws!\n• Squish - made to let the player squeeze through tight spaces! On mobile you can press the button on the right!\n• Power ups & coins - Collect coins and power ups!\n• Timer + Highscore - Have the player try hard to beat the highscore!\n\n◈◈◈◈◈◈◈◈◈ Thanks for reading! ◈◈◈◈◈◈◈◈◈\nI hope you have fun! I can't wait to see what you make!\n\nBye! <3 |
Storyland, a fixed mobile platformer | @Stage\n\n@Death Effect Variablepieces\n\ndefine break\nswitch costume to (back v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (80) %\nset [ghost v] effect to (50)\nshow\ngo to (player variable v)\npoint in direction (90)\nrepeat (50)\n turn right (((XV) * ([abs v] of (YV) )) / (5)) degrees\n change y by (YV)\nend\n\nwhen I receive [dead v]\nbreak\n\nwhen I start as a clone\nrepeat (8)\n change [yv v] by (2)\n change [ghost v] effect by (1)\nend\nrepeat until <(y position) < [-181]>\n change [ghost v] effect by (1)\n change [yv v] by (-1)\nend\ndelete this clone\n\n@player variable\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [start v]\ngo to x: (-200) y: (-100)\npoint in direction (90)\nset size to (80) %\nswitch costume to (costume1 v)\nshow\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <(Next level?) = [safe]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (level variable v)?> then\n change y by (1)\n if <touching (level variable v)?> then\n change y by (1)\n if <touching (level variable v)?> then\n change y by (1)\n if <touching (level variable v)?> then\n change y by (1)\n if <touching (level variable v)?> then\n change y by (1)\n if <touching (level variable v)?> then\n change x by ((Xv) * (-1))\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 [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (level variable 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 variable v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [12]\n end\n end\n if <touching (trampoline variable v)?> then\n set [yv v] to [20]\n broadcast (Trampoline v)\n end\n change y by (1)\n if <key (r v) pressed?> then\n Dead\n end\n if <<<(y position) < [-177]> or <touching (death variable v)?>> or <touching (saws variable v)?>> then\n start sound [Death v]\n Dead\n end\n if <(x position) > [230]> then\n broadcast (Next level! v)\n reset\n end\n end\nend\n\ndefine reset\ngo to x: (-260) y: (-85)\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen flag clicked\ngo to [front v] layer\nforever\n play sound [Coffin Dance Official Music v] until done\nend\n\nwhen flag clicked\nforever\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (0.5) seconds\ndelete this clone\n\nwhen I start as a clone\nrepeat (50)\n wait (0) seconds\n change [ghost v] effect by (15)\n change size by (-2)\nend\n\ndefine Dead\nbroadcast (dead v) and wait\n\nwhen flag clicked\nforever\n if <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (player moving v)\n else\n switch costume to (player not moving v)\n end\nend\n\nwhen I receive [dead v]\nwait (0.01) seconds\ngo to x: (-260) y: (-85)\n\n@Level Variable\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Next level effect\n\nwhen I receive [next level! v]\ngo to [front v] layer\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nset [next level? v] to [not safe]\nwait (0.5) seconds\nchange [level v] by (1)\nset [next level? v] to [safe]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen flag clicked\nset [next level? v] to [safe]\nhide\nset [ghost v] effect to (100)\n\n@Thumbnail Slide Effect\n\nwhen [timer v] > (Checktimer)\ngo to x: (-300) y: (0)\nrepeat (30)\n change [ghost v] effect by (0)\n change x by (((0) - (x position)) / (3))\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n set [checktimer v] to (timer)\nend\n\n@Backdrop\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n set size to (120) %\n go to [back v] layer\n set [ghost v] effect to (25)\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n point in direction ((([cos v] of ((days since 2000) * (5000000)) ) * (3)) + (90))\nend\n\n@Death Variable\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Sun Variable\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nwait (2) seconds\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nwait (2) seconds\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (50)\nforever\n repeat (100)\n turn right (pick random (1) to (3)) degrees\n switch costume to (costume3 v)\n change size by (1)\n switch costume to (costume2 v)\n end\n repeat (100)\n turn right (pick random (1) to (2)) degrees\n switch costume to (costume3 v)\n change size by (-1)\n switch costume to (costume2 v)\n end\nend\n\n@Trampoline Variable\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level! v]\nnext costume\n\n@Saws Variable\n\nwhen flag clicked\nforever\n turn right (15) degrees\n set [brightness v] effect to (-30)\nend\n\nwhen flag clicked\ngo to x: (0) y: (130)\nforever\n glide (0.8) secs to x: (0) y: (-130)\n glide (0.8) secs to x: (0) y: (130)\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n show\n else\n hide\n end\nend\n\n | New project! https://scratch.mit.edu/projects/491912039/\n\n<^>/wasd/mobile to move\nR to restart/retry\n\nThis is a fixed mobile game, which means that the player moves towards the mouse/finger. Give it a try!\n\nI hope you enjoy, I hope I win XD\n\nI thought for this game I would basically try to overwhelm you with beautiful smooth effects...\n\n\nI have also fixed the "invisible spike" and "sticky wall" bugs! YAYAY!\n\nIf you like/liked it consider giving a ❤️,⭐, and maybe even follow if you haven't already.\n(all levels ARE possible)\n\nand now for the credits...\n\nAll code by me\nAll animation by me\nAll ideas by me\n\nI was going to make my own music out of Scratch Blocks, but it was too laggy. :C\n\n#games #platformer #A_Wire #well_made #quality #fun\n#storyland #good #smooth #flow #effect #effects #love #fav #follow #art #music #animation #engine #remix #words #play #trending #popular #easy #hard #awesome |
The Unknown Valleys || A Non Generic 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 (backdrop2 v)\n\nwhen flag clicked\nforever\n repeat until <(Music) = [0]>\n play sound [MUSICA v] until done\n end\nend\n\nwhen flag clicked\nset [_ v] to [0]\nforever\n if <(Music) = [0]> then\n set [_ v] to [1]\n clear sound effects\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nforever\n if <(Music) = [0]> then\n start sound [MUSICA v]\n end\nend\n\n\n\nwhen [timer v] > (.01)\nswitch backdrop to (1 v)\n\n@BLANK \n\n@Player\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [1100]\n set [y v] to [-90]\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 [2023]\n set [y v] to [-50]\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 [2023]\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 [3684]\n set [y v] to [80]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [5]> then\n set [x v] to [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 [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\nset [ghost v] effect to (0)\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n set [exit v] to [die]\nend\nif <touching (lava v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Die\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 (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\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 <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\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 [18]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-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 [35]\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 <(Players) > [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 # (Players) 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 I receive [play game v]\nhide\nset [max players v] to [8]\nset [players v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(Players) > [0]> then\n start sound [Connect v]\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\nwhen I receive [jump v]\nchange [sy v] by (50)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(SSFX) = [0]> then\n if <<<touching (danger v)?> or <<touching (saws v)?> or <touching (lava v)?>>> or <<touching (moving enemy v)?> or <<touching (collectibles v)?> or >>> then\n clear sound effects\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (8 v) pressed?> then\n set [x v] to [4048]\n set [y v] to [70]\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(SSFX) = [1]> then\n if <touching (danger v)?> then\n start sound [Punch v]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(SSFX) = [1]> then\n if <touching (saws v)?> then\n start sound [Punch v]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(SSFX) = [1]> then\n if <touching (lava v)?> then\n start sound [Punch v]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(SSFX) = [1]> then\n if <touching (moving enemy v)?> then\n start sound [Punch v]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(SSFX) = [1]> then\n if <touching (bouncy v)?> then\n start sound [Big Boing v]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(SSFX) = [1]> then\n if <touching (saws v)?> then\n start sound [Punch v]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(SSFX) = [1]> then\n if <touching (lava v)?> then\n start sound [Punch v]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(SSFX) = [1]> then\n if <touching (moving enemy v)?> then\n start sound [Punch v]\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(SSFX) = [1]> then\n if <touching (collectibles v)?> then\n start sound [Coin v]\n wait until <not <touching (collectibles v)?>>\n end\n end\nend\n\nwhen I receive [begin v]\n\nwhen [timer v] > (.01)\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 <(Players) = (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 (normal 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 [players 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\nwhen [timer v] > (.01)\nhide\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\nwhen [timer v] > (.01)\nhide\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@Platforms\n\nwhen I receive [green flag v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nswitch costume to (costume1 v)\nClone at [500] [0]\nClone at [200] [-50]\nClone at [800] [0]\nClone at [200] [170]\nClone at [500] [0]\nClone at [700] [-50]\nClone at [0] [-100]\nClone at [590] [0]\nClone at [200] [0]\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 I start as a clone\nif <(costume [number v]) = [8]> then\n broadcast (hi v)\n forever\n repeat (100)\n change [platforms: x v] by (2)\n end\n repeat (100)\n change [platforms: x v] by (-2)\n end\n end\nend\n\nwhen [timer v] > (.01)\nhide\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 [1000] [-140]\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\nClone at [0] [-280]\n\nwhen [timer v] > (.01)\nhide\n\n@Saws\n\nwhen I receive [tick v]\nposition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\nturn right (15) 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 [300] [-115]\n Clone at [2270] [-120]\n Clone at [2315] [-120]\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\nwhen [timer v] > (.01)\nhide\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 (l v)\nClone at [420] [-100]\nClone at [2225] [-104]\nClone at [2643] [-104]\nset [bouncy: x v] to [-99999]\n\nwhen I receive [tick v]\ngo to [back v] layer\nposition ((Bouncy: x) - (SCROLL X)) ((Bouncy: y) - (SCROLL Y))\nif <touching (player v)?> then\n switch costume to (2 v)\nelse\n switch costume to (1 v)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\nset [bouncy: x v] to (x)\nset [bouncy: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen [timer v] > (.01)\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]\nset size to (60) %\nhide\nClone at [1100] [-100]\nClone at [2023] [-100]\nClone at [3689] [90]\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 (20)\n if <(SSFX) = [1]> then\n start sound [Ding v]\n end\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\nwhen flag clicked\nforever\n if <(SSFX) = [0]> then\n clear sound effects\n end\nend\n\nwhen [timer v] > (.01)\nhide\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 ( 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 ( 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\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [end v]\nforever\n set [names v] to [0]\nend\n\nwhen [timer v] > (.01)\nhide\n\nwhen I receive [end v]\nforever\n stop all sounds\nend\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 (coin v)\nClone at [-220] [110]\nClone at [-220] [80]\nClone at [-190] [110]\nClone at [-190] [80]\nClone at [150] [0]\nClone at [715] [-30]\nClone at [715] [-60]\nClone at [715] [-90]\nClone at [420] [0]\nClone at [420] [-30]\nClone at [420] [30]\nClone at [420] [60]\nClone at [420] [-60]\nClone at [-125] [307]\nClone at [-125] [340]\nClone at [-95] [307]\nClone at [-95] [340]\nClone at [1169] [-20]\nClone at [1263] [20]\nClone at [1356] [60]\nClone at [-220] [-60]\nClone at [-220] [-25]\nClone at [-220] [-95]\nClone at [787] [-95]\nClone at [821] [-95]\nClone at [855] [-95]\nClone at [889] [-95]\nClone at [1486] [110]\nClone at [1520] [110]\nClone at [1590] [175]\nClone at [1624] [175]\nClone at [1739] [110]\nClone at [1773] [110]\nClone at [2000] [175]\nClone at [2000] [141]\nClone at [2000] [107]\nClone at [2000] [73]\nClone at [1903] [210]\nClone at [1937] [210]\nClone at [2446] [-50]\nClone at [2480] [-50]\nClone at [2514] [-50]\nClone at [2446] [-80]\nClone at [2480] [-80]\nClone at [2514] [-80]\nClone at [2275] [10]\nClone at [2305] [10]\nClone at [2275] [40]\nClone at [2305] [40]\nClone at [2800] [30]\nClone at [2834] [30]\nClone at [2868] [30]\nClone at [2902] [30]\nClone at [2936] [30]\nClone at [2970] [30]\nClone at [3268] [30]\nClone at [3302] [30]\nClone at [3336] [30]\nClone at [3370] [30]\nClone at [3404] [30]\nClone at [3438] [30]\nClone at [3725] [100]\nClone at [3759] [100]\nClone at [3810] [172]\nClone at [3844] [172]\nClone at [3950] [105]\nClone at [3985] [105]\nClone at [4132] [210]\nClone at [4132] [180]\nClone at [4132] [150]\nClone at [4264] [70]\nClone at [4264] [100]\nClone at [4264] [130]\nClone at [4345] [200]\nClone at [4360] [320]\nClone at [4330] [70]\n\ndefine position (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 (100) %\nend\n\nwhen flag clicked\nforever\n set size to (100) %\nend\n\nwhen [timer v] > (1)\n\nwhen flag clicked\n\nwhen [timer v] > (.01)\nhide\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 (win v)\n Clone at x: [4400] y: [400]\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\nwhen [timer v] > (.01)\nhide\n\n@Scenery\n\nwhen I receive [tick v]\nhide\nposition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\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)\nClone at [135] [100]\nClone at [800] [0]\nClone at [1000] [-60]\n\ndefine Clone at (x) (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen [timer v] > (.01)\nhide\n\n@Ladder\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((Ladder: x) - (SCROLL X)) ((Ladder: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [ladder: x v] to [0]\nset [ladder: y v] to [0]\nswitch costume to (1 v)\nClone at [-150] [0]\nClone at [-150] [0]\nClone at [2300] [120]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(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 [ladder: x v] by (x)\nchange [ladder: y v] by (y)\nnext costume\n\nwhen [timer v] > (.01)\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]\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 point in direction (direction)\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 set [enemies: x v] to [0]\n set [enemies: x v] to [0]\n Clone at x: [555] y: [15] MAX [100]\n Clone at x: [2072] y: [-100] MAX [100]\n Clone at x: [99999] y: [99999] MAX [100]\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)\nforever\n set [direction v] to (direction)\nend\n\nwhen I start as a clone\nforever\n if <(Enemy) = [1]> 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\n end\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 else\n set [exit v] to [die]\n broadcast (Reset v)\n end\n end\nend\n\nClone at x: [1161] y: [-65] MAX [20]\nClone at x: [1252] y: [-34] MAX [20]\nClone at x: [1348] y: [5] MAX [20]\n\nwhen I receive [jump v]\nset [enemy v] to [0]\nrepeat (1)\n switch costume to (red9 v)\n wait (..05) seconds\n switch costume to (red10 v)\n wait (.05) seconds\n switch costume to (red12 v)\n wait (.05) seconds\n switch costume to (red13 v)\n wait (.05) seconds\n switch costume to (red14 v)\n wait (.05) seconds\n switch costume to (red15 v)\n wait (.05) seconds\n switch costume to (red16 v)\n wait (.05) seconds\n switch costume to (red17 v)\n wait (.05) seconds\nend\ndelete this clone\n\nwhen [timer v] > (.01)\nhide\n\n@Coin_counter\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen I start as a clone\nforever\n go to x: (((clone#) * (15)) - (170)) y: (152)\n if <(length of (COINS)) < (clone#)> then\n hide\n else\n show\n switch costume to (letter (clone#) of (COINS))\n end\nend\n\nwhen I receive [connected v]\ngo to [front v] layer\nshow\nset size to (140) %\nset [clone# v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [clone# v] by (1)\nend\nhide\n\nwhen [timer v] > (.01)\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [connected v]\nshow\n\nwhen [timer v] > (.01)\nhide\n\n@Sprite2\n\nwhen [timer v] > (.01)\nhide\n\nwhen flag clicked\nshow\n\n@Rain\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-240) to (240)) y: (184)\nglide (pick random (0.005) to (2)) secs to x: (x position) y: (-184)\ndelete this clone\n\nwhen I receive [connected v]\nshow\nrepeat until <(ZZZZ) = [1]>\n repeat (100)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n go to [front v] layer\nend\n\nwhen I receive [connected v]\nshow\nforever\n if <(ZZZZ) = [0]> then\n repeat (100)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (lava v)?> or <<touching (player v)?> or <<touching (others v)?> or <<touching (saws v)?> or <<<touching (danger v)?> or <<touching (bouncy v)?> or <<touching (checkpoint v)?> or <touching (ladder v)?>>>> or <touching (platforms v)?>>>>>> then\n delete this clone\n end\nend\n\nwhen [timer v] > (.01)\nhide\n\nwhen I receive [end v]\nforever\n hide\nend\n\n@Lava\n\nwhen flag clicked\nreset timer\nforever\n set [tim v] to (timer)\nend\n\nwhen I receive [green flag v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nswitch costume to (costume1 v)\nClone at [2806] [-150]\nClone at [50] [-150]\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\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\n\nforever\n if <key (space v) pressed?> then\n set [x v] to [3139]\n end\nend\n\nwhen [timer v] > (.01)\nhide\n\n@Lag?\n\nwhen flag clicked\nset [zzzz v] to [0]\nswitch costume to (costume1 v)\nhide\n\nwhen this sprite clicked\nstart sound [Click v]\nnext costume\n\nwhen I receive [settings v]\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n set [zzzz v] to [1]\n else\n set [zzzz v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n hide\n end\nend\n\nwhen [timer v] > (.01)\nhide\n\n@Settings\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [connected v]\nshow\n\nwhen this sprite clicked\nbroadcast (Settings v)\nstart sound [Click v]\n\nwhen I receive [settings v]\nswitch costume to (open v)\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n go to x: (-100) y: (100)\n set size to (40) %\n else\n go to x: (-64) y: (50)\n set size to (100) %\n end\nend\n\nwhen [timer v] > (.01)\nhide\n\n@SFX\n\nwhen flag clicked\nhide\n\nwhen I receive [settings v]\nshow\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n set [ssfx v] to [1]\n else\n set [ssfx v] to [0]\n end\nend\n\nwhen this sprite clicked\nstart sound [Click v]\nnext costume\n\nwhen flag clicked\nset [ssfx v] to [0]\nswitch costume to (costume2 v)\n\nwhen [timer v] > (.01)\nhide\n\n@Music\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [music v] to [1]\nhide\n\nwhen I receive [settings v]\nshow\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n hide\n end\nend\n\nwhen this sprite clicked\nstart sound [Click v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [music v] to [0]\n else\n set [music v] to [1]\n end\nend\n\nwhen [timer v] > (.01)\nhide\n\n@Scenery2\n\nwhen I receive [tick v]\nhide\nposition ((X.) - (SCROLL X)) ((Y.) - (SCROLL Y))\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 [y. v] to [0]\nset [x. v] to [0]\nswitch costume to (1 v)\nClone at [2000] [0]\n\ndefine Clone at (x) (y)\nset [x. v] to (x)\nset [y. v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen [timer v] > (.01)\nhide\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: (0) y: (400)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (((0) - (y 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\nchange x by (10)\n\n | There is a lag reducer that Works. \nPlease Love and Fave and Follow\nUse Arrow keys, WASD, or if you have a phone it is mobile friendly.\nSPAM FLAG FOR NO LAG!!!\n\nGOOD\n_____________________________________________\nland, character, clouds, coins, other people.\n\nBAD\n_____________________________________________\nspikes, saws, enemy, gaps.\n\nHave Fun!\n |
250 Special! || Scrolling Platformer #games #animations | @Stage\n\nwhen flag clicked\nforever\n play sound [Marshmello - Alone \(Official Music Video\) v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop4 v)\nshow\nwait until <key (m v) pressed?>\nswitch backdrop to (backdrop5 v)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\nswitch backdrop to (backdrop1 v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nset [checkpoint v] to [2]\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]\nif <(Started?) = [0]> then\n set [y v] to [500]\nelse\n set [y v] to [-20]\nend\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n go to x: (0) y: (-23)\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n if <(Started?) = [0]> then\n set [y v] to [500]\n else\n set [y v] to [-20]\n end\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1325]\n set [y v] to [0]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [3115]\n set [y v] to [0]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [4307]\n set [y v] to [80]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [5350]\n set [y v] to [0]\n else\n end\n end\n end\n end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (50) %\nclear graphic effects\nset [ghost v] effect to (100)\nshow\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <<key (space v) pressed?> and <(Speed y) < [0]>> then\n set [parachute v] to [1]\nelse\n if <(Speed y) > [-20]> then\n if <(Started?) = [1]> then\n set [parachute v] to [0]\n change [speed y v] by (-2)\n end\n end\nend\nif <(Parachute) = [1]> then\n set [speed y v] to [-3.5]\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n set [exit v] to [Die]\nend\nif <touching color (#66ffaa)?> then\n set [exit v] to [Die]\nend\nif <(Parachute) = [0]> then\n if <not <(Speed y) < [0]>> then\n if <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> and <(STRD) = [1]>> then\n set [runcycle v] to [0]\n if <(in air) < [4]> then\n set [costume# v] to [7]\n repeat until <<<not <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>>> or <(Speed y) < [0]>> or <(Costume#) > [6]>>\n change [costume# v] by (1)\n end\n else\n if <(Speed y) < [0]> then\n set [costume# v] to [8]\n end\n end\n else\n if <<<<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> or <key (d v) pressed?>> or <key (a v) pressed?>> then\n Sendout\n else\n set [costume# v] to [2]\n end\n end\n else\n set [runcycle v] to [0]\n if <<(Speed y) < [0]> and <(in air) > [3]>> then\n set [costume# v] to [8]\n end\n end\nelse\n set [costume# v] to [9]\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 switch costume to (hitbox 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\nswitch costume to (hitbox v)\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 switch costume to (hitbox v)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [speed x v] to [-36]\n else\n set [walljumpredirect v] to [1]\n point in direction ((direction) * (-1))\n set [speed x v] to [36]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n switch costume to (hitbox 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 []\n\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (0)\nend\nclear graphic effects\nset [ghost v] effect to (100)\nwait (1) seconds\nbroadcast (END v)\nhide\n\ndefine Test - Die\n\nswitch costume to (hitbox v)\n\n\n\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\nend\n\nif <[] < [0]> then\n\nwait until <not <<(Speed y) < [0]> and <(in air) > [3]>>>\n\nchange [speed y v] by (-0.2)\n\nset [exit v] to []\nset [exit v] to []\nset [exit v] to []\nset [exit v] to []\n\n\n\nif then\n\nbroadcast (Setip v)\n\nwhen I receive [play game v]\n\nset [level v] to [1]\nforever\n Change player y by (Speed y)\nend\n\nrepeat until <not <<(Runcycle) > [0]> or <(Costume#) < [5]>>>\n change [costume# v] by (1)\nend\n\nif <(Costume#) > [20]> then\n set [costume# v] to [21]\nelse\n change [costume# v] by (1)\nend\n\nwait (0.05) seconds\n\nrepeat until \nend\n\nwait (0.05) seconds\n\nrepeat until <<not <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>>> or <(Costume#) > [4]>>\n change [costume# v] by (1)\nend\n\ndefine Sendout\nset [costume# v] to [3]\n\nhide\nwait (0.1) seconds\nshow\n\nwait until <touching (platforms v)?>\n\nwhen I receive [ground too hard v]\nset [speed y v] to [20]\nChange player y by (Speed y)\n\nchange [speed y v] by (10)\n\nset [x v] to [1047]\nset [y v] to [-50]\n\nif <(Checkpoint) = [2]> then\nelse\n if <(Checkpoint) = [3]> then\n set [x v] to [3090]\n set [y v] to [0]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [4307]\n set [y v] to [-80]\n else\n set [x v] to [5347]\n set [y v] to [226]\n end\n end\nend\n\nset [x v] to [2233]\nset [y v] to [-50]\n\nset [y v] to [500]\n\nset [x v] to [3090]\nset [y v] to [0]\n\nset [x v] to [5347]\nset [y v] to [0]\n\nwhen flag clicked\nset [checkpoint v] to [0]\n\nset [checkpoint v] to [2]\n\nset [y v] to [100]\n\nset [speed y v] to [20]\nChange player y by (Speed y)\n\nwhen I receive [died. v]\nGame on\n\nGame - Die\n\nChange player y by [1000]\n\nrepeat (10)\nend\n\nif <not <touching color (#66ffaa)?>> then\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@Player2\n\nwhen I receive [tick v]\nset [brightness v] effect to (0)\nset [ghost v] effect to (30)\nset rotation style [left-right v]\npoint in direction ([direction v] of [player v])\ngo to (player v)\nswitch costume to (Costume#)\n\nchange [color v] effect by (25)\n\nglide (0.2) secs to x: (0) y: (-23)\n\nif <(EXIT) = [Die]> then\n switch costume to (player3 v)\n repeat (5)\n hide\n wait (0.1) seconds\n show\n end\nend\n\nwhen I receive [play game v]\nif <(Started?) = [0]> then\n hide\n wait (0.2) seconds\n show\n repeat until <touching (platforms v)?>\n set [parachute v] to [1]\n end\n set [started? v] to [1]\nelse\n show\n set [costume# v] to [2]\n set [strd v] to [0]\n wait (1.3) seconds\n set [strd v] to [1]\nend\n\nwhen flag clicked\nset [started? v] to [0]\n\nif <(Costume#) = [5]> then\n wait (0.2) seconds\n switch costume to (player8 v)\nend\n\nforever\n if <touching color (#66ffaa)?> then\n set [exit v] to [Die]\n end\nend\n\n@Platforms2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nif <touching (player2 v)?> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (40)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen I receive [tick v]\nMoon\n\ndefine Moon\nset y to (((SCROLL Y) / (5)) * (-1))\ngo to [back v] layer\n\nif on edge, bounce\n\nset x to (50)\n\nset rotation style [left-right v]\n\nwhen I receive [farthest back v]\ngo to [back v] layer\n\nwhen flag clicked\nshow\nwait until <key (m v) pressed?>\nhide\n\n@Sprite3\n\nwhen I receive [tick v]\n\nif <(EXIT) = [Die]> then\n show\nelse\n hide\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\nshow\n\nset [exit v] to []\n\nwhen I receive [tick v]\n\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(Lag reduce?) = [1]> then\n set [ghost v] effect to (0)\n show\n wait (1) seconds\n set [costume# v] to [2]\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ouch v] to [0]\n wait until <(Lag reduce?) = [0]>\n else\n hide\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<(EXIT) = [Die]> and <(Ouch) = [0]>> then\n switch costume to (costume1 v)\n broadcast (Play Game v)\n set [lag reduce? v] to [1]\n set [costume# v] to [2]\n wait until <not <<(EXIT) = [Die]> and <(Ouch) = [0]>>>\n else\n if <(Ouch) = [1]> then\n switch costume to (costume2 v)\n broadcast (Play Game v)\n set [lag reduce? v] to [1]\n set [costume# v] to [2]\n wait until <not <(Ouch) = [1]>>\n else\n set [lag reduce? v] to [0]\n end\n end\nend\n\nswitch costume to (costume1 v)\nbroadcast (Play Game v)\nset [lag reduce? v] to [1]\nset [costume# v] to [2]\n\nwait (3) seconds\n\n@Sprite4\n\nwhen I receive [tick v]\nMoon\n\ndefine Moon\nset y to (((SCROLL Y) / (2)) * (-1))\nset x to (((SCROLL X) / (10)) * (-1))\n\nif on edge, bounce\n\nset x to (50)\n\nset rotation style [left-right v]\n\nwhen I receive [furtherback v]\ngo to [back v] layer\nbroadcast (farthest back v)\n\nwhen flag clicked\nshow\nwait until <key (m v) pressed?>\nhide\n\n@Platforms3\n\nwhen I receive [green flag v]\nhide\nreset timer\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nif <touching (player2 v)?> then\n set [ghost v] effect to (5)\nelse\n set [ghost v] effect to (5)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nswitch backdrop to (backdrop1 v)\n\nwhen I start as a clone\n\nwhen I receive [tick v]\ngo to [back v] layer\nbroadcast (furtherback v)\n\n@Player3\n\nwhen I receive [tick v]\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nset rotation style [left-right v]\npoint in direction ([direction v] of [player v])\ngo to (player v)\n\nchange [color v] effect by (25)\n\nglide (0.2) secs to x: (0) y: (-23)\n\nwhen flag clicked\nset [ouch v] to [0]\nforever\n if <touching (platforms v)?> then\n wait (0.05) seconds\n if <touching (platforms v)?> then\n set [ouch v] to [1]\n end\n end\nend\n\nunstick method\n\ndefine unstick method\n\nbroadcast (Ground too hard v)\n\nwait (1) seconds\n\n@Flag\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]\nswitch costume to (costume1 v)\nset [x v] to [1435]\nset [y v] to [0]\nset [toggled? v] to [0]\n\nwait until \n\ndefine Position (x) (y)\nif <touching (player2 v)?> then\n set [ghost v] effect to (5)\nelse\n set [ghost v] effect to (5)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nswitch backdrop to (backdrop1 v)\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\n\nClone at x: [1915] y: [0]\n\nClone at x: [1920] y: [0]\n\nwhen I receive [tick v]\nif <<(toggled?) = [0]> and <touching (player v)?>> then\n repeat (19)\n next costume\n wait (0.01) seconds\n end\n set [toggled? v] to [1]\n set [checkpoint v] to [1]\nend\n\n@Flag2\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]\nswitch costume to (costume1 v)\nset [x v] to [3225]\nset [y v] to [8]\nset [toggled? v] to [0]\n\n\n\ndefine Position (x) (y)\nif <touching (player2 v)?> then\n set [ghost v] effect to (5)\nelse\n set [ghost v] effect to (5)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nswitch backdrop to (backdrop1 v)\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\n\nClone at x: [1915] y: [0]\n\nClone at x: [1920] y: [0]\n\nwhen I receive [tick v]\nif <<(toggled?) = [0]> and <touching (player v)?>> then\n repeat (19)\n next costume\n wait (0.01) seconds\n end\n set [toggled? v] to [1]\n set [checkpoint v] to [2]\nend\n\n@Flag3\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]\nswitch costume to (costume1 v)\nset [x v] to [4415]\nset [y v] to [-90]\nset [toggled? v] to [0]\n\n\n\ndefine Position (x) (y)\nif <touching (player2 v)?> then\n set [ghost v] effect to (5)\nelse\n set [ghost v] effect to (5)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nswitch backdrop to (backdrop1 v)\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\n\nClone at x: [1915] y: [0]\n\nClone at x: [1920] y: [0]\n\nwhen I receive [tick v]\nif <<(toggled?) = [0]> and <touching (player v)?>> then\n repeat (19)\n next costume\n wait (0.01) seconds\n end\n set [toggled? v] to [1]\n set [checkpoint v] to [3]\nend\n\nset [checkpoint v] to [3]\n\n@Flag4\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]\nswitch costume to (costume1 v)\nset [x v] to [5458]\nset [y v] to [-90]\nset [toggled? v] to [0]\n\n\n\ndefine Position (x) (y)\nif <touching (player2 v)?> then\n set [ghost v] effect to (5)\nelse\n set [ghost v] effect to (5)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nswitch backdrop to (backdrop1 v)\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\n\nClone at x: [1915] y: [0]\n\nClone at x: [1920] y: [0]\n\nwhen I receive [tick v]\nif <<(toggled?) = [0]> and <touching (player v)?>> then\n repeat (19)\n next costume\n wait (0.01) seconds\n end\n set [toggled? v] to [1]\n set [checkpoint v] to [4]\nend\n\nset [checkpoint v] to [3]\n\n@Flag5\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]\nswitch costume to (costume1 v)\nset [x v] to [5458]\nset [y v] to [923]\nset [toggled? v] to [0]\n\n\n\ndefine Position (x) (y)\nif <touching (player2 v)?> then\n set [ghost v] effect to (5)\nelse\n set [ghost v] effect to (5)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nswitch backdrop to (backdrop1 v)\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\nClone at x: [480] y: [0]\n\nClone at x: [1915] y: [0]\n\nClone at x: [1920] y: [0]\n\nwhen I receive [tick v]\nif <<(toggled?) = [0]> and <touching (player v)?>> then\n repeat (19)\n next costume\n wait (0.01) seconds\n end\n set [toggled? v] to [1]\n set [end v] to [1]\n broadcast (Ended v)\nend\n\nset [checkpoint v] to [3]\n\nwhen flag clicked\nset [end v] to [0]\n\n@Sprite5\n\nwhen flag clicked\nhide\nhide variable [time/score v]\n\nwhen I receive [ended v]\nset [time/score v] to (round (timer))\nshow variable [time/score v]\nshow\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nshow\n\n@Player4\n\nwhen I receive [tick v]\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nset rotation style [left-right v]\npoint in direction ([direction v] of [player v])\ngo to (player v)\n\nchange [color v] effect by (25)\n\nglide (0.2) secs to x: (0) y: (-23)\n\nwhen flag clicked\nforever\n if <touching color (#66ffaa)?> then\n set [exit v] to [Die]\n end\nend\n\nunstick method\n\ndefine unstick method\n\nbroadcast (Ground too hard v)\n\nwait (1) seconds\n\n | ᴘᴀʀᴋᴏᴜʀ ꜱᴋᴀᴛɪɴɢ\nꜰᴏʟʟᴏᴡ ꜰᴏʀ ᴍᴏʀᴇ ʟɪᴋᴇ ᴛʜɪꜱ!\n\nɪɴꜱᴛʀᴜᴄᴛɪᴏɴs\n[ᴡᴀsᴅ] / [ᴀʀʀᴏᴡ ᴋᴇʏꜱ] ᴛᴏ ᴍᴏᴠᴇ\n[sᴘᴀᴄᴇ] ᴛᴏ ᴀᴄᴛɪᴠᴀᴛᴇ ʏᴏᴜʀ ᴘᴀʀᴀᴄʜᴜᴛᴇ\n[ᴍ] ᴛᴏ ᴄʜᴀɴɢᴇ ʙᴀᴄᴋɢʀᴏᴜɴᴅ\n\nꜰᴀsᴛᴇꜱᴛ ᴛɪᴍᴇs ᴘᴏssɪʙʟᴇ:\n-ᴡɪᴛʜᴏᴜᴛ ᴛᴜʀʙᴏ ᴍᴏᴅᴇ-\nғᴀsᴛ ʀᴏᴜᴛᴇ: 42 sᴇᴄᴏɴᴅs\nɪᴍᴘᴏssɪʙʟᴇ ᴛᴏᴡᴇʀ ʀᴏᴜᴛᴇ: 52 sᴇᴄᴏɴᴅs\n-ᴡɪᴛʜ ᴛᴜʀʙᴏ ᴍᴏᴅᴇ-\nᴅᴇᴘᴇɴᴅs ᴏɴ ᴛʜᴇ ғᴘs ʏᴏᴜ ʀᴇᴀᴄʜ\n\nᴛʜᴀɴᴋꜱ ꜰᴏʀ 250 ꜰᴏʟʟᴏᴡᴇʀꜱ, ᴇᴠᴇʀʏᴏɴᴇ!\n\nꜱᴏʀʀʏ ɪ ʜᴀᴠᴇɴ'ᴛ ꜱʜᴀʀᴇᴅ ᴀ ɴᴇᴡ ɢᴀᴍᴇ ɪɴ ᴀ ᴡʜɪʟᴇ, ɪ'ᴠᴇ ʙᴇᴇɴ ʙᴜꜱʏ ᴅᴏɪɴɢ ꜱᴄʜᴏᴏʟᴡᴏʀᴋ ᴀɴᴅ ʜᴀᴠᴇ ꜰᴇʟᴛ ᴅᴇᴍᴏᴛɪᴠᴀᴛᴇᴅ ᴀ ʟᴏᴛ ʜᴀʟꜰᴡᴀʏ ᴛʜʀᴏᴜɢʜ ᴍʏ ᴘʀᴏᴊᴇᴄᴛꜱ. ɪ ᴡɪʟʟ ɢᴏ ʙᴀᴄᴋ ᴛᴏ ᴘᴏꜱᴛɪɴɢ ᴘʀᴏᴊᴇᴄᴛꜱ ᴇᴀᴄʜ ᴍᴏɴᴛʜ ᴛᴏ ᴇᴠᴇʀʏ ᴄᴏᴜᴘʟᴇ ᴏꜰ ᴍᴏɴᴛʜꜱ ᴀɢᴀɪɴ, ꜱᴏ ᴛᴏ ᴀɴʏᴏɴᴇ ᴡʜᴏ ᴀᴄᴛᴜᴀʟʟʏ ʜᴀꜱ ɴᴏᴛɪᴄᴇᴅ ᴀɴᴅ ɪꜱ ᴡᴏʀʀɪᴇᴅ ᴛʜᴀᴛ ɪ Qᴜɪᴛ ꜱᴄʀᴀᴛᴄʜ, ᴛʜɪɴᴋ ᴀɢᴀɪɴ! - ᴋᴍ\nᴍʏ ʀᴇᴄᴏʀᴅ: 33\n\nᴍᴜsɪᴄ: ᴀʟᴏɴᴇ - ᴍᴀʀsʜᴍᴇʟʟᴏ\n\n#follower #special #thanks #alot #everyone |
Journey a scrolling platformer! #games #all | @Stage\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (2)) until done\nend\n\n@Sprite1\n\n@No lag\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\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?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nelse\n if <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <not <key (up arrow v) pressed?>> then\n switch costume to (normal left v)\n end\n end\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (2)\n switch costume to (right v)\nelse\n if <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <not <key (up arrow v) pressed?>> then\n switch costume to (normal right v)\n end\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> 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 flag clicked\nforever\n if <touching (danger v)?> then\n set [exit v] to [Die]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n set [in air v] to [2]\n else\n if <touching (platforms v)?> then\n set [in air v] to [0]\n end\n end\n if <touching (clouds v)?> then\n set [y vilosity v] to [10]\n set [y vilosity v] to [15]\n set [going up v] to [1]\n repeat (10)\n change y by (y vilosity)\n change [y vilosity v] by (-1)\n end\n set [going up v] to [0]\n end\nend\n\n@Platforms art\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 (costume 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@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 (costume 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\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 (costume 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Water\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [480] y: [0]\nelse\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\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@Coins\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nset [coins v] to [0]\nset [x v] to [0]\nset [tick v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [-200] [0]\nClone at [-200] [50]\nClone at [400] [50]\nClone at [600] [-10]\nClone at [700] [100]\nClone at [850] [100]\nset [x v] to [-99999]\n\ndefine Clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n change [coins v] by (1)\n start sound [Coin v]\n set volume to (70) %\n delete this clone\nend\n\n@Thumbnail!\n\nwhen flag clicked\nhide\n\n | This is just a filler :D\n\nUse arrow keys or W.A.S.D to move\nYou can walk on water\nDon’t touch spikes!\nCollect coins!\nFollow @KilluaXlikesGon\nLove and fave this!\n |
Kingdoms || a scrolling platformer #games #stories #all | @Stage\n\nwhen flag clicked\nswitch backdrop to (main menu v)\nforever\n set [display collected v] to (join (COLLECTED) (join [ / ] (COLLECTED MAX)))\n set [display target v] to (join (TARGET) (join [ / ] [8]))\nend\n\nwhen [f v] key pressed\nshow variable [scroll x v]\nshow variable [scroll y v]\nshow variable [fps v]\nshow variable [mouse v]\nwait (0.1) seconds\nwait until <<key (f v) pressed?> or <(MENU) = [True]>>\nhide variable [mouse v]\nhide variable [fps v]\nhide variable [scroll x v]\nhide variable [scroll y v]\n\nwhen flag clicked\ndelete all of [levels v]\nset [$ v] to [0]\nhide variable [collected v]\nhide variable [collected max v]\nhide variable [$ v]\nforever\n play sound [FR Epic v] until done\nend\n\nwhen flag clicked\nforever\n if <(MENU) = [True]> then\n switch backdrop to (main menu v)\n hide variable [display collected v]\n hide variable [display target v]\n else\n if <(LEVEL) = [1]> then\n switch backdrop to (level1 v)\n show variable [display collected v]\n hide variable [display target v]\n end\n if <(LEVEL) = [2]> then\n switch backdrop to (level2 v)\n show variable [display collected v]\n hide variable [display target v]\n end\n if <(LEVEL) = [3]> then\n switch backdrop to (level3 v)\n show variable [display collected v]\n hide variable [display target v]\n end\n if <(LEVEL) = [4]> then\n switch backdrop to (level4 v)\n show variable [display collected v]\n hide variable [display target v]\n end\n if <(LEVEL) = [5]> then\n switch backdrop to (level5 v)\n show variable [display collected v]\n hide variable [display target v]\n end\n if <(LEVEL) = [6]> then\n switch backdrop to (level6 v)\n show variable [display target v]\n hide variable [display collected v]\n end\n if <(LEVEL) = [Credits]> then\n switch backdrop to (credits v)\n hide variable [display collected v]\n hide variable [display target v]\n end\n end\n wait (0.2) seconds\nend\n\nwhen flag clicked\nforever\n set volume to (Background Music Volume) %\nend\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\nwhen I receive [menu open v]\nswitch backdrop to (main menu v)\n\nwhen I receive [menu update v]\nswitch backdrop to (main menu v)\n\n@Blank\n\n@To menu\n\nwhen flag clicked\ngo to x: (203) y: (170)\nhide\n\nwhen I receive [play game v]\nshow\n\nwhen this sprite clicked\nbroadcast (Menu Open v)\nbroadcast (Menu Update v)\nset [menu v] to [True]\nhide\n\nwhen flag clicked\nset [level v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change size by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change size by (-1)\n end\n set size to (50) %\n end\n go to [front v] layer\nend\n\nwhen I receive [menu open v]\nhide\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [menu update v]\nhide\n\n@Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [boss fight v]\ndelete this clone\n\nwhen I receive [credits v]\nhide\ndelete this clone\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]\ngo to [front v] layer\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [360] y: [180]\n Clone at x: [360] y: [0]\n Clone at x: [-360] y: [-540]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<(MENU) = [False]> and <not <(LEVEL) = [Credits]>>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\ngo to [front v] layer\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [menu open v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n 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 (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [100]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(MENU) = [False]> then\n show\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Boss Bar\n\ndefine position (x) (y)\nif <<(MENU) = [False]> and <(LEVEL) = [6]>> then\n go to x: (x) y: (y)\nelse\n hide\nend\n\nwhen I receive [boss fight v]\nset [x v] to [1446]\nset [y v] to [30]\nset [color v] effect to (80)\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\npen up\nerase all\nhide\n\nwhen I receive [targetet v]\nchange [color v] effect by (-10)\nnext costume\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\n\n@Extra\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]\ngo to [back v] layer\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [360] y: [180]\n Clone at x: [360] y: [0]\n Clone at x: [-360] y: [-540]\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) = [5]> then\n switch costume to (level 5 1 v)\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<(MENU) = [False]> and <not <(LEVEL) = [Credits]>>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [menu open v]\nhide\n\nwhen I start as a clone\ngo to [back v] layer\n\n@Skins\n\nwhen I receive [menu open v]\nshow\n\nwhen I receive [credits v]\nhide\n\nwhen flag clicked\nset [menu v] to [True]\nhide\ngo to x: (159) y: (-30)\nset [ghost v] effect to (100)\nshow\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nshow\nbroadcast (Open Skins v)\n\nwhen I receive [play game v]\nset [menu v] to [False]\nhide\nwait (1) seconds\nwait until <(MENU) = [True]>\nif <[levels v] contains [1]?> then\n switch costume to (level v)\nelse\n switch costume to (lock v)\nend\nshow\nclear graphic effects\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n end\nend\n\n@Next Levels\n\nwhen I receive [open portal v]\nchange [$ v] by (round ((LEVEL) * (1.5)))\nstart sound [Win v]\nif <(LEVEL) = [1]> then\n switch costume to (open - snowy v)\nend\nif <(LEVEL) = [2]> then\n switch costume to (open - cave v)\nend\nif <(LEVEL) = [3]> then\n switch costume to (open - desert v)\nend\nif <(LEVEL) = [4]> then\n switch costume to (open - arcade v)\nend\nif <(LEVEL) = [5]> then\n switch costume to (open - lava v)\nend\n\nwhen I receive [menu open v]\nhide\n\nwhen I receive [portal v]\nswitch costume to (open - done v)\nClone at x: [1446] y: [125]\nset size to (1) %\nrepeat (100)\n change size by (1)\nend\nwait until <touching (player v)?>\nwait (3) seconds\nset [level v] to [Credits]\nbroadcast (Credits v)\n\nwhen I receive [credits v]\nhide\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [number v]) > [1]> and <touching (player v)?>> then\n set [player exit v] to [win]\nend\n\nwhen I receive [setup v]\nswitch costume to (closed v)\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [4810] y: [148]\nend\nif <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [5211] y: [29]\nend\nif <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [4875] y: [230]\nend\nif <(LEVEL) = [4]> then\n switch costume to (open - desert v)\n Clone at x: [5075] y: [140]\nend\nif <(LEVEL) = [5]> then\n switch costume to (closed v)\n Clone at x: [4675] y: [290]\nend\nif <(LEVEL) = [6]> then\n switch costume to (open - lava v)\n Clone at x: [4300] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<(MENU) = [False]> and <not <(LEVEL) = [Credits]>>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen flag clicked\nforever\n if <(LEVEL) = [6]> then\n forever\n hide variable [display target v]\n end\n end\nend\n\n@Mini-Portals\n\nwhen I receive [menu open v]\nhide\n\nwhen flag clicked\nforever\n set volume to (Sound Effects Volume) %\nend\n\nwhen I start as a clone\nif <(x) < (CheckX)> then\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset y to (((y) - (SCROLL Y)) + (([cos v] of (((timer) - (3)) * (400)) ) * (3)))\nif <touching (player v)?> then\n set size to (100) %\n clear graphic effects\n change [collected v] by (1)\n change [collected v] by (1)\n hide\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (dot v)\nif <(LEVEL) = [1]> then\n Clone at x: [300] y: [25]\n Clone at x: [1010] y: [0]\n Clone at x: [2580] y: [146]\n Clone at x: [3980] y: [-5]\n Clone at x: [3980] y: [-95]\n Clone at x: [3980] y: [-50]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [340] y: [120]\n Clone at x: [511] y: [250]\n Clone at x: [530] y: [20]\n Clone at x: [767] y: [600]\n Clone at x: [875] y: [0]\n Clone at x: [1129] y: [510]\n Clone at x: [1186] y: [510]\n Clone at x: [2625] y: [190]\n Clone at x: [4120] y: [150]\n Clone at x: [4770] y: [170]\n Clone at x: [4690] y: [170]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [292] y: [18]\n Clone at x: [520] y: [240]\n Clone at x: [937] y: [-90]\n Clone at x: [1936] y: [-110]\n Clone at x: [3239] y: [22]\n Clone at x: [3598] y: [59]\n Clone at x: [3946] y: [132]\n Clone at x: [4314] y: [180]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\nend\nif <(LEVEL) = [6]> then\n Clone at x: [245] y: [10]\n Clone at x: [1750] y: [10]\n Clone at x: [1875] y: [10]\n Clone at x: [1600] y: [190]\n Clone at x: [1650] y: [190]\n Clone at x: [1700] y: [190]\n Clone at x: [3560] y: [100]\n Clone at x: [3740] y: [100]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [460] y: [140]\n Clone at x: [1245] y: [180]\n Clone at x: [1410] y: [240]\n Clone at x: [4030] y: [340]\n Clone at x: [4260] y: [370]\n Clone at x: [3750] y: [275]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [180] y: [120]\n Clone at x: [1540] y: [365]\n Clone at x: [1710] y: [365]\n Clone at x: [2878] y: [260]\n Clone at x: [3320] y: [350]\n Clone at x: [3750] y: [375]\n Clone at x: [4450] y: [190]\n Clone at x: [4685] y: [260]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\n Clone at x: [9999] y: [9999]\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 if <<(MENU) = [False]> and <not <(LEVEL) = [Credits]>>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nclear graphic effects\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [collected max v] by (0.5)\n\n@Read Signs\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n if <(LEVEL) = [1]> then\n if <(costume [name v]) = [level 1 1]> then\n say [Welcome to the grasslands!]\n end\n if <(costume [name v]) = [level 1 2]> then\n say [Collect all of the orbs to unlock the portal at the end.]\n end\n if <(costume [name v]) = [level 1 4]> then\n say [Mini-portals are not always easy to find...]\n end\n if <(costume [name v]) = [level 1 5]> then\n say [Watch out for lava and spikes!]\n end\n if <(costume [name v]) = [level 1 7]> then\n say [Collect coins!]\n end\n if <(costume [name v]) = [level 1 8]> then\n say [Pillar jumping!]\n end\n if <(costume [name v]) = [level 1 13]> then\n say [Almost there...]\n end\n end\n if <(LEVEL) = [4]> then\n if <(costume [name v]) = [level 2 1]> then\n go to [back v] layer\n say [Looks like you're in the deep caverns...]\n end\n if <(costume [name v]) = [level 2 4]> then\n say [Tricky jump... And a lot of mini-portals!]\n end\n if <(costume [name v]) = [level 2 5]> then\n say [Found it! Get back... Long way to go!]\n end\n if <(costume [name v]) = [level 2 7]> then\n say [A tricky jump with lava!]\n end\n if <(costume [name v]) = [level 2 11]> then\n say [A loooooong jump!]\n end\n end\n if <(LEVEL) = [2]> then\n if <(costume [name v]) = [level 3 1]> then\n say [Welcome to Winter!]\n end\n if <(costume [name v]) = [level 3 2]> then\n say [Lots of mini-portals to collect in this level!]\n end\n if <(costume [name v]) = [level 3 4]> then\n say [There are lots of hard jumps in this level as well!]\n end\n if <(costume [name v]) = [level 3 6]> then\n say [Hint: There is a hidden mini-portal nearby...]\n end\n if <(costume [name v]) = [level 3 9]> then\n say [Did you remember the pillar jumping from level 1? Harder version here...]\n end\n if <(costume [name v]) = [level 3 14]> then\n say [Do you see the next platform?]\n end\n end\n if <(LEVEL) = [6]> then\n if <(costume [name v]) = [level 4 1]> then\n say [This is the last level!]\n end\n if <(costume [name v]) = [level 4 2]> then\n say [It's going to be hard...]\n end\n if <(costume [name v]) = [level 4 3]> then\n say [Some information: You are going to do a boss fight! Defeat the Boss by going on i'ts weak points. Watch out for the attacks of the Boss! Good luck!]\n end\n end\n if <(LEVEL) = [5]> then\n if <(costume [name v]) = [level 5 1]> then\n say [Random generated level? Intresting! Let's see what's out there!]\n end\n end\n if <(LEVEL) = [3]> then\n if <(costume [name v]) = [level 6 2]> then\n say [It's the desert!]\n end\n if <(costume [name v]) = [level 6 6]> then\n say [Lava is all around here! Be careful!]\n end\n if <(costume [name v]) = [level 6 10]> then\n say [And deep void...]\n end\n if <(costume [name v]) = [level 6 15]> then\n say [Almost there, just a few more lava pools. Again, be careful!]\n end\n end\nelse\n say []\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\ngo [backward v] (15) layers\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 6 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [360] y: [180]\n Clone at x: [360] y: [0]\n Clone at x: [-360] y: [-540]\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) = [5]> then\n switch costume to (level 5 1 v)\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<(MENU) = [False]> and <not <(LEVEL) = [Credits]>>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [menu open v]\nhide\n\nwhen I start as a clone\ngo to [back v] layer\n\n@Level Select\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nforever\n if <[levels v] contains (ID)?> then\n switch costume to (join [Level] (ID))\n if <touching (mouse-pointer v)?> then\n change size by (((85) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n change size by (((73) - (size)) / (3))\n end\n else\n switch costume to (join [Lock] (ID))\n end\n if <<(LEVEL) = [Credits]> and <(MENU) = [False]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [menu update v]\nCreate Level Icons\n\nwhen I receive [menu update v]\ndelete this clone\n\nwhen flag clicked\nwait (0.1) seconds\nadd [1] to [levels v]\nCreate Level Icons\n\nwhen this sprite clicked\nif <[levels v] contains (ID)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n clear graphic effects\n set [level v] to (ID)\n broadcast (Green Flag v)\n broadcast (Play Game v)\nend\n\nwhen I receive [play game v]\ndelete this clone\n\ndefine Create Level Icons\nset [id v] to [0]\nset size to (73) %\ngo to x: (-35) y: (25)\nrepeat (3)\n set x to (-105)\n repeat (2)\n change [id v] by (1)\n change x by (70)\n create clone of (_myself_ v)\n end\n change y by (-55)\nend\n\nwhen I receive [menu open v]\nwait (0.1) seconds\nCreate Level Icons\n\n@Load\n\nwhen flag clicked\nswitch costume to (level v)\nset [menu v] to [True]\nhide\ngo to x: (-159) y: (-30)\nset [ghost v] effect to (100)\nshow\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nask [Please enter your save code.] and wait\nset [loop_# v] to [11]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nswitch costume to (succes v)\nset [ghost v] effect to (100)\nset size to (150) %\nrepeat (7)\n change [ghost v] effect by (-10)\nend\nwait (pick random (0.5) to (2)) seconds\ndelete all of [levels v]\nrepeat until <(letter (loop_#) of (answer)) = [/]>\n add (letter (loop_#) of (answer)) to [levels v]\n change [loop_# v] by (1)\nend\nset [$ v] to []\nrepeat until <(letter (loop_#) of (answer)) = [/]>\n set [$ v] to (join ($) (letter (loop_#) of (answer)))\n change [loop_# v] by (1)\nend\nrepeat (7)\n change [ghost v] effect by (10)\nend\nbroadcast (Menu Update v)\nhide\nclear graphic effects\nset size to (100) %\ngo to x: (-159) y: (-30)\nshow\nswitch costume to (level v)\n\nwhen I receive [play game v]\nset [menu v] to [False]\nhide\nwait (1) seconds\nwait until <(MENU) = [True]>\nswitch costume to (level v)\nshow\nclear graphic effects\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <(costume [name v]) = [level]>> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [menu open v]\nshow\n\n@Settings\n\nwhen flag clicked\nset [menu v] to [True]\nhide\ngo to x: (159) y: (25)\nset [ghost v] effect to (100)\nshow\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nshow\nbroadcast (Open Settings v)\n\nwhen I receive [play game v]\nset [menu v] to [False]\nhide\nwait (1) seconds\nwait until <(MENU) = [True]>\nif <[levels v] contains [1]?> then\n switch costume to (level v)\nelse\n switch costume to (lock v)\nend\nshow\nclear graphic effects\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [menu open v]\nshow\n\n@Menu Stuff\n\nwhen this sprite clicked\nif <(costume [name v]) = [Circle Skin]> then\n if <($) > [9]> then\n ask [Are you sure you want to buy this skin? It will cost you 10 coins.] and wait\n if <(answer) = [Yes]> then\n say [You have unlocked the cyclops skin!] for (2) seconds\n replace item (1) of [skins unlocked v] with [1]\n set [currentskin v] to [2]\n change [$ v] by (-10)\n end\n else\n show\n end\nend\nif <(costume [name v]) = [Square Skin]> then\n if <($) > [14]> then\n ask [Are you sure you want to buy this skin? It will cost you 15 coins.] and wait\n if <(answer) = [Yes]> then\n say [You have unlocked the pattern skin!] for (2) seconds\n replace item (1) of [skins unlocked v] with [1]\n set [currentskin v] to [3]\n change [$ v] by (-15)\n end\n else\n show\n end\nend\nif <(costume [name v]) = [MXNHD Skin]> then\n if <($) > [24]> then\n ask [Are you sure you want to buy this skin? It will cost you 25 coins.] and wait\n if <(answer) = [Yes]> then\n say [You have unlocked the pattern skin!] for (2) seconds\n replace item (1) of [skins unlocked v] with [1]\n set [currentskin v] to [4]\n change [$ v] by (-25)\n end\n else\n show\n end\nend\nif <(costume [name v]) = [Button]> then\n if <(x position) = [-160]> then\n set [currentskin v] to [2]\n end\n if <(x position) = [0]> then\n set [currentskin v] to [3]\n end\n if <(x position) = [-160]> then\n set [currentskin v] to [4]\n end\nend\nif <(costume [name v]) = [Default]> then\n set [currentskin v] to [1]\nend\n\nwhen I receive [close menus v]\nhide\ndelete this clone\n\nwhen flag clicked\ndelete all of [shop unlocked v]\ndelete all of [skins unlocked v]\ngo to [front v] layer\nhide\nrepeat (3)\n add [0] to [skins unlocked v]\nend\nrepeat (1)\n add [0] to [shop unlocked v]\nend\n\nwhen I receive [open skins v]\nset size to (250) %\ngo to x: (-159) y: (0)\nswitch costume to (circle skin v)\ngo to [front v] layer\nshow\nwait (0.1) seconds\ngo to x: (-160) y: (0)\nrepeat (3)\n create clone of (_myself_ v)\n change x by (160)\n next costume\nend\nhide\nset [# v] to [0]\ngo to x: (-160) y: (-90)\nrepeat (3)\n change [# v] by (1)\n switch costume to (button v)\n if <(item (#) of [skins unlocked v]) = [1]> then\n create clone of (_myself_ v)\n end\n change x by (160)\nend\nswitch costume to (default v)\ngo to x: (0) y: (65)\ngo to [front v] layer\nshow\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <(costume [number v]) < [6]> then\n if <touching (mouse-pointer v)?> then\n change size by (((270) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n change size by (((250) - (size)) / (3))\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) < [6]> then\n if <touching (mouse-pointer v)?> then\n change size by (((270) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n change size by (((250) - (size)) / (3))\n end\n end\nend\n\nwhen I receive [open upgrades v]\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (wall jump 1 v)\nwait (0.1) seconds\ngo to [front v] layer\nshow\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\n@Menu\n\nwhen I receive [open skins v]\nset [size v] to [100]\nset size to (0) %\ngo to [front v] layer\nshow variable [$ v]\nshow\nswitch costume to (skins v)\n\nwhen I receive [close menus v]\nhide variable [$ v]\nhide variable [background music volume v]\nhide variable [sound effects volume v]\nset [size v] to [0]\nwait (0.25) seconds\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\nset [size v] to [0]\n\nwhen I receive [open settings v]\nset [size v] to [100]\nset size to (0) %\ngo to [front v] layer\nshow variable [background music volume v]\nshow variable [sound effects volume v]\nshow\nswitch costume to (settings v)\n\nwhen flag clicked\nforever\n change size by (((Size) - (size)) / (3))\nend\n\nwhen I receive [open upgrades v]\nset [size v] to [100]\nset size to (0) %\ngo to [front v] layer\nshow variable [$ v]\nshow\nswitch costume to (upgrades v)\n\nwhen I receive [credits v]\nhide\n\n@Close Menu\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (normal v)\nset size to (70) %\ngo to x: (212) y: (119)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (hover v)\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (normal v)\n end\nend\n\nwhen I receive [open skins v]\nshow\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (Close Menus v)\nhide\n\nwhen I receive [open settings v]\nshow\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen I receive [open upgrades v]\nshow\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen I receive [open shop v]\nshow\nwait (0.2) seconds\ngo to [front v] layer\n\n@Coins\n\nwhen I receive [menu open v]\nhide\n\nwhen flag clicked\nforever\n set volume to (Sound Effects Volume) %\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset y to (((y) - (SCROLL Y)) + (([cos v] of (((timer) - (3)) * (400)) ) * (3)))\nif <touching (player v)?> then\n start sound [Collect v]\n set size to (100) %\n clear graphic effects\n change [$ v] by (1)\n hide\n delete this clone\nend\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (dot v)\nif <(LEVEL) = [1]> then\n Clone at x: [60] y: [-10]\n Clone at x: [1400] y: [-30]\n Clone at x: [2085] y: [150]\n Clone at x: [3220] y: [21]\n Clone at x: [3472] y: [-12]\n Clone at x: [3521] y: [10]\n Clone at x: [3570] y: [22]\n Clone at x: [3617] y: [10]\n Clone at x: [3662] y: [-12]\n Clone at x: [4635] y: [145]\n Clone at x: [4635] y: [182]\n Clone at x: [4635] y: [220]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [-999] y: [-999]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [2020] y: [450]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [-50] y: [-40]\n Clone at x: [-100] y: [-40]\n Clone at x: [-150] y: [-40]\n Clone at x: [1000] y: [604]\n Clone at x: [1050] y: [604]\n Clone at x: [1100] y: [604]\n Clone at x: [1150] y: [604]\n Clone at x: [1175] y: [604]\n Clone at x: [1345] y: [15]\n Clone at x: [2265] y: [170]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [1600] y: [0]\nend\nif <(LEVEL) = [6]> then\n Clone at x: [-999] y: [-999]\nend\nset [x v] to [-9999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<(MENU) = [False]> and <not <(LEVEL) = [Credits]>>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nclear graphic effects\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Checkpoints\n\nwhen I receive [menu open v]\nhide\n\nwhen flag clicked\nforever\n set volume to (Sound Effects Volume) %\nend\n\nwhen I receive [green flag v]\nset [checkx v] to [0]\nset [checky v] to [0]\nhide\n\nwhen I receive [tick v]\nif <<(CheckX) = (x)> and <(CheckY) = (y)>> then\n switch costume to (20 v)\nend\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n if <(costume [number v]) < [20]> then\n if <(costume [number v]) = [1]> then\n start sound [Bell Toll v]\n switch costume to (20 v)\n else\n next costume\n end\n else\n set [checkx v] to (x)\n set [checky v] to (y)\n end\nend\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nif <(LEVEL) = [1]> then\n Clone at x: [1368] y: [-19]\n Clone at x: [3098] y: [-5]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [500] y: [569]\n Clone at x: [1410] y: [43]\n Clone at x: [2325] y: [190]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [1800] y: [40]\n Clone at x: [3900] y: [104]\nend\nif <(LEVEL) = [6]> then\n Clone at x: [1600] y: [0]\n Clone at x: [2850] y: [80]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [1700] y: [0]\n Clone at x: [3575] y: [250]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [2150] y: [450]\n Clone at x: [3990] y: [130]\n Clone at x: [5150] y: [100]\n Clone at x: [5150] y: [82]\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 if <<(MENU) = [False]> and <not <(LEVEL) = [Credits]>>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nclear graphic effects\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\n\n@Player\n\nwhen flag clicked\nset [currentskin v] to [1]\nhide\nhide variable [mouse v]\n\ndefine Game On\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [player exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nset [scroll x v] to (CheckX)\nset [scroll y v] to (CheckY)\nset [x v] to (CheckX)\nset [y v] to (CheckY)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n if <not <(LEVEL) = [Credits]>> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n end\n repeat until <(Player EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(Player EXIT) = [win]> then\n Game - Win\n end\n if <(Player EXIT) = [die]> then\n Game - Die\n end\nend\n\ndefine Tick\nswitch costume to (join [normal] (CurrentSkin))\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\n switch costume to (join [left] (CurrentSkin))\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 change [sx v] by (2)\n switch costume to (join [right] (CurrentSkin))\n point in direction (90)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [75]>>> then\n if <(IN AIR) < [4]> then\n set [sy v] to [18]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nPosition\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [5]> 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 <(MENU) = [False]> then\n if <(y) < [-180]> then\n set [player exit v] to [die]\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\nif <<(MENU) = [False]> and <not <(LEVEL) = [Credits]>>> then\n show\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nelse\n hide\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nif <not <(LEVEL) = [Credits]>> then\n repeat (4)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n end\n hide\n wait (0.5) seconds\n set [player exit v] to []\n set [display collected v] to (DISPLAY COLLECTED)\nend\n\ndefine Test - Die\nif <<touching (danger v)?> or <touching (attackthingboss v)?>> then\n set [player exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (next levels v)\n turn right (65) degrees\n move ((distance to [next levels v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nwait (1) seconds\nif <not <(LEVEL) = [6]>> then\n add ((LEVEL) + (1)) to [levels v]\n set [menu v] to [True]\nend\nbroadcast (Menu Update v)\n\nwhen flag clicked\nset [counter v] to [0]\nforever\n change [counter v] by (1)\n if <(timer) > [1]> then\n reset timer\n set [fps v] to ((Counter) / (2))\n set [counter v] to [0]\n end\nend\n\nwhen [f v] key pressed\nshow variable [checkx v]\nshow variable [checky v]\nshow variable [x v]\nshow variable [y v]\nshow variable [sx v]\nshow variable [sy v]\nshow variable [in air v]\nwait (0.1) seconds\nwait until <<key (f v) pressed?> or <(MENU) = [True]>>\nhide variable [in air v]\nhide variable [x v]\nhide variable [y v]\nhide variable [sx v]\nhide variable [sy v]\nhide variable [checkx v]\nhide variable [checky v]\n\nwhen I receive [setup v]\nset volume to (Sound Effects Volume) %\nwait (0.7) seconds\ngo to [front v] layer\n\nwhen I receive [boss fight v]\nforever\n if <<touching (fireball v)?> or <touching (lazer v)?>> then\n broadcast (-1 v)\n repeat (2)\n hide\n wait (0.3) seconds\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#2aff00)?> then\n broadcast (boss fight v)\n stop [this script v]\n end\nend\n\nwhen I receive [dead v]\nbroadcast (Menu Open v)\nhide\n\nwhen flag clicked\nforever\n if <<touching (next levels v)?> and <(LEVEL) = [6]>> then\n broadcast (You win!!! v)\n wait (2.3) seconds\n stop [all v]\n end\nend\n\n@End Boss\n\nwhen I receive [menu update v]\nhide\n\nwhen I receive [menu open v]\nhide\n\ndefine say aggresive random things\nsay (join [Hello, ] (join (username) [. You know who I am.])) for (2) seconds\nsay (join [This is where your adventure ends, ] (join (username) [.])) for (2) seconds\nsay [THERE IS NO WAY BACK!] for (2) seconds\nsay [YOU WILL BE DESTROYED!!!] for (2) seconds\nwait (1) seconds\n\nwhen I receive [boss fight v]\nset [ghost v] effect to (0)\nset [bftime v] to [0]\nshow\nswitch costume to (normal v)\nset [aspeed v] to [0.5]\ngo to x: (0) y: (300)\nglide (1) secs to x: (0) y: (120)\nsay aggresive random things\n\nwhen I receive [targetet v]\nif <(TARGET) > [7]> then\n hide\n repeat (3)\n wait (0.2) seconds\n show\n wait (0.2) seconds\n hide\n end\n broadcast (portal v)\nelse\n show\n set [ghost v] effect to (50)\n repeat (3)\n wait (0.2) seconds\n clear graphic effects\n wait (0.2) seconds\n set [ghost v] effect to (50)\n end\n clear graphic effects\nend\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [credits v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\ndefine shake\nrepeat (15)\n glide (0.05) secs to x: (13) y: (128)\n glide (0.05) secs to x: (22) y: (113)\n glide (0.05) secs to x: (3) y: (118)\n glide (0.05) secs to x: (8) y: (109)\nend\nwait (0.4) seconds\nrepeat (45)\n turn right (14) degrees\n change [ghost v] effect by (1)\n create clone of (_myself_ v)\nend\nhide\nbroadcast (You win!!! v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (10)\npoint in direction (pick random (0) to (180))\nglide (0.3) secs to (random position v)\nhide\ndelete this clone\n\nwhen I receive [boss fight v]\nif <(MENU) = [0]> then\n wait (35) seconds\n shake\nelse\n stop [this script v]\nend\n\n@Save\n\nwhen flag clicked\nshow list [save code v]\nset [menu v] to [True]\nhide\ngo to x: (-159) y: (25)\nset [ghost v] effect to (100)\nshow\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\nshow\ngo to x: (0) y: (0)\nswitch costume to (uiterlijk1 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nset size to (150) %\nrepeat (7)\n change [ghost v] effect by (-10)\nend\nwait (pick random (0.5) to (2)) seconds\nrepeat (7)\n change [ghost v] effect by (10)\nend\nswitch costume to (level v)\nhide\nclear graphic effects\nset size to (100) %\ngo to x: (-159) y: (25)\nset [save code v] to [SAVE_CODE/]\nset [loop_var v] to [1]\nrepeat (length of [levels v])\n set [save code v] to (join (SAVE CODE) (loop_var))\n change [loop_var v] by (1)\nend\nset [save code v] to (join (SAVE CODE) (join [/] ($)))\nreplace item (2) of [save code v] with (SAVE CODE)\nhide list [save code v]\nwait (5) seconds\nshow list [save code v]\nshow\n\nwhen I receive [play game v]\nset [menu v] to [False]\nhide\nwait (1) seconds\nwait until <(MENU) = [True]>\nshow\nclear graphic effects\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <(costume [name v]) = [level]>> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [credits v]\nhide\n\nwhen I receive [menu open v]\nshow\n\n@win\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\nhide\n\nwhen I receive [you win!!! v]\nrepeat (10)\n show\n change [ghost v] effect by (-10)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n | It's finally out! After 15+ hours of work, and 2 weeks in development, it's out: Kingdoms- a scrolling platformer!\n\nCONTROLS:\n- Arrow keys to move\n- Avoid spikes and lava\n- Collect all of the gems to unlock the portal\n- Buy skins in the shop\n- Save your code so you can come back at any time!\n\nIf you enjoyed, don't forget to ❤️, ⭐, and follow @MXNHD! |
Snowy 2 || Mobile Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (before intro v)\n\nwhen I receive [start game v]\nswitch backdrop to (sky v)\n\n@Blank\n\n@Intro\n\nwhen flag clicked\nshow\nstart sound (pick random (1) to (1))\nset volume to (100) %\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (bar v)\ngo to x: (0) y: (-150)\nrepeat (6)\n create clone of (_myself_ v)\n change y by (60)\n wait (0) seconds\nend\nwait (0.2) seconds\ngo to x: (0) y: (-150)\nset [brightness v] effect to (100)\nrepeat (6)\n create clone of (_myself_ v)\n change y by (60)\n wait (0) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (circle v)\nwait (0.5) seconds\nset [brightness v] effect to (20)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nswitch costume to (square v)\nset [brightness v] effect to (20)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n wait (0.05) seconds\nend\nwait (0.4) seconds\nset [brightness v] effect to (100)\nset [i1 v] to [0]\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nParticles [40]\nset size to (100) %\nwait (2) seconds\nswitch costume to (slide v)\nset [brightness v] effect to (100)\ngo to x: (0) y: (-300)\ncreate clone of (_myself_ v)\nset [i1 v] to [1]\ngo to x: (0) y: (0)\nwait (0.5) seconds\nset [brightness v] effect to (0)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nswitch costume to (bar v)\ngo to x: (0) y: (-150)\nrepeat (6)\n create clone of (_myself_ v)\n change y by (60)\n wait (0) seconds\nend\nwait (0.5) seconds\nswitch costume to (slide v)\nset [brightness v] effect to (100)\npoint in direction (-90)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nrepeat (10)\n change volume by (-10)\nend\nbroadcast (Start Game v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set size to (0) %\n repeat (18)\n change size by (((100) - (size)) / (4))\n change [ghost v] effect by (-10)\n end\nend\nif <(costume [number v]) = [2]> then\n set [ghost v] effect to (0)\n repeat (18)\n switch costume to (blank v)\n change size by ((size) / (4))\n switch costume to (circle v)\n end\nend\nif <(costume [number v]) = [4]> then\n if <(i1) = [0]> then\n set size to (0) %\n set [ghost v] effect to (0)\n repeat (37)\n change size by (((100) - (size)) / (4))\n point in direction ((90) + (([tan v] of (i1) ) * (7)))\n change [i1 v] by (5)\n end\n set [i1 v] to [0]\n repeat (30)\n change [i1 v] by (1)\n change x by ((i1) / (0.8))\n change y by (i1)\n turn right ((i1) / (1.5)) degrees\n change [ghost v] effect by ((i1) / (5))\n end\n else\n clear graphic effects\n set size to (100) %\n repeat (20)\n change [ghost v] effect by (5)\n change size by (-1)\n end\n end\nend\nif < (costume [name v]) contains [Particle]?> then\n set [ghost v] effect to (0)\n repeat until <(i3) > [100]>\n change x by (i1)\n change y by (i2)\n change [i2 v] by (-1)\n if <(i2) < [0]> then\n change [i3 v] by ((i2) / (-2))\n set [ghost v] effect to (i3)\n end\n end\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n set [ghost v] effect to (0)\n repeat (15)\n change x by ((x position) / (-4))\n change y by ((y position) / (-4))\n end\nend\nif <(costume [number v]) = [8]> then\n set [ghost v] effect to (0)\n set size to (0) %\n point in direction (45)\n repeat (15)\n turn right (((90) - (direction)) / (4)) degrees\n switch costume to (blank v)\n change size by (((600) - (size)) / (4))\n switch costume to (square v)\n end\nend\n\ndefine Particles (p)\nrepeat (p)\n set size to (pick random (20) to (30)) %\n switch costume to (pick random (5) to (6))\n set [i1 v] to (pick random (-5) to (5))\n set x to ((i1) * (5))\n set [i2 v] to (pick random (10) to (15))\n set [i3 v] to [0]\n create clone of (_myself_ v)\nend\n\nwhen I receive [start game v]\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Player\n\nwhen flag clicked\nswitch costume to (player v)\ngo [backward v] (99) layers\nhide\nset volume to (50) %\nset [level v] to [1]\nset [deaths v] to [0]\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <not <(Transition>) = [1]>> then\n if <not <touching (water v)?>> then\n if <not <touching (ladders v)?>> then\n change [y velocity v] by (-1)\n end\n end\n if <touching (ladders v)?> then\n Ladder Detection\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (speed)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by ((0) - (speed))\n end\n if <touching (iceparts v)?> then\n set [x velocity v] to ((X Velocity) * (Times Lower))\n else\n set [x velocity v] to ((X Velocity) * (Times Lower))\n end\n change x by (X Velocity)\n set [slope v] to [0]\n if <<touching (level v)?> or > then\n repeat until <<not <<touching (level v)?> or <touching (iceparts v)?>>> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\n end\n if <<touching (level v)?> or <touching (iceparts v)?>> then\n change y by (Slope)\n repeat until <not <<touching (level v)?> or <touching (iceparts v)?>>>\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n set [x velocity v] to [0]\n end\n change y by (Y Velocity)\n if <<touching (level v)?> or <touching (iceparts v)?>> then\n repeat until <not <<touching (level v)?> or <touching (iceparts v)?>>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (level v)?> or <touching (iceparts v)?>>> then\n if <not <touching (water v)?>> then\n set [y velocity v] to (jump height)\n end\n end\n if <touching (iceparts v)?> then\n set [times lower v] to [0.92]\n else\n set [times lower v] to [0.79]\n end\n change y by (1)\n if <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (0.8)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y velocity v] by (-0.8)\n end\n if <touching (water v)?> then\n if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n change [y velocity v] by (-0.2)\n end\n end\n end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (jump rings v)?> then\n set [y velocity v] to [12]\n end\nend\n\nwhen I receive [intro done v]\npoint in direction (90)\nset size to (95) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\ngo to x: (-215) y: (-78)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platformer Physics [2] [0.79] [12.5]\n Detection\nend\n\nwhen flag clicked\nforever\n Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n set [cheat v] to [1]\n wait (0.3) seconds\nelse\n if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n set [cheat v] to [0]\n wait (0.3) seconds\n end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nstart sound [Oops v]\nset [deaths v] to ((DEATHS) + (1))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-215) y: (-70)\n\nwhen I receive [transition v]\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [intro done v]\nset [transition> v] to [0]\n\nwhen I start as a clone\nrepeat (10)\n set [ghost v] effect to (0)\nend\ndelete this clone\n\nwhen I receive [intro done v]\nwait (2) seconds\ngo [forward v] (55) layers\n\nwhen I receive [right v]\nnext costume\n\ndefine Detection\nif <<(x position) = [240]> and <not <(Level) = [16]>>> then\n set [level v] to ((Level) + (1))\n broadcast (Next level v)\n broadcast (Create Clone v)\n broadcast (Next v)\n start sound [Ding Sound Effect v]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-215) y: (-70)\nend\nif <<<<<<touching (danger v)?> or <touching (cold water v)?>> or <touching (saws v)?>> or <<<touching (leftsaws v)?> or <touching (upsaws v)?>> or <(y position) = [-179]>>> or <<touching (upsaws2 v)?> or <<touching (leftsaws2 v)?> or >>> and <not <(CHEAT) = [1]>>> then\n start sound [Crunch v]\n broadcast (died v)\n set [deaths v] to ((DEATHS) + (1))\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Move v)\n go to x: (-215) y: (-70)\nend\nif <touching (bounce pad v)?> then\n start sound [Big Boing v]\n set [y velocity v] to [16]\nend\nif <touching (trampolines v)?> then\n set [y velocity v] to [16]\nend\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\ndefine Ladder Detection\nif <touching (ladders v)?> then\n if <touching (ladders v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(U) = [1]>> then\n if <not <touching (level v)?>> then\n set [y velocity v] to [6.5]\n end\n end\n end\n if <touching (ladders v)?> then\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <(D) = [1]>> then\n if <not <touching (level v)?>> then\n set [y velocity v] to [-6.5]\n end\n end\n end\nend\nif <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(U) = [1]>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <(D) = [1]>>>> then\n set [y velocity v] to [0]\nend\n\nif <touching (level v)?> then\n\nif <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (0.8)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y velocity v] by (-0.8)\n end\n if <touching (water v)?> then\n if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n change [y velocity v] by (-0.2)\n end\n end\nend\n\n@Level\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nglide (1) secs to x: (0) y: (0)\nglide (1) secs to x: (0) y: (0)\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Text/Timer\n\nwhen flag clicked\nhide variable [timer v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [st v]\nset [timer v] to [0]\nshow variable [timer v]\nwait until <<key (a v) pressed?> or <<key (b v) pressed?> or <<key (c v) pressed?> or <<key (d v) pressed?> or <<key (e v) pressed?> or <<key (f v) pressed?> or <<key (g v) pressed?> or <<key (any v) pressed?> or <mouse down?>>>>>>>>>\nreset timer\nrepeat until <(Level) = [21]>\n set [timer v] to ((round ((timer) * (10))) / (10))\nend\n\nwait until <<key (a v) pressed?> or <<key (b v) pressed?> or <<key (c v) pressed?> or <<key (d v) pressed?> or <<key (e v) pressed?> or <<key (f v) pressed?> or <<key (g v) pressed?> or <<key (any v) pressed?> or <mouse down?>>>>>>>>>\n\nwait until <<key (a v) pressed?> or <<key (b v) pressed?> or <<key (c v) pressed?> or <<key (d v) pressed?> or <<key (e v) pressed?> or <<key (f v) pressed?> or <<key (g v) pressed?> or <<key (any v) pressed?> or <mouse down?>>>>>>>>>\nwait until <<key (a v) pressed?> or <<key (b v) pressed?> or <<key (c v) pressed?> or <<key (d v) pressed?> or <<key (e v) pressed?> or <<key (f v) pressed?> or <<key (g v) pressed?> or <<key (any v) pressed?> or <mouse down?>>>>>>>>>\nwait until <<key (a v) pressed?> or <<key (b v) pressed?> or <<key (c v) pressed?> or <<key (d v) pressed?> or <<key (e v) pressed?> or <<key (f v) pressed?> or <<key (g v) pressed?> or <<key (any v) pressed?> or <mouse down?>>>>>>>>>\nwait until <<key (a v) pressed?> or <<key (b v) pressed?> or <<key (c v) pressed?> or <<key (d v) pressed?> or <<key (e v) pressed?> or <<key (f v) pressed?> or <<key (g v) pressed?> or <<key (any v) pressed?> or <mouse down?>>>>>>>>>\nwait until <<key (a v) pressed?> or <<key (b v) pressed?> or <<key (c v) pressed?> or <<key (d v) pressed?> or <<key (e v) pressed?> or <<key (f v) pressed?> or <<key (g v) pressed?> or <<key (any v) pressed?> or <mouse down?>>>>>>>>>\nwait until <<key (a v) pressed?> or <<key (b v) pressed?> or <<key (c v) pressed?> or <<key (d v) pressed?> or <<key (e v) pressed?> or <<key (f v) pressed?> or <<key (g v) pressed?> or <<key (any v) pressed?> or <mouse down?>>>>>>>>>\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [s v]\nstop [other scripts in sprite v]\nset [timer v] to [Skipped]\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Decoration\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nchange [level v] by (-1)\n\nwhen I receive [intro done v]\nshow\nforever\n go [backward v] (6) layers\n switch costume to (Level)\nend\n\n@Cold Water\n\nwhen I start as a clone\ngo [backward v] (1) layers\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nset y to (([sin v] of ((timer) * (100)) ) * (5))\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Saws\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n Clone At X: [92] [-113] At Size: [100]\nend\nif <(Level) = [5]> then\n Clone At X: [231] [-59] At Size: [100]\nend\nif <(Level) = [7]> then\n Clone At X: [-140] [-94] At Size: [100]\nend\nif <(Level) = [8]> then\n Clone At X: [150] [72] At Size: [100]\nend\nif <(Level) = [9]> then\n Clone At X: [205] [32] At Size: [100]\nend\nif <(Level) = [14]> then\n Clone At X: [-45] [45] At Size: [90]\nend\nif <(Level) = [15]> then\n Clone At X: [-165] [36] At Size: [90]\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\ngo [backward v] (50) layers\nforever\n turn right (3.5) degrees\nend\n\nwhen [m v] key pressed\nset [mx v] to (mouse x)\nset [my v] to (mouse y)\n\nbroadcast (Next v)\n\nbroadcast (Next v)\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nset [ghost v] effect to (30)\n\nwhen I receive [intro done v]\nshow\nforever\n go [backward v] (4) layers\n switch costume to (Level)\n set [ghost v] effect to (40)\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Skip Button\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 change size by (((80) - (size)) / (5))\n switch costume to (costume2 v)\n else\n change size by (((75) - (size)) / (5))\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [intro done v]\nwait (0.8) seconds\n\nwhen this sprite clicked\nbroadcast (s v)\nbroadcast (Transition v)\nbroadcast (Next v)\nbroadcast (Create Clone v)\nchange [level v] by (1)\n\nwhen I receive [start game v]\nforever\n if <touching (mouse-pointer v)?> then\n set volume to (70) %\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [15]>\nhide\n\n@Skip Cooldown\n\nwhen I receive [transition v]\nshow\ngo to [front v] layer\ngo to [front v] layer\nwait (0.8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nbroadcast (Transition v)\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [side v] to (pick random (1) to (2))\nshow\nset [ghost v] effect to (pick random (20) to (25))\ngo to [back v] layer\nswitch costume to (pick random (1) to (2))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-290]>\n go to [back v] layer\n change x by (-0.5)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (100))\n repeat until <(x position) > [270]>\n go to [back v] layer\n change x by (0.5)\n end\n delete this clone\nend\n\nwhen I receive [start game v]\nforever\n create clone of (_myself_ v)\n wait (pick random (40) to (50)) seconds\nend\n\n@Snow\n\nwhen I start as a clone\nshow\nchange size by (pick random (1) to (20))\ngo to x: (pick random (-240) to (240)) y: (180)\nif <(Level) > [7]> then\n glide (pick random (5) to (7)) secs to x: (pick random (-240) to (240)) y: (-180)\nelse\n glide (pick random (4) to (5)) secs to x: (pick random (-240) to (240)) y: (-180)\nend\ndelete this clone\n\nwhen I receive [start game v]\nwait (0.5) seconds\nhide\ngo [backward v] (1) layers\nforever\n if <(SCREEN) = [1]> then\n create clone of (_myself_ v)\n wait (0.03) seconds\n else\n if <(Level) > [7]> then\n create clone of (_myself_ v)\n wait (0.2) seconds\n create clone of (_myself_ v)\n else\n create clone of (_myself_ v)\n wait (0.06) seconds\n create clone of (_myself_ v)\n end\n end\nend\n\ndefine Snow\nSnow\n\nwhen I start as a clone\ngo [backward v] (77) layers\nforever\n go [backward v] (3) layers\n if <touching (water v)?> then\n delete this clone\n end\n if <<touching color (#fdfdfd)?> and <(SCREEN) = [1]>> then\n delete this clone\n end\n if <(SCREEN) = [0]> then\nend\n\ngo [backward v] (1) layers\ndelete this clone\n\n@Bounce Pad\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n go [backward v] (5) layers\n switch costume to (Level)\nend\n\nwhen flag clicked\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 to [back v] layer\n set [ghost v] effect to (46)\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nforever\n go to [back v] layer\nend\n\n@Next Level\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [next level v]\nset [transition> v] to [1]\ngo to [front v] layer\nclear graphic effects\nshow\ngo to x: (5000) y: (0)\nrepeat until <(round (x position)) = [0]>\n go to [front v] layer\n change x by (((0) - (x position)) / (4))\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [transition> v] to [0]\n\n@Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nset [screen v] to [1]\ngo [backward v] (11) layers\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nwait (0.1) seconds\nshow\ngo [forward v] (9) layers\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n change [titleturn v] by (1)\n end\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <(SCREEN) = [0]> then\n go [backward v] (6) layers\n end\nend\n\n@Play Button\n\nwhen I receive [start game v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <<not <(IN) = [1]>> and <not <(Visuals?) = [0]>>>>\nset [screen v] to [0]\nbroadcast (Transition v)\nbroadcast (Intro Done v)\nbroadcast (st v)\n\nwhen I receive [start game v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(Visuals?) = [0]>>>> then\n set volume to (70) %\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [start game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n switch costume to (costume2 v)\n else\n change size by (((75) - (size)) / (5))\n switch costume to (costume1 v)\n end\nend\n\n@Play Character\n\nnext costume\nbroadcast (Next cos v)\n\nwhen I receive [right v]\nswitch costume to ((costume [number v]) + (1))\n\nnext costume\nbroadcast (Next cos v)\n\nwhen I receive [start game v]\nshow\ngo [forward v] (6) layers\nforever\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (8)))\nend\n\nwhen I receive [start game v]\nforever\n if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n if <<(SCREEN) = [1]> and <not <(IN) = [1]>>> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start game v]\nshow\ngo [forward v] (6) layers\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (costume7 v)\n change size by (((89) - (size)) / (5))\n if <<mouse down?> and <not <(IN) = [1]>>> then\n start sound [Low Boing v]\n repeat (3)\n change size by (-3)\n end\n repeat (3)\n change size by (3)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((76) - (size)) / (5))\n end\nend\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\n\n@Left\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n change size by (((90) - (size)) / (5))\n if <<mouse down?> and <not <(IN) = [1]>>> then\n broadcast (left v)\n wait until <not <mouse down?>>\n end\n else\n switch costume to (costume1 v)\n change size by (((75) - (size)) / (5))\n end\nend\n\nnext costume\n\nwhen I receive [start game v]\nforever\n if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n if <(SCREEN) = [1]> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\n@Right\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n change size by (((90) - (size)) / (5))\n if <<mouse down?> and <not <(IN) = [1]>>> then\n broadcast (right v)\n wait until <not <mouse down?>>\n end\n else\n switch costume to (costume1 v)\n change size by (((75) - (size)) / (5))\n end\nend\n\nnext costume\n\nwhen I receive [start game v]\nforever\n if <<touching (mouse-pointer v)?> and <not <(IN) = [1]>>> then\n if <(SCREEN) = [1]> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\n@instructions\n\nwhen I receive [start game v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(Visuals?) = [0]>>>> then\n set volume to (70) %\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [start game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n change size by (((80) - (size)) / (5))\n if <<<mouse down?> and <<not <(IN) = [1]>> and <not <(Visuals?) = [0]>>>> and <(SCREEN) = [1]>> then\n broadcast (in v)\n end\n else\n change size by (((75) - (size)) / (5))\n switch costume to (costume1 v)\n end\nend\n\n@title screen\n\nwhen flag clicked\nset [in v] to [0]\nhide\n\nwhen I receive [in v]\nset [in v] to [1]\nshow\nclear graphic effects\nset size to (10) %\ngo to [front v] layer\nrepeat (20)\n change size by (((100) - (size)) / (5))\nend\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [in v] to [0]\n\n@Lasers\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nwait until <(Level) = [14]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [14]>>\n go to [back v] layer\n set [laser? v] to [0]\n switch costume to (1 v)\n wait (2) seconds\n set [laser? v] to [1]\n switch costume to (1up v)\n wait (2) seconds\nend\nhide\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nwait until <(Level) = [15]>\nhide\n\ndefine Bug Fixing\nif <(Level) = [15]> then\n hide\nend\n\nwhen flag clicked\nforever\n Bug Fixing\nend\n\n@Transitions\n\nwhen I receive [died v]\ncreate clone of (_myself_ v)\n\ndefine thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((4100) - (size)) / (4))\nset [size v] to (size)\nswitch costume to (thing v)\n\ndefine other thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((410) - (size)) / (6))\nset [size v] to (size)\nswitch costume to (weird thing v)\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [transition> v] to [1]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nset [size v] to [100]\nrepeat until <(size) > [4080]>\n thing\nend\nset size to (10) %\nset [size v] to [10]\nrepeat until <(size) > [400]>\n other thing\nend\nhide\nbroadcast (Move v)\nset [transition> v] to [0]\ndelete this clone\n\nset [color v] effect to ((1) / (0))\n\n@LeftSaws\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) = [5]>\ngo to [back v] layer\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [5]>>\n Glide Smoothly to xy (-142) (-94) Speed (1) Round? (1) GhostFX (0)\n Glide Smoothly to xy (-80) (-94) Speed (1) Round? (1) GhostFX (0)\nend\nhide\n\nwhen flag clicked\nforever\n turn right (3.5) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\ngo to x: (-30) y: (40)\n\n@UpSaws\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) = [5]>\ngo to [back v] layer\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [5]>>\n Glide Smoothly to xy (55) (-79) Speed (1) Round? (1) GhostFX (0)\n Glide Smoothly to xy (55) (-40) Speed (1) Round? (1) GhostFX (0)\nend\nhide\n\nwhen flag clicked\nforever\n turn right (3.5) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n hide\n end\nend\n\ngo to x: (-30) y: (40)\n\n@Ladders\n\nwhen I receive [intro done v]\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n go [backward v] (5) layers\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@UpSaws2\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) = [9]>\ngo to [back v] layer\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [9]>>\n Glide Smoothly to xy (230) (-122) Speed (1) Round? (1) GhostFX (0)\n Glide Smoothly to xy (230) (-20) Speed (1) Round? (1) GhostFX (0)\nend\nhide\n\nwhen flag clicked\nforever\n turn right (3.5) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\ngo to x: (-30) y: (40)\n\n@Music\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [start game v]\nset volume to (50) %\nshow\nswitch costume to (costume1 v)\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n go to x: (-50) y: (-72)\n else\n go to x: (-142) y: (-156)\n end\n if <touching (mouse-pointer v)?> then\n if <(volume) = [50]> then\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n end\n if <(SCREEN) = [1]> then\n change size by (((80) - (size)) / (5))\n else\n change size by (((73) - (size)) / (5))\n end\n else\n switch costume to (costume1 v)\n if <(volume) = [50]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume5 v)\n end\n if <(SCREEN) = [1]> then\n change size by (((75) - (size)) / (5))\n else\n change size by (((63) - (size)) / (5))\n end\n end\nend\n\nwhen I receive [start game v]\nwait (2) seconds\nforever\n play sound [RetroVision - Campfire \[NCS Release\] v] until done\nend\n\nwhen this sprite clicked\nif <(volume) = [50]> then\n switch costume to (costume5 v)\n set volume to (0) %\nelse\n switch costume to (costume1 v)\n set volume to (50) %\nend\n\nif <(SCREEN) = [1]> then\n go to x: (-50) y: (-72)\nelse\n go to x: (-142) y: (-156)\nend\n\nwhen flag clicked\nwait until <(Level) = [15]>\nhide\n\nwhen flag clicked\nwait until <(Level) = [15]>\nhide\n\n@Tracker\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [start game v]\nshow\nforever\n if <(SCREEN) = [1]> then\n set size to (75) %\n go to x: (-50) y: (-72)\n else\n set size to (65) %\n go to x: (-142) y: (-156)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<not <(IN) = [1]>> and <not <(Visuals?) = [0]>>> then\n set volume to (70) %\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [15]>\nhide\n\n@VisualsButton\n\nwhen I receive [start game v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<not <(IN) = [1]>> and <not <(Visuals?) = [0]>>>> then\n start sound [Touch v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [start game v]\nset volume to (50) %\nshow\nswitch costume to (costume1 v)\nforever\n point in direction ((90) + (([sin v] of ((titleturn) * (5)) ) * (1.5)))\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n change size by (((80) - (size)) / (5))\n if <mouse down?> then\n broadcast (Visuals v)\n end\n else\n change size by (((75) - (size)) / (5))\n switch costume to (costume1 v)\n end\nend\n\n@Visuals\n\nwhen flag clicked\nset [visuals? v] to [1]\nhide\n\nwhen I receive [visuals v]\nset [visuals? v] to [0]\nshow\nclear graphic effects\nset size to (10) %\ngo to [front v] layer\nrepeat (20)\n change size by (((100) - (size)) / (5))\nend\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [visuals? v] to [1]\n\n@LeftSaws2\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) = [11]>\ngo to [back v] layer\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [11]>>\n Glide Smoothly to xy (126) (-71) Speed (1) Round? (1) GhostFX (0)\n Glide Smoothly to xy (220) (-71) Speed (1) Round? (1) GhostFX (0)\nend\nhide\n\nwhen flag clicked\nforever\n turn right (3.5) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n hide\n end\nend\n\n@IceParts\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Key\n\nwhen flag clicked\nclear graphic effects\nhide\nwait until <(Level) = [15]>\nshow\nwait until <touching (player v)?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Lasers2\n\nwhen flag clicked\nset [laser? v] to [0]\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\nwait until <(Level) = [15]>\nshow\nswitch costume to (1 v)\nrepeat until <not <(Level) = [15]>>\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\ndefine Bug Fixing\nif <(Level) = [16]> then\n hide\nend\n\nwhen flag clicked\nforever\n Bug Fixing\nend\n\n | |
Desert area ~Scroll platformer~ (&tomato421) | @Stage\n\nwhen I receive [始まるお v]\nset volume to (80) %\nswitch backdrop to (背景1 v)\nforever\n play sound [Jim Yosef - Firefly v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\n@Player\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <(タヒんだ?) = [いや]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n point in direction (90)\n change [xの力 v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n point in direction (-90)\n change [xの力 v] by (-1)\n end\n set [xの力 v] to ((xの力) * (0.88))\n change x by (xの力)\n repeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\n end\n if <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\n end\n change y by (yの力)\n if <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\n end\n change y by (-1.1)\n if <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\n end\n if <touching (バネ v)?> then\n set [yの力 v] to [19]\n end\n change y by (1.1)\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nif <(タヒんだ?) = [いや]> then\n change [x v] by ((x position) - ((X) - (Camera_x)))\n change [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\n change [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\n change [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\n set x to ((X) - (Camera_x))\n set y to (((Y) - (Camera _y)) - (20))\nend\n\ndefine 位置補正x (向き) (回数)\nif <(タヒんだ?) = [いや]> then\n if <(xの力) = [0]> then\n stop [this script v]\n end\n set [i v] to [0]\n repeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\n end\n change x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nend\n\ndefine 位置補正y (向き) (回数)\nif <(タヒんだ?) = [いや]> then\n if <(yの力) = [0]> then\n stop [this script v]\n end\n set [i v] to [0]\n repeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\n end\n change y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n set [yの力 v] to [0]\nend\n\ndefine 初期位置\nclear graphic effects\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [始まるお v]\ngo to [front v] layer\nset [タヒんだ? v] to [いや]\nclear graphic effects\nshow\nset rotation style [left-right v]\nset size to (48) %\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<(Y) < [-500]> or <touching (障害物 v)?>> then\n set [タヒんだ? v] to [うん]\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.1) seconds\n set [タヒんだ? v] to [いや]\n 初期位置\n end\nend\n\nwhen flag clicked\nwait until <touching (クリア v)?>\nクリア\n\ndefine クリア\nset y to (0)\nset [タヒんだ? v] to [うん]\nset rotation style [all around v]\nshow\nclear graphic effects\nrepeat (20)\n point towards (クリア v)\n turn right (65) degrees\n move ((distance to [クリア v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (5)\nend\nhide\nset [ghost v] effect to (0)\nbroadcast (クリア v)\nstop [this script v]\n\n@ステージ\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [始まるお v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nステージ配置 [4800] [0] [11]\nステージ配置 [5280] [0] [12]\nステージ配置 [5760] [0] [13]\nステージ配置 [6240] [0] [14]\nステージ配置 [6720] [0] [15]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nhide\n\nset [camera_x v] to [6720]\n\n@障害物\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [始まるお v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nステージ配置 [4800] [0] [11]\nステージ配置 [5280] [0] [12]\nステージ配置 [5760] [0] [13]\nステージ配置 [6240] [0] [14]\nswitch costume to (none v)\n\n@スプライト1\n\nwhen I receive [始まるお v]\ngo to x: (270) y: (190)\nshow\nforever\n change [san v] by (6)\n change size by ([sin v] of (san) )\nend\n\nwhen flag clicked\nhide\n\n@背景\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [始まるお v]\nhide\ngo to [back v] layer\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nステージ配置 [4800] [0] [11]\nステージ配置 [5280] [0] [12]\nステージ配置 [5760] [0] [13]\nステージ配置 [6240] [0] [14]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nhide\n\n@バネ\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [始まるお v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nステージ配置 [4800] [0] [11]\nステージ配置 [5280] [0] [12]\nステージ配置 [5760] [0] [13]\nステージ配置 [6240] [0] [14]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nhide\n\n@intro\n\nwhen I start as a clone\nhide\nif <(costume [number v]) > [2]> then\n go to x: (0) y: (0)\n show\n set size to (pick random (10) to (20)) %\n set [sx v] to (pick random (-15) to (15))\n set [sy v] to (pick random (5) to (17))\n go to [front v] layer\n repeat until <touching (_edge_ v)?>\n change x by (Sx)\n change y by (Sy)\n if <[1] < (Sx)> then\n change [sx v] by (-0.5)\n end\n if <(Sx) < [-1]> then\n change [sx v] by (0.5)\n end\n turn right ((size) / (7)) degrees\n change [sy v] by (-1)\n end\n delete this clone\nelse\n if <(costume) = [1]> then\n show\n switch costume to (2 v)\n go to x: (0) y: (0)\n point in direction (90)\n set [ghost v] effect to (50)\n set size to (10) %\n repeat (20)\n change size by (10)\n change [brightness v] effect by (5)\n end\n delete this clone\n else\n if <(costume) = [2]> then\n go to [front v] layer\n set size to (200) %\n show\n switch costume to (コスチューム1 v)\n go to x: (0) y: (-455)\n point in direction (90)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\n end\n wait until <(?) = [1]>\n start sound [Low Whoosh v]\n repeat until <(round (direction)) = [0]>\n turn right (((0) - (direction)) / (6)) degrees\n end\n repeat until <(round (x position)) = [225]>\n change x by (((225) - (x position)) / (4))\n end\n delete this clone\n else\n if <(costume) = [3]> then\n go to [front v] layer\n set size to (200) %\n show\n switch costume to (コスチューム2 v)\n go to x: (0) y: (455)\n point in direction (90)\n start sound [High Whoosh v]\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\n end\n switch backdrop to (背景1 v)\n change [? v] by (1)\n wait (0.01) seconds\n repeat until <(round (direction)) = [0]>\n turn right (((0) - (direction)) / (6)) degrees\n end\n repeat until <(round (x position)) = [-225]>\n change x by (((-225) - (x position)) / (4))\n end\n broadcast (始まるお v)\n delete this clone\n end\n end\n end\nend\n\ndefine splash\nrepeat (25)\n switch costume to (pick random (3) to (8))\n create clone of (_myself_ v)\nend\nswitch costume to (1 v)\n\nwhen flag clicked\nset [? v] to [0]\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (10) %\nswitch costume to (1 v)\nstart sound [Jensation - Delicious \[NCS Release\]2 v]\nreset timer\nset [s v] to [0]\nshow\nset [costume v] to [1]\ncreate clone of (_myself_ v)\nwait () seconds\nsplash\nrepeat until <(timer) > [1]>\n set [s v] to (((s) * (0.75)) + (((90) - (size)) * (0.3)))\n change size by (s)\nend\nset [x3 v] to [0]\nswitch costume to (1 v)\nrepeat (10)\n change [x3 v] by (-5)\n change x by (x3)\n turn left (((-90) - (direction)) / (-6)) degrees\nend\ngo to x: (455) y: (0)\nrepeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\n turn left (((90) - (direction)) / (-6)) degrees\nend\nset [s v] to [0]\npoint in direction (90)\nwait until <(timer) > [5]>\npoint in direction (-90)\nsplash\nsplash\nrepeat (46)\n set [s v] to (((s) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (s) degrees\nend\nbroadcast (メッセージ1 v)\n\nwhen I receive [メッセージ1 v]\ngo to [back v] layer\nrepeat (2)\n change [costume v] by (1)\n create clone of (_myself_ v)\n wait () seconds\nend\nwait (1) seconds\nhide\n\n@サムネ\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@クリア\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [始まるお v]\nhide\nステージ配置 [7200] [30] [1]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nhide\n\n@スプライト3\n\nwhen flag clicked\nset [a v] to [0]\nhide\n\nwhen I receive [クリア v]\nset [a v] to [1]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@スプライト4\n\nwhen I start as a clone\nswitch costume to (コスチューム1 v)\nshow\ngo to x: (240) y: (pick random (200) to (-200))\npoint in direction (pick random (-70) to (-110))\nset size to (pick random (5) to (10)) %\nset [ghost v] effect to (pick random (50) to (60))\nrepeat until <(x position) < [-230]>\n move ((size) / (2)) steps\nend\nhide\ndelete this clone\n\nwhen I receive [始まるお v]\nhide\ngo to [back v] layer\nforever\n wait (pick random (0.05) to (0.2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@チェックポイント2\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((1900) - (Camera_x)) ((-20) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n go to [back v] layer\n if <<touching (player v)?> and <(チェックポイント到達) = [0]>> then\n broadcast (チェックポイント v)\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [1890]\n set [復活y v] to [-10]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\n@チェックポイント3\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((3910) - (Camera_x)) ((-20) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n go to [back v] layer\n if <<touching (player v)?> and <(チェックポイント到達) = [0]>> then\n broadcast (チェックポイント v)\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [3910]\n set [復活y v] to [-30]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\n@Particle\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nset size to (pick random (45) to (70)) %\nset [brightness v] effect to (pick random (0) to (100))\nshow\ngo to x: (0) y: (0)\nset [x v] to (pick random (-16.) to (16.))\nset [y v] to (pick random (-15.) to (15.))\nset [i v] to (pick random (-10.) to (-10.))\nrepeat (80)\n change x by (x)\n set [x v] to ((x) * (.94))\n change y by (y)\n set [y v] to ((y) * (.94))\n turn right (i) degrees\n set [i v] to ((i) * (.9))\n change size by (-1)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\ndefine Particle\nrepeat (35)\n switch costume to (◯ v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [チェックポイント v]\nParticle\n\n@宣伝\n\nwhen flag clicked\nhide\n\nwhen I receive [始まるお v]\nforever\n wait (pick random (8) to (10)) seconds\n if <(a) = [0]> then\n show\n start sound (pick random (1) to (6))\n パターン (pick random (1) to (4))\n hide\n end\nend\n\ndefine パターン ( )\nif <( ) = [1]> then\n clear graphic effects\n set size to (100) %\n go to x: (-300) y: (130)\n point in direction (0)\n repeat (50)\n change x by (((-130) - (x position)) / (4))\n turn right (((90) - (direction)) / (4)) degrees\n end\n repeat until <(x position) < [-280]>\n change x by (((x position) - (-129)) / (4))\n turn right (((direction) - (91)) / (4.8)) degrees\n end\nend\nif <( ) = [2]> then\n clear graphic effects\n set size to (100) %\n go to x: (130) y: (200)\n point in direction (90)\n repeat (50)\n change y by (((130) - (y position)) / (4))\n end\n repeat until <[300] < (x position)>\n change x by (((x position) - (129)) / (4))\n end\nend\nif <( ) = [3]> then\n clear graphic effects\n set size to (0) %\n go to x: (-300) y: (-300)\n point in direction (90)\n repeat (50)\n change [bounce v] by ((((50) - (Bounce)) / (4)) + (((50) - (size)) / (4)))\n change size by (Bounce)\n change x by (((-130) - (x position)) / (4))\n change y by (((-130) - (y position)) / (4))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nif <( ) = [4]> then\n clear graphic effects\n set size to (100) %\n go to x: (130) y: (-130)\n point in direction (90)\n set [ghost v] effect to (100)\n set [bounce v] to [0.01]\n repeat (50)\n change [bounce v] by (0.08)\n go to x: ((130) + ((Bounce) * (pick random (1) to (-1)))) y: ((-130) + ((Bounce) * (pick random (1) to (-1))))\n point in direction ((90) + ((Bounce) * (pick random (2) to (-2))))\n change [ghost v] effect by (-2.5)\n end\n repeat (10)\n change [bounce v] by (0.08)\n go to x: ((130) + ((Bounce) * (pick random (1) to (-1)))) y: ((-130) + ((Bounce) * (pick random (1) to (-1))))\n point in direction ((90) + ((Bounce) * (pick random (2) to (-2))))\n change [ghost v] effect by (10)\n end\nend\n\n | 難易度調節ミスりました(((\n\n~操作~\n・PC\n十字キーで操作\n\n・モバイル\n画面をタップで移動\n\nステージちょっと長くしました\n旗はチェックポイントです!\n難易度 ★★★★☆\n\n\n\n\n\n\n\n\nバネの形珍しいとか言うな((( |
● Mountain ● A Scrolling Platformer | @Stage\n\nwhen I receive [menu v]\nswitch backdrop to (blank2 v)\n\nwhen I receive [joined v]\nforever\n switch backdrop to (blank v)\nend\n\nwhen flag clicked\nforever\n play sound [MBB - Beach \[NCS BEST OF\] v] until done\nend\n\n@player\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Py (sy)\nchange [y v] by (sy)\nchange [inair 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 [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game-on\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [inair v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Game-Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nset rotation style [left-right v]\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n point in direction (-90)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n point in direction (90)\n change [sx v] by (2)\nend\nif <not <<<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (middle v)\nend\nset [sx v] to ((sx) * (0.8))\nif <[0.9] < ([abs v] of (sx) )> then\n Change Px (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(inair) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Py (sy)\nTest-die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <[2649] < (SCROLL X)> then\n set [scroll x v] to [2649]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-175]> then\n set [exit v] to [die]\nend\n\ndefine Game-die\nset [exit v] to []\nhide\n\ndefine Test-die\nif <<touching (spikes v)?> or <touching (lava v)?>> then\n set [exit v] to [die]\nend\n\ndefine Change Px (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (18)\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 (-18)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (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 I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (SETUP v) and wait\n Game-on\n repeat until <(exit) > []>\n Tick\n broadcast (tick v)\n if <(My Player #) > [0]> then\n send cloud data\n end\n end\n if <(exit) = [win]> then\n Game-Win\n else\n Game-die\n end\nend\n\nwhen I receive [play v]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\nwhen I receive [play v]\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\nend\nbroadcast (begin v)\n\nwhen flag clicked\nbroadcast (Play v)\nhide\n\ndefine send cloud data\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n if <not <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (right v)\n else\n switch costume to (up v)\n end\n else\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (up v)\n else\n switch costume to (up2 v)\n end\n else\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (middle v)\n else\n switch costume to (middle2 v)\n end\n end\n end\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [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 [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [0] Y [402]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n end\n end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nbroadcast (joining v)\n\n@Jump\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [sy v] to [26]\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [0] Y [402]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n end\n end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Spikes \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\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 [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [0] Y [402]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n end\n end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Lava\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) (((([sin v] of ((timer) * (100)) ) * (10)) + (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 [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [0] Y [402]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 2 7 v)\n end\n end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Flag\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [level v] by (1)\n set [exit v] to [die]\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n end\n end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Décore\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n CLONE AT X [482] Y [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n end\n end\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n | ㅤㅤㅤㅤㅤㅤㅤㅤ ㅤ● MOUNTAIN ●\nㅤㅤㅤㅤㅤㅤㅤㅤ By @Romain57330\nㅤㅤㅤㅤㅤㅤ ㅤㅤ❖Mobile Friendly❖\n\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n⧉ English:\n\nInformation: \n» Levels : 2\n» Don’t touch the peaks.\n» Don’t touch the lava.\n» Arrives on arrival to move to the next level.\n» Use the trampoline to jump higher.\n» Enjoy ! \n❤️⭐️\n\n❖ Credit :\n⇝ Mobile Icon by @alphabetica.\n⇝ Grass by @INorth.\n⇝ MBB - Beach [NCS BEST OF].\n⇝ Code Scrolling : @griffpatch.\n\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n⧉ Français :\n\n❖ Information :\n»Levels : 2\n» Ne touche pas les pics.\n» Ne touche pas la lave.\n» Arrive à l’arrivée pour passer au niveau suivant.\n» Utilise le trampoline pour sauter plus haut.\n» Enjoy !\n❤️⭐️\n\n❖ Credit :\n⇝ Mobile Icon by @alphabetica.\n⇝ Herbe by @INorth.\n⇝ MBB - Beach [NCS BEST OF].\n⇝ Code Scrolling : @griffpatch.\n\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n\n\n\n\n\n\n\n\n\n\n\n\n\n@Romain57330 |
Cyber Quest 2 | A Platformer | v2.1 | @Stage\n\nwhen flag clicked\nforever\n broadcast (Tick v)\nend\n\nwhen [b v] key pressed\nif <<(username) = [Pavan2007]> or <(username) = [player0882]>> then\n show variable [mousexy v]\n set [mousexy v] to (join (mouse x) (join [ , ] (mouse y)))\nend\n\nwhen [h v] key pressed\nhide variable [mousexy v]\n\nwhen I receive [startgame v]\nclear graphic effects\nforever\n switch backdrop to (Level)\nend\n\nwhen flag clicked\nset [brightness v] effect to (100)\nset [muted v] to [false]\nset [prompt v] to [true]\n\nwhen I receive [hideall v]\nstop [other scripts in sprite v]\nswitch backdrop to (22 v)\n\nwhen I receive [startgame v]\nset volume to (100) %\nforever\n play sound [Amadeus Legendary EDM Release v] until done\n play sound [Disfigure - Blank.mp3 v] until done\nend\n\nwhen I receive [stopallsounds v]\nrepeat (50)\n change volume by (-2)\nend\n\nwhen I receive [startallsounds v]\nrepeat (50)\n change volume by (2)\nend\n\nwhen [m v] key pressed\nif <(Muted) = [true]> then\n broadcast (StartAllSounds v)\n set [muted v] to [false]\nelse\n broadcast (StopAllSounds v)\n set [muted v] to [true]\nend\n\nwhen [q v] key pressed\nif <(Prompt) = [true]> then\n set [prompt v] to [false]\nelse\n set [prompt v] to [true]\nend\n\n@Player\n\nwhen I receive [deathdifferent v]\nswitch costume to (death v)\nset [color v] effect to (10)\nstart sound [Robot Dismantled v]\nrepeat (15)\n change [brightness v] effect by (2)\n change [ghost v] effect by (7)\n change size by (3)\nend\n\nwhen I receive [startgame v]\ngo to [front v] layer\nset size to (100) %\nswitch costume to (player right v)\nclear graphic effects\nshow\nset [size v] to [100]\nset [x v] to [0]\nset [level v] to [1]\nset [directionofplayer v] to [90]\nset [y v] to [0]\ngo to x: (-215) y: (-74)\nforever\n if <(BossSpeaking) = [false]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n set [directionofplayer v] to [90]\n if <(username) = [SypTitan]> then\n switch costume to (player syptitan right v)\n else\n if <(username) = [anpadoma]> then\n switch costume to (player anpadoma right v)\n else\n if <(username) = [jcps-1701129]> then\n switch costume to (player jcps-1701129 right v)\n else\n if <(username) = [Gboiii20]> then\n switch costume to (player gboiii20 right v)\n else\n if <[d3f4ult0s v] contains (username)?> then\n switch costume to (player defaultos right v)\n else\n if <<(current [hour v]) < [18]> and <(current [hour v]) > [6]>> then\n if <(current [month v]) = [10]> then\n switch costume to (player halloween right v)\n else\n switch costume to (player right v)\n end\n else\n switch costume to (player night mode right v)\n end\n end\n end\n end\n end\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n set [directionofplayer v] to [-90]\n if <(username) = [SypTitan]> then\n switch costume to (player syptitan right v)\n else\n if <(username) = [anpadoma]> then\n switch costume to (player anpadoma left2 v)\n else\n if <(username) = [jcps-1701129]> then\n switch costume to (player jcps-1701129 left v)\n else\n if <(username) = [Gboiii20]> then\n switch costume to (player gboiii20 left v)\n else\n if <[d3f4ult0s v] contains (username)?> then\n switch costume to (player defaultos left v)\n else\n if <<(current [hour v]) < [18]> and <(current [hour v]) > [6]>> then\n if <(current [month v]) = [10]> then\n switch costume to (player halloween left v)\n else\n switch costume to (player left v)\n end\n else\n switch costume to (player night mode left v)\n end\n end\n end\n end\n end\n end\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [-5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (level v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n change [y v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n if <not <[donotteleportinlevels v] contains (Level)?>> then\n broadcast (Level Analyse v)\n set [y v] to [0]\n set [x v] to [0]\n broadcast (NextLevelTransition v)\n wait (1.5) seconds\n broadcast (CheckLazerBlade v)\n go to x: (-215) y: (-74)\n end\n end\n if <touching (spikes v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n if <touching (saw v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n if <touching (lava v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n if <touching (trampoline v)?> then\n set [y v] to [24]\n end\n if <<touching (lazerblade v)?> and <(WeaponActive) = []>> then\n set [weaponactive v] to [true]\n end\n if <touching (minion kua v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n if <touching (cyber minion kua v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n if <touching (bullet v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n if <<touching (lazerblade v)?> and <not <(WeaponActive) = [LazerBlade]>>> then\n set [lazerbladeinuse v] to [true]\n set [weaponactive v] to [LazerBlade]\n end\n if <<touching (lazer 1 v)?> and <([costume name v] of [lazer 1 v]) = [Lazer]>> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n if <<touching (lazer 2 v)?> and <([costume name v] of [lazer 2 v]) = [Lazer]>> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n if <<touching (lazer 3 v)?> and <([costume name v] of [lazer 3 v]) = [Lazer]>> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n if <<touching (lazer 4 v)?> and <([costume name v] of [lazer 4 v]) = [Lazer]>> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n if <<touching (lazer 5 v)?> and <([costume name v] of [lazer 5 v]) = [Lazer]>> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n if <<touching (lazer 6 v)?> and <([costume name v] of [lazer 6 v]) = [Lazer]>> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n if <touching (cyber kua v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n if <touching (skull v)?> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n if <<touching (cyber kua attack i v)?> and <not <([costume name v] of [cyber kua attack i v]) = [Warning]>>> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n if <<touching (cyber kua attack ii v)?> and <not <([costume name v] of [cyber kua attack ii v]) = [Warning]>>> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n if <<touching (skull attack v)?> and <not <([costume name v] of [cyber kua attack ii v]) = [Warning]>>> then\n change [deaths ☠ v] by (1)\n broadcast (Death v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n if <touching color (#2796ff)?> then\n change [deaths ☠ v] by (1)\n broadcast (DeathDifferent v) and wait\n go to x: (-215) y: (-74)\n clear graphic effects\n switch costume to (player right v)\n set size to (100) %\n end\n end\nend\n\nwhen I receive [startgame v]\nforever\n wait until <(Y) = [15]>\n wait (1) seconds\n wait until <(Y) = [0]>\n start sound [Land v]\nend\n\nwhen I receive [startgame v]\nforever\n if <touching color (#47fff5)?> then\n if <(BossHealth) < [20]> then\n change [bosshealth v] by (1)\n else\n set [bosshealth v] to [20]\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [giveshockwave v]\nif <not <(WeaponActive) = [Shockwave]>> then\n set [shockwaveinuse v] to [true]\n set [weaponactive v] to [Shockwave]\nend\n\nwhen I receive [nextleveltransition v]\ngo to x: (-215) y: (-74)\n\nwhen I receive [specialnextleveltransition v]\nchange [level v] by (1)\ngo to x: (-215) y: (-74)\n\nwhen I receive [death v]\nswitch costume to (death v)\nset [color v] effect to (10)\nstart sound [Robot Dismantled v]\nrepeat (15)\n change [brightness v] effect by (2)\n change [ghost v] effect by (7)\n change size by (3)\nend\n\nwhen I receive [resetplayerposition v]\ngo to x: (-215) y: (-74)\n\nwhen I receive [changeplrposition v]\ngo to x: (-215) y: (-74)\n\nwhen I receive [halloweenbossfightlevel v]\nset [level v] to [22]\ngo to x: (-215) y: (-74)\n\nwhen I receive [exithalloweenboss v]\nset [level v] to [13]\ngo to x: (-215) y: (-74)\n\nwhen I receive [startgame v]\nforever\n if <touching color (#47fff5)?> then\n if <<(SkullHealth) < [20]> and <<((SkullHealth) + (5)) < [20]> or <((SkullHealth) + (5)) = [20]>>> then\n change [skullhealth v] by (5)\n else\n if <<(SkullHealth) < [20]> and <<((SkullHealth) + (5)) > [20]> or <((SkullHealth) + (5)) > [20]>>> then\n change [skullhealth v] by (1)\n end\n end\n end\nend\n\nwhen I receive [hideall v]\nhide\nstop [other scripts in sprite v]\n\n@Level\n\nwhen I receive [startgame v]\nshow\nclear graphic effects\nforever\n go to [back v] layer\n go [forward v] (30) layers\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hideall v]\nhide\nstop [other scripts in sprite v]\n\n@Spikes\n\nwhen I receive [startgame v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hideall v]\nhide\nstop [other scripts in sprite v]\n\n@Saw\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n turn right (7) degrees\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(Level) = [4]> then\n go to [back v] layer\n go to x: (5) y: (-93)\n end\nend\n\nwhen I receive [hideall v]\nhide\nstop [other scripts in sprite v]\n\n@CQ23034\n\nwhen I receive [nextleveltransition v]\nif <(Prompt) = [true]> then\n hide\n wait (2) seconds\n set size to (80) %\n switch costume to (Level)\n go to x: (-43) y: (97)\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 (1)\n end\n repeat (5)\n change y by (-1)\n end\n wait until <key (z v) pressed?>\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nwhen I receive [specialnextleveltransition v]\nif <(Prompt) = [true]> then\n hide\n wait (1) seconds\n set size to (80) %\n switch costume to (Level)\n go to x: (-43) y: (97)\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 (1)\n end\n repeat (5)\n change y by (-1)\n end\n wait until <key (z v) pressed?>\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nwhen I receive [startgame v]\nif <(Prompt) = [true]> then\n set size to (80) %\n hide\n wait (0.2) seconds\n set size to (80) %\n hide\n wait (0.5) seconds\n set size to (80) %\n switch costume to (Level)\n go to x: (-43) y: (97)\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 (1)\n end\n repeat (5)\n change y by (-1)\n end\n wait until <key (z v) pressed?>\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [hideall v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [hideall v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [startgame v]\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (70)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@FlintAndSteel\n\nwhen flag clicked\nset [flintandsteel2? v] to [false]\ngo to x: (-181) y: (124)\nhide\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (key v)\nforever\n if <(Level) = [5]> then\n show\n change y by (([sin v] of ((timer) * (225)) ) * (0.5))\n if <touching (player v)?> then\n set [flintandsteel2? v] to [true]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(FlintAndSteel2?) = [true]> then\n go to [front v] layer\n set size to (50) %\n go to (player v)\n change x by (((DirectionOfPlayer) / (12)) - (((DirectionOfPlayer) / (12)) * (2.5)))\n if <touching (portal v)?> then\n broadcast (PortalActivate v)\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [portalactivate v]\nhide\n\n@Portal\n\nwhen I receive [portalactivate v]\nswitch costume to (open v)\nwait (0.5) seconds\nbroadcast (WhiteScreen v)\n\nwhen flag clicked\nhide\nswitch costume to (closed v)\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n turn right (5) degrees\n go to x: (186) y: (94)\n end\nend\n\nwhen I receive [hideportal v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(FlintAndSteel2?) = [true]> then\n play sound [Portal Enter v] until done\n wait until <not <touching (player v)?>>\n end\n end\nend\n\n@Transition\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo to x: (-435) y: (455)\nGlide to x: [-205] y: [240] Speed: (TransitionSpeed)\nGlide to x: [-435] y: [455] Speed: (TransitionSpeed)\nset [trsn v] to [n]\ndelete this clone\n\nwhen flag clicked\nset [done? v] to [y]\nhide\nset [transition in progress v] to [false]\nset [transitionspeed v] to [0.2]\nset [trsn v] to [n]\npoint in direction (53)\n\ndefine 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\nwait (0.2) seconds\nset [done? v] to [y]\n\nwhen I receive [nextleveltransition v]\nset [transition in progress v] to [true]\nshow\nset [trsn v] to [y]\ngo to [front v] layer\ngo to x: (435) y: (-455)\ncreate clone of (_myself_ v)\nGlide to x: [205] y: [-240] Speed: (TransitionSpeed)\nchange [level v] by (1)\nGlide to x: [435] y: [-455] Speed: (TransitionSpeed)\nset [transition in progress v] to [false]\nhide\n\n@WhiteScreenTransition\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [whitescreen v]\nbroadcast (HideInfo v)\nshow\nswitch costume to (screen v)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nbroadcast (SpecialNextLevelTransition v)\nbroadcast (HidePortal v)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [specialblacktransition v]\nbroadcast (HideInfo v)\nbroadcast (StopAllSounds v)\nshow\nswitch costume to (screen yeeyeejuice v)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nwait (2.5) seconds\nbroadcast (SpecialNextLevelTransition v)\nbroadcast (HidePortal v)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [halloweenevent v]\nbroadcast (HideInfo v)\nbroadcast (StopAllSounds v)\ngo to x: (0) y: (0)\nshow\nswitch costume to (mwahhahahah v)\nrepeat (50)\n go to [front v] layer\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nbroadcast (HalloweenBossFightLevel v)\nbroadcast (HidePortal v)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [ooohhh v]\nbroadcast (HideInfo v)\ngo to x: (0) y: (0)\nshow\nswitch costume to (screen v)\nrepeat (50)\n go to [front v] layer\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nbroadcast (ExitHalloweenBoss v)\nbroadcast (HidePortal v)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\nhide\n\n@Lava\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 x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\n@LazerBlade\n\nwhen I receive [tick v]\nif <(WeaponActive) = [LazerBlade]> then\n if <(Throw) = [false]> then\n show\n go to (player v)\n point in direction (DirectionOfPlayer)\n else\n show\n end\nelse\n if <(WeaponActive) = [Shockwave]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\nset [lazerbladeinuse v] to [false]\nset [shockwaveinuse v] to [false]\nset [weaponactive v] to [None]\nset [throw v] to [false]\n\nwhen I receive [nextleveltransition v]\nwait (2) seconds\nif <not <(Level) = [1]>> then\nif <(Level) = [11]> then\n show\n go to x: (0) y: (200)\nelse\n hide\nend\n\nwhen [s v] key pressed\nif <(BossSpeaking) = [true]> then\n broadcast (Error404 v)\nelse\n if <<(LazerBladeInUse) = [true]> and <(ShockwaveInUse) = [true]>> then\n if <(WeaponActive) = [LazerBlade]> then\n set [weaponactive v] to [Shockwave]\n else\n if <(WeaponActive) = [Shockwave]> then\n set [weaponactive v] to [LazerBlade]\n end\n end\n end\nend\n\nwhen [space v] key pressed\nif <(BossSpeaking) = [true]> then\n broadcast (Error404 v)\nelse\n if <not <(Transition In Progress) = [true]>> then\n go to [front v] layer\n if <(WeaponActive) = [LazerBlade]> then\n switch costume to (1 v)\n start sound [Lightsaber Sound Effect HQ - HD v]\n repeat (7)\n next costume\n end\n wait (0.5) seconds\n repeat (7)\n switch costume to ((costume [number v]) - (1))\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\n end\nend\n\nwhen flag clicked\nset size to (80) %\nforever\n if <not <(Transition In Progress) = [true]>> then\n set y to ((([sin v] of ((200) * (timer)) ) * (5)) + (-30))\n end\n if <(WeaponActive) = [LazerBlade]> then\n start sound [Tennis Hit v]\n go to [front v] layer\n show\n stop [this script v]\n end\nend\n\nwhen I receive [hideall v]\nhide\nstop [other scripts in sprite v]\n\n@Minion Kua\n\ndefine Restart\nhide\nstop [other scripts in sprite v]\nset [enemy ai: x v] to [0]\nset [enemy ai: y v] to [0]\nbroadcast (Spawn v)\ndelete this clone\n\ndefine Physics\nif <(x position) < ([x position v] of [player v])> then\n change [enemy ai: x v] by (0.2)\nend\nif <([x position v] of [player v]) < (x position)> then\n change [enemy ai: x v] by (-0.2)\nend\nchange x by (Enemy AI: X)\nSlope Detection\n\n change x by ((Enemy AI: X) * (-0.9))\nend\nif <touching (level v)?> then\n change x by ((Enemy AI: X) * (-0.9))\n if <(y position) < ([x position v] of [player v])> then\n if <(Enemy AI: X) > [0]> then\n set [enemy ai: x v] to [-10]\n set [enemy ai: y v] to [10]\n else\n set [enemy ai: x v] to [10]\n set [enemy ai: y v] to [10]\n end\n else\n set [enemy ai: x v] to [0]\n end\nelse\n set [enemy ai: x v] to ((Enemy AI: X) * (.9))\nend\nchange y by (Enemy AI: Y)\nif <touching (level v)?> then\n change y by ((Enemy AI: Y) * (-1))\n set [enemy ai: y v] to [0]\n if <((y position) - (25)) < ([x position v] of [player v])> then\n if <(Jumping?) = [no]> then\n set [enemy ai: y v] to [12]\n set [jumping? v] to [yes]\n end\n end\nelse\n change [enemy ai: y v] by (-1)\n set [jumping? v] to [no]\nend\nif <[-179] > (y position)> then\n delete this clone\nend\n\n set [enemy ai: y v] to [20]\n set [jumping? v] to [yes]\n broadcast (bounce v)\nend\n\ndefine Slope Detection\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 <touching (level v)?> then\n change y by (-8)\nend\n\nwhen I receive [death v]\nRestart\n\nwhen I start as a clone\nclear graphic effects\nif <<(current [month v]) = [12]> and <(current [date v]) = [25]>> then\n switch costume to (now, that's scary lol for christmas v)\nelse\n switch costume to (now, that's scary lol v)\nend\ngo to x: (pick random (0) to (226)) y: (pick random (180) to (180))\nrepeat until <<(distance to [player v]) > [100]> and <not <touching (level v)?>>>\n go to x: (pick random (-30) to (200)) y: (pick random (180) to (10))\nend\nshow\nforever\n Physics\n if <(Help Showing) = [yes]> then\n wait until <(Help Showing) = [no]>\n end\n if <<<<<touching (lazerblade v)?> or <touching (lava v)?>> or <touching (bullet v)?>> or <touching (shockwave v)?>> or <touching (&4q03 v)?>> then\n set [xofenemywhendead v] to (x position)\n set [yofenemywhendead v] to (y position)\n broadcast (Enemy Dead v)\n broadcast (FirstEnemyKill v)\n start sound [Pew v]\n switch costume to (death v)\n set [color v] effect to (10)\n repeat (15)\n change [brightness v] effect by (2)\n change [ghost v] effect by (7)\n change size by (3)\n end\n delete this clone\n end\nend\n\nwhen I receive [spawn v]\nwait (2) seconds\nif <[cyberbotshouldnotspawninlevels v] contains (Level)?> then\n if <(Level) = [20]> then\n repeat ((Level) - (15))\n create clone of (_myself_ v)\n end\n end\nelse\n repeat ((Level) - (9))\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\ndefine Clone At: (x) (y)\ncreate clone of (_myself_ v)\nset x to (x)\nset y to (y)\n\nwhen I receive [kualingsattack! v]\nrepeat until <(BossHealth) = [0]>\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I receive [nextleveltransition v]\nRestart\n\nwhen I receive [startgame v]\ngo to [back v] layer\nRestart\nhide\n\nwhen I receive [hideall v]\nhide\nstop [other scripts in sprite v]\n\n@Information\n\nwhen flag clicked\nhide\n\nwhen I receive [nextleveltransition v]\nhide\nwait (2) seconds\nshow\n\nwhen I receive [lost v]\nhide\n\nwhen I receive [winner! v]\nhide\n\nwhen I receive [hideinfo v]\nhide\nwait (7) seconds\nshow\n\nwhen I receive [hideinfountilsaidnotto v]\nrepeat until <not <(BossSpeaking) = [true]>>\n hide\nend\n\nwhen I receive [showinfo v]\nshow\n\nwhen I receive [startgame v]\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n if <(WeaponActive) = [LazerBlade]> then\n switch costume to (already on - lazerblade v)\n else\n if <(WeaponActive) = [Shockwave]> then\n switch costume to (already on - shockwave v)\n else\n switch costume to (info v)\n end\n end\n else\n if <(WeaponActive) = [LazerBlade]> then\n switch costume to (lazerblade v)\n else\n if <(WeaponActive) = [Shockwave]> then\n switch costume to (shockwave v)\n else\n switch costume to (noweapons v)\n end\n end\n end\nend\n\nwhen I receive [hideall v]\nhide\nstop [other scripts in sprite v]\n\n@Cyber Minion Kua\n\ndefine Go to X: (x) Y: (y)\nset [cyberkuaactivated? v] to [true]\nshow\ngo to x: (x) y: (y)\n\nwhen flag clicked\nhide\nset [cyberkuaactivated? v] to [false]\nforever\n if <<<<touching (lazerblade v)?> or <touching (bullet v)?>> or <touching (shockwave v)?>> or <touching (&4q03 v)?>> then\n start sound [Pew v]\n switch costume to (death v)\n set [color v] effect to (10)\n repeat (15)\n change [brightness v] effect by (2)\n change [ghost v] effect by (7)\n change size by (3)\n end\n set [cyberkuaactivated? v] to [false]\n hide\n clear graphic effects\n set size to (100) %\n if <<(current [month v]) = [12]> and <(current [date v]) = [25]>> then\n switch costume to (cyberkuachristmas v)\n else\n switch costume to (cyberkua v)\n end\n end\nend\n\nwhen I receive [nextleveltransition v]\nwait (2) seconds\nif <(Level) = [13]> then\n Go to X: [204] Y: [112]\nend\nif <(Level) = [15]> then\n Go to X: [173] Y: [163]\nend\nif <(Level) = [16]> then\n Go to X: [214] Y: [139]\nend\n\nwhen flag clicked\nhide\nforever\n if <(CyberKuaActivated?) = [true]> then\n if <not <[malwarebotshouldnotspawninlevels v] contains (Level)?>> then\n broadcast (ShootBullet v)\n wait (0.1) seconds\n broadcast (ShootBullet v)\n wait (0.1) seconds\n broadcast (ShootBullet v)\n wait (2) seconds\n end\n end\nend\n\n@Bullet\n\nwhen I receive [shootbullet v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nstart sound [Pew v]\ngo to (cyber minion kua v)\nchange x by (-40)\nshow\npoint towards (player v)\nrepeat until <<<touching (player v)?> or <touching (_edge_ v)?>> or <touching (level v)?>>\n show\n move (10) steps\n if <<<touching (lazerblade v)?> or <touching (shockwave v)?>> or <touching (&4q03 v)?>> then\n point towards (cyber minion kua v)\n repeat until <<<touching (player v)?> or <touching (_edge_ v)?>> or <touching (level v)?>>\n show\n move (10) steps\n end\n move (10) steps\n delete this clone\n end\nend\nmove (10) steps\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Jade\n\nwhen flag clicked\nset [jade? v] to [false]\ngo to x: (209) y: (118)\nhide\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (key v)\nforever\n if <(Level) = [13]> then\n show\n change y by (([sin v] of ((timer) * (225)) ) * (0.5))\n if <touching (player v)?> then\n set [jade? v] to [true]\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Jade?) = [true]> then\n go to [front v] layer\n set size to (70) %\n go to (player v)\n change x by (((DirectionOfPlayer) / (12)) - (((DirectionOfPlayer) / (12)) * (2)))\n if <touching (jadeportal v)?> then\n if <not <(MiseryJade) = [true]>> then\n broadcast (JadePortalActivate v)\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n else\n log [Cannot Proceed.]\n end\n end\n end\nend\n\nwhen I receive [portalactivate v]\nhide\n\nhide\n\n@JadePortal\n\nwhen I receive [jadeportalactivate v]\nswitch costume to (open v)\nwait (0.5) seconds\nbroadcast (WhiteScreen v)\n\nwhen flag clicked\nhide\nswitch costume to (closed v)\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n show\n turn right (5) degrees\n go to x: (58) y: (76)\n end\nend\n\nwhen I receive [hideportal v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(Jade?) = [true]> then\n if <not <(MiseryJade) = [true]>> then\n play sound [Portal Enter v] until done\n wait until <not <touching (player v)?>>\n else\n log [Player has two gems. Cannot proceed.]\n end\n end\n end\nend\n\n@DestroyedCrystal\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [14]> then\n show\n go to x: (20) y: (-116)\n else\n hide\n end\nend\n\nwhen I receive [specialnextleveltransition v]\nwait (2) seconds\nif <(Level) = [14]> then\n show\n broadcast (CreateCrystalSmokeEffect v)\nend\n\nwhen I receive [nextleveltransition v]\nwait (2) seconds\nif <(Level) = [15]> then\n broadcast (DestroyCrystalSmokeEffect v)\n hide\nend\n\nwhen flag clicked\nset [smokesourcex v] to [20]\nset [smokesourcey v] to [-99]\nset size to (75) %\nset [brightness v] effect to (10)\nhide\nswitch costume to (destroyed crystal v)\n\nwhen I receive [createcrystalsmokeeffect v]\nset [smoke lifetime v] to [2.5]\nset [myyvel v] to [1.5]\nforever\n set [myxvel v] to (pick random (-1.5) to (1.5))\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I receive [destroycrystalsmokeeffect v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n show\n else\n hide\n end\n change size by (1)\nend\n\nwhen I start as a clone\nforever\n go to x: ((SmokeSourceX) + (myX)) y: ((SmokeSourceY) + (myY))\n change [myx v] by (myXvel)\n change [myy v] by (myYvel)\nend\n\nwhen I start as a clone\nswitch costume to (smokeeffect v)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (smoke lifetime) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@JS243567\n\nwhen flag clicked\nhide\n\nwhen I receive [specialnextleveltransition v]\nwait (1) seconds\nif <(Level) = [14]> then\n show\n go to x: (114) y: (-71)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n switch costume to (js243567 v)\n if <touching (player v)?> then\n switch costume to (e square v)\n if <key (e v) pressed?> then\n switch costume to (e square pressed v)\n wait until <not <key (e v) pressed?>>\n broadcast (JadeSamuraiTalk v)\n broadcast (GiveShockwave v)\n end\n end\n end\nend\n\nwhen I receive [nextleveltransition v]\nwait (2) seconds\nif <(Level) = [15]> then\n hide\nend\n\n@Smoke Emitter\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (smoke lifetime) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to x: ((SmokeSourceX) + (myX)) y: ((SmokeSourceY) + (myY))\n change [myx v] by (myXvel)\n change [myy v] by (myYvel)\nend\n\nwhen I start as a clone\nforever\n if <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n show\n else\n hide\n end\n change size by (1)\nend\n\nwhen I receive [effect - delete smoke emitter v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [effect - create smoke emitter v]\nset [smoke lifetime v] to [2.5]\nset [myyvel v] to [2.5]\nforever\n set [myxvel v] to (pick random (-1.5) to (1.5))\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nset size to (75) %\nset [brightness v] effect to (10)\nhide\n\n@JadeSpeech\n\nwhen I receive [jadesamuraitalk v]\nhide\nwait (0) seconds\nset size to (80) %\nswitch costume to (jade samurai's speech v)\ngo to x: (-43) y: (97)\nshow\ngo to [front v] layer\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (1)\nend\nrepeat (5)\n change y by (-1)\nend\nwait until <key (space v) pressed?>\nrepeat (15)\n change y by (7)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Cyber Portal 2\n\nwhen I receive [cyberportalactivate v]\nswitch costume to (open v)\nwait (0.5) seconds\nbroadcast (WhiteScreen v)\n\nwhen flag clicked\nhide\nswitch costume to (closed v)\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n show\n turn right (5) degrees\n go to x: (202) y: (-44)\n end\nend\n\nwhen I receive [hideportal v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(FlintAndSteel?) = [true]> then\n play sound [Portal Enter v] until done\n end\n end\nend\n\n@FloppyDisk\n\nwhen flag clicked\nset [flintandsteel? v] to [false]\ngo to x: (-181) y: (124)\nhide\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (key v)\nforever\n if <(Level) = [16]> then\n show\n change y by (([sin v] of ((timer) * (225)) ) * (0.5))\n if <touching (player v)?> then\n set [flintandsteel? v] to [true]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(FlintAndSteel?) = [true]> then\n go to [front v] layer\n set size to (50) %\n go to (player v)\n change x by (((DirectionOfPlayer) / (12)) - (((DirectionOfPlayer) / (12)) * (2.5)))\n if <touching (cyber portal 2 v)?> then\n broadcast (CyberPortalActivate v)\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [cyberportalactivate v]\nhide\n\n@Shockwave\n\ndefine (s) (spd)\nrepeat until <(round (size)) = (round (s))>\n change size by (((s) - (size)) / (spd))\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nset size to (100) %\nrepeat (18)\n change size by (((300) - (size)) / (5))\n clear graphic effects\n next costume\n if <(costume [number v]) = [1]> then\n next costume\n end\n wait ((Shockwave) / (100)) seconds\nend\n[300] [5]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(BossSpeaking) = [true]> then\n broadcast (Error404 v)\n else\n wait until <key (space v) pressed?>\n if <(WeaponActive) = [Shockwave]> then\n if <(BatteryPercentage) = [1]> then\n go to (player v)\n set [shockwave v] to [0]\n create clone of (_myself_ v)\n play sound [Explode v] until done\n broadcast (Recharge v)\n wait until <(BatteryPercentage) = [1]>\n end\n end\n end\nend\n\nwhen I receive [hideall v]\nhide\nstop [other scripts in sprite v]\n\n@Battery\n\nwhen flag clicked\nset size to (70) %\nset [batterypercentage v] to [1]\n\nwhen I receive [recharge v]\nrepeat (5)\n change [batterypercentage v] by (-1)\n wait (1.5) seconds\nend\n\nwhen flag clicked\nforever\n switch costume to (BatteryPercentage)\nend\n\nwhen flag clicked\nforever\n if <(WeaponActive) = [Shockwave]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to x: (211) y: (162)\n wait until <key (space v) pressed?>\n wait (0.01) seconds\n if <(WeaponActive) = [Shockwave]> then\n if <(BatteryPercentage) = [1]> then\n repeat (5)\n change [batterypercentage v] by (1)\n wait (0.2) seconds\n end\n wait until <(BatteryPercentage) = [1]>\n end\n end\nend\n\nwhen I receive [hideall v]\nhide\nstop [other scripts in sprite v]\n\n@Lazer 1\n\nwhen flag clicked\nforever\n if <not <(Level) = [17]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n show\n switch costume to (lazer v)\n wait (pick random (4) to (9)) seconds\n switch costume to (nolazer v)\n wait (pick random (3) to (4)) seconds\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\n\n@Lazer 2\n\nwhen flag clicked\nforever\n if <not <(Level) = [17]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n show\n switch costume to (lazer v)\n wait (pick random (6) to (10)) seconds\n switch costume to (nolazer v)\n wait (pick random (2) to (3)) seconds\n else\n hide\n end\nend\n\n@Lazer 3\n\nwhen flag clicked\nforever\n if <not <(Level) = [17]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n show\n switch costume to (lazer v)\n wait (pick random (10) to (15)) seconds\n switch costume to (nolazer v)\n wait (pick random (1) to (3)) seconds\n else\n hide\n end\nend\n\n@Lazer 4\n\nwhen flag clicked\nforever\n if <not <(Level) = [18]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n show\n switch costume to (lazer v)\n wait (pick random (5) to (10)) seconds\n switch costume to (nolazer v)\n wait (pick random (1) to (3)) seconds\n else\n hide\n end\nend\n\n@Lazer 5\n\nwhen flag clicked\nforever\n if <not <(Level) = [18]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n show\n switch costume to (lazer v)\n wait (pick random (10) to (12)) seconds\n switch costume to (nolazer v)\n wait (pick random (4) to (5)) seconds\n else\n hide\n end\nend\n\n@Lazer 6\n\nwhen flag clicked\nforever\n if <not <(Level) = [19]>> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n show\n switch costume to (lazer v)\n wait (pick random (6) to (10)) seconds\n switch costume to (nolazer v)\n wait (pick random (1) to (3)) seconds\n else\n hide\n end\nend\n\n@Door\n\nwhen I receive [doorenter v]\nswitch costume to (open v)\nwait (0.5) seconds\nbroadcast (SpecialBlackTransition v)\n\nwhen flag clicked\nhide\nswitch costume to (closed v)\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n show\n go to x: (215) y: (108)\n end\nend\n\nwhen I receive [hideportal v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Portal Enter v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (DoorEnter v) and wait\n wait (60) seconds\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@Cyber Kua\n\nwhen flag clicked\ngo to x: (180) y: (-33)\nset [bosshealth v] to [100]\nset [bossdefeated v] to [false]\nclear graphic effects\nforever\n if <(Level) = [20]> then\nend\n\nwhen I receive [specialnextleveltransition v]\nwait (2) seconds\nif <(Level) = [20]> then\n broadcast (KuaKuaSpeak v)\nend\n\nwhen I receive [activatebossfight v]\nshow\nwait (0.5) seconds\nbroadcast (KualingsAttack! v)\n\ndefine TestBossFight\nset [lazerbladeinuse v] to [true]\nset [shockwaveinuse v] to [true]\nset [weaponactive v] to [LazerBlade]\nset [level v] to [19]\n\nwhen flag clicked\nset [bosshealth v] to [20]\nforever\n if <key (g v) pressed?> then\n if <<(username) = [Pavan2007]> or <(username) = [SypTitan]>> then\n TestBossFight\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (BossHealth)\n if <<touching (lazerblade v)?> or <touching (shockwave v)?>> then\n change [bosshealth v] by (-1)\n set [brightness v] effect to (-100)\n wait until <not <<touching (lazerblade v)?> or <touching (shockwave v)?>>>\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [activatebossfight v]\nwait until <(BossHealth) < [20]>\nbroadcast (SelectLazerSpot v)\nwait (1) seconds\nbroadcast (DeployLazer v)\n\nwhen I receive [death v]\nchange [bosshealth v] by (2)\nif <<(BossHealth) = [20]> or <[20] < (BossHealth)>> then\n set [bosshealth v] to [20]\nend\nswitch costume to (BossHealth)\n\nwhen I receive [activatebossfight v]\nwait until <(BossHealth) < [17]>\nbroadcast (SelectShockwaveSpot v)\nwait (1) seconds\nbroadcast (Deploy Shockwaves v)\n\nwhen I receive [activatebossfight v]\nwait until <(BossHealth) < [15]>\nbroadcast (HalfwayThrough! v)\nbroadcast (DeployLightning v)\n\nwhen I receive [activatebossfight v]\nwait until <(BossHealth) < [13]>\nbroadcast (ThreeQuarters v)\nbroadcast (DeployTazer v)\n\nwhen I receive [deathdifferent v]\nchange [bosshealth v] by (1)\nif <<(BossHealth) = [20]> or <[20] < (BossHealth)>> then\n set [bosshealth v] to [20]\nend\nswitch costume to (BossHealth)\n\nwhen I receive [activatebossfight v]\nwait until <(BossHealth) < [1]>\nbroadcast (CyberKuaDefeated v)\n\nwhen I receive [cyberkuadefeated v]\nswitch costume to (err0r101 - defeated v)\nglide (5) secs to x: (180) y: (62)\nbroadcast (FadeAwayEffect v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [bossdefeated v] to [true]\nbroadcast (OpenPortalAccessKey v)\n\nwhen flag clicked\nset [bosshealth v] to [20]\nforever\n if <key (n v) pressed?> then\n if <<(username) = [Pavan2007]> or <(username) = [SypTitan]>> then\n set [bosshealth v] to [2]\n end\n end\nend\n\nwhen I receive [activatebossfight v]\nwait (1) seconds\nset volume to (100) %\nrepeat until <(BossHealth) = [1]>\n play sound [Cyber Kua Theme v] until done\nend\n\nwhen I receive [cyberkuadefeated v]\nchange volume by (-100)\nwait (1) seconds\nbroadcast (StartAllSounds v)\n\nwhen I receive [cyberkuadefeated v]\nchange [☁ bossdefeats v] by (1)\n\nwhen flag clicked\nchange [☁ greenflagclicked v] by (1)\n\n@Dialogue\n\nwhen flag clicked\nset [bossspeaking v] to [false]\nset [gamemode v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\nif <not < (costume [name v]) contains [Speaker]?>> then\n if <(effect) = []> then\n go [forward v] (1) layers\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n wait until <(TextDelay) = [0]>\n wait until <key (z v) pressed?>\n delete this clone\n end\n if <(effect) = [wavy]> then\n set [effect v] to [0]\n go [forward v] (1) layers\n repeat until <(TextDelay) = [0]>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (([cos v] of ((effect) * (15)) ) * (2))\n change y by (([sin v] of ((effect) * (15)) ) * (2))\n change [effect v] by (1)\n end\n repeat until <key (z v) pressed?>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (([cos v] of ((effect) * (15)) ) * (2))\n change y by (([sin v] of ((effect) * (15)) ) * (2))\n change [effect v] by (1)\n end\n delete this clone\n end\n if <(effect) = [shaky]> then\n go [forward v] (1) layers\n repeat until <(TextDelay) = [0]>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (pick random (1) to (-1))\n change y by (pick random (1) to (-1))\n end\n repeat until <key (z v) pressed?>\n go to x: (((textpos) * (10)) - (190)) y: (((ty) * (-15)) - (105))\n change x by (pick random (1) to (-1))\n change y by (pick random (1) to (-1))\n end\n delete this clone\n end\nend\nif < (costume [name v]) contains [Speaker]?> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [deletespeaker v]\nif < (costume [name v]) contains [Speaker]?> then\n delete this clone\nend\n\ndefine Dialogue (speaker) (expression) (text) (effect) (voice) (newspeaker?) (dialogueboxtype)\nset [t v] to [0]\nset [textpos v] to [0]\nset [textdelay v] to [1]\nset [ty v] to [0]\nset [effect v] to (effect)\nshow\nif <not <(speaker) = [none]>> then\n switch costume to (join [Speaker] (join (speaker) (expression)))\n if <(newspeaker?) = [1]> then\n broadcast (DeleteSpeaker v)\n create clone of (_myself_ v)\n end\nend\nswitch costume to (dialogueboxtype)\nrepeat (length of (text))\n change [t v] by (1)\n if <(letter (t) of (text)) = [|]> then\n change [ty v] by (1)\n set [textpos v] to [0]\n end\n if <(letter (t) of (text)) = [\]> then\n switch costume to (dialogueboxtype)\n wait (0.5) seconds\n end\n if <not <<(letter (t) of (text)) = [|]> or <(letter (t) of (text)) = [\]>>> then\n switch costume to (letter (t) of (text))\n create clone of (_myself_ v)\n if <not <(letter (t) of (text)) = [ ]>> then\n start sound (voice)\n end\n if <[thin text v] contains (letter (t) of (text))?> then\n change [textpos v] by (0.5)\n else\n change [textpos v] by (1)\n end\n end\n switch costume to (dialogueboxtype)\nend\nwait until <not <key (z v) pressed?>>\nset [textdelay v] to [0]\nwait (0) seconds\nwait until <key (z v) pressed?>\nwait until <not <key (z v) pressed?>>\nhide\n\nwhen I receive [kuakuaspeak v]\nbroadcast (HideInfoUntilSaidNotTo v)\nbroadcast (ResetPlayerPosition v)\nset [bossspeaking v] to [true]\ngo to [front v] layer\nDialogue [CyberKua] [Shocked] [Huh? You got past all the traps I had|placed for you?] [] [2] [1] [DialogueDesignClassic]\nDialogue [CyberKua] [Normal] [Very well, you seem like a brave robot!] [wavy] [2] [1] [DialogueDesignClassic]\nDialogue [CyberKua] [Normal] [Good thing that this will be the last|time you see this world!] [] [2] [0] [DialogueDesignClassic]\nDialogue [CyberKua] [Normal] [You see, I have planned for many years|to take over this ungrateful place.] [] [2] [0] [DialogueDesignClassic]\nDialogue [CyberKua] [Angry] [The only problem was you! When I placed|my minion to destroy the world of the|internet, you destroyed him!] [] [2] [1] [DialogueDesignClassic]\nDialogue [CyberKua] [Angry] [After that, everytime I tried to destroy|you, you defeated my minions, escaped my|traps and listened to the fool who you|call your 'creator'!] [] [2] [0] [DialogueDesignClassic]\nDialogue [CyberKua] [Angry] [And now your creator has sent you|to destroy me! One of his own creations!|Don't you see? He will destroy you too!] [] [2] [0] [DialogueDesignClassic]\nDialogue [CyberKua] [Normal] [I will give you one last chance to|turn back! After that, you stand no|chance against my power! Turn back|little robot! Go home!] [wavy] [2] [1] [DialogueDesignClassic]\nDialogue [CyberKua] [Shocked] [So\.\.\.\ You won't go home huh? Very|well\.\.\.\ Time to face the wrath of|Cyber Kua!] [] [2] [1] [DialogueDesignClassic]\nDialogue [CyberKua] [Angry] [Kualings! Destroy the robot!] [shaky] [2] [1] [DialogueDesignClassic]\nDialogue [MysteryMan] [None] [Oh no! Looks like you have to defeat|Cyber Kua!] [] [2] [1] [DialogueDesignModern]\nDialogue [MysteryMan] [None] [Thankfully, since I made him, I can tell|you what to avoid!] [wavy] [2] [0] [DialogueDesignModern]\nDialogue [MysteryMan] [None] [He has four main attacks. The lazer|attack, the shockwave attack, the|lightning attack and the taser attack.] [] [2] [0] [DialogueDesignModern]\nDialogue [MysteryMan] [None] [Don't touch the lazer or shockwave|attack! They will kill you!] [] [2] [0] [DialogueDesignModern]\nDialogue [MysteryMan] [None] [The lightning attack sucks power|from you to regenerate the Boss.] [] [2] [0] [DialogueDesignModern]\nDialogue [MysteryMan] [None] [And finally, the taser attack kills you|by tasing you exactly where you are.|You cannot escape this!] [] [2] [0] [DialogueDesignModern]\nDialogue [MysteryMan] [None] [Everytime you die, Cyber Kua regenerates|two health! Do not die!] [wavy] [2] [0] [DialogueDesignModern]\nbroadcast (DeleteSpeaker v)\nbroadcast (ShowInfo v)\nset [bossspeaking v] to [false]\nbroadcast (ActivateBossFight v)\n\nwhen I receive [halfwaythrough! v]\nbroadcast (HideInfoUntilSaidNotTo v)\ngo to [front v] layer\nDialogue [CyberKua] [Depressed] [Why aren't you dying?! Die already!] [shaky] [2] [1] [DialogueDesignClassic]\nbroadcast (DeleteSpeaker v)\nbroadcast (ShowInfo v)\n\nwhen I receive [threequarters v]\nbroadcast (HideInfoUntilSaidNotTo v)\ngo to [front v] layer\nDialogue [CyberKua] [Sad] [How have you come this far? You will die|NOW!] [shaky] [2] [1] [DialogueDesignClassic]\nbroadcast (DeleteSpeaker v)\nbroadcast (ShowInfo v)\n\nwhen I receive [cyberkuadefeated v]\nbroadcast (HideInfoUntilSaidNotTo v)\ngo to [front v] layer\nDialogue [CyberKua] [Ded] [NOOOOOOOOOOO!!!|You will regret this young Robot!!] [shaky] [2] [1] [DialogueDesignClassic]\nbroadcast (DeleteSpeaker v)\nbroadcast (ShowInfo v)\n\nwhen I receive [skullspeak v]\nbroadcast (HideInfoUntilSaidNotTo v)\nbroadcast (ResetPlayerPosition v)\nset [bossspeaking v] to [true]\ngo to [front v] layer\nDialogue [Skull] [Normal] [Well,\ well, \well.\ Look who's here...] [] [2] [1] [DialogueDesignHalloween]\nDialogue [Skull] [Normal] [See what I look like now? \ You have|ruined my self esteem, reduced me|to bones and angered my master.] [] [2] [0] [DialogueDesignHalloween]\nDialogue [Skull] [Normal] [I will haunt you from now. \For ruining|my plans, making me look like a fool|and destroying me.] [] [2] [0] [DialogueDesignHalloween]\nDialogue [Skull] [Normal] [Every year,\ in the month of the Hallows, |I will be there.\ And since you have|come right into my trap, it's time to|finish you.] [] [2] [0] [DialogueDesignHalloween]\nDialogue [Skull] [Normal] [Master will be very pleased once I|finish you off...] [wavy] [2] [0] [DialogueDesignHalloween]\nDialogue [Skull] [Normal] [Time to DESTROY YOUR ESSENCE!] [shaky] [2] [0] [DialogueDesignHalloween]\nbroadcast (DeleteSpeaker v)\nbroadcast (ShowInfo v)\nset [bossspeaking v] to [false]\nbroadcast (ActivateSkullBoss v)\n\nwhen I receive [speakatlast v]\nbroadcast (HideInfoUntilSaidNotTo v)\ngo to [front v] layer\nDialogue [Skull] [Normal] [NO! I WON'T LET YOU DEFEAT ME AGAIN!] [shaky] [2] [1] [DialogueDesignClassic]\nbroadcast (DeleteSpeaker v)\nbroadcast (ShowInfo v)\n\n@Cyber Kua Attack I\n\nwhen I receive [selectlazerspot v]\nrepeat until <(BossHealth) < [1]>\n wait (5) seconds\n set [randomselectedspotforlazer - all sprites v] to (pick random (-154) to (209))\nend\n\nwhen I receive [deploylazer v]\nrepeat until <(BossHealth) < [1]>\n if <(BossCanAttack?) = [true]> then\n switch costume to (warning v)\n forever\n wait (pick random (5) to (7)) seconds\n show\n clear graphic effects\n switch costume to (warning v)\n repeat (5)\n go to x: (RandomSelectedSpotForLazer - All Sprites) y: (0)\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\n end\n switch costume to (lazer v)\n show\n go to [back v] layer\n wait (1) seconds\n end\n else\n hide\n end\nend\n\nwhen I receive [cyberkuadefeated v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [skulldefeated v]\nstop [other scripts in sprite v]\nhide\n\n@Cyber Kua Attack II\n\nwhen I receive [selectshockwavespot v]\nrepeat until <(BossHealth) < [1]>\n wait (5) seconds\n set [randomshockwavespotselect v] to (pick random (-100) to (209))\nend\n\nwhen I receive [deploy shockwaves v]\nrepeat until <(BossHealth) < [1]>\n if <(BossCanAttack?) = [true]> then\n switch costume to (warning v)\n forever\n set size to (100) %\n wait (pick random (2) to (5)) seconds\n go to x: (RandomShockwaveSpotSelect) y: (0)\n clear graphic effects\n show\n switch costume to (warning v)\n repeat (5)\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\n end\n show\n clear graphic effects\n switch costume to (shockwave v)\n set size to (100) %\n repeat (18)\n change size by (((300) - (size)) / (5))\n clear graphic effects\n wait ((Shockwave) / (100)) seconds\n end\n [450] [5]\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [cyberkuadefeated v]\nstop [other scripts in sprite v]\nhide\n\ndefine (s) (spd)\nrepeat until <(round (size)) = (round (s))>\n change size by (((s) - (size)) / (spd))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [skulldefeated v]\nstop [other scripts in sprite v]\nhide\n\n@Cyber Kua Attack III\n\nwhen I receive [bolt v]\nerase all\nBolt from ([x position v] of [cyber kua v]) ([y position v] of [cyber kua v]) to ([x position v] of [player v]) ([y position v] of [player v]) randomness [0.2] [1.8] segments [10]\n\nwhen flag clicked\nerase all\nset pen color to (#47fff5)\nset pen size to (3)\npen up\ndelete all of [xposes v]\ndelete all of [yposes v]\nset [ghost v] effect to (100)\nhide\n\ndefine Bolt from (x1) (y1) to (x2) (y2) randomness (min) (max) segments (s)\nCalculate lightning (x1) (y1) (x2) (y2) (min) (max) (s)\ngo to x: (x1) y: (y1)\nset [posenum v] to [1]\nshow\npen down\nrepeat ((calcLength) + (1))\n go to x: (item (poseNum) of [xposes v]) y: (item (poseNum) of [yposes v])\n change [posenum v] by (1)\nend\npen up\n\ndefine Calculate lightning (x1) (y1) (x2) (y2) (min) (max) (s)\nset [posenum v] to [1]\ndelete all of [xposes v]\ndelete all of [yposes v]\nadd (x1) to [xposes v]\nadd (y1) to [yposes v]\nset [boltlength v] to ([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) )\nset [calclength v] to ([ceiling v] of ((boltLength) / (s)) )\nrepeat ((calcLength) - (1))\n change [posenum v] by (1)\n add ((item ((poseNum) - (1)) of [xposes v]) + ((((x2) - (x1)) / (calcLength)) * (pick random (min) to (max)))) to [xposes v]\n add ((item ((poseNum) - (1)) of [yposes v]) + ((((y2) - (y1)) / (calcLength)) * (pick random (min) to (max)))) to [yposes v]\nend\nadd (x2) to [xposes v]\nadd (y2) to [yposes v]\n\nwhen I receive [deploylightning v]\nforever\n wait (5) seconds\n repeat (1)\n broadcast (Bolt v)\n end\n erase all\nend\n\nwhen I receive [cyberkuadefeated v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [skulldefeated v]\nstop [other scripts in sprite v]\nhide\n\n@Cyber Kua Attack IV\n\nwhen I receive [taser v]\nerase all\nBolt from ([x position v] of [cyber kua v]) ([y position v] of [cyber kua v]) to ([x position v] of [player v]) ([y position v] of [player v]) randomness [0] [0] segments [10]\n\nwhen flag clicked\nerase all\nset pen color to (#2796ff)\nset pen size to (5)\npen up\ndelete all of [xposes v]\ndelete all of [yposes v]\nset [ghost v] effect to (100)\nhide\n\ndefine Bolt from (x1) (y1) to (x2) (y2) randomness (min) (max) segments (s)\nCalculate lightning (x1) (y1) (x2) (y2) (min) (max) (s)\ngo to x: (x1) y: (y1)\nset [posenum v] to [1]\nshow\npen down\nrepeat ((calcLength) + (1))\n go to x: (item (poseNum) of [xposes v]) y: (item (poseNum) of [yposes v])\n change [posenum v] by (1)\nend\npen up\n\ndefine Calculate lightning (x1) (y1) (x2) (y2) (min) (max) (s)\nset [posenum v] to [1]\ndelete all of [xposes v]\ndelete all of [yposes v]\nadd (x1) to [xposes v]\nadd (y1) to [yposes v]\nset [boltlength v] to ([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) )\nset [calclength v] to ([ceiling v] of ((boltLength) / (s)) )\nrepeat ((calcLength) - (1))\n change [posenum v] by (1)\n add ((item ((poseNum) - (1)) of [xposes v]) + ((((x2) - (x1)) / (calcLength)) * (pick random (min) to (max)))) to [xposes v]\n add ((item ((poseNum) - (1)) of [yposes v]) + ((((y2) - (y1)) / (calcLength)) * (pick random (min) to (max)))) to [yposes v]\nend\nadd (x2) to [xposes v]\nadd (y2) to [yposes v]\n\nwhen I receive [deploytazer v]\nforever\n set pen size to (5)\n repeat (10)\n broadcast (Taser v)\n change pen size by (-1)\n end\n erase all\n wait (25) seconds\nend\n\nwhen I receive [cyberkuadefeated v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [skulldefeated v]\nstop [other scripts in sprite v]\nhide\n\n@Effect\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [cyberkuadefeated v]\nshow\nclear graphic effects\nforever\n go to [back v] layer\n go to (cyber kua v)\n turn right (2) degrees\nend\n\nwhen I receive [fadeawayeffect v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [skulldefeated v]\nshow\nclear graphic effects\nforever\n go to [back v] layer\n go to (skull v)\n turn right (2) degrees\nend\n\n@Kua Portal\n\nwhen I receive [activatedimensionportal v]\nswitch costume to (open v)\nwait (0.5) seconds\nbroadcast (WhiteScreen v)\nstop [other scripts in sprite v]\nbroadcast (HidePortal v)\n\nwhen flag clicked\nhide\nswitch costume to (closed v)\n\nwhen flag clicked\nforever\n if <(BossDefeated) = [true]> then\n show\n turn right (5) degrees\n go to x: (202) y: (-44)\n else\n hide\n end\nend\n\nwhen I receive [hideportal v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(BossDefeated) = [true]> then\n broadcast (ActivateDimensionPortal v)\n play sound [Portal Enter v] until done\n stop [this script v]\n end\n end\nend\n\n@Cutscene\n\nwhen flag clicked\nhide\n\nwhen I receive [startcutscene v]\nshow\nclear graphic effects\ngo to [front v] layer\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (3 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (4 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (5 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (6 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (7 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (8 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (StartGame v)\n\n@NewIntro\n\ndefine Make ripples\nset [counter v] to [0]\nrepeat (length of [desired size v])\n change [counter v] by (1)\n Make circle X (item (Counter) of [x v]) Y (item (Counter) of [y v]) Thickness (item (Counter) of [thickness v]) Size (item (Counter) of [size v])\n replace item (Counter) of [size v] with ((item (Counter) of [size v]) + (((item (Counter) of [desired size v]) - (item (Counter) of [size v])) / (4)))\n replace item (Counter) of [thickness v] with ((item (Counter) of [thickness v]) + (((item (Counter) of [desired thickness v]) - (item (Counter) of [thickness v])) / (7)))\nend\n\ndefine Add circle at X (x) Y (y) Thickness (thickness) Size (size) Desired thickness (desired thickness)\nadd [0] to [size v]\nadd (size) to [desired size v]\nadd [0] to [transparency v]\nadd (thickness) to [thickness v]\nadd (x) to [x v]\nadd (y) to [y v]\nadd (desired thickness) to [desired thickness v]\n\nwhen flag clicked\nstart sound [ v]\nreset timer\nerase all\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nclear graphic effects\nset size to (100) %\nset [_id v] to [circle1]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [_id v] to [circle2]\ncreate clone of (_myself_ v)\nwait until <(timer) > [0.75]>\ndelete all of [desired size v]\ndelete all of [size v]\ndelete all of [thickness v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [transparency v]\ndelete all of [desired thickness v]\nset [counter v] to [1]\nAdd circle at X [300] Y [300] Thickness [0] Size [10000] Desired thickness [0]\nAdd circle at X [15] Y [15] Thickness [10] Size [30] Desired thickness [0]\nrepeat (4)\n Ripple graphics\nend\nAdd circle at X [-30] Y [-10] Thickness [10] Size [40] Desired thickness [0]\nrepeat (4)\n Ripple graphics\nend\nAdd circle at X [-50] Y [30] Thickness [10] Size [30] Desired thickness [0]\nrepeat (4)\n Ripple graphics\nend\nset [_id v] to [effects]\ncreate clone of (_myself_ v)\nAdd circle at X [40] Y [-35] Thickness [10] Size [25] Desired thickness [0]\nAdd circle at X [0] Y [0] Thickness [40] Size [55] Desired thickness [4]\nset [_id v] to [logo]\ncreate clone of (_myself_ v)\nrepeat (10)\n Ripple graphics\nend\nrepeat (20)\n Ripple graphics\nend\nset [_id v] to [motto1]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [_id v] to [motto2]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [_id v] to [motto3]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [_id v] to [end]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif < (_iD) contains [circle]?> then\n switch costume to (sizehak big v)\n set size to (0) %\n repeat (20)\n Find size\n change size by (((-3) - (size)) / (-3))\n if <(letter (7) of (_iD)) = [1]> then\n switch costume to (circle 1 v)\n else\n switch costume to (circle 2 v)\n end\n end\n repeat (50)\n Find size\n change size by (((1500) - (size)) / (20))\n if <(letter (7) of (_iD)) = [1]> then\n switch costume to (circle 1 v)\n else\n switch costume to (circle 2 v)\n end\n end\nend\nif <(_iD) = [logo]> then\n hide\n wait (0.2) seconds\n show\n switch costume to (new logo v)\n set size to (0) %\n go to x: (0) y: (0)\n repeat (30)\n change size by (((52) - (size)) / (5))\n end\nend\nif < (_iD) contains [motto]?> then\n set [brightness v] effect to (100)\n set size to (110) %\n switch costume to ((7) + (letter (6) of (_iD)))\n go to x: (0) y: (-120)\n set [ghost v] effect to (100)\n repeat (30)\n change [ghost v] effect by (-4)\n change y by (((-90) - (y position)) / (7))\n end\nend\nif <(_iD) = [effects]> then\n point in direction (90)\n set size to (60) %\n switch costume to (pen v)\n go to x: (-446) y: (-337)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(_iD) = [end]> then\n show\n point in direction (90)\n switch costume to (sizehak blank v)\n set size to (200) %\n switch costume to (end v)\n go to x: (465) y: (380)\n repeat (50)\n go to [front v] layer\n change x by (((-50) - (x position)) / (15))\n change y by (((-50) - (y position)) / (15))\n end\n broadcast (StartCutscene v)\n repeat (50)\n go to [front v] layer\n change x by (((500) - (x position)) / (15))\n change y by (((420) - (y position)) / (15))\n end\n delete this clone\nend\n\ndefine Find size\nif <(size) > [200]> then\n switch costume to (sizehak small v)\nelse\n if <(size) < [30]> then\n switch costume to (sizehak big v)\n else\n switch costume to (sizehak normal v)\n end\nend\n\ndefine Make circle X (x) Y (y) Thickness (thickness) Size (size)\nset pen (transparency v) to (item (Counter) of [transparency v])\nif <(Thickness) < [1]> then\n go to x: (x) y: (y)\n set pen size to (thickness)\n repeat (360)\n turn right (1) degrees\n move (size) steps\n pen down\n pen up\n move ((size) * (-1)) steps\n end\n if <(item (Counter) of [transparency v]) < [100]> then\n if <(item (Counter) of [desired thickness v]) = [0]> then\n replace item (Counter) of [transparency v] with ((item (Counter) of [transparency v]) + (((105) - (item (Counter) of [transparency v])) / (4)))\n end\n else\n delete (Counter) of [desired size v]\n delete (Counter) of [size v]\n delete (Counter) of [thickness v]\n delete (Counter) of [x v]\n delete (Counter) of [y v]\n delete (Counter) of [transparency v]\n delete (Counter) of [desired thickness v]\n change [counter v] by (-1)\n end\nelse\n go to x: (x) y: (y)\n set pen size to (thickness)\n repeat (((280) / (thickness)) + (80))\n turn right ((360) / (((280) / (thickness)) + (80))) degrees\n move (size) steps\n pen down\n pen up\n move ((size) * (-1)) steps\n end\nend\n\nwhen I start as a clone\nif < (_iD) contains [circle]?> then\n wait until <(timer) > [0.8]>\n delete this clone\nend\nif <not <(_iD) = [end]>> then\n wait until <(timer) > [6.5]>\n erase all\n delete this clone\nend\n\ndefine Ripple graphics\nerase all\nif <(timer) > [0.75]> then\n go to x: (0) y: (0)\n set pen color to (#40a0cb)\n set pen size to (999)\n pen down\n pen up\nend\nset pen color to (#ffffff)\nMake ripples\n\n@Cutscene Portal\n\nwhen I receive [activateportalcutscene v]\nswitch costume to (open v)\nwait (0.5) seconds\nbroadcast (ActivateCutscene v)\nstop [other scripts in sprite v]\nbroadcast (HidePortal v)\n\nwhen flag clicked\nhide\nswitch costume to (closed v)\n\nwhen I receive [hideportal v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(CutsceneCodeEntered) = [true]> then\n broadcast (ActivatePortalCutscene v)\n set [level v] to [23]\n play sound [Portal Enter v] until done\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [cutscenecodeentered v] to [false]\nwait until <key (7 v) pressed?>\nwait until <key (4 v) pressed?>\nwait until <key (5 v) pressed?>\nwait until <key (3 v) pressed?>\nwait until <key (0 v) pressed?>\nset [cutscenecodeentered v] to [true]\nswitch costume to (open v)\n\nwhen I receive [startgame v]\nforever\n if <(Level) = [21]> then\n show\n turn right (100) degrees\n go to x: (202) y: (-44)\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nset [level v] to [0]\n\n@JSCutscene\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\nset [deaths ☠ v] to [0]\nhide variable [deaths ☠ v]\n\nwhen I receive [activatecutscene v]\nshow\nbroadcast (HideAll v)\nswitch costume to (whitescreen v)\nwait (1) seconds\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (scene 1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (scene 2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (scene 3 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (scene 4 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (scene 5 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (scene 6 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (scene 7 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (scene 8 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (scene 9 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (scene 10 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <key (p v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (win screen v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow variable [deaths ☠ v]\nchange [☁ actuallybeatthegame v] by (1)\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (scene 11 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (60) seconds\nchange [☁ secretfinder v] by (1)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [all v]\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset x to (0)\nif <<(current [month v]) = [12]> and <(current [date v]) = [25]>> then\n switch costume to (christmasthumbnail v)\nelse\n if <(current [month v]) = [10]> then\n switch costume to (halloween v)\n else\n switch costume to (thumbnail v)\n end\nend\nrepeat until <(round (y position)) > [350]>\n change y by (((500) - (y position)) / (7))\nend\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n set y to (0)\nend\n\n@SkipButton\n\nwhen flag clicked\nhide\n\nwhen I receive [startgame v]\ngo to x: (-214) y: (-154)\nset [skip v] to [3]\nswitch costume to (Skip)\nforever\n show\n switch costume to (Skip)\n if <not <[cannotskipinlevels v] contains (Level)?>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-25)\n change size by (((140) - (size)) / (4))\n if <mouse down?> then\n if <(Skip) < [1]> then\n switch costume to (err0r v)\n else\n wait until <not <mouse down?>>\n change [skip v] by (-1)\n broadcast (NextLevelTransition v)\n set [brightness v] effect to (3)\n change size by (((100) - (size)) / (4))\n wait (3) seconds\n end\n end\n else\n set [brightness v] effect to (3)\n change size by (((100) - (size)) / (4))\n end\n else\n hide\n end\nend\n\n@DeveloperNotice\n\nwhen flag clicked\nhide\nforever\n if <(UpdateInProgress) = [true]> then\n if <not <(username) = [Pavan2007]>> then\n forever\n go to [front v] layer\n show\n stop [all v]\n end\n end\n else\n go to [back v] layer\n hide\n end\nend\n\nwhen [t v] key pressed\nif <(username) = [Pavan2007]> then\n set [updateinprogress v] to [true]\nend\n\nwhen [f v] key pressed\nif <(username) = [Pavan2007]> then\n set [updateinprogress v] to [false]\nend\n\n@AdminCommandsTest\n\nwhen I receive [startgame v]\ngo to x: (0) y: (0)\nforever\n if <[admins v] contains (username)?> then\n if <key ((join [/] []) v) pressed?> then\n go to [front v] layer\n show\n ask [Enter Command using Prefix / \(Type in /commands to see a list of commands!\)] and wait\n if <(answer) = (join (Prefix) [levelChange])> then\n ask [Which level do you wish to go to?] and wait\n if <[numbers v] contains (answer)?> then\n set [level v] to (answer)\n broadcast (ChangePlrPosition v)\n hide\n else\n say [Invalid Command. Try again] for (2) seconds\n hide\n end\n else\n if <(answer) = (join (Prefix) [activateBossFight])> then\n ask [Are you sure you want to activate the boss fight?] and wait\n if <(answer) = [Yes]> then\n say [Activating Boss Fight. Stand Clear.] for (2) seconds\n broadcast (ActivateBossFight v)\n hide\n else\n if <(answer) = [No]> then\n say [Activate Boss Fight Command Rejected.] for (2) seconds\n hide\n end\n end\n else\n if <(answer) = (join (Prefix) [giveLazerBlade])> then\n say [LazerBlade Loading.] for (0.5) seconds\n say [LazerBlade Loading..] for (0.5) seconds\n say [LazerBlade Loading...] for (0.5) seconds\n set [lazerbladeinuse v] to [true]\n set [weaponactive v] to [LazerBlade]\n hide\n else\n if <(answer) = (join (Prefix) [giveShockwave])> then\n say [Shockwave Loading.] for (0.5) seconds\n say [Shockwave Loading..] for (0.5) seconds\n say [Shockwave Loading...] for (0.5) seconds\n set [shockwaveinuse v] to [true]\n set [weaponactive v] to [Shockwave]\n say [Press S to Activate Shockwave] for (2) seconds\n hide\n else\n if <(answer) = (join (Prefix) [setBossHealth])> then\n ask [What do you want the BossHealth to be?] and wait\n if <[numbers v] contains (answer)?> then\n set [bosshealth v] to (answer)\n say [Boss Health Set] for (2) seconds\n hide\n else\n say [Invalid Command. Try again] for (2) seconds\n hide\n end\n else\n if <(answer) = (join (Prefix) [commands])> then\n say [There are a total of 6 commands to be used.] for (2) seconds\n say [Commands: levelChange, setBossHealth, activateBossFight, giveLazerBlade, giveShockwave, commands, activateSkullFight. Press any key to proceed.]\n wait until <key (any v) pressed?>\n say [If you have access to these commands, you are either the developer or are a close friend of mine or you have earned it!] for (5) seconds\n hide\n else\n if <(answer) = (join (Prefix) [giveShield])> then\n say [Shield Loading.] for (0.5) seconds\n say [Shield Loading..] for (0.5) seconds\n say [Shield Loading...] for (0.5) seconds\n broadcast (ShieldCommandActivated v)\n hide\n else\n if <(answer) = (join (Prefix) [giveAllWeapons])> then\n say [Weapons Loading.] for (0.5) seconds\n say [Weapons Loading..] for (0.5) seconds\n say [Weapons Loading...] for (0.5) seconds\n set [lazerbladeinuse v] to [true]\n set [weaponactive v] to [LazerBlade]\n set [shockwaveinuse v] to [true]\n hide\n else\n if <(answer) = (join (Prefix) [skip])> then\n say [Level Skip Loading.] for (0.5) seconds\n say [Level Skip Loading..] for (0.5) seconds\n say [Level Skip Loading...] for (0.5) seconds\n broadcast (NextLevelTransition v)\n hide\n else\n if <(answer) = (join (Prefix) [activateSkullFight])> then\n ask [Are you sure you want to activate the Skull boss fight?] and wait\n if <(answer) = [Yes]> then\n say [Activating Skull Boss Fight. Stand Clear.] for (2) seconds\n broadcast (HalloweenEvent v)\n hide\n else\n if <(answer) = [No]> then\n say [Activate Skull Boss Fight Command Rejected.] for (2) seconds\n hide\n end\n end\n else\n say [No Command was recognised. Try Again] for (2) seconds\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nset [prefix v] to [/]\n\n@JadeOfMisery\n\nwhen flag clicked\nset [miseryjade v] to [false]\ngo to x: (0) y: (-66.5)\nhide\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (key v)\nforever\n if <(current [month v]) = [10]> then\n if <(Level) = [13]> then\n show\n change y by (([sin v] of ((timer) * (225)) ) * (0.5))\n if <touching (player v)?> then\n set [miseryjade v] to [true]\n end\n else\n hide\n end\n else\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(MiseryJade) = [true]> then\n go to [front v] layer\n set size to (70) %\n go to (player v)\n change x by (((DirectionOfPlayer) / (12)) - (((DirectionOfPlayer) / (12)) * (2)))\n if <touching (jadeofmiseryportal v)?> then\n broadcast (JadeOfMiseryPortalActivate v)\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [portalactivate v]\nhide\n\n@JadeOfMiseryPortal\n\nwhen I receive [jadeofmiseryportalactivate v]\nswitch costume to (open v)\nwait (0.5) seconds\nbroadcast (HalloweenEvent v)\n\nwhen flag clicked\nhide\nswitch costume to (closed v)\n\nwhen flag clicked\nforever\n if <(SkullDefeated) = [false]> then\n if <(current [month v]) = [10]> then\n if <(Level) = [13]> then\n show\n turn right (5) degrees\n go to x: (201) y: (-50)\n end\n else\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\nend\n\nwhen I receive [hideportal v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(MiseryJade) = [true]> then\n play sound [Portal Enter v] until done\n wait until <not <touching (player v)?>>\n end\n end\nend\n\n@Skull\n\ndefine Gravity of Skull: (gravity) Jump Height: (jump) Speed: (speed) Friction: (friction) SlopeOfEnemy: (slope)\nchange [yvelocity v] by (gravity)\nchange y by (YVelocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (YVelocity) ) / (YVelocity)) * (-1))\n end\n set [yvelocity v] to (<<(y position) > (([y position v] of [player v]) - (500))> and <(([abs v] of (YVelocity) ) / (YVelocity)) = [-1]>> * (jump))\nend\nset [xvelocity v] to (((XVelocity) + ((() * ((speed) * (-1))) + (() * (speed)))) * (friction))\nchange x by (XVelocity)\nset [slopeofenemy v] to [0]\nrepeat until <<(SlopeOfEnemy) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slopeofenemy v] by (-1)\nend\nif <touching (level v)?> then\n change y by (SlopeOfEnemy)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (XVelocity) ) / (XVelocity)) * (-1))\n end\nend\n\nwhen flag clicked\ngo to x: (180) y: (-33)\nset [skullhealth v] to [100]\nset [skulldefeated v] to [false]\nclear graphic effects\nforever\n if <(Level) = [22]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [halloweenbossfightlevel v]\nwait (2) seconds\nif <(Level) = [22]> then\n broadcast (SkullSpeak v)\nend\n\ndefine TestBossFight\nset [lazerbladeinuse v] to [true]\nset [shockwaveinuse v] to [true]\nset [weaponactive v] to [LazerBlade]\nset [level v] to [19]\n\nwhen flag clicked\nset [skullhealth v] to [20]\nforever\n if <key (g v) pressed?> then\n if <(username) = [Pavan2007]> then\n TestBossFight\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (SkullHealth)\n if <<touching (lazerblade v)?> or <touching (shockwave v)?>> then\n change [skullhealth v] by (-1)\n set [ghost v] effect to (50)\n wait until <not <<touching (lazerblade v)?> or <touching (shockwave v)?>>>\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [activateskullboss v]\nwait until <(SkullHealth) < [20]>\nbroadcast (SelectLazerSpot v)\nwait (1) seconds\nbroadcast (DeployLazer v)\n\nwhen I receive [death v]\nchange [skullhealth v] by (7)\nif <<(SkullHealth) = [20]> or <[20] < (SkullHealth)>> then\n set [skullhealth v] to [20]\nend\nswitch costume to (SkullHealth)\n\nwhen I receive [activateskullboss v]\nwait until <(SkullHealth) < [17]>\nbroadcast (SelectShockwaveSpot v)\nwait (1) seconds\nbroadcast (Deploy Shockwaves v)\n\nwhen I receive [activateskullboss v]\nwait until <(SkullHealth) < [15]>\nbroadcast (DeployLightning v)\n\nwhen I receive [activateskullboss v]\nwait until <(SkullHealth) < [13]>\nbroadcast (SelectBallSpot v)\nwait (1) seconds\nbroadcast (DeployBalls v)\nbroadcast (SpeakAtlast v)\n\nwhen I receive [deathdifferent v]\nchange [skullhealth v] by (1)\nif <<(SkullHealth) = [20]> or <[20] < (SkullHealth)>> then\n set [skullhealth v] to [20]\nend\nswitch costume to (SkullHealth)\n\nwhen I receive [activateskullboss v]\nwait until <(SkullHealth) < [1]>\nbroadcast (SkullDefeated v)\n\nwhen I receive [skulldefeated v]\nswitch costume to (err0r101 - defeated v)\nglide (5) secs to x: (180) y: (62)\nbroadcast (FadeAwayEffect v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [skulldefeated v] to [true]\nbroadcast (OpenPortalAccessKey v)\n\nwhen flag clicked\nset [skullhealth v] to [20]\nforever\n if <key (n v) pressed?> then\n if <(username) = [Pavan2007]> then\n set [skullhealth v] to [2]\n end\n end\nend\n\nwhen I receive [activateskullboss v]\nwait (1) seconds\nset volume to (100) %\nrepeat until <(SkullHealth) = [1]>\n play sound [MadCity - Season 7 Boss v] until done\nend\n\nwhen I receive [skulldefeated v]\nchange volume by (-100)\nwait (1) seconds\nbroadcast (StartAllSounds v)\n\nwhen I receive [skulldefeated v]\nchange [☁ skulldefeats v] by (1)\n\nwhen I receive [skulldefeated v]\nforever\n switch costume to (err0r101 - defeated v)\nend\n\nwhen I receive [skulldefeated v]\nset [miseryjade v] to [BossDefeated. Proceed.]\n\n\n\nwhen flag clicked\nforever\n if <touching (skull attack v)?> then\n change [skullhealth v] by (-1)\n set [ghost v] effect to (50)\n wait (0.001) seconds\n set [ghost v] effect to (0)\n end\nend\n\n@PortalSkull\n\nwhen I receive [activateportalskull v]\nswitch costume to (open v)\nwait (0.5) seconds\nbroadcast (Ooohhh v)\nstop [other scripts in sprite v]\nbroadcast (HidePortal v)\n\nwhen flag clicked\nhide\nswitch costume to (closed v)\n\nwhen flag clicked\nforever\n if <(SkullDefeated) = [true]> then\n show\n turn right (5) degrees\n go to x: (202) y: (-44)\n else\n hide\n end\nend\n\nwhen I receive [hideportal v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(SkullDefeated) = [true]> then\n broadcast (ActivatePortalskull v)\n play sound [Portal Enter v] until done\n stop [this script v]\n end\n end\nend\n\n@Skull Attack\n\nwhen I receive [selectballspot v]\nrepeat until <(SkullHealth) < [1]>\n wait (5) seconds\n set [randomballspreadspot v] to (pick random (-100) to (92))\nend\n\nwhen I receive [deployballs v]\nrepeat until <(SkullHealth) < [1]>\n if <(BossCanAttack?) = [true]> then\n switch costume to (warning v)\n point in direction (90)\n forever\n set size to (100) %\n wait (pick random (1) to (2)) seconds\n go to x: (RandomBallSpreadSpot) y: (0)\n clear graphic effects\n show\n switch costume to (warning v)\n repeat (5)\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\n end\n show\n clear graphic effects\n hide\n Clone [10]\n end\n else\n hide\n end\nend\n\ndefine (s) (spd)\nrepeat until <(round (size)) = (round (s))>\n change size by (((s) - (size)) / (spd))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [skulldefeated v]\nstop [other scripts in sprite v]\nhide\n\ndefine Clone (number of clones)\nrepeat (number of clones)\n create clone of (_myself_ v)\n point towards (player v)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (ball v)\ngo to [front v] layer\nrepeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n move (7) steps\n if <<touching (lazerblade v)?> or <touching (shockwave v)?>> then\n point towards (skull v)\n else\n if <<touching (player v)?> or <touching (skull v)?>> then\n wait (0.2) seconds\n delete this clone\n end\n end\nend\ndelete this clone\n\n | Haven't played the first game yet? Play here:\nhttps://scratch.mit.edu/projects/413155756/\n\nPlay the story diversion here:\nhttps://scratch.mit.edu/projects/440911573/\n\nPlay in Full Screen for the best experience!\n\nThis project is not advertising friendly. You may get reported if you advertise. \n\nPlease report any bugs found in the game. I will try my best to fix it.\n\nI present to you... The sequel to Cyber Quest and the Jade Samurai... And a project that has been worked on for over 2 months...\n\n ⚔ Welcome to Cyber Quest 2 ⚔\n\nIn this game you will find out what happens after the incidents in Cyber Quest. You embark on a journey to defeat the CEO of the Cyber Hacking Headquarters. Will any secrets be revealed? Will you manage to defeat the CEO? Will you find out what happened to Jade Samurai? Will you emerge victorious? Play the game to find out!\n\nThis game was made by @Pavan2007.\n\nThanks to @HolyDogeWorks and @Cheese_Is_Cheesy for motivating me through stressful times.\n\nInstructions:\n - Use arrow keys or WASD to move.\n - Use Space to swing the Lazerblade or deploy the \n shockwave.\n - Use S to switch weapons\n - Use M to Mute/Unmute\n - Use Q to Enable/Disable prompts\n - Use Z to close pop-ups and dialogue box.\n - Defeat the boss to prove you are a well- \n programmed robot!\n\nCredits:\n - Huge thanks to @SmugLeaf2004 for creating \n custom boss music for this game!\n - Thanks to @Quaxx for the Lazerblade code.\n - Thanks to @Solarz4scratch for the amazing intro!\n - Thanks to @SypTitan for lightning and taser scripts.\n - Thanks to @FireMayro for the dialogue box.\n - Thanks to @Jumper133 for the transition.\n - Thanks to @shinkansen for the smoke effects.\n - Thanks to @kirbyzaz for the shockwave code.\n - Thanks to @StratfordJames for Win Screen art.\n - Thanks to @MrL-Sigma, @SypTitan and \n @Cheese_Is_Cheesy for Beta Testing my game!\n - Thanks to me for 95% code.\n - Thanks to me for all game art! Cyber Kua was \n inspired by Mad City on Roblox.\n\nAfter Release Updates:\nv1.0.1 - Small fixes. Made the Lazerblade shorter.\n\nv1.1 - Skip Button Update! Now you can skip the hardest levels! Be warned! There are only 3 charges! You cannot skip portal levels and the boss fight!\n\nv1.2 - Admin Commands! Press '/' to activate! These commands are there mostly to help me out in testing new upgrades. You may get this if you have done something amazing for the Scratch Community or if you are a very kind and helpful person!\n\nv1.3 - Optimization Update! Many extra blocks were removed to provide you with the best experience! I hope lag and other experience breaking factors have died down now! Hope to update soon!\n\nv1.35 - Repositioned UI. Should be more accessible now! Much more visible too!\n\nv1.4 - Made the boss battle more possible to complete! Reduced the minion spawn rate to 5! Thanks @ButteryflyWings22 for pointing that out!\n\nv1.5 - Removed Secret Shield. That was a limited time only thing!\n\nv1.6 - Replaced Boss Music with custom made music by @SmugLeaf2004! Huge thanks to them!\n\nv1.7 - Made an update to the boss. The attacks do not spawn near spawn point now!\n\nv1.8 - The text does not vanish now! I have set it so that it only fades a bit when the player touches the text! Thanks to @Max-0 for the suggestion!\n\nv1.9 - Reduced Boss Regeneration by 3. Now it only regenerates 2 health every time you die! Hope that makes it easier!\n\nv1.9.5 - Minor UI Update. Keep the game a bit more clean ;)\n\nv2.0 - The final version of Cyber Quest 2! NEW Boss Fight, available for a limited time only, every October! NEW Attack: Spread Attack! Easter eggs, UI improvements and Bug Fixes were added! Can you beat the boss? More features tomorrow!\n\nv2.1 - I know I said v2.0 was the final version, but this was requested by my friend, so I couldn't refrain. I added a mute button and a prompt disable button! Press 'M' to mute/unmute. Press 'Q' to disable/enable story prompts. Thanks!\n\nFuture Updates:\n - Reward for Halloween Boss Fight\n - Secret Mode\n\nReduced to over 3200 blocks of code!\n\n#games #art #animations #stories #all\n\n\n\nComment 'Pol. I read this far.' if you read everything from top to bottom! Only a few do that...\n\n\n\n\n\nGet this to 200 loves and faves for Cyber Quest 3! |
New Platformer :P | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Jim Yosef - Firefly _NCS Release_ v] until done\nend\n\n@Fireworks\n\nwhen flag clicked\nhide\nforever\n set [ghost v] effect to (20)\n set [clone id v] to [Launcher]\n create clone of (_myself_ v)\n wait (pick random (0.4) to (0.9)) seconds\nend\n\nwhen I start as a clone\nshow\nif <(Clone Id) = [Launcher]> then\n go to x: (pick random (-150) to (150)) y: (-1000)\n set [i2 v] to (pick random (20) to (23))\n set [color v] effect to (pick random (100) to (-100))\n repeat until <(i2) < [3]>\n change [i2 v] by (-1)\n change y by (i2)\n end\n Firework\n delete this clone\nend\n\ndefine Firework\nrepeat (pick random (12) to (18))\n set [clone id v] to [Firework]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone Id) = [Firework]> then\n set [i1 v] to (pick random (-7) to (7))\n change [i2 v] by (pick random (5) to (15))\n repeat until <touching (_edge_ v)?>\n change [i2 v] by (-1)\n change y by (i2)\n change x by (i1)\n change [ghost v] effect by (1)\n end\n delete this clone\nend\n\n@Platform\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Player\n\nwhen flag clicked\nforever\n set [x vel v] to [0]\n set [y vel v] to [0]\n set [jump v] to [0]\n go to x: (-210) y: (-111)\n repeat until <<(x position) > [240]> or <touching (danger v)?>>\n change [x vel v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n set [x vel v] to ((X Vel) * (0.9))\n create clone of (_myself_ v)\n change x by (round (X Vel))\n if <touching (platform v)?> then\n change x by (round ((X Vel) * (-1)))\n if <key (up arrow v) pressed?> then\n if <(X Vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [jump v] to [0]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (Y Vel)\n if <touching (platform v)?> then\n change y by ((Y Vel) * (-1))\n if <(Y Vel) < [0]> then\n set [jump v] to [0]\n end\n set [y vel v] to [0]\n end\n if <key (up arrow v) pressed?> then\n if <(Jump) = [0]> then\n set [y vel v] to [15]\n set [jump v] to [1]\n end\n end\n end\n if <(x position) > [240]> then\n broadcast (Next Level v)\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-7)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n | Arrow keys to move.\n\n\nLUNAR NEW YEAR not NEW YEAR XD |
Wall kick climb 〜platformer〜 | @Stage\n\n@自機\n\ndefine 移動処理\nchange [power\(y\) v] by (-1)\ngo to [front v] layer\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<[0] > (mouse y)> and <mouse down?>>>> then\n switch costume to (c3 v)\nelse\n switch costume to (c1 v)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [power\(x\) v] by (1)\n point in direction (90)\n if <not <key (down arrow v) pressed?>> then\n switch costume to (c2 v)\n end\n if <<key (up arrow v) pressed?> and <not <key (down arrow v) pressed?>>> then\n switch costume to (c4 v)\n end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [power\(x\) v] by (-1)\n point in direction (-90)\n if <not <key (down arrow v) pressed?>> then\n switch costume to (c2 v)\n end\n if <<key (up arrow v) pressed?> and <not <key (down arrow v) pressed?>>> then\n switch costume to (c4 v)\n end\nend\nset [power\(x\) v] to ((Power\(x\)) * (0.88))\nchange x by (Power\(x\))\nrepeat (6)\n if <<touching color (#00980c)?> or <touching color (#b60000)?>> then\n change y by (1)\n end\nend\nif <<touching color (#00980c)?> or <touching color (#b60000)?>> then\n change y by (-6)\n 自機位置補修x (() - ((Power\(x\)) / ([abs v] of (Power\(x\)) ))) ([ceiling v] of ([abs v] of (Power\(x\)) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [power\(y\) v] to [12]\n set [power\(x\) v] to ((7) - (<(Power\(x\)) > [0]> * (14)))\n broadcast (壁キック v)\n play sound [puyon1 v] until done\n else\n set [power\(x\) v] to [0]\n end\nend\nchange y by (power\(y\))\nif <<touching color (#00980c)?> or <touching color (#b60000)?>> then\n 自機位置補修y (() - ((power\(y\)) / ([abs v] of (power\(y\)) ))) ([ceiling v] of ([abs v] of (power\(y\)) ) )\nend\nchange y by (-1.1)\nif <<<touching color (#00980c)?> or <touching color (#b60000)?>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [power\(y\) v] to [15]\n broadcast (ジャンプ v)\n play sound [switch1 v] until done\nend\nchange y by (1.1)\nif <<(y) < [-500]> or <<touching color (#ff0000)?> or <touching color (#d60000)?>>> then\n set [死亡? v] to [yes]\nend\nif <touching color (#00ffc2)?> then\n set [power\(y\) v] to [20]\n play sound [jump-cute1 v] until done\nend\nif <touching color (#ffde00)?> then\n set [power\(x\) v] to [20]\nend\nif <touching color (#ef75ff)?> then\n set [power\(x\) v] to [-20]\nend\nその他処理\nbroadcast (B v)\n\nif <(死亡?) = [no]> then\n\ndefine その他処理\nchange [x v] by ((x position) - ((x) - (x"B")))\nchange [y v] by ((y position) - (((y) - (y"B")) - (20)))\nchange [y"b" v] by ([floor v] of (((y) - (y"B")) * (0.2)) )\nset y to (((y) - (y"B")) - (20))\n\nchange [x"b" v] by ([floor v] of (((x) - (x"B")) * (0.1)) )\n\nset x to ((x) - (x"B"))\n\ndefine 自機位置補修x (向き) (回数)\nif <(Power\(x\)) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <<touching color (#00980c)?> or <touching color (#b60000)?>>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <<touching color (#00980c)?> or <touching color (#b60000)?>>>)))\n\ndefine 自機位置補修y (向き) (回数)\nif <(power\(y\)) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <<touching color (#00980c)?> or <touching color (#b60000)?>>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <<touching color (#00980c)?> or <touching color (#b60000)?>>>)))\nset [power\(y\) v] to [0]\n\ndefine Spawn位置\nclear graphic effects\ngo to x: (0) y: (-20)\nset [xp v] to [0]\nset [power\(y\) v] to [0]\nset [x"b" v] to (respawn"X")\nset [y"b" v] to (respawn"Y")\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <<(y) < [-500]> or <<touching color (#ff0000)?> or <touching color (#d60000)?>>> then\n set [死亡? v] to [yes]\n Spawn位置\n broadcast (A v)\n set [死亡? v] to [no]\n end\nend\n\nwhen I receive [start! v]\n初期化\n\nwhen I receive [a v]\nset [ghost v] effect to (0)\nforever\n 移動処理\nend\n\nwhen I receive [fin v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\nbroadcast (Start! v)\n\nbroadcast (Start! v)\n\ndefine 初期化\nset [死亡? v] to [No]\nclear graphic effects\nshow\nset rotation style [left-right v]\nset size to (30) %\nswitch costume to (c2 v)\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [power\(x\) v] to [0]\nset [power\(y\) v] to [0]\nset [respawn"x" v] to (X"A")\nset [respawn"y" v] to (Y"A")\nset [x v] to (X"A")\nset [y v] to (Y"A")\nset [x"b" v] to [0]\nset [y"b" v] to [0]\nhide variable [i v]\nhide variable [power\(x\) v]\nhide variable [power\(y\) v]\nhide variable [respawn"x" v]\nhide variable [respawn"y" v]\nhide variable [x v]\nhide variable [x"a" v]\nhide variable [x"b" v]\nhide variable [y v]\nhide variable [y"a" v]\nhide variable [y"b" v]\nhide variable [死亡? v]\nhide variable [太陽動き v]\nset [動きクローンid v] to [0]\nset [id"a" v] to [NO]\nset [id"b" v] to [NO]\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\ngo to x: (124) y: (25)\npoint in direction (90)\nswitch costume to (c5 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nshow\n\nchange x by (-10)\n\nchange x by (10)\n\ndelete this clone\n\nrepeat (30)\n\n@ステージ\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [stage"x" v] to (x座標)\nset [stage"y" v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [stage v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (y)\nswitch costume to (none v)\nset y to (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (Stage)\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [b v]\nif <(costume [number v]) = [1]> then\n broadcast (A v)\nelse\n 移動 ((Stage"y") - (y"B"))\nend\n\nwhen flag clicked\nset [死亡? v] to [No]\n\nwhen I receive [start! v]\ngo to x: (0) y: (0)\nステージ配置 [0] [0] [1]\nステージ配置 [0] ((360) * (1)) [2]\nステージ配置 [0] ((360) * (2)) [3]\nステージ配置 [0] ((360) * (3)) [4]\nステージ配置 [0] ((360) * (4)) [5]\nステージ配置 [0] ((360) * (5)) [6]\nステージ配置 [0] ((360) * (6)) [7]\nステージ配置 [0] ((360) * (7)) [8]\nステージ配置 [0] ((360) * (8)) [9]\nステージ配置 [0] ((360) * (9)) [10]\nhide\nswitch costume to (none v)\nforever\n broadcast (A v)\nend\n\nwhen flag clicked\nbroadcast (Start! v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0)\nshow\nswitch costume to (stage10 v)\n\n@cooltext378864850527988\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\nwhen flag clicked\nforever\n play sound [魔王魂 フィールド10 v] until done\nend\n\n@背景の\n\nwhen I start as a clone\nshow\nset size to (pick random (30) to (100)) %\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (10) to (50))\nchange [color v] effect by (pick random (0) to (100))\nset x to (pick random (-240) to (240))\nglide (pick random (1) to (5)) secs to x: (pick random (-240) to (240)) y: (200)\ndelete this clone\n\nwhen flag clicked\nhide\ngo to x: (pick random (-240) to (240)) y: (-200)\ngo to [back v] layer\nforever\n create clone of (_myself_ v)\n turn right (pick random (0) to (360)) degrees\n wait (pick random (0.1) to (0.2)) seconds\nend\n\n | 日本語は下\n-How to play-\nKick the wall and climb the wall!\nThe yellow spring goes to the right!\nThe light blue spring jumps high!\nThe pink spring goes to the left!\n-遊び方-\n壁キックをして上に登ろう!\n水色のバネで大ジャンプできるよ!\n黄色のバネは右に進むよ!\nピンクのバネは左に進むよ!\n!と(よ)だらけでムカつくよ!\n-クレジット-\n魔王魂様\n#platformer #scroll #game #games #all #mobile #sug46\n傾向4位ありがとうございます。\n視聴回数だけで傾向載った気がする。 |
Ice-Cold: A Platformer | @Stage\n\nwhen flag clicked\nplay sound [Alan Walker - Force v] until done\n\n@Player\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<<mouse down?> and <(mouse x) < (x position)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x velocity v] by (-1.5)\n end\n if <<<mouse down?> and <(mouse x) > (x position)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x velocity v] by (1.5)\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 ((X velocity) * (-1))\n if <<<(mouse y) > ((y position) + (5))> and <mouse down?>> or <<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 <<<(mouse y) > ((y position) + (5))> and <mouse down?>> or <<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 (water 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\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@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@Water\n\nwhen flag clicked\nforever\n set y to (Water)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [water v] to [0]\n repeat (10)\n change [water v] by (1)\n end\n repeat (20)\n change [water v] by (-1)\n end\n repeat (10)\n change [water v] by (1)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nrepeat until <(costume [number v]) = [11]>\n wait (1) seconds\n change [time v] by (1)\nend\nshow variable [time v]\n\n@Text\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (The Level)\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (3))\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@Thumb thumb \n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (Next Level v)\nchange [the level v] by (1)\n\n | Part 2 is out! https://scratch.mit.edu/projects/504540719\nCan we get on top loved??? (Probably not but maybe).\nCan we 700 views??\nHi! Normally I make art stuff buuut I wanted to do something different! 100% possible!\nThis is my first game!!!!!\n\nInstructions:\nWASD, arrows or mobile to move\nTry to get to the end!\nAvoid spike and water!\nIt’s kinda short...so if you want part 2 then love and fav!\n\nPost your times in the comments!\n\nReport bugs!!\nNote: I know it’s easy, but Part 2 will be harder!\nNote note: This is NOT set on Earth!! It is set in a place that used to be completely green with streams and rivers and lakes and seas. It is like Earth but not Earth!!\n\nPropose this featured here: https://scratch.mit.edu/studios/4228481/ (It would mean a lot if you did! But I don’t mind)\nI’ll try to respond to all your comments :)!!! |
MIX || -A Mobile Friendly Platformer - #Platformer #all #Games | @Stage\n\nwhen flag clicked\nforever\n play sound [Music @-xaf- v] until done\nend\n\n@ \n\n@TB\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\n\n@Player\n\nset size to (50) %\n\nset rotation style [all around v]\n\nwhen I receive [change v]\npoint in direction ((180) - (direction))\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (CHANGE v)\n wait until <not <key (space v) pressed?>>\n end\n if <key (m v) pressed?> then\n broadcast (SKIP v)\n wait until <not <key (m v) pressed?>>\n end\nend\n\nwhen flag clicked\nset [lvevl v] to [1]\nshow\n\nwhen I receive [reset v]\nshow\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (0)\npoint in direction (0)\n\ndefine Hit () \nset [hit v] to []\nif <touching (stage v)?> then\n if <() = [G]> then\n if <[0] < (direction)> then\n set [hit v] to <color (#ffffff) is touching (#ffffff)?>\n else\n set [hit v] to <color (#000000) is touching (#000000)?>\n end\n set [hit v] to (() + (Hit))\n else\n if <[0] < (direction)> then\n set [hit v] to <color (#ffffff) is touching (#000000)?>\n else\n set [hit v] to <color (#000000) is touching (#ffffff)?>\n end\n set [hit v] to ((() + (Hit)) + (1))\n end\nend\n\nHit [] \n\ndefine Program\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <[50] < (mouse x)>>>> then\n change [xv v] by (1)\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-50]>>>> then\n change [xv v] by (-1)\nend\nset [xv v] to ((Xv) * (0.88))\nchange x by (Xv)\nrepeat (8)\n Hit [G] \n if <(Hit) = [1]> then\n change y by (1)\n end\nend\nHit [G] \nif <(Hit) = [1]> then\n change x by (() - (Xv))\n change y by (-8)\nend\nchange y by (-1)\nHit [G] \nif <(Hit) = [1]> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[50] < (mouse y)>>>> then\n set [yv v] to [14]\n end\nend\nchange y by (1)\nchange [yv v] by (-1)\nchange y by (Yv)\nHit [G] \nif <(Hit) = [1]> then\n change y by (() - (Yv))\n set [yv v] to [0]\nend\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (0)\npoint in direction (0)\nforever\n Program\n Hit [] \n if <(Hit) = [2]> then\n set [yv v] to [15]\n repeat until <(y position) < [-175]>\n turn right (15.75) degrees\n change y by (Yv)\n change [yv v] by (-1)\n end\n broadcast (RESET v)\n end\n if <[235] < (x position)> then\n broadcast (NEXT v)\n hide\n wait (0.5) seconds\n broadcast (RESET v)\n end\nend\n\nwhen flag clicked\nforever\n\nwhen I receive [skip v]\nwait (0.5) seconds\nbroadcast (RESET v)\n\n@CHANGE\n\nwhen flag clicked\npoint in direction (90)\npoint in direction (90)\nhide\nswitch costume to (change v)\ngo to x: (180) y: (150)\ncreate clone of (_myself_ v)\nswitch costume to (skip v)\ngo to x: (-190) y: (140)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (9))\n if <mouse down?> then\n broadcast (costume [name v])\n wait until <not <mouse down?>>\n end\n else\n change size by (((80) - (size)) / (9))\n end\n if <(LVEVL) = [20]> then\n delete this clone\n end\n turn right ([cos v] of ((timer) * ((160) - ((20) * ((([abs v] of (x position) ) - (180)) / (10))))) ) degrees\nend\n\nbroadcast ( v)\nbroadcast (SKIP v)\nbroadcast (CHANGE v)\n\n@Stage\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nswitch costume to (1 v)\nforever\n switch costume to (join [] (join (LVEVL) []))\nend\n\n@n\n\nwhen I receive [next v]\nshow\ngo to x: (624) y: (0)\nglide (1) secs to x: (-624) y: (0)\nhide\n\nwhen I receive [skip v]\nbroadcast (NEXT v)\n\nwhen I receive [next v]\nwait (0.5) seconds\nif <(LVEVL) < [13]> then\n change [lvevl v] by (1)\nend\n\nwhen flag clicked\nhide\n\n | ◇ Move with arrow keys, W, D, A keys\n Tap left, right, top\n◆ Skip with the skip button or m key\n◇ Change with space key or change button\n\n✴︎ Heart and star, please follow me✴︎ |
Platformer for my Followers! | @Stage\n\n@Platform\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (ground1 v)\n\nwhen flag clicked\nshow\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Ground8]> then\n broadcast (ChangeFlag v)\n else\n broadcast (NormalFlag v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Ground9]> then\n broadcast (Pro,Genius,Good,Noob v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\n\nwhen I receive [message1 v]\nnext costume\n\n@End\n\nwhen flag clicked\nforever\n go to x: (36) y: (28)\n if <touching (sprite4 v)?> then\n broadcast (message1 v)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [normalflag v]\nswitch costume to (costume1 v)\n\nwhen I receive [changeflag v]\nswitch costume to (costume2 v)\n\nwhen I receive [pro,genius,good,noob v]\nswitch costume to (costume3 v)\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (square v)\n\nwhen flag clicked\nshow\n\nwhen [right arrow v] key pressed\nswitch costume to (square v)\n\nwhen [left arrow v] key pressed\nswitch costume to (square v)\n\nwhen I receive [message1 v]\ngo to x: (-184) y: (-112)\n\nwhen flag clicked\ngo to [front v] layer\nchange [color v] effect by (0)\nset size to (25) %\ngo to x: (-190) y: (-111)\nswitch costume to (square v)\nswitch backdrop to (light v)\nshow\nhide variable [x2 v]\nhide variable [y2 v]\nset [x2 v] to [0]\nset [y2 v] to [0]\nforever\n change [y2 v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x2 v] by (-1)\n switch costume to (square v)\n end\n if <key (right arrow v) pressed?> then\n change [x2 v] by (1)\n switch costume to (square v)\n end\n set [x2 v] to ((x2) * (0.9))\n change x by (x2)\n if <<touching (platform v)?> or <<touching color (#adf100)?> or <touching color (#527300)?>>> then\n change y by (4)\n end\n if <<touching (platform v)?> or <<touching color (#adf100)?> or <touching color (#527300)?>>> then\n change y by (-4)\n change x by ((x2) * (-1))\n if <key (up arrow v) pressed?> then\n set [y2 v] to [17]\n if <(x2) > [0]> then\n set [x2 v] to [-10]\n else\n set [x2 v] to [10]\n end\n else\n set [x2 v] to [0]\n end\n end\n change y by (y2)\n if <<touching (platform v)?> or <<touching color (#adf100)?> or <touching color (#527300)?>>> then\n change y by ((y2) - ((y2) * (2)))\n set [y2 v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching (platform v)?> or <<touching color (#adf100)?> or <touching color (#527300)?>>>> then\n set [y2 v] to [15]\n end\n change y by (1)\n if <touching (spikes v)?> then\n go to x: (-190) y: (-111)\n if <<(x position) > [222]> and <(backdrop [name v]) = [last level]>> then\n broadcast (Intro v)\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n | Instructions-\nMove with arrow keys and try to get to the other side without touching the spikes or lava! Good Luck!\n\nThis Platformer is dedicated to my followers! I love you guys and thanks for supporting me! I made this since I promised that if we got 15 followers I would make it!\n\nI would like to say thank all my followers for inspiring me to make this! If one of you followers is looking at this I just want to say thank you! |
The Moon platformer Mobile Friendly | @Stage\n\nwhen flag clicked\nswitch backdrop to (arrière plan1 v)\n\n@terrain\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]\nset [temps du joueur v] to [0]\nforever\n switch costume to (niveau)\n go [forward v] (50) layers\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\nwhen flag clicked\nwait (2.5) seconds\nrepeat until <(niveau) = [23]>\n wait (1) seconds\n change [temps du joueur v] by (1)\nend\nif <(Temps du joueur) < (☁ Record Time)> then\n set [☁ record time v] to (Temps du joueur)\nend\n\nwhen flag clicked\nforever\n if <<(niveau) = [1]> or <(niveau) = [23]>> then\n show variable [☁ record time v]\n else\n hide variable [☁ record time v]\n end\nend\n\n@danger\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (niveau)\nend\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (15)\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 [22]\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 change [temps du joueur v] by (15)\n end\n end\nend\n\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 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\nwhen flag clicked\nforever\n repeat (60)\n change [ghost v] effect by (0.5)\n end\n repeat (60)\n change [ghost v] effect by (-0.5)\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@Texte\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait (2.5) seconds\nshow\nset [niveau v] to [1]\ngo to [front v] layer\nforever\n switch costume to (niveau)\nend\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (0)\nrepeat (100)\n create clone of (_myself_ v)\nend\nforever\n change [ghost v] effect by (pick random (-5) to (5))\n go to [back v] layer\nend\n\nwhen I start as a clone\ngo to x: (pick random (-240) to (240)) y: (pick random (-170) to (170))\nset [brightness v] effect to (pick random (1) to (30))\nset [ghost v] effect to (pick random (1) to (30))\nset size to (pick random (10) to (80)) %\nforever\n change [ghost v] effect by (pick random (-5) to (5))\n go to [back v] layer\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 (vide v)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [recommence v]\npoint in direction (90)\ngo to x: (-207) y: (-39)\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\npoint in direction (90)\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 <(x position) < (mouse x)>>> 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 <(mouse x) < (x position)>>> 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 <(y position) < (mouse y)>>> 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 if <key (down arrow v) pressed?> then\n set [y v] to [-10]\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?> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (terrain v)?>> then\n change [y v] by (Yy)\n end\n change y by (1)\n if <<<touching (danger v)?> or <touching (feu v)?>> or <touching (fumée v)?>> then\n repeat (25)\n change [ghost v] effect by (4)\n turn right (4) degrees\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 <[1] = (Son saut)> then\n start sound [Boing v]\n wait until <not <[1] = (Son saut)>>\n end\n if <[2] = (Son saut)> then\n start sound [Crunch v]\n wait until <not <[2] = (Son saut)>>\n end\n if <<<touching (danger v)?> or <touching (feu v)?>> or <touching (fumée v)?>> then\n play sound [Oops v] until done\n wait (0.3) seconds\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(Fusée) = [1]> then\n hide\n end\n if <(Fusée) = [0]> then\n show\n end\nend\n\n@Fumée\n\nwhen flag clicked\nhide\nforever\n if <[8] = (niveau)> then\n go to x: (10) y: (-71)\n repeat until <not <(niveau) = [8]>>\n create clone of (_myself_ v)\n set [orientation v] to (pick random (-20) to (20))\n wait (0.01) seconds\n end\n hide\n end\n if <[9] = (niveau)> then\n repeat until <not <(niveau) = [9]>>\n go to x: (-10) y: (-63)\n create clone of (_myself_ v)\n set [orientation v] to (pick random (-20) to (20))\n wait (0.01) seconds\n end\n hide\n end\n if <[13] = (niveau)> then\n repeat until <not <(niveau) = [13]>>\n go to x: (83) y: (-70)\n create clone of (_myself_ v)\n set [orientation v] to (pick random (-20) to (20))\n wait (0.01) seconds\n end\n hide\n end\n if <[15] = (niveau)> then\n repeat until <not <(niveau) = [15]>>\n go to x: (0) y: (-86)\n create clone of (_myself_ v)\n set [orientation v] to (pick random (-20) to (20))\n wait (0.01) seconds\n end\n hide\n end\n if <[18] = (niveau)> then\n repeat until <not <(niveau) = [18]>>\n go to x: (60) y: (-59)\n create clone of (_myself_ v)\n set [orientation v] to (pick random (-20) to (20))\n wait (0.01) seconds\n end\n hide\n end\nend\n\nwhen I start as a clone\nset [brightness v] effect to (pick random (-50) to (10))\nset [color v] effect to (pick random (0) to (30))\nset size to (20) %\nshow\npoint in direction (Orientation)\nrepeat (80)\n go [backward v] (1) layers\n change size by (1)\n change [ghost v] effect by (0.1)\n move (1) steps\nend\nrepeat (92)\n go [backward v] (1) layers\n go to [back v] layer\n change [ghost v] effect by (1)\n move (0.7) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<<<not <(niveau) = [9]>> and <not <(niveau) = [8]>>> and <not <(niveau) = [13]>>> and <not <(niveau) = [15]>>> then\n if <not <(niveau) = [18]>> then\n delete this clone\n end\n end\nend\n\n@Feu\n\nwhen I start as a clone\npoint in direction (orientation feu)\ngo to x: (100) y: (-50)\nclear graphic effects\nset size to (80) %\nset [color v] effect to (Couleur feu)\nshow\nrepeat (17)\n move (4) steps\n change [ghost v] effect by (6)\n change size by (-0.5)\n change [color v] effect by (2)\n change [brightness v] effect by (2)\nend\ndelete this clone\n\nwhen flag clicked\nset rotation style [don't rotate v]\nset [orientation feu v] to [0]\nhide\nforever\n Feu [12] [0] [0] [1]\nend\n\ngo to x: (10) y: (-71)\n\ndefine Feu (lvl) (x) (y) (num costume)\nset [couleur feu v] to [0]\nif <(lvl) = (niveau)> then\n switch costume to (num costume)\n go to x: (x) y: (y)\n repeat until <not <(niveau) = (lvl)>>\n repeat (50)\n change [couleur feu v] by (0.3)\n create clone of (_myself_ v)\n set [orientation feu v] to (pick random (-3) to (3))\n end\n wait (2) seconds\n repeat (50)\n change [couleur feu v] by (-0.3)\n create clone of (_myself_ v)\n set [orientation feu v] to (pick random (-3) to (3))\n end\n end\nend\n\nset [niveau v] to [22]\n\n@détecteur\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <touching (terrain v)?>> then\n set [son saut v] to [1]\n else\n set [son saut v] to [0]\n end\n if <not <touching (terrain v)?>> then\n wait until <touching (terrain v)?>\n set [son saut v] to [2]\n end\nend\n\nwhen flag clicked\nforever\n go to (player v)\n set [ghost v] effect to (100)\nend\n\n@Fusée\n\nwhen flag clicked\ngo to x: (150) y: (-95)\nrepeat until <<(niveau) > [22]> and <(Fusée) > [0]>>\n if <(niveau) > [22]> then\n wait (0.01) seconds\n show\n else\n hide\n end\nend\n\nset [niveau v] to [22]\nset [fusée v] to [0]\n\nwhen flag clicked\nswitch costume to (vide v)\nset [fusée v] to [0]\nforever\n if <touching (player v)?> then\n set [fusée v] to [1]\n wait (1) seconds\n switch costume to (plein v)\n end\nend\n\nwhen flag clicked\nset [envole v] to [0]\nforever\n if <(Fusée) = [1]> then\n wait (1) seconds\n repeat until <[163] < (y position)>\n repeat (2)\n change [envole v] by (0.1)\n change y by (Envole)\n change x by (3)\n if <[163] < (y position)> then\n hide\n end\n end\n repeat (2)\n change [envole v] by (0.1)\n change y by (Envole)\n change x by (-3)\n if <[163] < (y position)> then\n hide\n end\n end\n end\n broadcast (Victoire ! v)\n end\n if <[163] < (y position)> then\n hide\n end\nend\n\n@Réacteur de la fusée\n\nwhen flag clicked\nforever\n go to (fusée v)\nend\n\nwhen flag clicked\ngo to (fusée v)\nforever\n if <(Fusée) > [0]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Fusée) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nrepeat (50)\n change size by (-5)\n change [ghost v] effect by (2)\n change [brightness v] effect by (3)\n change [color v] effect by (3)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (200) %\nforever\n if <(y position) > [163]> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(y position) > [163]> then\n hide\n end\nend\n\n@Victoire !\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [victoire ! v]\nshow\n\n@Fon de veilleSprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n hide\n show\n go [forward v] (100) layers\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n@pink-and-black-guy-16567587\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (-40) y: (-200)\nset size to (80) %\nforever\n turn right (0.05) degrees\n go to [back v] layer\nend\n\n | Mobile friendly ^^\nArrow key to move !\nLove, favorite and follow me ! =D\nHave a nice game !\n\nTouches directionnelles pour bouger !\nLove, met une étoile et suis moi ! =D\nAmuse toi bien ! |
Moon viewing || -A platformer- | @Stage\n\n@キャラクター\n\nwhen flag clicked\ngo to x: (-186) y: (13)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (60) %\npoint in direction (90)\nshow\nhide variable [stage v]\nhide variable [x v]\nhide variable [y v]\nset [stage v] to [1]\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 (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 y by (1)\n if <touching (ステージ v)?> 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 [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [11]\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 (ステージ v)?> 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 (ステージ v)?>> then\n set [y v] to [15.3]\n start sound [suck1 v]\n end\n change y by (1)\n if <<touching (障害物 v)?> 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\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 (-7.2)\nend\ndelete this clone\n\nwhen flag clicked\nset volume to (35) %\nforever\n play sound [hoshifuruyoruni v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (バネ v)?> then\n start sound [ボヨン v]\n set [y v] to [17]\n end\nend\n\nwhen flag clicked\nrepeat until <(Stage) = [8]>\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n go to x: (-186) y: (13)\n broadcast (次のステージ v)\n change [stage v] by (1)\n end\nend\n\n@ステージ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (1) y: (-9)\nset size to (100) %\nshow\n\nwhen I receive [次のステージ v]\nnext costume\n\n@障害物\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [次のステージ v]\ngo to x: (36) y: (28)\nnext costume\nset size to (50) %\nshow\n\n@バネ\n\nwhen I receive [次のステージ v]\ngo to x: (35) y: (-21)\nset size to (100) %\nnext costume\nshow\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n if <touching (キャラクター v)?> then\n repeat (1)\n switch costume to (コスチューム6 v)\n wait (0.001) seconds\n switch costume to (コスチューム7 v)\n wait (0.001) seconds\n switch costume to (コスチューム8 v)\n wait (0.001) seconds\n switch costume to (コスチューム9 v)\n wait (0.001) seconds\n switch costume to (コスチューム10 v)\n wait (0.001) seconds\n switch costume to (コスチューム11 v)\n wait (0.001) seconds\n switch costume to (コスチューム12 v)\n wait (0.001) seconds\n switch costume to (コスチューム13 v)\n wait (0.001) seconds\n switch costume to (コスチューム14 v)\n wait (0.001) seconds\n switch costume to (コスチューム15 v)\n wait (0.001) seconds\n switch costume to (コスチューム16 v)\n wait (0.001) seconds\n switch costume to (コスチューム17 v)\n wait (0.001) seconds\n switch costume to (コスチューム18 v)\n wait (0.001) seconds\n switch costume to (コスチューム19 v)\n wait (0.001) seconds\n switch costume to (コスチューム20 v)\n wait (0.001) seconds\n switch costume to (コスチューム21 v)\n wait (0.001) seconds\n switch costume to (コスチューム22 v)\n wait (0.001) seconds\n switch costume to (コスチューム23 v)\n end\n end\nend\n\n@雲\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (1.4) seconds\nend\n\nwhen I start as a clone\ngo to x: (pick random (-220) to (220)) y: (pick random (110) to (140))\nset size to (pick random (60) to (70)) %\nset [ghost v] effect to (50)\nshow\nrepeat (25)\n change [ghost v] effect by (-2)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\n@月\n\nwhen flag clicked\ngo to x: (206) y: (142)\nset size to (65) %\nshow\n\n@影(?)\n\nwhen flag clicked\ngo to [back v] layer\nset size to (100) %\nshow\nforever\n go to (キャラクター v)\nend\n\n@サムネ用1\n\nwhen flag clicked\nforever\n hide\nend\n\n@サムネ用3\n\nwhen flag clicked\nforever\n hide\nend\n\n@cooltext432270921983880\n\nwhen flag clicked\nforever\n hide\nend\n\n | ※日本語は下※\n<English>\nIt is a platformer made with the image of "moon viewing".\nPlease enjoy while being healed by beautiful music. Don't touch the thorns.\nIf you enjoy this game even a little, please follow us with ☆ and ♡.\n\n<日本語>\n「お月見」をイメージして作ったプラットフォーマーです。綺麗な音楽に癒されながら、お楽しみ下さい。トゲに触れたらダメです。もしこのゲームが少しでも楽しんで頂けたなら、☆と♡とフォローをお願いします。\n\n今回はサムネと地面とキャラクターに力を入れたどぉぉぉぉぉ!\n超自信作です!\n後今回めちゃくちゃ難しいですw台パンしても知りませんよ((( |
Blue Lands: A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nset [ghost v] effect to (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (25)\nend\nset [ghost v] effect to (0)\nstart sound [Radioactive-Imag10 v]\nswitch backdrop to (screenshot 2023-10-17 194932 v)\nset [whirl v] effect to (300)\nrepeat (10)\n change [whirl v] effect by (-30)\n wait (0.2) seconds\nend\nwait (1) seconds\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [instructions v]\nswitch backdrop to (backdrop4 v)\nwait (5) seconds\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [start v]\nstop all sounds\nswitch backdrop to (backdrop1 v)\nif <(gods country) = [1]> then\n start sound [Blake Shelton - God's Country \(Official Music Video\) v]\nend\nif <(radioactive) = [1]> then\n start sound [Radioactive-Imag10 v]\nend\nif <(believer) = [1]> then\n start sound [Believer- Imagine Dragons v]\nend\n\nwhen I receive [start v]\nforever\n wait (1) seconds\nend\n\nwhen flag clicked\nset [☁ time: v] to [0]\nset [time: v] to [0]\n\nwhen I receive [start v]\nforever\n wait (1) seconds\n change [time: v] by (1)\nend\n\nwhen I receive [done v]\nset [☁ time: v] to (Time:)\nstop [all v]\n\n@Sprite1\n\nwhen I receive [start v]\ngo to x: (-192) y: (-99)\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change x by (10)\n end\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (5)\n change y by (10)\n end\n if <key (right arrow v) pressed?> then\n change x by (10)\n end\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\n wait (0.5) seconds\n repeat (5)\n change y by (-10)\n end\n end\nend\n\nwhen I receive [next v]\ngo to x: (-192) y: (-97)\n\nwhen flag clicked\nforever\n if <touching color (#0090ea)?> then\n go to x: (-192) y: (-97)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\nend\n\nwhen flag clicked\nforever\n wait (0.01) seconds\n if <<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n if <key (up arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nwait (0.1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching color (#40ffff)?> then\n go to x: (-194) y: (-96)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#8ec7eb)?> then\n repeat (10)\n change y by (10)\n end\n wait (0.5) seconds\n repeat (10)\n change y by (-10)\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\ngo to x: (-15) y: (-47)\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (done v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n forever\n switch costume to (costume11 v)\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (189) y: (-78)\nshow\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (next v)\n end\nend\n\nwhen I receive [done v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-107) y: (-16)\nshow\n\nwhen this sprite clicked\nbroadcast (start v)\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [instructions v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (119) y: (-15)\nshow\n\nwhen this sprite clicked\nbroadcast (instructions v)\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [start v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [done v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume1 v)\nshow\n\nwhen [1 v] key pressed\nstop all sounds\nswitch costume to (costume1 v)\nstart sound [Blake Shelton - God's Country \(Official Music Video\) v]\nchange [gods country v] by (1)\n\nwhen [2 v] key pressed\nstop all sounds\nswitch costume to (costume2 v)\nstart sound [Radioactive-Imag10 v]\nchange [radioactive v] by (1)\n\nwhen [3 v] key pressed\nstop all sounds\nswitch costume to (costume3 v)\nstart sound [Believer- Imagine Dragons v]\nchange [believer v] by (1)\n\nwhen flag clicked\nset [believer v] to [0]\nset [radioactive v] to [0]\n\nwhen flag clicked\nset [gods country v] to [1]\nforever\n if <(radioactive) = [1]> then\n set [gods country v] to [0]\n end\n if <(believer) = [1]> then\n set [gods country v] to [0]\n end\nend\n\nwhen flag clicked\nset [believer v] to [0]\nforever\n if <(radioactive) = [1]> then\n set [believer v] to [0]\n end\n if <(gods country) = [1]> then\n set [believer v] to [0]\n end\nend\n\nwhen flag clicked\nset [radioactive v] to [0]\nforever\n if <(gods country) = [1]> then\n set [radioactive v] to [0]\n end\n if <(believer) = [1]> then\n set [radioactive v] to [0]\n end\nend\n\n@Screenshot 2021-01-29 at 8\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen this sprite clicked\nbroadcast (next v)\nset [ghost v] effect to (100)\nwait (3) seconds\nset [ghost v] effect to (0)\n\n | The Sequal is now out! Red Sea's: \n https://scratch.mit.edu/projects/479692457/\n-------------------------------------------------------------------------\nTo play this game use the arrow keys or WASD to move and the up arrow or key W to jump. Avoid the spikes and jump of the spring blocks to get a big boost! I have now added a skip level button for any hard levels. Have fun!\n(1, 2, or 3 to change the song).\n----------------------------------------------------------------------------\nMore levels coming soon!\nTry to get the lowest score!\n\n#platformers #game #blue #fun #trending #bored #wolfmanryan #jump #spikes #awesome |
PIXEL PLATFORMER | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide variable [level v]\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [beginning v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [last lvl v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start v]\nshow variable [level v]\nforever\n play sound [background music v] until done\nend\n\nwhen I receive [normal lvl v]\nswitch backdrop to (backdrop1 v)\n\n@player\n\ndefine Touch Ground\nif <(Yv) > [0]> then\n repeat until <not <touching (ground v)?>>\n change y by (-1)\n set [yv v] to [0]\n end\nelse\n repeat until <not <touching (ground v)?>>\n change y by (1)\n set [yv v] to [0]\n set [falling v] to [0]\n set [jump v] to [0]\n end\nend\nDouble Jump\n\ndefine Touch Wall\nrepeat (10)\n if <touching (ground v)?> then\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n change x by ((round (Xv)) * (-1))\n change y by (-10)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\nend\n\ndefine Reset\ngo to x: (-147) y: (-21)\nset size to (200) %\nshow\nclear graphic effects\nset [xv v] to [0]\nset [yv v] to [0]\nset [falling v] to [0]\nset [jump v] to [0]\nset [jump key v] to [0]\nset [collected v] to [0]\nset [in level v] to [1]\nbroadcast (Construct Level v)\n\ndefine Double Jump\nif <<<(falling) > [0]> and <(falling) < [10]>> and <(Yv) < [0]>> then\n set [jump v] to [1]\nend\nchange y by (-1)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<<touching (ground v)?> or <(falling) < [5]>> and <<(jump) = [0]> and <(jump key) = [0]>>>> then\n set [yv v] to [12]\n set [jump v] to [1]\n set [jump key v] to [1]\n start sound [Jump v]\nend\nchange y by (1)\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<(jump) = [1]> and <(jump key) = [0]>>> then\n set [yv v] to [12]\n set [jump v] to [2]\n set [jump key v] to [1]\n start sound [Jump v]\nend\n\nwhen flag clicked\nhide\n\ndefine fade\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\nwait (0.5) seconds\n\ndefine Detect Door\nif <<touching (door v)?> and <(OK) = [1]>> then\n start sound [Connect v]\n wait (0.05) seconds\n set [in level v] to [0]\n fade\n broadcast (Next Level v)\n change [level v] by (1)\n broadcast (Construct Level v)\n Reset\n wait until <not <touching (door v)?>>\n set [in level v] to [1]\nend\n\ndefine Detect Obstacles\nif <touching (obstacle v)?> then\n start sound [Disconnect v]\n wait (0.05) seconds\n set [in level v] to [0]\n fade\n broadcast (Delete clones v)\n broadcast (Construct Level v)\n Reset\n wait until <not <touching (door v)?>>\n set [in level v] to [1]\nend\n\nwhen I receive [start v]\nbroadcast (Construct Level v)\n\nbroadcast (Delete clones v) and wait\n\nwhen I receive [start v]\nset [level v] to [1]\nReset\nforever\n if <(in Level) = [1]> then\n broadcast (Game v)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.84))\n change x by (round (Xv))\n Touch Wall\n change [yv v] by (-1)\n change [falling v] by (1)\n change y by (Yv)\n Touch Ground\n if <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [jump key v] to [0]\n end\n Detect Door\n Detect Obstacles\n end\nend\n\n@coin\n\nwhen flag clicked\nhide\n\nwhen I receive [construct level v]\nset [total v] to [0]\nif <(Level) = [1]> then\n switch costume to (pixil-frame-0 v)\n Make coin [66] [-110]\n Make coin [0] [-110]\nelse\n if <(Level) = [2]> then\n switch costume to (pixil-frame-0 v)\n Make coin [-100] [-110]\n Make coin [-58] [-110]\n Make coin [3] [40]\n Make coin [59] [-110]\n Make coin [-140] [35]\n else\n if <(Level) = [3]> then\n switch costume to (pixil-frame-0 v)\n Tall Line [-130] [-100]\n Make coin [-90] [45]\n Tall Line [7] [-66]\n else\n if <(Level) = [4]> then\n switch costume to (pixil-frame-0 v)\n Make coin [-72] [20]\n Make coin [-72] [-20]\n Make coin [-30] [-35]\n Make coin [42] [43]\n Make coin [42] [83]\n Make coin [117] [35]\n else\n if <(Level) = [5]> then\n switch costume to (pixil-frame-0 v)\n Tall Line [-40] [-95]\n Tall Line [181] [-99]\n Make coin [30] [47]\n Make coin [-50] [105]\n Make coin [-15] [105]\n else\n if <(Level) = [6]> then\n switch costume to (pixil-frame-2 v)\n Make coin [-11] [49]\n Make coin [27] [168]\n Make coin [143] [40]\n Make coin [113] [40]\n Make coin [-192] [157]\n else\n if <(Level) = [7]> then\n switch costume to (pixil-frame-2 v)\n Tall Line [-27] [-99]\n Make coin [28] [16]\n Tall Line [98] [4]\n else\n if <(Level) = [8]> then\n switch costume to (pixil-frame-2 v)\n switch backdrop to (backdrop2 v)\n Make coin [-103] [-2 ]\n Make coin [-15] [79]\n Make coin [64] [150]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Make coin (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [total v] by (1)\nhide\nstop [this script v]\n\nwhen [space v] key pressed\nshow variable [mousex v]\nshow variable [mousey v]\nset [mousex v] to (mouse x)\nset [mousey v] to (mouse y)\n\nwhen [q v] key pressed\nhide variable [mousex v]\nhide variable [mousey v]\n\nwhen I start as a clone\nforever\n show\n go to [front v] layer\n if <(collect?) = [1]> then\n repeat until <touching (_edge_ v)?>\n change [collecty v] by (-1)\n show\n change y by (collecty)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [collecty v] to [0]\nset [collect? v] to [0]\nshow\nforever\n if <touching (player v)?> then\n start sound [Coin v]\n set [collecty v] to [10]\n change [collected v] by (1)\n set [collect? v] to [1]\n wait until <not <touching (player v)?>>\n stop [this script v]\n end\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\ndefine Tall Line (x) (y)\nMake coin (x) (y)\nMake coin (x) ((y) + (40))\nMake coin (x) ((y) + (80))\nMake coin (x) ((y) + (120))\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [construct level v]\nswitch costume to (join [costume] (Level))\nif <(Level) = [8]> then\n broadcast (last lvl v)\n switch backdrop to (backdrop2 v)\nelse\n broadcast (normal lvl v)\n switch backdrop to (backdrop1 v)\nend\n\nif then\nend\n\n\nwhen I receive [start v]\nshow\n\n@obstacle\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\n\nwhen I receive [construct level v]\nswitch costume to (join [costume] (Level))\n\nif <[] = [1]> then\n\nwhen I receive [start v]\nshow\n\n@door\n\nwhen flag clicked\nset size to (40) %\ngo to [back v] layer\nhide\n\nwhen I receive [game v]\nif <(Total) = (Collected)> then\n switch costume to (costume1 v)\n set [ok v] to [1]\nelse\n switch costume to (costume2 v)\n set [ok v] to [0]\nend\n\nwhen I receive [construct level v]\nif <(Level) = [1]> then\n show\n go to x: (201) y: (-98)\nelse\n if <(Level) = [4]> then\n show\n go to x: (183) y: (111)\n else\n if <(Level) = [5]> then\n show\n go to x: (138) y: (42)\n else\n if <(Level) = [6]> then\n show\n go to x: (-222) y: (99)\n else\n if <(Level) = [7]> then\n show\n go to x: (-12) y: (111)\n else\n if <(Level) = [8]> then\n show\n go to x: (201) y: (-98)\n else\n if <(Level) = [9]> then\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nshow\n\n@GameSurf\n\nwhen flag clicked\nstart sound [Ocean Wave v]\nset size to (160) %\nhide\nwait (0.5) seconds\ngo to x: (415) y: (20)\nshow\nglide (0.8) secs to x: (8) y: (20)\nwait (1) seconds\nhide\nbroadcast (Beginning v)\n\nwhen [up arrow v] key pressed\nchange y by (1)\n\nwhen [down arrow v] key pressed\nchange y by (-1)\n\n@Play\n\nwhen I receive [beginning v]\ngo to x: (115) y: (-124)\nset size to (70) %\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n switch costume to (costume2 v)\n else\n set size to (70) %\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nstart sound [Hand Clap v]\nhide\nbroadcast (Start v)\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [beginning v]\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\nhide\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n | Welcome to Pixel Platformer!\n\n- WASD or Arrow Keys to move\n- You can Double Jump as well as Wall Jump\n- Collect all the coins to unlock the door and move on to the next level\n- Avoid spikes\n- Love, favorite and Follow!\n- Tell me if there are any glitches\n- Don't cheat\n- Have fun! :D |
Life A Platformer 4k Ultra UHD #all #art #games #platformer #Games #reality | @Stage\n\nwhen flag clicked\nswitch backdrop to (sjy blue v)\n\nwhen flag clicked\nforever\n play sound [mixkit-getting-ready-46 v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [back v] layer\nchange [ghost v] effect by (100)\n\nhide\n\ngo to x: (32) y: (27)\n\n@Follow sign\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@You Win Sign\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n show\n go to [front v] layer\n switch costume to (splash-screen v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@Enemy\n\nwhen flag clicked\ngo to x: (-224) y: (-3)\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nshow\ngo to [front v] layer\nforever\n if <([x position v] of [spirit v]) < (x position)> then\n change [x vel v] by (-0.5)\n end\n if <(x position) < ([x position v] of [spirit v])> then\n change [x vel v] by (0.5)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <(([y position v] of [spirit v]) - (50)) > (y position)> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n change y by (1)\n if <touching (spikes v)?> then\n delete this clone\n end\n if <touching (bounce v)?> then\n set [y vel v] to [19]\n end\n if <touching (spirit v)?> then\n change y by (-1)\n if <<touching (level v)?> and <(([y position v] of [spirit v]) - (5)) > (y position)>> then\n delete this clone\n else\n broadcast (restart v)\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\ngo to [back v] layer\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n switch costume to (1 v)\n Clone at [-50] [90]\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\n@Lava\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (1)\n end\n repeat (20)\n change [tide v] by (-1)\n end\n repeat (10)\n change [tide v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n set y to (Tide)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n go to [back v] layer\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) = [10]> then\n show\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n go to [back v] layer\n end\nend\n\n@Bounce\n\ndefine Clone at (x pos) (y pos)\ngo to x: (x pos) y: (y pos)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n show\n go to [front v] layer\n if <touching (spirit v)?> then\n switch costume to (costume2 v)\n wait (00.1) seconds\n else\n switch costume to (costume1 v)\n wait (00.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n Clone at [-71] [-70]\nend\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Level) = [5]> then\n Clone at [-70] [-70]\nend\n\n@Spirit\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (NEXT LEVEL v)\nforever\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [250]> then\n change [level v] by (1)\n broadcast (NEXT LEVEL v) and wait\n end\n if <touching (spikes v)?> then\n broadcast (restart v)\n end\n if <touching (bounce v)?> then\n set [y vel v] to [19]\n end\n if <touching (enemy v)?> then\n set [y vel v] to [15]\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-226) y: (-4)\n\nwhen flag clicked\ngo to x: (-224) y: (-3)\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n broadcast (restart v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n broadcast (The End So Ya v)\n end\nend\n\nwhen flag clicked\nswitch costume to (white v)\n\nwhen flag clicked\nshow\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\n\n@Static Effect\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (Level)\nend\n\nwhen I receive [start project v]\nshow\n\nwhen flag clicked\nshow\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nif <(backdrop [number v]) = [2]> then\n set [ghost v] effect to (25)\nelse\n set [ghost v] effect to (0)\nend\n\n@Clouds\n\ndefine go to (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (20) to (75))\nswitch costume to (pick random (1) to (6))\nshow\nset [rand2 v] to (pick random (5) to (10))\nif <(pick random (1) to (2)) = [1]> then\n go to [-300] (pick random (75) to (200))\n repeat until <(x position) > [300]>\n go to (((x position) + (rand2)) * (1)) (y position)\n end\n delete this clone\nelse\n go to [300] (pick random (100) to (250))\n repeat until <(x position) < [-300]>\n go to ((x position) + ((rand2) * (-1))) (y position)\n end\n delete this clone\nend\n\nwhen I receive [start project v]\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwait (1) seconds\nshow\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Blank (Steps)\n\n | Welcome to Life a Platformer and Thanks for playing :)\n\nAdvertiser friendly :D\n#41 IN TRENDING THANK YOU ALL SO MUCH UR \nAWESOME Jan 30\n#38 ON TRENDING Jan 31\nGraphics: 8.5/10 :) \nControls:\nNo WASD sorry :(\nNo Phone controls sorry :(\nOnly arrow keys\n\nRules: \nCoppa compliance so no fighting sorry :(\n\nHARD: So don't spam in the comments too hard\n\nUpdate:\n\nVersion 1.0 New game\nVersion 1.1 More levels\nVersion 1.2 1 more level\n\n#all#Games#games#nintendofan#All#Mariotime#platformer#Games#OMG#Thanks people #all #games #nice #music #art #griffpatch #rewind #trending #mario\n\n100 views YES\n200 views YES\n300 views YES\n400 views YES\n500 views YES\n600 views YES\n700 views YES\n800 views YES\n900 views YES\n1000 views YAY\n\nPlease dont false report it will make me sad with a big achievement : |
Sandwich Platformer | @Stage\n\nwhen I receive [title! v]\nswitch backdrop to ( v)\n\nwhen I receive [cargadisimo v]\nswitch backdrop to (2 v)\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen I receive [fisnihs v]\nswitch backdrop to (4 v)\n\nwhen I receive [cargandoooooooooooo v]\nswitch backdrop to (3 v)\n\n@❌\n\nwhen flag clicked\nhide\nset [lives v] to [5]\nhide variable [lives v]\n\nwhen I receive [cargadisimo v]\ngo to x: (-187) y: (-17)\nswitch costume to (sandwich normal v)\nshow\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d 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 (#00617d)?> then\n change y by (1)\n end\n if <touching color (#00617d)?> then\n change y by (1)\n end\n if <touching color (#00617d)?> then\n change y by (1)\n end\n if <touching color (#00617d)?> then\n change y by (1)\n end\n if <touching color (#00617d)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#00617d)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching color (#00617d)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#a1a1a1)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n reset player position\n end\n if <<(x position) = [240]> or <(x position) > [240]>> then\n broadcast (mensaje1 v)\n end\nend\n\nhide\nwait (1.5) seconds\n\nwhen I receive [mensaje1 v]\ngo to x: (-187) y: (-17)\n\nwhen I receive [cargadisimo v]\nforever\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\nend\n\ndefine reset player position\nclear graphic effects\ngo to x: (-187) y: (-17)\nchange [lives v] by (-1)\n\nwhen I receive [cargadisimo v]\nforever\n if <key (s v) pressed?> then\n wait (0.5) seconds\n broadcast (mensaje1 v)\n end\nend\n\nwhen I receive [fisnihs v]\nhide\n\nwhen I receive [cargadisimo v]\nforever\n switch costume to (sandwich normal v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n switch costume to (walkfront2 v)\n wait (0.1) seconds\n switch costume to (walkfront3 v)\n wait (0.1) seconds\n switch costume to (walkfront2 v)\n wait (0.1) seconds\n switch costume to (walkfront3 v)\n wait (0.1) seconds\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n switch costume to (walkback v)\n wait (0.1) seconds\n switch costume to (walkback2 v)\n wait (0.1) seconds\n switch costume to (walkback3 v)\n wait (0.1) seconds\n switch costume to (walkback2 v)\n wait (0.1) seconds\n else\n switch costume to (sandwich normal v)\n end\n end\nend\n\nswitch costume to (walkback v)\nswitch costume to (walkfront v)\n\nwhen I receive [cargadisimo v]\nif <(lives) = [0]> then\n broadcast (You Lose v)\nend\n\nwhen flag clicked\nforever\n if then\n broadcast (fisnihs v)\n end\nend\n\n@❤️💛❤️\n\nwhen flag clicked\nhide\nswitch costume to (disfraz1 v)\n\nwhen I receive [cargadisimo v]\nshow\n\nhide\n\nwait (1.5) seconds\n\nwhen I receive [mensaje1 v]\nnext costume\n\nwhen flag clicked\n\nif <(costume [number v]) = [10]> then\n wait (3.2) seconds\n broadcast (fisnihs v)\nelse\n wait until <(costume [number v]) = [10]>\nend\n\n\n\nbroadcast (blovk v)\n\nwhen flag clicked\n\nif <(costume [number v]) = [9]> then\n\nwhen I receive [fisnihs v]\nhide\n\nwhen I receive [fisnihs v]\nhide\n\n@🔺🔸🔹thumbail\n\nwhen flag clicked\nswitch backdrop to (1 v)\nshow\nset [ghost v] effect to (0)\nwait (0.2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (mostrados xD v)\n\nstart sound [Kevin_MacLeod_-_Monkeys_Spinning_Monkeys v]\n\n@Logo\n\nwhen flag clicked\nhide\nset size to (200) %\ngo to x: (0) y: (0)\n\nwhen I receive [mostrados xd v]\nshow\nset [ghost v] effect to (100)\nset [pixelate v] effect to (200)\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-10)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change [pixelate v] effect by (10)\nend\nhide\nbroadcast (title! v)\n\n@Platformer\n\nwhen flag clicked\nhide\ngo to x: (-179) y: (143)\nset [tittle letter v] to [1]\nswitch costume to (disfraz11 v)\n\nwhen I receive [title! v]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nrepeat (9)\n change [tittle letter v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nforever\n if <(PLATFORMER) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nset y to (-200)\nshow\nswitch costume to (tittle letter)\nchange x by ((tittle letter) * (40))\nchange x by (-30)\nrepeat (16)\n change y by (10)\nend\nrepeat (8)\n change y by (8)\nend\nrepeat (6)\n change y by (6)\nend\nrepeat (4)\n change y by (4)\nend\nrepeat (4)\n change y by (3)\nend\nrepeat (4)\n change y by (2)\nend\nrepeat (4)\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n repeat (4)\n change y by (1)\n end\n repeat (8)\n change y by (2)\n end\n repeat (4)\n change y by (3)\n end\n repeat (4)\n change y by (2)\n end\n repeat (4)\n change y by (1)\n end\n repeat (4)\n change y by (0)\n end\n repeat (4)\n change y by (-1)\n end\n repeat (4)\n change y by (-2)\n end\n repeat (4)\n change y by (-3)\n end\n repeat (4)\n change y by (-2)\n end\n repeat (4)\n change y by (-1)\n end\n repeat (4)\n change y by (0)\n end\nend\n\nwhen I receive [playyy v]\nhide\ndelete this clone\n\n@Play2\n\nwhen flag clicked\nhide\ngo to x: (-34) y: (0)\nset [tittle letter v] to [1]\nswitch costume to (disfraz2 v)\n\nwhen I receive [title! v]\nset y to (-200)\nshow\nswitch costume to (tittle letter)\nchange x by (10)\nchange x by (-10)\nrepeat (16)\n change y by (5)\nend\nrepeat (8)\n change y by (4)\nend\nrepeat (6)\n change y by (2)\nend\nrepeat (4)\n change y by (2)\nend\nrepeat (4)\n change y by (2)\nend\nrepeat (4)\n change y by (1)\nend\nrepeat (4)\n change y by (1)\nend\n\nrepeat (4)\n change y by (-4)\nend\n\nrepeat (4)\n change y by (-8)\nend\nrepeat (3)\n change y by (-6)\nend\nrepeat (2)\n change y by (-4)\nend\nrepeat (2)\n change y by (-3)\nend\nrepeat (2)\n change y by (-2)\nend\nrepeat (2)\n change y by (-1)\nend\n\nrepeat (8)\n change x by (10)\nend\nrepeat (4)\n change x by (8)\nend\nrepeat (3)\n change x by (6)\nend\nrepeat (2)\n change x by (4)\nend\nrepeat (2)\n change x by (3)\nend\nrepeat (2)\n change x by (2)\nend\nrepeat (2)\n change x by (1)\nend\n\nwhen I start as a clone\n\nwhen I start as a clone\n\nwhen I start as a clone\n\nwait (0.1) seconds\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nrepeat (9)\n change [tittle letter v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nforever\n repeat (4)\n change y by (1)\n end\n repeat (8)\n change y by (2)\n end\n repeat (4)\n change y by (3)\n end\n repeat (4)\n change y by (2)\n end\n repeat (4)\n change y by (1)\n end\n repeat (4)\n change y by (0)\n end\n repeat (4)\n change y by (-1)\n end\n repeat (4)\n change y by (-2)\n end\n repeat (4)\n change y by (-3)\n end\n repeat (4)\n change y by (-2)\n end\n repeat (4)\n change y by (-1)\n end\n repeat (4)\n change y by (0)\n end\nend\n\nforever\n if <(PLATFORMER) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (10))\n set [brightness v] effect to (34.678567)\n else\n change size by (((75) - (size)) / (10))\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (playyy v)\nhide\n\nhide\nwait (1) seconds\n\n@❤️💛❤️2\n\nwhen flag clicked\nhide\nset size to (70) %\nhide variable [tomatoes v]\n\nwhen I receive [playyy v]\nhide\n\nwait (1.5) seconds\n\nwhen I receive [mensaje1 v]\nshow\nnext costume\n\nwhen flag clicked\nforever\n if <touching (❌ v)?> then\n hide\n change [tomatoes v] by (1)\n end\nend\n\nwhen I receive [cargadisimo v]\nshow\ngo to x: (-26) y: (0)\nswitch costume to (disfraz1 v)\nshow variable [tomatoes v]\nset [tomatoes v] to [0]\n\nwhen I receive [fisnihs v]\nhide\n\n@loading bar\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [playyy v]\nswitch backdrop to (2 v)\nshow\ngo to x: (-157) y: (-163)\nerase all\nrepeat until <(x position) > [102]>\n move (pick random (0.5) to (3.4)) steps\n stamp\nend\nbroadcast (cargadisimo v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (1) seconds\nerase all\n\nswitch costume to (disfraz1 v)\nwait (0.9) seconds\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (disfraz1 v)\nwait (0.5) seconds\nswitch costume to (disfraz1 v)\nwait (1) seconds\n\nshow\n\n@loaaading...\n\nwhen flag clicked\nhide\n\nwhen I receive [playyy v]\nshow\nbroadcast (cargandoooooooooooo v)\ngo to x: (0) y: (0)\nswitch costume to (disfraz1 v)\nwait (1) seconds\nswitch costume to (disfraz2 v)\nwait (1) seconds\nswitch costume to (disfraz3 v)\nwait (0.5) seconds\nswitch costume to (disfraz1 v)\nwait (0.05) seconds\nrepeat (10)\n set [ghost v] effect to (10)\nend\nhide\n\n@TOMATOES\n\nwhen flag clicked\nhide\n\nwhen I receive [cargadisimo v]\nshow\nset size to (75) %\ngo to x: (127) y: (163)\ngo to [front v] layer\n\n@PAUSE\n\nwhen flag clicked\nhide\nswitch costume to (disfraz1 v)\ngo to x: (-200) y: (150)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((50) - (size)) / (10))\n else\n change size by (((75) - (size)) / (10))\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen I receive [cargadisimo v]\nshow\n\nwhen I receive [cargadisimo v]\nif <(costume [number v]) = [1]> then\n start sound [Kevin_MacLeod_-_Monkeys_Spinning_Monkeys v]\nend\n\nwhen I receive [cargadisimo v]\nif <(costume [number v]) = [2]> then\n stop all sounds\nelse\nend\n\nstop all sounds\n\n\n\nwhen I receive [fisnihs v]\nhide\n\n@Outro\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [fisnihs v]\nshow\ngo to [front v] layer\nset [clone id v] to [screen]\ncreate clone of (_myself_ v)\nset [clone id v] to [OC]\ncreate clone of (_myself_ v)\nset [clone id v] to [username]\ncreate clone of (_myself_ v)\nforever\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n\ndefine smooth glide to x: (x) y: (y)\nrepeat until <(round (x position)) = (x)>\n change x by (((x) - (x position)) / (5))\n change y by (((y) - (y position)) / (5))\nend\n\nwhen I start as a clone\nif <(clone ID) = [screen]> then\n hide\n point in direction (90)\n go to x: (-6000) y: (0)\n switch costume to (disfraz2 v)\n wait (.5) seconds\n show\n smooth glide to x: [0] y: [0]\n forever\n set y to (([sin v] of ((timer) * (135)) ) * (20))\n end\nend\nif <(clone ID) = [OC]> then\n wait (1) seconds\n go to [front v] layer\n point in direction (90)\n show\n switch costume to (oc v)\n go to x: (-494) y: (0)\n smooth glide to x: [0] y: [0]\n forever\n change y by (10)\n end\nend\nif <(clone ID) = (([cos v] of ((timer) * (70)) ) * (2))> then\n wait (1) seconds\n point in direction (90)\n show\n go to [front v] layer\n switch costume to (username v)\n go to x: (0) y: (0)\n smooth glide to x: [0] y: [0]\n set [rotate v] to [0]\n forever\n set x to (([cos v] of ((timer) * (135)) ) * (20))\n end\nend\nif <(clone ID) = [project]> then\n wait (1) seconds\n point in direction (90)\n show\n go to [front v] layer\n switch costume to (disfraz4 v)\n go to x: (0) y: (0)\n smooth glide to x: [0] y: [0]\n forever\n set x to (([cos v] of ((timer) * (135)) ) * (20))\n end\nend\nforever\n\nwait (.5) seconds\n\nturn right (15) degrees\n\nset [rotate v] to [0]\n\nturn right (15) degrees\n\nforever\n\nhide\n\nturn right (15) degrees\n\npoint in direction (90)\n\n@Objeto1\n\nwhen flag clicked\nhide\n\nwhen I receive [mensaje1 v]\n\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\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\ngo to [front v] layer\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\n@BACKGROUND\n\nwhen flag clicked\nhide\n\nwhen I receive [cargadisimo v]\ngo to [back v] layer\nshow\nforever\n repeat (100)\n turn left (1) degrees\n end\n repeat (100)\n turn right (1) degrees\n end\nend\n\nwhen I receive [fisnihs v]\nhide\n\n@BACKGROUND2\n\nwhen I receive [cargadisimo v]\nhide\n\nset [clone count v] to [0]\ngo to x: (230) y: (0)\nrepeat (10)\n create clone of (_myself_ v)\n change x by (-100)\nend\n\nforever\n wait (2) seconds\n create clone of (_myself_ v)\nend\n\nshow\nforever\n repeat (100)\n turn left (1) degrees\n end\n repeat (100)\n turn right (1) degrees\n end\nend\n\nwhen I start as a clone\n\nshow\nchange [clone count v] by (1)\ngo to x: (230) y: (0)\nrepeat until <(x position) < [-640]>\n go to [back v] layer\n change x by (-2)\nend\nchange [clone count v] by (-1)\ndelete this clone\n\nwhen flag clicked\nhide\n\n@L0S3\n\nwhen flag clicked\nhide\n\nwhen I receive [you lose v]\nshow\n\n@FOLLOW\n\nwhen flag clicked\nhide\n\nwhen I receive [cargadisimo v]\nhide\ngo to [front v] layer\nforever\n if <[12] = ([costume # v] of [❤️💛❤️ v])> then\n show\n if <touching (❌ v)?> then\n broadcast (fisnihs v)\n end\n else\n hide\n end\nend\n\n\n\nwhen I receive [fisnihs v]\nforever\n hide\nend\n\n@Objeto2\n\nwhen flag clicked\nhide\n\nwhen I receive [fisnihs v]\nshow\nforever\n point in direction ((90) + ((5) * ([tan v] of ((timer) * (97)) )))\nend\n\n@Objeto4\n\nwhen flag clicked\nhide\n\nwhen I receive [fisnihs v]\nshow\nset [sine v] to [0]\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (10)) + (91))\n set size to ((([sin v] of ((sine) * (2)) ) * (5)) + (75)) %\nend\n\npoint in direction ((90) + ((5) * ([cos v] of ((timer) * (450)) )))\n\nwhen this sprite clicked\n\nif then\nend\n\nchange size by (((100) - (size)) / (10))\n\nwhen I receive [fisnihs v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nchange [color v] effect by (25)\n\n@Objeto5\n\nwhen flag clicked\nhide\n\nwhen I receive [fisnihs v]\nshow\nset [sine v] to [0]\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (5)) + (91))\n set size to ((([sin v] of ((sine) * (2)) ) * (5)) + (75)) %\nend\n\npoint in direction ((90) + ((5) * ([cos v] of ((timer) * (450)) )))\n\nwhen this sprite clicked\nif <(lista montreè ?) = [oui]> then\n show list [lienn v]\n set [lista montreè ? v] to [non]\nelse\n delete all of [lienn v]\n add (item (Nº Clone) of [liens des boutons liens v]) to [lienn v]\n hide list [lienn v]\n set [lista montreè ? v] to [oui]\nend\n\nwhen I receive [fisnihs v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\n | ¦ ¦ Don't play with the turbo mode (it's impossible) ¦ ¦ \n\n+5K visits!!\n\n ɪɴsᴛʀᴜᴄᴛɪᴏɴs\n ✺ WAD---Arrows.\n ✺ No a mobile platform.\n ✺ Don't touch the forks and knives.\n ✺ Start Button.\n ✺ S to skip level. \n➠Hard, But all levels are 100% possible.\n✹New STORY.\n↳ https://scratch.mit.edu/projects/479169558/ |
Pasta 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 I receive [changebackdrop v]\nif <(LEVEL) = [1]> then\n switch backdrop to (newbackground2048x1536 v)\nend\nif <(LEVEL) = [2]> then\n switch backdrop to (newbackground2048x2 v)\nend\nif <(LEVEL) = [3]> then\n switch backdrop to (backdrop_3 v)\nend\nif <(LEVEL) = [4]> then\n switch backdrop to (newbackground2048x1536 v)\nend\nif <(LEVEL) = [5]> then\n switch backdrop to (backdrop_3 v)\nend\nif <(LEVEL) = [6]> then\n switch backdrop to (backdrop_2 v)\nend\n\nwhen flag clicked\nset [level v] to [1]\nswitch backdrop to (newbackground2048x1536 v)\nforever\n set volume to (50) %\n play sound [Video Game 2 v] until done\nend\n\n@Laggy\n\n@Player\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [activate rock trap v] to [N]\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 set [activate rock trap v] to [N]\n change [deaths v] by (1)\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [sx v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (50) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [sx v] by (-2)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(In Air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player Y By (sy)\nTrap-Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [Die]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [Die]\nend\nif <(ACTIVATE ROCK TRAP) = [N]> then\n if <<(LEVEL) = [3]> and <(x) > [590]>> then\n set [activate rock trap v] to [Y]\n end\n if <<(LEVEL) = [5]> and <(x) > [170]>> then\n set [activate rock trap v] to [Y]\n end\nend\n\ndefine Change Player Y By (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n 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)\nchange [in air v] by (1)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game-Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Trap-Die\nif <touching (danger v)?> then\n set [exit v] to [Die]\n start sound [crunch v]\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)\nset [activate rock trap v] to [N]\nwait (1) seconds\nbroadcast (changeBackdrop v) and wait\n\nwhen I receive [player die v]\nset [exit v] to [Die]\n\nwhen [timer v] > (STOP TIMER)\nhide\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\nset [deaths v] to [0]\nbroadcast (changeBackdrop v) and wait\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [bounce v]\nset [sy v] to [30]\nChange Player Y By (sy)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [150] y: [200]\n Clone at x: [360] y: [100]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [145]\n Clone at x: [360] y: [200]\n Clone at x: [360] y: [100]\n Clone at x: [360] y: [50]\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 1 1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\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]\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [150] y: [200]\n Clone at x: [360] y: [100]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [145]\n Clone at x: [360] y: [200]\n Clone at x: [360] y: [100]\n Clone at x: [360] y: [50]\nend\nif <(LEVEL) = [6]> then\n switch costume to (level 6 1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\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@Colectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [collect v]\n if <(COLLECTED) = (COINS)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [coins v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [-170] y: [10]\n Clone at x: [100] y: [40]\n Clone at x: [311] y: [60]\n Clone at x: [611] y: [20]\n Clone at x: [611] y: [104]\n Clone at x: [730] y: [50]\n Clone at x: [1025] y: [-20]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [-79] y: [-76]\n Clone at x: [166] y: [232]\n Clone at x: [226] y: [232]\n Clone at x: [191] y: [270]\n Clone at x: [428] y: [339]\n Clone at x: [543] y: [396]\n Clone at x: [635] y: [481]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [-75] y: [0]\n Clone at x: [56] y: [-65]\n Clone at x: [250] y: [-10]\n Clone at x: [685] y: [20]\n Clone at x: [910] y: [-60]\n Clone at x: [988] y: [60]\n Clone at x: [1120] y: [168]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [-175] y: [5]\n Clone at x: [80] y: [40]\n Clone at x: [370] y: [60]\n Clone at x: [550] y: [75]\n Clone at x: [715] y: [195]\n Clone at x: [815] y: [90]\n Clone at x: [910] y: [90]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [-90] y: [0]\n Clone at x: [370] y: [220]\n Clone at x: [340] y: [-35]\n Clone at x: [810] y: [130]\n Clone at x: [1470] y: [460]\n Clone at x: [1920] y: [530]\n Clone at x: [2295] y: [480]\nend\nset [x v] to [-999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n next costume\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 [coins v] by (1)\nset size to (20) %\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nforever\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 Portal]> and <touching (player v)?>> then\n start sound [portal v]\n set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) < [6]> then\n if <(LEVEL) = [1]> then\n switch costume to (close portal v)\n Clone at x: [1110] y: [-5]\n end\n if <(LEVEL) = [2]> then\n switch costume to (close portal v)\n Clone at x: [709] y: [541]\n end\n if <(LEVEL) = [3]> then\n switch costume to (close portal v)\n Clone at x: [1235] y: [150]\n end\n if <(LEVEL) = [4]> then\n switch costume to (close portal v)\n Clone at x: [990] y: [50]\n end\n if <(LEVEL) = [5]> then\n switch costume to (close portal v)\n Clone at x: [2480] y: [360]\n end\nelse\n set [x v] to [-9999999999]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open portal v)\n\n@Saw\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set size to (50) %\n go to [back v] layer\n turn right (12) degrees\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(PLAYER DYING) = [N]>> then\n set [player dying v] to [Y]\n broadcast (Player Die v) and wait\n set [player dying v] to [N]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (saw1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [player dying v] to [N]\nif <(LEVEL) = [2]> then\n switch costume to (saw v)\n Clone at x: [65] y: [130]\nend\nif <(LEVEL) = [3]> then\n switch costume to (saw v)\nend\nif <(LEVEL) = [4]> then\n switch costume to (saw v)\n Clone at x: [915] y: [-20]\nend\nif <(LEVEL) = [5]> then\n switch costume to (saw v)\n Clone at x: [800] y: [70]\n Clone at x: [830] y: [70]\nend\nset [x v] to [-999999999]\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nClone at x: [-63] y: [-85]\nClone at x: [1128] y: [85]\n\n@Play\n\nwhen flag clicked\nset size to (0) %\ngo to x: (0) y: (-90)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (30)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen flag clicked\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [pop v]\nhide\nbroadcast (Start Game v)\nstop [this script v]\n\n@Words\n\nwhen flag clicked\nset size to (0) %\ngo to x: (-6) y: (70)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (30)\n else\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen I receive [start game v]\nhide\n\n@You Win\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\nwait (2) seconds\nwait until <(LEVEL) = [6]>\nwait (1) seconds\nshow\nhide variable [level v]\nbroadcast (Stop Timer v)\n\nwhen I receive [start game v]\nset [timer v] to [0]\nreset timer\nforever\n set [timer v] to (timer)\nend\n\nwhen I receive [stop timer v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nhide variable [timer v]\nhide variable [deaths v]\nhide variable [fps v]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [forward v] (99) layers\nhide\nset [stop timer v] to [0.1]\nforever\n set [stop timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (STOP TIMER)\nhide variable [level v]\nhide variable [timer v]\nhide variable [deaths v]\ngo to x: (0) y: (300)\nshow\nglide (0.5) secs to x: (0) y: (0)\n\nwhen I receive [start game v]\nshow variable [level v]\nshow variable [timer v]\nshow variable [deaths v]\n\n@Trampoline\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [360] y: [-35]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [539] y: [-75]\nend\nif <(LEVEL) = [4]> then\n Clone at x: [300] y: [-40]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [250] y: [-50]\n Clone at x: [890] y: [74]\n Clone at x: [1075] y: [220]\nend\nset [x v] to [-999999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (springboarddown v)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Bounce v)\n start sound [boing v]\n repeat (2)\n next costume\n wait (0.1) seconds\n end\n switch costume to (springboardup v)\n end\nend\n\n@DONE BY TSNP\n\nwhen backdrop switches to [newbackground2048x1536 v]\nshow\n\nwhen backdrop switches to [newbackground2048x2 v]\nhide\n\nwhen backdrop switches to [backdrop_3 v]\nhide\n\nwhen backdrop switches to [backdrop_black v]\nhide\n\n | HELLO EVERYONE! THIS IS A NEW PROJECT CALLED AS PASTA PLATFORMER. HOPE YOU ENJOY PLAYING IT!\nINSTRUCTIONS :- \n-> Click the green flag to start.\n-> Next click the triangle shaped button to start playing.\n-> Use arrow keys to control the player, avoid traps, \n collect 7 pastas go into portal for next level.\n-> Like, star and follow me! |
"Cati platformer'' | @Stage\n\nwhen flag clicked\nswitch backdrop to (tło1 v)\n\nwhen I receive [następny poziom v]\nnext backdrop\n\nwhen I receive [start v]\nforever\n play sound [Louie Zong - fishing minigame v] until done\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n broadcast (koniec v)\n end\nend\n\n@intro\n\ndefine Gładkie przejście (x) y: (y) Prędkość (prędkość)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (prędkość))\n change y by (((round (y)) - (round (y position))) / (prędkość))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nshow\nset [r v] to [0]\nstart sound [ Monody- The fat rat v]\nswitch costume to (kostium1 v)\ncreate clone of (_myself_ v)\nswitch costume to (kostium2 v)\ncreate clone of (_myself_ v)\nKlony [75]\nwait until <(r) = [1]>\npoint in direction (-137)\nswitch costume to (kostium4 v)\nwait (0.5) seconds\ngo to [front v] layer\nshow\ngo to x: (400) y: (0)\nwait (0.5) seconds\nGładkie przejście (0) y: (0) Prędkość (20)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n point in direction (90)\n go to [back v] layer\n go to x: (0) y: (0)\n show\nend\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (kostium1 v)\n clear graphic effects\n set size to (0) %\n point in direction (0)\n switch costume to (kostium1 v)\n repeat (40)\n set [gładkość rozmiaru v] to (((Gładkość rozmiaru) * (.7)) + (((70) - (size)) * (.1)))\n change size by (Gładkość rozmiaru)\n change [ghost v] effect by (-10)\n turn right (((90) - (direction)) / (8)) degrees\n end\n switch costume to (kostium1 v)\n set [r v] to [1]\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n go to [front v] layer\n set [prędkość v] to (pick random (10) to (15))\n set [yv v] to (pick random (2) to (7))\n change size by (pick random (-150) to (0))\n change [brightness v] effect by (pick random (-20) to (20))\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <touching (_edge_ v)?>\n go to [front v] layer\n move (Prędkość) steps\n change y by (Yv)\n change [yv v] by (-0.4)\n set [prędkość v] to ((Prędkość) * (0.95))\n end\n hide\n delete this clone\nend\n\ndefine Klony ()\nrepeat ()\n switch costume to (kostium3 v)\n create clone of (_myself_ v)\n turn left (15) degrees\nend\n\ndefine Klonowanie\nswitch costume to (kostium4 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nwait (4.72) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Zacznij Projekt v)\n\nwhen I start as a clone\nwait (5.5) seconds\nbroadcast (start v)\ndelete this clone\n\n@player - cati\n\nwhen flag clicked\nforever\n if <touching color (#ff00c5)?> then\n set [prędkość skakania v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (meta v)?> then\n go to x: (-179) y: (-35)\n broadcast (następny poziom v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (kostium1 v)\ngo to x: (-179) y: (-35)\nshow\nset [prędkość ruchu v] to [0]\nset [prędkość skakania v] to [0]\nforever\n if <touching color (#9e0000)?> then\n change y by (0.5)\n change x by ((prędkość ruchu) * (-1))\n set [prędkość ruchu v] to [0]\n end\n change y by (prędkość skakania)\n if <touching color (#9e0000)?> then\n change y by ((prędkość skakania) * (-1))\n set [prędkość skakania v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#9e0000)?> and <key (up arrow v) pressed?>> then\n set [prędkość skakania v] to [8]\n end\n change y by (0.5)\n change [prędkość skakania v] by (-0.5)\n if <touching color (#9e0000)?> then\n set [prędkość skakania v] to [0]\n end\n if <key (right arrow v) pressed?> then\n change [prędkość ruchu v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [prędkość ruchu v] by (-1)\n end\n set [prędkość ruchu v] to ((prędkość ruchu) * (0.9))\n change x by (prędkość ruchu)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-179) y: (-35)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\nend\n\nwhen I receive [koniec v]\nhide\nstop [all v]\n\n@meta\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@miniaturka\n\nwhen flag clicked\nhide\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nshow\n\n@Sprite1\n\n | Hiya!\n✂ - - - - - - - - - -\nWelcome to "Cati platformer"! And here are the rules...\n- arrows to move!\n- the pink block will lift you high!\n- don't touch the lava!\n- have fun ^^\n✂ - - - - - - - - - -\nAs for the thanks...\n- intro - @_Polka_\n- music - @ipzy\n- art - me\n- scripts - me\n✂ - - - - - - - - - -\nHave fun,\n@sledziowa2020 |
Back360° platformer ver.2.2 | @Stage\n\nwhen flag clicked\nwait (1.5) seconds\nforever\n play sound [海中のBGM v] until done\nend\n\n@player\n\nwhen I receive [d v]\nset [xv↺ v] to [0]\nset [yv v] to [0]\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (50)\nset [d v] to [1]\nwait (2) seconds\nset [d v] to [0]\nset [ghost v] effect to (0)\nswitch costume to (コスチューム1 v)\n\nwhen I receive [d v]\npoint in direction (90)\ngo to x: (0) y: (-50)\n\nwhen I receive [next v]\nset [stop 1 v] to [1]\nset [stop v] to [1]\nwait (2) seconds\nset [stop 1 v] to [0]\nset [stop v] to [0]\n\nwhen I receive [start v]\nset [d v] to [0]\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (-50)\nset rotation style [left-right v]\nshow\nset size to (100) %\npoint in direction (90)\nrepeat (20)\n change y by (2.5)\nend\nforever\n if <(stop 1) = [0]> then\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 <[0] > (mouse x)>>>> or <<<key (up arrow v) pressed?> or <<(mouse y) < [50]> and <mouse down?>>> or <key (w v) pressed?>>> then\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 <[0] > (mouse x)>>>> then\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 switch costume to (コスチューム2 v)\n if <<<key (up arrow v) pressed?> or <<(mouse y) < [50]> and <mouse down?>>> or <key (w v) pressed?>> then\n switch costume to (コスチューム5 v)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <[0] > (mouse x)>>> then\n point in direction (90)\n switch costume to (コスチューム3 v)\n if <<<key (up arrow v) pressed?> or <<(mouse y) < [50]> and <mouse down?>>> or <key (w v) pressed?>> then\n switch costume to (コスチューム6 v)\n end\n end\n else\n if <<<key (up arrow v) pressed?> or <<(mouse y) < [50]> and <mouse down?>>> or <key (w v) pressed?>> then\n switch costume to (コスチューム4 v)\n end\n end\n else\n switch costume to (コスチューム1 v)\n end\n change y by (5)\n change y by (-5)\n if <(stop) = [0]> then\n if <<touching (d v)?> and <not <(D) = [1]>>> then\n start sound [Crunch v]\n broadcast (d v)\n end\n end\n end\nend\n\n@sterg\n\nwhen I receive [d v]\npoint in direction (90)\ngo to x: (0) y: (350)\n\nwhen I receive [next v]\nwait (0.5) seconds\nset [yv v] to [0]\ngo to x: (0) y: (350)\nwait (1) seconds\ngo to x: (0) y: (350)\npoint in direction (90)\nnext costume\n\nwhen I receive [d v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n change y by (1)\n if <(stop 1) = [0]> then\n if <<<key (up arrow v) pressed?> or <<(mouse y) < [50]> and <mouse down?>>> or <key (w v) pressed?>> then\n set [yv v] to [-6]\n wait (0.3) seconds\n end\n end\n change y by (-1)\nend\n\nwhen I receive [start v]\nswitch costume to (ステージ1 v)\nhide variable [xv↺ v]\nhide variable [yv v]\npoint in direction (90)\ngo to [front v] layer\nshow\ngo to x: (0) y: (350)\nset [xv↺ v] to [0]\nset [yv v] to [0]\ngo to [front v] layer\nforever\n if <(stop 1) = [0]> then\n change [yv v] by (0.4)\n if <<<key (right arrow v) pressed?> or <<[0] < (mouse x)> and <mouse down?>>> or <key (d v) pressed?>> then\n change [xv↺ v] by (0.15)\n end\n if <<<key (left arrow v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>> or <key (a v) pressed?>> then\n change [xv↺ v] by (-0.15)\n end\n set [xv↺ v] to ((Xv↺) * (0.8))\n turn right (Xv↺) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (5)\n turn right ((Xv↺) * (-1)) degrees\n set [xv↺ v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching (player v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n end\nend\n\n@D\n\nwhen flag clicked\n\nwhen I receive [d v]\npoint in direction (90)\ngo to x: (0) y: (300)\n\nwhen I receive [next v]\nnext costume\nforever\n if <([costume # v] of [sterg v]) = [4]> then\n hide\n end\nend\n\nwhen I receive [start v]\nhide variable [xv↺ v]\nhide variable [yv v]\npoint in direction (90)\ngo to [front v] layer\nshow\ngo to x: (0) y: (300)\nshow\nswitch costume to (d1 v)\ngo to [back v] layer\nset [xv↺ v] to [0]\nset [yv v] to [0]\nforever\n go to x: ([x position v] of [sterg v]) y: ([y position v] of [sterg v])\n go to (sterg v)\n point in direction ([direction v] of [sterg v])\nend\n\nwhen I receive [start v]\nforever\n go to x: ([x position v] of [sterg v]) y: ([y position v] of [sterg v])\n go to (sterg v)\n point in direction ([direction v] of [sterg v])\nend\n\n@Respawn\n\nwhen I receive [d v]\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [next v]\nhide\nwait (1.3) seconds\ngo to [front v] layer\nshow\n\nwhen I receive [start v]\nrepeat (10)\n go to [front v] layer\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n set [brightness v] effect to (20)\n if <mouse down?> then\n set [stop 1 v] to [1]\n set size to (100) %\n set [brightness v] effect to (20)\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n broadcast (d v)\n end\n end\n else\n set [stop 1 v] to [0]\n set size to (100) %\n set [brightness v] effect to (0)\n end\nend\n\n@★★★\n\nwhen I receive [next v]\nhide\nwait (1.3) seconds\nshow\nnext costume\ngo to [front v] layer\n\nwhen I receive [d v]\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [start v]\ngo to x: (168) y: (-149)\nswitch costume to (コスチューム1 v)\nrepeat (10)\n go to [front v] layer\nend\n\n@sterg2\n\nwhen I receive [d v]\npoint in direction (90)\ngo to x: (0) y: (300)\n\nwhen I receive [start v]\nswitch costume to (ステージ1 v)\nhide variable [xv↺ v]\nhide variable [yv v]\npoint in direction (90)\ngo to [back v] layer\nshow\ngo to x: (0) y: (0)\nset [stop4 v] to [0]\nset [xv↺ v] to [0]\nset [yv v] to [0]\nforever\n go to x: ([x position v] of [sterg v]) y: ([y position v] of [sterg v])\n go to (sterg v)\n point in direction ([direction v] of [sterg v])\n if <touching (_edge_ v)?> then\n hide\n else\n if <(stop4) = [0]> then\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [stop4 v] to [1]\n hide\n start sound [Connect v]\n broadcast (NEXT v)\n next costume\n wait (2) seconds\n set [stop4 v] to [0]\n show\n end\nend\n\n@NEXT\n\nwhen flag clicked\ngo to x: (0) y: (351)\nhide\n\nwhen I receive [next v]\nshow\ngo to [front v] layer\nglide (0.5) secs to x: (0) y: (0)\nwait (1) seconds\nglide (0.2) secs to x: (0) y: (-351)\nhide\ngo to x: (0) y: (351)\n\n@sameneiruuuuuu\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (2) seconds\nbroadcast (start v)\nhide\n\nshow\ngo to [front v] layer\n\n@♡&☆スプライト5\n\nwhen I receive [start v]\nhide\ngo to x: (0) y: (150)\ngo to [front v] layer\nforever\n if <not <([costume # v] of [sterg v]) = [3]>> then\n go to [front v] layer\n wait (pick random (20) to (40)) seconds\n go to x: (0) y: (145)\n switch costume to (1 v)\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (pick random (210) to (-210)) y: (-180)\nrepeat until <<(y position) = [180]> or <<[240] < (x position)> or <(x position) < [-240]>>>\n go to [front v] layer\n change y by (3)\n change x by ((Xv↺) * (-6))\n change y by (Yv)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n wait (pick random (0.2) to (1.0)) seconds\nend\n\n | ▶Press the flag twice\n▶arrow key operation\n▶If you touch the thorn, it will be from the beginning of \n the stage.\n-------------------------------------------------------------------------\n▶旗は2回押してください\n▶矢印キー操作\n▶とげに触れるとそのステージの最初からになります |
Speedrun Platformer (my first platformer) v1.6 | @Stage\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nplay sound [Techno2 v] until done\nforever\n play sound [Techno3 v] until done\nend\n\nset [☁ highscore v] to [100]\n\n@Player\n\nwhen flag clicked\ngo to x: (-220) y: (-80)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset rotation style [left-right v]\nforever\n Platform [11.5] [-1] [0.7] [3]\n if <touching (spikes v)?> then\n start sound [Crunch v]\n go to x: (-220) y: (-80)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching (finish v)?> then\n start sound [Collect v]\n change [level v] by (1)\n go to x: (-220) y: (-80)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nswitch costume to (hitbox v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x velocity v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\n end\n set [x velocity v] to [0]\n end\nend\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n end\n if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n set [y velocity v] to (jump height)\n start sound [Low Whoosh v]\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nswitch costume to (idle v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (Walk)\nend\nif <(Y Velocity) > [2]> then\n switch costume to (jump v)\nend\nif <(Y Velocity) < [-3]> then\n switch costume to (fall v)\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(Walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.05) seconds\nend\n\nwhen flag clicked\nhide variable [timer v]\nhide variable [score v]\nhide variable [☁ highscore v]\nwait until <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nreset timer\nforever\n set [timer v] to (timer)\nend\n\n@Level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Finish\n\nwhen flag clicked\nshow\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (190) y: (-120)\n end\n if <(Level) = [2]> then\n go to x: (190) y: (-120)\n end\n if <(Level) = [3]> then\n go to x: (190) y: (-120)\n end\n if <(Level) = [4]> then\n go to x: (190) y: (132)\n end\n if <(Level) = [5]> then\n go to x: (184) y: (100)\n end\n if <(Level) = [6]> then\n go to x: (-215) y: (100)\n end\n if <(Level) = [7]> then\n go to x: (190) y: (133)\n end\n if <(Level) = [8]> then\n go to x: (200) y: (138)\n end\n if <(Level) = [9]> then\n go to x: (200) y: (20)\n end\n if <(Level) = [10]> then\n go to x: (-200) y: (0)\n end\n if <(Level) = [11]> then\n broadcast (Finish v)\n wait (0.1) seconds\n stop [all v]\n end\nend\n\nwhen I receive [finish v]\nhide\n\n@Spikes\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Noise Texture\n\nwhen flag clicked\n\ngo to x: (0) y: (0)\nset size to (120) %\nforever\n go to [front v] layer\n set [ghost v] effect to (90)\nend\n\n@Overlay Texture\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset [ghost v] effect to (85)\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [finish v]\nshow variable [score v]\nshow variable [☁ highscore v]\nshow\n\nwhen I receive [finish v]\nswitch backdrop to (finish v)\nwait (0.1) seconds\nset [score v] to (timer)\n\nwhen I receive [finish v]\nif <(Score) < (☁ Highscore)> then\n set [☁ highscore v] to (Score)\n wait (0.1) seconds\n stop [all v]\nend\n\n@Thumbnail 1\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n | < MY FIRST PLATFORMER >\n—————————————————————————\n[ How To Play ]\n\n[ ENGLISH ]\n> WASD or ARROW KEYS To Move \n> Space or Up Arrow To Jump\n> Avoid Spikes \n> Get to the flag \n> Not Mobile Friendly\n\nHAVE FUN!\n—————————————————————————\n[ DEUTSCH ]\n> WASD oder PFEILTASTEN um zu bewegen\n> Leertaste oder Pfeil hoch um zu springen\n> Spikes vermeiden\n> zur Flagge kommen\n> keine Steuerung für Mobile\n\nVIEL SPAß!\n\n~ 5ivee |
Desert - A Platformer !!NIGHT UPDATE!! | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (The Level)\nend\n\n@Player\n\nwhen I receive [scroll v]\nforever\n go to x: (0) y: (0)\nend\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 and other 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 (20)\n change [ghost v] effect by (5)\n change y by (15)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n broadcast (Reset v)\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Spikes and Other\n\nwhen flag clicked\nshow\nforever\n switch costume to (The Level)\nend\n\n@Desert Dan\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n switch costume to (The Level)\nend\n\n@Thumbnail2\n\nwhen [timer v] > (0.25)\nstart sound [Hit_Hurt4 v]\nbroadcast (Hide all Variables v)\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (0) y: (400)\ngo to [front v] layer\nshow\nrepeat (20)\n change y by (((0) - (y position)) / (4))\nend\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\ngo to x: (0) y: (400)\nhide\nforever\n reset timer\nend\n\ngo to x: (0) y: (0)\nshow\n\n@Sprite1\n\nwhen flag clicked\nwait (0.1) seconds\nhide\nforever\n create clone of (_myself_ v)\n wait (0.07) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (pick random (80) to (95))\nshow\ngo to x: (260) y: (pick random (-180) to (180))\nglide (pick random (6) to (12)) secs to x: (-240) y: (y position)\ndelete this clone\n\n | ᴅᴇꜱᴇʀᴛ\n\n♢♢ɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ♢♢\n♢ ᴀʀʀᴏᴡ ᴋᴇʏꜱ\n♢ ᴡᴀᴅ\n♢ᴀᴠᴏɪᴅ ꜱᴘɪᴋᴇꜱ\n♢ᴀᴠᴏɪᴅ Qᴜɪᴄᴋꜱᴀɴᴅ\n♢15 ʟᴇᴠᴇʟꜱ\n♢ᴍᴀᴋᴇ ꜱᴜʀᴇ ᴛᴏ ♥ ᴀɴᴅ ⋆\n♢ #110 on trending 2021-01-05!!! THANKS SO MUCH!!!\n♢ @Jranknom Loved/Faved!\n♢♢ᴄʀᴇᴅɪᴛꜱ♢♢\n\n♢ @--ᴀᴡᴇꜱᴏᴍᴇᴄᴏᴅᴇ-- ꜰᴏʀ ᴛʜᴇ ᴇɴɢɪɴᴇ\n♢ @ᴍɪꜱᴛᴀᴋᴇɴɢᴇɴɪᴜꜱ123 ꜰᴏʀ ꜱᴏᴍᴇ ᴏꜰ ᴛʜᴇ ᴀʀᴛ\n♢ @-ꜱɪɢɴᴀʟꜱ- ꜰᴏʀ ᴄᴏᴅᴇ ʜᴇʟᴘ\n♢ @xxᴇᴅɢᴇxx ꜰᴏʀ ᴛʜᴇ ʀᴇꜱᴛ ᴏꜰ ᴛʜᴇ ᴄᴏᴅᴇ\n♢ ʏᴏᴜ, ꜰᴏʀ ᴘʟᴀʏɪɴɢ!\n@ChewingFruitGum loved and Faved!?!?!\n@--AwesomeCode-- commented?!?!\n♢♢ᴛᴀɢꜱ♢♢\n#Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes #Platformer #Desert #Spikes #Cave #Hot #Sun #xXEdgeXx #New #Vector #Dunes |
Heaven - Platformer Collab between @TNTend and @TheMario11 #all #games | @Stage\n\nwhen flag clicked\n\nwhen I receive [start project v]\nforever\n play sound [cool moosic v] until done\nend\n\nwhen I receive [start project v]\nbroadcast (play v)\n\n@Player\n\nwhen I start as a clone\nswitch costume to (2 v)\nclear graphic effects\nset size to (80) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-8)\nend\ndelete this clone\n\nwhen I receive [play v]\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nset size to (250) %\nshow\nset [yv v] to [0]\nset [xv 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 [xv v] by (1)\n point in direction (90)\n if <(Yv) = [0]> then\n create clone of (particle v)\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 change [xv v] by (-1)\n point in direction (-90)\n if <(Yv) = [0]> then\n create clone of (particle v)\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((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 (stage v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (stage 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 [14]\n end\n end\n change y by (1)\n if <touching color (#00cc44)?> then\n set size to (250) %\n go to x: (-164) y: (-125)\n broadcast (next v)\n end\n if <touching (do not touch v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n clear graphic effects\n set size to (250) %\n go to x: (-175) y: (-125)\n end\n if <touching color (#4c0099)?> then\n wait (0.15) seconds\n set size to (210) %\n end\n if <touching color (#cccc00)?> then\n wait (0.15) seconds\n set size to (250) %\n end\n if <([y position v] of [player v]) < [-178]> then\n hide\n wait (0.2) seconds\n show\n set size to (250) %\n go to x: (-191) y: (-144)\n end\n if <(x position) > [240]> then\n wait (0.01) seconds\n show\n set size to (250) %\n go to x: (-191) y: (-130)\n change [stage v] by (1)\n end\nend\n\nwhen I receive [play v]\ngo to x: (-174) y: (-125)\nclear graphic effects\nshow\n\nwhen [r v] key pressed\ngo to x: (-174) y: (-125)\n\nwhen I receive [i want taco bell v]\ngo to x: (-174) y: (-125)\n\ngo to (random position v)\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nshow\nforever\n repeat (4)\n wait (0.1) seconds\n next costume\n end\n repeat (4)\n wait (0.1) seconds\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen flag clicked\nset size to (250) %\nforever\n go to (player v)\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\n@Do NoT ToUcH\n\nwhen flag clicked\n\nrepeat (12)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo [backward v] (3) layers\nforever\n switch costume to (Stage)\nend\n\n@Stage\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo [backward v] (2) layers\nset [stage v] to [1]\nforever\n switch costume to (Stage)\nend\n\n@Sprite4\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo [backward v] (5) layers\n\n@particle\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to position\nclear graphic effects\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset [offset v] to [0]\nrepeat (7)\n turn right (xspeed) degrees\n set [change v] to (pick random (-1) to (1))\n change [offset v] by (change)\n change y by (change)\n adjustposition\nend\ndelete this clone\n\ndefine go to position\nshow\ngo to (player v)\nchange y by (pick random (-27) to (-24))\nhide\n\ndefine adjustposition\nif <(offset) < [0]> then\n change y by (1)\n change [offset v] by (1)\nend\n\nwhen I receive [move v]\n\n@Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Watermark]> then\n Keyframe [1.8]\n show\n switch costume to (watermark v)\n set size to (100) %\n switch costume to (pos hack v)\n go to x: (0) y: (-50)\n repeat until <(timer) > [8]>\n switch costume to (pos hack v)\n change y by (((0) - (y position)) / (10))\n switch costume to (watermark v)\n end\n repeat (50)\n switch costume to (pos hack v)\n change y by (((-50) - (y position)) / (10))\n switch costume to (watermark v)\n end\nend\n\nwhen flag clicked\nStart Intro\n\ndefine Start Intro\nstart sound [Music v]\nreset timer\nset volume to (100) %\nhide\nclear graphic effects\nset [clone id v] to [Parent]\nset [var 1 v] to [0.1]\nset [var 2 v] to [-5]\ndelete all of [intro v]\nadd [0] to [intro v]\nadd [0] to [intro v]\nadd [100] to [intro v]\nadd [90] to [intro v]\nCreate Particles\nCreate Clone [Keyframe]\nCreate Clone [Back]\npoint in direction (90)\nrepeat (8)\n turn right (45) degrees\n Create Clone [Line]\nend\nCreate Clone [Text]\nCreate Clone [Circle]\nCreate Clone [Top0.5]\nCreate Clone [Bottom0.5]\nCreate Clone [Top000]\nCreate Clone [Bottom000]\nCreate Clone [Pos Master]\nCreate Clone [Watermark]\n\ndefine Create Clone (id)\nset [# v] to (Clone ID)\nset [clonex v] to (x position)\nset [cloney v] to (y position)\nset [clonedir v] to (direction)\nset [clone size v] to (size)\nset [clone id v] to (id)\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\ncreate clone of (_myself_ v)\ngo to x: (CloneX) y: (CloneY)\npoint in direction (CloneDir)\nset size to (Clone Size) %\nset [clone id v] to (#)\n\ndefine Set Size to (size)\nset [costume # v] to (costume [number v])\nif <(size) > [100]> then\n switch costume to (size hack v)\nend\nset size to (size) %\nswitch costume to (Costume #)\n\ndefine Go to (x) (y)\nset [costume # v] to (costume [number v])\nswitch costume to (pos hack v)\ngo to x: (x) y: (y)\nswitch costume to (Costume #)\n\ndefine Go to (x) (y) (z) (focal length)\nset [costume # v] to (costume [number v])\nswitch costume to (pos hack v)\nset [intro: x v] to ((focal length) * (((x) + (item (1) of [intro v])) / ((z) + (item (3) of [intro v]))))\nset [intro: y v] to ((focal length) * (((y) + (item (2) of [intro v])) / ((z) + (item (3) of [intro v]))))\npoint in direction (item (4) of [intro v])\ngo to x: (Intro: X) y: (Intro: Y)\nswitch costume to (Costume #)\n\nwhen I start as a clone\nif <(Clone ID) = [Keyframe]> then\n Keyframe [1.8]\n Beat [2]\n Size Thing [2.7] [1]\n Create Clone [Left]\n Create Clone [Right]\n Size Thing [3.5] [2]\n Size Thing [4.4] [1]\n Size Thing [5.2] [2]\n Create Clone [Left]\n Create Clone [Right]\n Size Thing [6.1] [1]\n Size Thing [7.0] [2]\n Size Thing [7.8] [1]\n Create Clone [Left]\n Create Clone [Right]\n Size Thing [8.7] [2]\n broadcast (Start Project v)\nend\nif <(Clone ID) = [Pos Master]> then\n repeat until <(timer) > [4]>\n replace item (4) of [intro v] with ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n end\n point in direction (item (4) of [intro v])\n set [var 1 v] to [1]\n repeat (15)\n turn right (Var 1) degrees\n change [var 1 v] by ((Var 1) / (4))\n replace item (4) of [intro v] with (direction)\n end\n repeat (20)\n turn right (((90) - (direction)) / (5)) degrees\n replace item (4) of [intro v] with (direction)\n end\n repeat until <(timer) > [6.1]>\n replace item (4) of [intro v] with ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n end\n repeat until <(timer) > [7.0]>\n replace item (2) of [intro v] with ((item (2) of [intro v]) + (((-500) - (item (2) of [intro v])) / (5)))\n replace item (4) of [intro v] with ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n end\n repeat until <(timer) > [7.8]>\n replace item (2) of [intro v] with ((item (2) of [intro v]) + (((300) - (item (2) of [intro v])) / (5)))\n replace item (4) of [intro v] with ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n end\n repeat until <(timer) > [10]>\n replace item (2) of [intro v] with ((item (2) of [intro v]) + (((0) - (item (2) of [intro v])) / (5)))\n replace item (4) of [intro v] with ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n end\nend\n\ndefine Size Thing (time) (type)\nrepeat until <(timer) > (time)>\n replace item (3) of [intro v] with ((item (3) of [intro v]) + (Var 2))\n change [var 2 v] by (0.4)\nend\nBeat (type)\nset [var 1 v] to [0.1]\nset [var 2 v] to [-5]\n\ndefine Keyframe (time)\nwait until <(timer) > (time)>\n\nwhen I start as a clone\nif <(Clone ID) = [Text]> then\n show\n switch costume to (oc v)\n repeat until <(timer) > [4.5]>\n point in direction (item (4) of [intro v])\n go to x: (0) y: (0)\n Set Size to (item (3) of [intro v])\n end\n switch costume to (text v)\n set [color v] effect to (0)\n repeat until <(timer) > [6.1]>\n point in direction (item (4) of [intro v])\n go to x: (0) y: (0)\n Set Size to (item (3) of [intro v])\n end\n repeat until <(timer) > [7]>\n point in direction (item (4) of [intro v])\n go to x: (0) y: ((y position) + (((50) - (y position)) / (5)))\n Set Size to (item (3) of [intro v])\n end\n repeat until <(timer) > [7.8]>\n point in direction (item (4) of [intro v])\n go to x: (0) y: ((y position) + (((-50) - (y position)) / (5)))\n Set Size to (item (3) of [intro v])\n end\n repeat until <(timer) > [10]>\n point in direction (item (4) of [intro v])\n go to x: (0) y: ((y position) + (((0) - (y position)) / (5)))\n Set Size to (item (3) of [intro v])\n end\nend\nif <(Clone ID) = [Circle]> then\n show\n set [brightness v] effect to (-100)\n switch costume to (circle2 v)\n Keyframe [1.8]\n switch costume to (circle v)\n set [var 1 v] to [20]\n repeat (8)\n Set Size to ((size) + (Var 1))\n change [var 1 v] by (10)\n go to [front v] layer\n end\n repeat (30)\n Set Size to ((size) + (Var 1))\n change [var 1 v] by (((0) - (Var 1)) / (7))\n go to [front v] layer\n end\n delete this clone\nend\nif < (Clone ID) contains [Top]?> then\n show\n switch costume to (top v)\n wait (join (letter (4) of (Clone ID)) (join (letter (5) of (Clone ID)) (letter (6) of (Clone ID)))) seconds\n set [var 1 v] to [0.1]\n repeat until <(timer) > [5]>\n Go to (x position) ((y position) + (Var 1))\n change [var 1 v] by ((Var 1) / (5))\n end\nend\nif < (Clone ID) contains [Bottom]?> then\n show\n switch costume to (bottom v)\n wait (join (letter (7) of (Clone ID)) (join (letter (8) of (Clone ID)) (letter (9) of (Clone ID)))) seconds\n set [var 1 v] to [0.1]\n repeat until <(timer) > [5]>\n Go to (x position) ((y position) - (Var 1))\n change [var 1 v] by ((Var 1) / (5))\n end\nend\nif <(Clone ID) = [Diamond 1]> then\n show\n switch costume to (diamond 1 v)\n set [var 2 v] to [100]\n set [var 1 v] to [0]\n Set Size to [0]\n forever\n Go to [0] [0] (size) (size)\n Set Size to (((Var 1) + (item (3) of [intro v])) / (2))\n change [var 1 v] by (((Var 2) - (Var 1)) / (5))\n end\nend\nif <(Clone ID) = [Diamond 3]> then\n show\n switch costume to (diamond 1 v)\n set [var 2 v] to [100]\n set [var 1 v] to [0]\n set [brightness v] effect to (-100)\n set [ghost v] effect to (85)\n Set Size to [0]\n forever\n Set Size to ((((Var 1) + (item (3) of [intro v])) / (2)) - (0))\n change [var 1 v] by (((Var 2) - (Var 1)) / (5))\n Go to ((size) / (5)) ((size) / (-5)) (size) (size)\n end\nend\nif <(Clone ID) = [Diamond 2]> then\n show\n switch costume to (diamond 2 v)\n set [var 2 v] to [100]\n set [var 1 v] to [0]\n Set Size to [0]\n forever\n Go to [0] [0] (size) (size)\n Set Size to (((Var 1) + (item (3) of [intro v])) / (2))\n change [var 1 v] by (((Var 2) - (Var 1)) / (5))\n end\nend\nif <(Clone ID) = [Diamond 4]> then\n show\n switch costume to (diamond 2 v)\n set [var 2 v] to [100]\n set [var 1 v] to [0]\n set [brightness v] effect to (-100)\n set [ghost v] effect to (85)\n Set Size to [0]\n forever\n Set Size to ((((Var 1) + (item (3) of [intro v])) / (2)) - (0))\n change [var 1 v] by (((Var 2) - (Var 1)) / (5))\n Go to ((size) / (10)) ((size) / (-10)) (size) (size)\n end\nend\n\nwhen I receive [{intro} beat v]\nif <(Clone ID) = [Diamond 1]> then\n change [var 2 v] by ((Var 2) / (0.5))\nend\nif <(Clone ID) = [Diamond 3]> then\n change [var 2 v] by ((Var 2) / (0.5))\nend\nif <(Clone ID) = [Diamond 2]> then\n change [var 2 v] by ((Var 2) / (0.5))\nend\nif <(Clone ID) = [Diamond 4]> then\n change [var 2 v] by ((Var 2) / (0.5))\nend\n\ndefine Beat (type)\nif <(type) = [1]> then\n broadcast ({Intro} Beat v)\n Create Clone [Diamond 3]\n Create Clone [Diamond 1]\nend\nif <(type) = [2]> then\n broadcast ({Intro} Beat v)\n Create Clone [Diamond 4]\n Create Clone [Diamond 2]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Back]> then\n show\n switch costume to (back v)\n forever\n go to [back v] layer\n end\nend\nif <(Clone ID) = [Line]> then\n Keyframe [1.8]\n show\n switch costume to (line 1 v)\n set [var 1 v] to [10]\n point in direction (CloneDir)\n repeat (11)\n move (Var 1) steps\n set [var 1 v] to ((Var 1) * (0.9))\n end\n repeat (11)\n move (Var 1) steps\n set [var 1 v] to ((Var 1) * (0.9))\n next costume\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(Clone ID) = [Left]> then\n show\n switch costume to (left v)\n set [brightness v] effect to (100)\n Go to [-400] [0]\n repeat (30)\n Go to ((x position) + (((400) - (x position)) / (10))) [0]\n end\n delete this clone\nend\nif <(Clone ID) = [Right]> then\n show\n switch costume to (right v)\n set [brightness v] effect to (100)\n Go to [400] [0]\n repeat (30)\n Go to ((x position) + (((-400) - (x position)) / (10))) [0]\n end\n delete this clone\nend\n\nwhen I receive [start project v]\nif <(Clone ID) = [Text]> then\n stop [other scripts in sprite v]\n point in direction (90)\n repeat (30)\n set [intro: x v] to (([sin v] of ((timer) * (750)) ) * (((25) - (size)) * (0.75)))\n set [intro: y v] to (([cos v] of ((timer) * (750)) ) * (((25) - (size)) * (0.75)))\n go to x: (Intro: X) y: (Intro: Y)\n change size by (((25) - (size)) / (10))\n end\n repeat (20)\n set [intro: x v] to (([sin v] of ((timer) * (750)) ) * (((25) - (size)) * (0.75)))\n set [intro: y v] to (([cos v] of ((timer) * (750)) ) * (((25) - (size)) * (0.75)))\n go to x: (Intro: X) y: (Intro: Y)\n change size by (((25) - (size)) / (10))\n change [ghost v] effect by (5)\n end\n delete this clone\nelse\n stop [other scripts in sprite v]\n delete this clone\nend\n\ndefine Create Particles\nrepeat (150)\n Create Clone [Particle]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Particle]> then\n Keyframe [1]\n set [var 1 v] to (pick random (-180) to (180))\n set [var 2 v] to (pick random (1) to (1000))\n show\n switch costume to (particle v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (25)\n set size to (10) %\n forever\n set [intro: x v] to (([sin v] of ((Var 1) + (item (4) of [intro v])) ) * (((Var 2) + (item (3) of [intro v])) / (2)))\n set [intro: y v] to (([cos v] of ((Var 1) + (item (4) of [intro v])) ) * (((Var 2) + (item (3) of [intro v])) / (2)))\n Go to ((Intro: X) + (item (1) of [intro v])) ((Intro: Y) + (item (2) of [intro v]))\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nreset timer\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nforever\n if <(timer) > [0.01]> then\n switch costume to (costume1 v)\n set size to (105) %\n switch costume to (costume1 v)\n set [shake v] to [10]\n go to [front v] layer\n show\n repeat (40)\n go to x: (pick random ((shake) / ((shake) * (2))) to (shake)) y: (pick random ((shake) / ((shake) * (2))) to (shake))\n change [shake v] by (-0.25)\n end\n go to x: (0) y: (0)\n repeat until <(round (size)) = [100]>\n switch costume to (costume4 v)\n set size to ((size) + (((100) - (size)) / (5))) %\n switch costume to (costume3 v)\n end\n end\nend\n\n@Awesome Particles\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (200)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start project v]\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (-180)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n | PLEASE LOVE AND FAVE!\nHow to move - Use arrow keys or mobile controls\nDo not touch - Spike - Goo\n R to Reset \n\nThis is Collab between @TNTend and @TheMario11!!\nLook his version too!!! \nhttps://scratch.mit.edu/projects/481247935 |
ice platformer™ (2.2) #platformer # | @Stage\n\n@player\n\ndefine Tick\nswitch costume to (costume1 v)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1)\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\n switch costume to (costume5 v)\nend\nchange x by (Xv)\nset [xv v] to ((Xv) * (0.9))\nif <touching color (#00daff)?> then\n change y by (1)\n if <touching color (#00daff)?> then\n change y by (1)\n if <touching color (#00daff)?> then\n change y by (1)\n if <touching color (#00daff)?> then\n change y by (1)\n if <touching color (#00daff)?> then\n change y by (1)\n if <touching color (#00daff)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (Yv)\nif <touching color (#00daff)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching color (#00daff)?> then\n set [yv v] to [13]\n end\nend\nchange y by (1)\nchange [scroll x v] by ((x position) * (-1))\nchange [scroll y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\nif <<touching color (#d60000)?> or <touching color (#ff0000)?>> then\n set [ghost v] effect to (100)\n set [scroll x v] to [891]\n set [scroll y v] to [563]\nend\nif <touching color (#0021ff)?> then\n set [scroll x v] to [891]\n set [scroll y v] to [563]\nend\nif <(Scroll Y) > [800]> then\n set [scroll x v] to [891]\n set [scroll y v] to [563]\nend\n\nchange [yv v] by (7)\n\nif <touching color (#00e4ff)?> then\n change [xv v] by (3)\nend\n\nstart sound [Airy Echo Metallic Alert v]\n\nwhen I receive [tick v]\nTick\n\nwhen flag clicked\ngo to [back v] layer\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nforever\n if <touching color (#10ff00)?> then\n broadcast (Next level v) and wait\n end\n set [ghost v] effect to (0)\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.2) seconds\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.2) seconds\nend\nset [ghost v] effect to (100)\n\nif <touching color (#005fff)?> then\n change [yv v] by (7)\nend\nif <touching color (#00e4ff)?> then\n change [xv v] by (3)\nend\n\nwhen flag clicked\n\nwhen I start as a clone\n\nwhen flag clicked\nforever\n do nothing\nend\n\nwhen [space v] key pressed\nchange [color v] effect by (25)\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nnext costume\n\n@Cloud Moving 2\n\nwhen I start as a clone\nshow\nforever\n set size to (pick random (80) to (100)) %\n go to x: (pick random (-210) to (210)) y: (277)\n glide (5) secs to x: (x position) y: (-300)\n if <<touching (_edge_ v)?> or <touching (level v)?>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\ngo to [back v] layer\nforever\n create clone of (_myself_ v)\n wait (0.0001) seconds\nend\n\nwhen flag clicked\nforever\n clear graphic effects\nend\n\nwhen backdrop switches to [end v]\n\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n do nothing\nend\n\n@Screen Shot 2021-01-26 at 2\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (1) seconds\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n go [forward v] (2000000) layers\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\nwhen this sprite clicked\nbroadcast (Next level v)\nhide\n\nwhen flag clicked\nforever\n go [forward v] (99999) layers\nend\n\n@Sprite2\n\nPosition\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\nwhen this sprite clicked\nbroadcast (restart v)\n\nhide\n\nwhen flag clicked\nforever\n go [forward v] (99999) layers\nend\n\n@Cloud Moving 3\n\nwhen I start as a clone\nshow\nforever\n set size to (pick random (80) to (100)) %\n go to x: (400) y: (pick random (50) to (168))\n glide (5) secs to x: (-300) y: (y position)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\ngo to [back v] layer\nrepeat (1)\n create clone of (_myself_ v)\n wait (pick random (1) to (7)) seconds\nend\n\nwhen flag clicked\nforever\n clear graphic effects\nend\n\nwhen backdrop switches to [end v]\nhide\nstop [other scripts in sprite v]\n\n@Level\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n if <(turbo sensor) < [20]> then\n set [turbo sensor v] to [0]\n else\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [turbo sensor v] to [0]\nforever\n change [turbo sensor v] by (1)\nend\n\nwhen flag clicked\nswitch costume to (blank v)\nset size to (400) %\nswitch costume to (level 1 v)\nPosition\nforever\n go to x: (Scroll X) y: (Scroll Y)\nend\n\ndefine Position\nset [scroll x v] to [891]\nset [scroll y v] to [563]\n\nwhen I receive [next level v]\nnext costume\nPosition\n\nwhen I receive [change color \(bullet\) v]\nswitch costume to (level 4 v)\n\nwhen flag clicked\nforever\n do nothing\nend\n\ndefine do nothing\n\nwhen I receive [restart v]\nPosition\n\n@snowball\n\nwhen flag clicked\nhide\n\nwhen [s v] key pressed\nshow\ngo to (player v)\ngo to x: (21) y: (19)\nwait (1) seconds\nrepeat (10)\n move (20) steps\nend\nhide\n\n@False Report Detector\n\ndefine Go To (x) (y)\nset size to (400) %\ngo to x: (x) y: (y)\nset size to (100) %\n\nwhen flag clicked\nset voice to (tenor v)::tts\ncreate clone of (_myself_ v)\nswitch costume to (report button v)\ngo to [front v] layer\nset [animation v] to [0]\nforever\n Go To [485] [-210]\n if <touching (mouse-pointer v)?> then\n wait (0.3) seconds\n if <touching (mouse-pointer v)?> then\n set [report button v] to [1]\n end\n else\n set [report button v] to [0]\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nswitch costume to (report detect v)\nforever\n if <(REPORT BUTTON) = [1]> then\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n speak [Please do not report this project. There is nothing wrong with it, and false reporting is wrong. Thank you.]::tts\n set [report button v] to [0]\n end\nend\n\n | Add to your own studios\nsuggest updates and report bugs here:\nhttps://scratch.mit.edu/discuss/topic/481389/\ns to throw snowball\nuse arrow keys or mobile to guide your cube to the finish\nSequel if this get 1000 views so help me get there\ngo into the portal to get to the next level \nspace to change color\navoid spikes and falling in the abyss\nhave fun!\nthis is already my 1 most loved project in two days\n300 views thanks! feb 10 2021\n\n |
Lands Platformer/Mundos platformer BETA 2.1 | @Stage\n\nwhen flag clicked\nswitch backdrop to (fondo3 v)\n\nwhen I receive [introover v]\nswitch backdrop to (fondo5 v)\n\nwhen I receive [end v]\n\nwhen I receive [they have seen inside v]\n\nswitch backdrop to (fondo2 v)\n\nswitch backdrop to (fondo4 v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n say [Background/fondo] for (1.90) seconds\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\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 <(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\nwhen flag clicked\nforever\n if <touching (objeto3 v)?> then\n go to x: (-215) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [ANDRWYYENDY]> then\n switch costume to (traje especial para andrwyyendy v)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [1]> then\n broadcast (Start v)\n end\n if <([costume # v] of [ground v]) = [16]> then\n broadcast (empezar outro v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n glide (1.6) secs to x: (-181) y: (151)\n end\nend\n\nwhen flag clicked\nset [touching ground? v] to [0]\n\nwhen flag clicked\nforever\n if <touching (ground v)?> then\n change [touching ground? v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [puchipro123]> then\n switch costume to (costume4 v)\n end\nend\n\nwhen I start as a clone\nforever\n if <(username) = [ANDRWYYENDY]> then\n switch costume to (traje especial para andrwyyendy v)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I start as a clone\nforever\n if <(username) = [puchipro123]> then\n switch costume to (costume4 v)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [Basora07]> then\n switch costume to (costume5 v)\n end\nend\n\nwhen I start as a clone\nforever\n if <(username) = [Basora07]> then\n switch costume to (costume5 v)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [introover v]\nsay [Checa el studio Lands Platformer Studio y ponme tu skin para que la haga / Check The studio Lands platformer Studio And put me your skin And i will do it ] for (8) seconds\n\nwhen flag clicked\nforever\n if <(username) = [Redcommunity]> then\n switch costume to (costume6 v)\n end\nend\n\nwhen I start as a clone\nforever\n if <(username) = [Redcommunity]> then\n switch costume to (costume6 v)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n say [Player/jugador] for (1.90) seconds\n end\nend\n\nglide (1.6) secs to <<(x position) = [-176]> and <(y position) = [-148]>>\n\nwhen flag clicked\nshow\n\nwhen I receive [empezar outro v]\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nrepeat (15)\n change [ghost v] effect by (14)\nend\ndelete this clone\n\nsay [xdd ] for (2) seconds\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\nwhen I receive [start v]\n\nswitch costume to (level 1 v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n say [Gound/plataforma o suelo] for (1.90) seconds\n end\nend\n\n@Cloud\n\nwhen flag clicked\nset [level v] to [0]\nset [☁ log v] to (pick random (1) to (1000000000000000))\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\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n say [Danger/peligro] for (1.90) seconds\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@stars\n\nwhen flag clicked\nhide\ncloning\n\ndefine cloning\ngo to [back v] layer\nrepeat (50)\n create clone of (_myself_ v)\n go to (random position v)\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (10))\nshow\nforever\n go to [back v] layer\n turn right (pick random (1) to (5)) degrees\n move (pick random (0) to (0.5)) steps\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\nend\n\n@Music\n\nwhen I receive [introover v]\nset volume to (100) %\nplay sound [Nebula v] until done\nplay sound [Among Us Drip Theme Song Original \(Among Us Trap RemixAmogus Meme Music\) v] until done\nplay sound [Never Be Alone v] until done\nplay sound [AMONG US Theme Song \(Moondai EDM Remix\) v] until done\nplay sound [Tobu - Roots \[NCS Release\] v] until done\nplay sound [Illenium - Let You Go \(ft v] until done\nplay sound [y2mate v] until done\nplay sound [REMIX v] until done\nplay sound [YouTube \(NUEVOEXITO v] until done\nplay sound [Dimitri Vegas, Martin Garrix, Like Mike - Tremor \(Official Music Video\) v] until done\nplay sound [Alan Walker - Darkside \(feat v] until done\nplay sound [TheFatRat - MAYDAY feat v] until done\nplay sound [Tetris Theme A - mp3 v] until done\nplay sound [Goodbye v] until done\nComo saber si vieron adentro\n\nforever\n forever\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen this sprite clicked\nnext costume\n\ndefine They have seen inside\n\nforever\n\n\n\n\n\nThey have seen inside\n\ndefine Como saber si vieron adentro\n\nforever\n\nif <(backdrop [name v]) = [fondo2]> then\n\nplay sound [alarm v] until done\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n say [Music boton/boton de musica] for (1.90) seconds\n end\nend\n\nstop all sounds\n\nwhen flag clicked\nCallese música\n\ndefine Callese música\n\nset volume to (100) %\n\nforever\n play sound [y2mate v] until done\nend\n\nplay sound [happy v] until done\n\n@detector\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\ngo [forward v] (2000) layers\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n say [detector] for (1.90) seconds\n end\nend\n\n@Intro\n\nwhen flag clicked\ngo to x: (-195) y: (-135)\nswitch costume to (username v)\ncreate clone of (_myself_ v)\nswitch costume to (backgroundblock v)\ncreate clone of (_myself_ v)\nrepeat (5)\n switch costume to (backgroundblock v)\n change x by (90)\n create clone of (_myself_ v)\nend\nrepeat (3)\n change y by (90)\n set x to (-195)\n repeat (6)\n switch costume to (backgroundblock v)\n create clone of (_myself_ v)\n change x by (90)\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [BackgroundBlock]> then\n set size to (0) %\n point in direction (-90)\n repeat (40)\n change size by (((101) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n end\nend\nif <(costume [name v]) = [Username]> then\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (0) %\n point in direction (90)\n repeat (25)\n change size by (((150) - (size)) / (5))\n end\n \n point in direction ((90) + (([sin v] of (((timer) * (5)) * (50)) ) * (5)))\n switch costume to (empty v)\n change size by (((introNameSize) - (size)) / (5))\n switch costume to (username v)\n set [color v] effect to (CloneColorEffect)\n end\nend\nif <(costume [name v]) = [Cool Square]> then\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (0) %\n point in direction (90)\n set [color v] effect to (CloneColorEffect)\n \n repeat (33)\n switch costume to (empty v)\n change size by (((350) - (size)) / (5))\n switch costume to (cool square v)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nset [intronamesize v] to [150]\nwait (0.001) seconds\nrepeat until <(IntroOver) = [1]>\n change [clonecoloreffect v] by (20)\n switch costume to (cool square v)\n create clone of (_myself_ v)\n switch costume to (end v)\n repeat (33)\n change [intronamesize v] by (((150) - (introNameSize)) / (5))\n end\n set [intronamesize v] to [500]\nend\n\nwhen flag clicked\nreset timer\nplay sound [Demon Slayer - Gurrenge2 v] until done\n\nwhen flag clicked\nset [introover v] to [0]\nclear graphic effects\nhide\nwait (6.96) seconds\nset [introover v] to [1]\nshow\nswitch costume to (end v)\ngo to x: (1000000000000000000) y: (10000000000)\ngo to [front v] layer\nrepeat (80)\n change x by (((0) - (x position)) / (15))\n change y by (((0) - (y position)) / (15))\nend\nbroadcast (IntroOver v)\n\nwhen I receive [introover v]\nif <not <(costume [number v]) = [5]>> then\n delete this clone\nend\nrepeat (25)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (BEGIN NOW v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n say [intro] for (1.90) seconds\n end\nend\n\nwhen flag clicked\nforever\n\ngo to [front v] layer\n\n@Objeto3\n\nwhen flag clicked\n\nwhen flag clicked\nif <(current [month v]) = [12]> then\n if <(current [date v]) = [31]> then\n hide\n end\nend\n\ndefine restart\nset [enemi x v] to [0]\nset [enemy y v] to [0]\ngo to x: (120) y: (120)\n\ndefine Physics\nif <(x position) < ([x position v] of [player v])> then\n change [enemi x v] by (1)\nend\nif <([x position v] of [player v]) < (x position)> then\n change [enemi x v] by (-1)\nend\nchange x by (enemi x)\nslope Detection\nif <touching (level v)?> then\n change x by ((enemi x) * (-1))\n if <(y position) < ([x position v] of [player v])> then\n if <(enemi x) > [0]> then\n set [enemi x v] to [-10]\n set [enemy y v] to [10]\n else\n set [enemi x v] to [-10]\n set [enemy y v] to [10]\n end\n else\n set [enemi x v] to [0]\n end\nelse\n set [enemi x v] to ((enemi x) * (0.8))\nend\nchange y by (enemy y)\nif <touching (ground v)?> then\n change y by <(enemy y) = [-1]>\n set [enemy y v] to [0]\n if <((y position) - (25)) < ([x position v] of [player v])> then\n if <(enemy jumping) = [y]> then\n set [enemy y v] to [12]\n set [enemy jumping v] to [n]\n end\n end\nelse\n change [enemy y v] by (-1)\n set [enemy jumping v] to [y]\nend\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (0)\nrestart\nshow\nforever\n Physics\n if <(Level) = [11]> then\n broadcast (jefe final v)\n go to x: (0) y: (0)\n stop [this script v]\n end\nend\n\ndefine slope Detection\nset [enemi slope v] to [0]\nrepeat until <<(enemi slope) = [8]> or <not <touching (level v)?>>>\n change y by (1)\n change [enemi slope v] by (1)\nend\nif <touching (ground v)?> then\n change y by (-8)\nend\n\nwhen flag clicked\nforever\n if <(current [hour v]) = [16]> then\n change [color v] effect by (25)\n end\nend\n\nwhen flag clicked\ngo to x: (107) y: (-75)\n\nwhen I receive [next level v]\ngo to x: (28) y: (-125)\n\nwhen I receive [rrr v]\nforever\n hide\nend\n\nwhen flag clicked\nif <(current [year v]) = [2021]> then\n switch costume to (disfraz2 v)\nend\n\nwhen flag clicked\nif <(current [year v]) = [2020]> then\n switch costume to (disfraz3 v)\nend\n\nwhen backdrop switches to [fondo1 v]\nforever\n show\nend\n\nwhen backdrop switches to [fondo3 v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\nend\n\nswitch costume to (disfraz5 v)\n\nwhen flag clicked\n\nwhen I receive [comienza jefe v]\nforever\n Physics\nend\n\nset [level v] to [0]\n\nglide (1) secs to x: (0) y: (0)\n\nrestart\n\nshow\n\nwhen I receive [jefe final v]\n\nwhen flag clicked\nforever\n if <(Boss life) < [0]> then\n hide variable [boss life v]\n set [boss life v] to [50]\n show variable [boss life v]\n broadcast (ya va a terminar la batalla v)\n stop [this script v]\n end\nend\n\nset [boss life v] to [0]\n\nwhen flag clicked\nset [boss life v] to [70]\n\nwhen flag clicked\nforever\n if <(boss life) < [1]> then\n switch costume to (disfraz9 v)\n wait (1) seconds\n repeat (10)\n next costume\n wait (pick random (0.01) to (0.03)) seconds\n switch costume to (pick random (2) to (17))\n wait (pick random (0.1) to (0.3)) seconds\n switch costume to ((costume [number v]) - (1))\n wait (pick random (0.01) to (0.03)) seconds\n end\n hide\n stop [this script v]\n end\nend\n\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [boss life v] to [100]\n\nwhen I receive [vuelve cancion v]\n\nwhen I receive [termino v]\nforever\n hide\nend\n\nwhen flag clicked\nif <(boss life) < [0]> then\n broadcast (termino v)\nend\n\nset [level v] to [11]\n\nwhen flag clicked\nset [boss life v] to [70]\nset [boss life v] to [50]\n\nwhen flag clicked\nforever\n if <(boss life) < [1]> then\n hide variable [boss life v]\n end\nend\n\nwhen flag clicked\nhide\n\nswitch costume to (disfraz5 v)\nsay [¿que me pasa?] for (2) seconds\nwait (0.1) seconds\nswitch costume to (disfraz6 v)\nchange size by (30)\nwait (2) seconds\nchange size by (30)\nswitch costume to (disfraz7 v)\nsay [ahh] for (2) seconds\nwait (0.1) seconds\nchange size by (50)\nswitch costume to (disfraz8 v)\nsay [jajaja] for (2) seconds\n\nbroadcast (comienza jefe v)\n\nwhen flag clicked\nif <([costume # v] of [ground v]) = [16]> then\n show\n go to x: (162) y: (-39)\nend\n\nforever\n\nwhen flag clicked\nforever\n if <(LEVEL) = [16]> then\n show\n end\nend\n\nset [level v] to [16]\n\n@Objeto2\n\nwhen flag clicked\nhide\nset [pitch v] effect to (0)\ngo to [front v] layer\nset [pitch v] effect to (100)\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n show\n go to [front v] layer\n else\n hide\n go to [back v] layer\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Big Boing v] until done\n end\nend\n\nwhen flag clicked\ngo to x: (-192) y: (-94)\n\nwait until <(Touching ground?) = [1]>\n\nif <touching (player v)?> then\nend\n\nstop [this script v]\n\nforever\nend\n\nwhen flag clicked\n\nset [touching ground? v] to [0]\n\n@detector2\n\nwhen [timer v] > (0.1)\nswitch backdrop to (fondo5 v)\nshow\nset [ghost v] effect to (100)\nset [x v] to (mouse x)\nset [y v] to (mouse y)\nforever\n set [prev x v] to (x)\n set [prev y v] to (y)\n set [x v] to (mouse x)\n set [y v] to (mouse y)\n if <<(prev y) > [179]> and <(prev x) > [239]>> then\n if <<(y) > [90]> and <(x) < [80]>> then\n broadcast (THEY HAVE SEEN INSIDE v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nwait (0.5) seconds\nset [detection v] to [flag]\n\nwhen [timer v] > (0.1)\nset [detection v] to [timer]\nwait (1) seconds\nif <(detection) = [timer]> then\n broadcast (THEY HAVE SEEN INSIDE v)\nend\n\n@Objeto1\n\nwhen I receive [jefe lands platformer v]\nforever\n stop all sounds\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\nset [vidajefefrieza v] to [80]\n\nwhen I receive [jefe lands platformer v]\ngo to [front v] layer\nset size to (10000000000000000000000000000) %\nshow\nwait (0.5) seconds\nhide\nwait (0.5) seconds\nshow\nset voice to (giant v)::tts\nspeak [jajajjaja destruire este mundoo jaajaja esperare a que se haga el dos]::tts\nset size to (100) %\nhide\n\n@Otros\n\nwhen I receive [empezar outro v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nshow list [copia los proyectos y pegalos en tu buscador v]\n\nwhen this sprite clicked\nhide list [copia los proyectos y pegalos en tu buscador v]\nadd [https://scratch.mit.edu/projects/629676903/] to [copia los proyectos y pegalos en tu buscador v]\nadd [https://scratch.mit.edu/projects/596049140/] to [copia los proyectos y pegalos en tu buscador v]\nadd [https://scratch.mit.edu/projects/623498902/] to [copia los proyectos y pegalos en tu buscador v]\nadd [https://scratch.mit.edu/projects/609990831/] to [copia los proyectos y pegalos en tu buscador v]\nadd [https://scratch.mit.edu/projects/477137446/] to [copia los proyectos y pegalos en tu buscador v]\nadd [] to [copia los proyectos y pegalos en tu buscador v]\nadd [] to [copia los proyectos y pegalos en tu buscador v]\nadd [] to [copia los proyectos y pegalos en tu buscador v]\n\nwhen flag clicked\ndelete all of [copia los proyectos y pegalos en tu buscador v]\n\n@Outro2\n\nwhen I start as a clone\nif <(costume [name v]) = [Logo]> then\n set [color v] effect to (0)\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n show\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (4))\n end\n forever\n point in direction ((([tan v] of ((Rotate) * (150)) ) * (5)) + (90))\n change [rotate v] by (0.02)\n set [bounce 3 v] to (((Bounce 3) * (0.7)) + ((((100) + (<touching (mouse-pointer v)?> * (16))) - (size)) / (5)))\n change size by (Bounce 3)\n end\nend\n\ndefine Particles\nswitch costume to (particles v)\nrepeat (70)\n create clone of (_myself_ v)\nend\n\nwhen I receive [outro v]\nswitch costume to (alpha v)\nset size to (100) %\nclone [Text]\nwait (1) seconds\nclone [Alpha]\nclone [Logo]\nclone [costume3]\nclone [Text]\nswitch costume to (ball v)\ngo to [front v] layer\nswitch costume to (ball16 v)\nclear graphic effects\nset size to (0) %\nshow\nswitch costume to (ball v)\nforever\n repeat (10)\n repeat (15)\n change size by (10)\n next costume\n change [ghost v] effect by (7)\n end\n wait (1) seconds\n switch costume to (ball v)\n go to [front v] layer\n switch costume to (ball16 v)\n clear graphic effects\n set size to (0) %\n show\n switch costume to (ball v)\n repeat (15)\n change size by (10)\n next costume\n change [ghost v] effect by (7)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (300) %\nforever\n if <(costume [name v]) = [Alpha]> then\n set [size v] to [12]\n set [size control v] to [200]\n repeat (15)\n change [size control v] by (((100) - (Size Control)) / (10000))\n end\n glide (2) secs to x: () y: (30)\n glide (2) secs to x: () y: (-30)\n point in direction (90)\n go to x: (0) y: (-30)\n set [size v] to [0]\n set [size control v] to [100]\n end\nend\n\nwhen flag clicked\n\ndefine clone (cos)\ncreate clone of (_myself_ v)\nswitch costume to (cos)\nshow\n\ndefine Clone\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [costume3]> then\n set size to (100) %\n end\nend\n\nwhen I start as a clone\nforever\n if < (costume [name v]) contains [Ball]?> then\n repeat (10)\n wait (0.7) seconds\n clone [Ball]\n end\n end\nend\n\ngo to x: (pick random (-2) to (2)) y: (pick random (-2) to (-2))\n\nglide (2) secs to x: () y: (-30)\n\nwhen I receive [outro v]\nforever\n play sound [SONIC MANIA SONG The Speed In My Soul CG5 & Hyper Potions v] until done\nend\n\nwhen I receive [empezar outro v]\nstop all sounds\ngo to x: (0) y: (0)\nshow\nbroadcast (outro v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n | Si ponen la flechita en los objetos visibles les da su nombre\n22/02/2021 1090!Aviso denme credito si quieren remixear/atention give me credit if you want to remix \n06/02/2021 421!\nHay varias musicas entoces si ya terminaron el juego pueden Escucharlas\nSi al teminar y volver a empezar se traba con el final parar y apretar la Banderita otra vez =)\n05/02/2021 ! 403!\nHay skins para @puchipro123 @Basora07 y @Redcommunity\nNuevo RTX\n04/02/2021 ! 319 peoplee Ya puse un trampolin\n03/02/2021 !234 personaaaaaaaaaaas :B =)\n02/02/2021 !159 loooooooooooooooooooool\n01/02/20201 !100 personaaas aaaaaaaaaaaaaaaa! y volví a poner el sonido\n29/01/2021¡35 personas !\n28/01/2021 !27 personas lo vieron! Uno JeNaRoX y otra reselen\nLOOOOOOL @JeNaRoX_2 le dio corazón y likeee\nY @reselen2010 aaaaaaaa\nEnglish \nMove with arrow keys\nEspañol\nMuévete con las flechitas\nEnglish\nPass worlds , get fun and hear good music with headphones \nEspañol\nPasa Mundos, diviertete y escucha buena musica con audífonos\n----------English---------\nThe music hear better with headphones\n---------Español---------\nLa música se escucha mejor con audífonos\nEnglish \nLIKE FAV AND FOLLOW FOR MORE LEVELS \nESPAÑOL\nESTRELLA CORAZON Y SIGUEME PARA MÁS NIVELES\n27/01/2021\nEnglish\nNew actualization of the player efect\nEspañol\nnuevo efecto del personaje\nMuchíssssssssimas gracias a los que me apoyaron en este proyecto\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nIf you liked plz say me |
Light: 100% pen Platformer | @Stage\n\n@Main\n\ndefine print: (text) at x: (x) y: (y) with font size: (s) and color: (c)\nset [drawcount v] to [0]\nset [writex v] to (x)\nset [writey v] to (y)\npen up\nset pen size to ((s) / (4))\nset pen color to (#eeff00)\nrepeat (length of (text))\n change [drawcount v] by (1)\n if <[characters v] contains (letter (drawCount) of (text))?> then\n if <not <(letter (drawCount) of []) = [_]>> then\n set [loopcount v] to [0]\n repeat until <(item (loopCount) of [characters v]) = (letter (drawCount) of (text))>\n change [loopcount v] by (1)\n end\n set [writey v] to (y)\n set [letter # v] to (loopCount)\n set [loopcount v] to [0]\n repeat (10)\n repeat (10)\n change [loopcount v] by (1)\n change [writex v] by ((0.1) * (s))\n go to x: ((writeX) - (Camera X)) y: ((writeY) - (Camera Y))\n if <(letter (loopCount) of (item (Letter #) of [letters v])) = [1]> then\n pen down\n end\n pen up\n end\n change [writex v] by ((-1) * (s))\n change [writey v] by ((-0.1) * (s))\n end\n end\n if <(letter (drawCount) of (text)) = [']> then\n change [writex v] by ((0.5) * (s))\n else\n change [writex v] by ((1.5) * (s))\n end\n end\nend\n\ndefine Player Light\ngo to x: ((Player X) - (Camera X)) y: ((Player Y) - (Camera Y))\nset pen color to (#f2ff43)\nset pen size to ((170) + ((5) * ([sin v] of ((100) * (timer)) )))\nset pen (transparency v) to (50)\npen down\npen up\nset pen color to (#f1ff39)\nset pen size to ((140) + ((10) * ([cos v] of ((100) * (timer)) )))\nset pen (transparency v) to (50)\npen down\npen up\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (Home Screen v) and wait\n\ndefine Draw Line From (x) (y) To (x2) (y2) <add?> (type) (fade) <player?> <end>\nset pen size to (8)\nif <player?> then\n set pen size to (14)\n set pen color to (#eeff00)\nend\nSet Color (type)\nset pen (transparency v) to (fade)\nif <add?> then\n if <<((Player X) - (240)) < (x2)> and <((Player X) + (240)) > (x)>> then\n if <<((Player Y) - (180)) < (y2)> and <((Player Y) + (180)) > (y)>> then\n Add (x) (y) (x2) (y2) (type) []\n end\n end\nend\npen up\ngo to x: ((x) - (Camera X)) y: ((y) - (Camera Y))\npen down\ngo to x: ((x2) - (Camera X)) y: ((y2) - (Camera Y))\npen up\n\ndefine Level Check\nif <(Level) = [1]> then\n Level 1\nelse\n if <(Level) = [2]> then\n Level 2\n else\n if <(Level) = [3]> then\n Level 3\n end\n end\nend\n\ndefine Player (x) (y) (fade) <fill?>\nDraw Line From ((x) + (4)) ((y) + (4)) To ((x) + (4)) ((y) - (4)) <> [6] (fade) <>\nDraw Line From ((x) - (4)) ((y) - (4)) To ((x) + (4)) ((y) - (4)) <> [6] (fade) <>\nDraw Line From ((x) - (4)) ((y) + (4)) To ((x) - (4)) ((y) - (4)) <> [6] (fade) <>\nDraw Line From ((x) - (4)) ((y) + (4)) To ((x) + (4)) ((y) + (4)) <> [6] (fade) <>\n\ndefine Touch Y <colliding dangers?>\nTouching?\nif <<<(Touching?) = [1]> and <not <colliding dangers?>>> or <<colliding dangers?> and <not <(Touching?) = [0]>>>> then\n if <not <(SY) > [0]>> then\n set [player y v] to ((item ((Col Save) - (0)) of [collision list v]) + (12))\n else\n set [player y v] to ((item ((Col Save) - (2)) of [collision list v]) + (-12))\n end\n if <(SY) < [0]> then\n set [jumping v] to [0]\n end\n set [sy v] to [0]\n Touch Y <>\nend\n\ndefine Touch X <colliding dangers?>\nTouching?\nif <<<(Touching?) = [1]> and <not <colliding dangers?>>> or <<colliding dangers?> and <not <(Touching?) = [0]>>>> then\n if <(SX) < [0]> then\n set [player x v] to ((item ((Col Save) - (1)) of [collision list v]) + (12))\n else\n set [player x v] to ((item ((Col Save) - (3)) of [collision list v]) + (-12))\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [20]>>>> then\n set [sy v] to [13]\n if <(SX) < [0]> then\n set [sx v] to [9]\n else\n set [sx v] to [-9]\n end\n else\n set [sx v] to [0]\n end\n Touch X <>\nend\n\ndefine Touching?\nset [collision counter v] to [0]\nset [touching? v] to [0]\nrepeat until <(length of [collision list v]) = (Collision Counter)>\n change [collision counter v] by (5)\n if <((Player X) - (12)) < ((item ((Collision Counter) - (1)) of [collision list v]) - (0))> then\n if <((Player X) + (12)) > ((item ((Collision Counter) - (3)) of [collision list v]) + (0))> then\n if <((Player Y) - (12)) < ((item ((Collision Counter) - (0)) of [collision list v]) - (0))> then\n if <((Player Y) + (12)) > ((item ((Collision Counter) - (2)) of [collision list v]) + (0))> then\n if <(item ((Collision Counter) - (4)) of [collision list v]) > (Touching?)> then\n set [touching? v] to (item ((Collision Counter) - (4)) of [collision list v])\n set [col save v] to (Collision Counter)\n end\n end\n end\n end\n end\nend\n\ndefine Background\nset pen size to (1000)\nset pen color to (#000000)\npen up\ngo to x: (0) y: (0)\npen down\npen up\n\ndefine Set Camera <stationary?>\nif <not <stationary?>> then\n change [camera x v] by (((Player X) - (Camera X)) / (4))\n change [camera y v] by (((Player Y) - (Camera Y)) / (4))\n if <(Camera Y) < [0]> then\n set [camera y v] to [0]\n end\n if <(Camera X) < [0]> then\n set [camera x v] to [0]\n end\nend\n\ndefine Add (x1) (y1) (x2) (y2) (type) (end?)\nadd (type) to [collision list v]\nif <<(y1) < (y2)> or <(x1) < (x2)>> then\n add (x1) to [collision list v]\n add (y1) to [collision list v]\n add (x2) to [collision list v]\n add (y2) to [collision list v]\nelse\n add (x2) to [collision list v]\n add (y2) to [collision list v]\n add (x1) to [collision list v]\n add (y1) to [collision list v]\nend\nif <(end?) = [1]> then\n add (x1) to [endpoint v]\n add (y1) to [endpoint v]\n add (x2) to [endpoint v]\n add (y2) to [endpoint v]\nelse\n add (x2) to [endpoint v]\n add (y2) to [endpoint v]\n add (x1) to [endpoint v]\n add (y1) to [endpoint v]\nend\n\ndefine Set Color (type)\nif <(type) = [1]> then\n set pen color to (#000000)\nelse\n if <(type) = [2]> then\n set pen color to (#ff4747)\n else\n if <(type) = [3]> then\n set pen color to (#fbff47)\n else\n if <(type) = [4]> then\n set pen color to (#5cff47)\n end\n end\n end\nend\n\ndefine Respawn <x/y> (exit?)\nif <x/y> then\n Touch Y \nelse\n Touch X \nend\nset [fade v] to [0]\nrepeat (10)\n Frame (Fade)\n change [fade v] by (10)\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [jumping v] to [1]\nrepeat (10)\n change [player x v] by (((item (((#) * (2)) - (1)) of [spawnpoints v]) - (Player X)) / (exit?))\n change [player y v] by (((item ((#) * (2)) of [spawnpoints v]) - (Player Y)) / (exit?))\n Frame (Fade)\nend\nset [player x v] to (item (((#) * (2)) - (1)) of [spawnpoints v])\nset [player y v] to (item ((#) * (2)) of [spawnpoints v])\nrepeat (4)\n Frame (Fade)\n change [fade v] by (-25)\nend\nif <(exit?) = [8]> then\n change [level v] by (1)\nend\n\ndefine Frame (fade)\ndelete all of [collision list v]\nBackground\nPlayer Light\nPlayer ([floor v] of (Player X) ) (Player Y) (Fade) \nLevel Check\nSet Camera \nGrid\n\ndefine Die Check <x/y>\nif <<(Touching?) = [2]> or <(Player Y) < [-100]>> then\n if <x/y> then\n Respawn [2]\n else\n Respawn <> [2]\n end\nend\n\ndefine Level 1\nDraw Line From [-100] [0] To [100] [0] [1] [0] <> <>\nDraw Line From [-100] [-180] To [-100] [0] [1] [0] <> <>\nDraw Line From [60] [-180] To [60] [-80] [1] [0] <> <>\nDraw Line From [100] [-80] To [100] [0] [1] [0] <> <>\nDraw Line From [60] [-80] To [100] [-80] [1] [0] <> <>\nDraw Line From [0] [0] To [-50] [0] [2] [0] <> <>\nDraw Line From [150] [0] To [250] [0] [1] [0] <> <>\nDraw Line From [300] [0] To [300] [50] [2] [0] <> <>\nDraw Line From [350] [0] To [450] [0] [1] [0] <> <>\nDraw Line From [500] [0] To [550] [0] [3] [0] <> <>\nDraw Line From [520] [150] To [520] [150] [3] [0] <> <>\nDraw Line From [590] [150] To [590] [250] [2] [0] <> <>\nDraw Line From [620] [250] To [720] [250] [1] [0] <> <>\nprint: [Welcome_to_My_Platformer! ] at x: (0) y: (75) with font size: (10) and color: (1)\nDraw Line From [750] [250] To [750] [300] [2] [0] <> <>\nDraw Line From [790] [170] To [870] [170] [1] [0] <> <>\nDraw Line From [940] [170] To [1200] [170] [1] [0] <> <>\nDraw Line From [1380] [170] To [1380] [17] [4] [0] <> <>\n\nprint: [Jump_pads_are_fake!] at x: (940) y: (150) with font size: (10) and color: (1)\nDraw Line From [940] [170] To [1300] [170] [1] [0] <> <>\nDraw Line From [940] [300] To [1200] [300] [2] [0] <> <>\nDraw Line From [990] [170] To [1060] [170] [3] [0] <> <>\nDraw Line From [1150] [170] To [1210] [170] [3] [0] <> <>\n\ndefine Level 2\nDraw Line From [-100] [0] To [100] [0] [1] [0] <> <>\nDraw Line From [-100] [-180] To [-100] [0] [1] [0] <> <>\nDraw Line From [60] [-180] To [60] [-80] [1] [0] <> <>\nDraw Line From [100] [-80] To [100] [0] [1] [0] <> <>\nDraw Line From [60] [-80] To [100] [-80] [1] [0] <> <>\nDraw Line From [0] [0] To [-50] [0] [2] [0] <> <>\nprint: [Level_2] at x: (0) y: (100) with font size: (10) and color: (1)\nDraw Line From [130] [70] To [200] [70] [1] [0] <> <>\nDraw Line From [150] [70] To [200] [70] [2] [0] <> <>\nDraw Line From [250] [70] To [320] [70] [1] [0] <> <>\nDraw Line From [270] [70] To [320] [70] [2] [0] <> <>\nDraw Line From [350] [110] To [470] [110] [1] [0] <> <>\nDraw Line From [420] [110] To [420] [250] [1] [0] <> <>\nDraw Line From [570] [170] To [670] [170] [1] [0] <> <>\nDraw Line From [720] [230] To [820] [230] [1] [0] <> <>\nDraw Line From [870] [290] To [970] [290] [1] [0] <> <>\nDraw Line From [1020] [350] To [1120] [350] [3] [0] <> <>\nDraw Line From [950] [550] To [1010] [550] [1] [0] <> <>\nDraw Line From [1010] [600] To [1010] [500] [1] [0] <> <>\nDraw Line From [1130] [600] To [1170] [600] [1] [0] <> <>\nprint: [Which_way?] at x: (1000) y: (670) with font size: (10) and color: (1)\nDraw Line From [900] [600] To [830] [600] [1] [0] <> <>\nDraw Line From [760] [660] To [690] [660] [1] [0] <> <>\nDraw Line From [620] [720] To [430] [720] [1] [0] <> <>\nDraw Line From [470] [660] To [430] [660] [2] [0] <> <>\nDraw Line From [430] [660] To [430] [800] [2] [0] <> <>\nDraw Line From [470] [800] To [430] [800] [2] [0] <> <>\nprint: [wrong_way] at x: (470) y: (880) with font size: (10) and color: (1)\nDraw Line From [1240] [650] To [1300] [650] [1] [0] <> <>\nDraw Line From [1360] [700] To [1420] [700] [1] [0] <> <>\nDraw Line From [1480] [770] To [1600] [770] [1] [0] <> <>\nDraw Line From [1750] [700] To [1750] [870] [4] [0] <> <>\nDraw Line From [1600] [700] To [1750] [700] [2] [0] <> <>\nDraw Line From [1600] [707] To [1670] [707] [1] [0] <> <>\nDraw Line From [1600] [870] To [1750] [870] [2] [0] <> <>\n\ndefine Jump Check <x/y>\nif <(Touching?) = [3]> then\n set [sy v] to [18]\nend\n\ndefine Player Ren. (x) (y) (fade)\ninsert (((Player Y) + (Old Y)) * (1)) at (1) of [character places v] \ninsert (((Player X) + (Old X)) * (1)) at (1) of [character places v] \ninsert (Player Y) at (1) of [character places v] \ninsert (Player X) at (1) of [character places v] \nrepeat (2)\n delete (length of [character places v]) of [character places v]\nend\nset [old y v] to (Player Y)\nset [old x v] to (Player X)\nset [count v] to [42]\nset [player transparency v] to (fade)\nrepeat (19)\n change [count v] by (-2)\n Player ((item ((Count) + (1)) of [character places v]) - (Player X)) ((item ((Count) + (0)) of [character places v]) - (-1)) (Player Transparency) \n change [player transparency v] by (-5)\nend\n\nwhen I receive [home screen v]\nerase all\nBackground\nLoading screen\n\ndefine Add Lists\ndelete (all) of [letters v]\ndelete (all) of [characters v]\nadd [1111111111100000000110000000011111111111100000000110000000011000000001100000000110000000011000000001] to [letters v]\nadd [1111111110100000001010000000101111111111100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1111111111100000000010000000001000000000100000000010000000001000000000100000000010000000001111111111] to [letters v]\nadd [1111111110100000000110000000011000000001100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1111111111100000000010000000001111111100100000000010000000001000000000100000000010000000001111111111] to [letters v]\nadd [1111111111100000000010000000001111111100100000000010000000001000000000100000000010000000001000000000] to [letters v]\nadd [1111111111100000000010000000001000111111100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1000000001100000000110000000011111111111100000000110000000011000000001100000000110000000011000000001] to [letters v]\nadd [1111111111000010000000001000000000100000000010000000001000000000100000000010000000001000001111111111] to [letters v]\nadd [1111111111000010000000001000000000100000000010000000001000000000100000000010000000001000001111100000] to [letters v]\nadd [1000000100100000010010000001001111111100100000000110000000011000000001100000000110000000011000000001] to [letters v]\nadd [1000000000100000000010000000001000000000100000000010000000001000000000100000000010000000001111111111] to [letters v]\nadd [1000000001110000001111000000111010000101101000010110010010011001001001100011000110001100011000110001] to [letters v]\nadd [1111111110100000000110000000011000000001100000000110000000011000000001100000000110000000011000000001] to [letters v]\nadd [1111111111100000000110000000011000000001100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1111111111100000000110000000011111111111100000000010000000001000000000100000000010000000001000000000] to [letters v]\nadd [1111111110100000001010000000101000000010100000001010000000101000000010100000011011111111100000000001] to [letters v]\nadd [1111111100100000010010000001001111111111100000000110000000011000000001100000000110000000011000000001] to [letters v]\nadd [1111111111100000000010000000001111111111000000000100000000010000000001000000000100000000011111111111] to [letters v]\nadd [1111111111000100000000010000000001000000000100000000010000000001000000000100000000010000000001000000] to [letters v]\nadd [1000000001100000000110000000011000000001100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1000000001100000000101000000100100000010001000010000100001000001001000000100100000001100000000110000] to [letters v]\nadd [1000000001100000000110000000010100110010010011001001001100100010110100001011010000010010000001001000] to [letters v]\nadd [1000000001010000001000100001000001001000000011000000001100000001001000001000010001000000101000000001] to [letters v]\nadd [1000000010010000010000100010000001010000000010000000001000000000100000000010000000001000000000100000] to [letters v]\nadd [1111111111000000001000000001000000001000000001000000001000000001000000001000000001000000001111111111] to [letters v]\nadd [0000000000000000000000000000000000000000000000000000000000000000000000000000000011000000001100000000] to [letters v]\nadd [0000000000000000000000000000000000000000000000000000000000000000000000110000000001000000001000000000] to [letters v]\nadd [1000000000100000000010000000001000000000100000000010000000001000000000000000000000000000001000000000] to [letters v]\nadd [1111000000000010000000001000000001000000001000000001000000001000000000000000000000000000001000000000] to [letters v]\nadd [1000000000100000000010000000000000000000000000000000000000000000000000000000000000000000000000000000] to [letters v]\nadd [0000000000000000000010000000000000000000000000000000000000001000000000000000000000000000000000000000] to [letters v]\nadd [1111111111100000001110000001011000001001100001000110001000011001000001101000000111000000011111111111] to [letters v]\nadd [0001000000001100000001010000001001000000000100000000010000000001000000000100000000010000001111111111] to [letters v]\nadd [1111111111000000000100000000011111111111100000000010000000001000000000100000000010000000001111111111] to [letters v]\nadd [1111111111000000000100000000010011111111000000000100000000010000000001000000000100000000011111111111] to [letters v]\nadd [1000000001100000000110000000011111111111000000000100000000010000000001000000000100000000010000000001] to [letters v]\nadd [1111111111100000000010000000001111111111000000000100000000010000000001000000000100000000011111111111] to [letters v]\nadd [1111111111100000000010000000001111111111100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1111111111000000000100000000010000000001000000000100000000010000000001000000000100000000010000000001] to [letters v]\nadd [1111111111100000000110000000011111111111100000000110000000011000000001100000000110000000011111111111] to [letters v]\nadd [1111111111100000000110000000011111111111000000000100000000010000000001000000000100000000010000000001] to [letters v]\nadd [A] to [characters v]\nadd [B] to [characters v]\nadd [C] to [characters v]\nadd [D] to [characters v]\nadd [E] to [characters v]\nadd [F] to [characters v]\nadd [G] to [characters v]\nadd [H] to [characters v]\nadd [I] to [characters v]\nadd [J] to [characters v]\nadd [K] to [characters v]\nadd [L] to [characters v]\nadd [M] to [characters v]\nadd [N] to [characters v]\nadd [O] to [characters v]\nadd [P] to [characters v]\nadd [Q] to [characters v]\nadd [R] to [characters v]\nadd [S] to [characters v]\nadd [T] to [characters v]\nadd [U] to [characters v]\nadd [V] to [characters v]\nadd [W] to [characters v]\nadd [X] to [characters v]\nadd [Y] to [characters v]\nadd [Z] to [characters v]\nadd [.] to [characters v]\nadd [,] to [characters v]\nadd [!] to [characters v]\nadd [?] to [characters v]\nadd ['] to [characters v]\nadd [:] to [characters v]\nadd [0] to [characters v]\nadd [1] to [characters v]\nadd [2] to [characters v]\nadd [3] to [characters v]\nadd [4] to [characters v]\nadd [5] to [characters v]\nadd [6] to [characters v]\nadd [7] to [characters v]\nadd [8] to [characters v]\nadd [9] to [characters v]\nadd [_] to [characters v]\n\nwhen I receive [start v]\nhide\nset pen size to (5)\nset pen color to (#000000)\nset [player x v] to (item (((Level) * (2)) - (1)) of [spawnpoints v])\nset [player y v] to (item ((Level) * (2)) of [spawnpoints v])\nset [camera x v] to (Player X)\nset [camera y v] to (Player Y)\nset [sx v] to [0]\nset [sy v] to [0]\nset [jumping v] to [1]\ndelete all of [collision list v]\nshow list [chat v]\nAdd Lists\nforever\n erase all\n change [sy v] by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [20]>>>> and <<(Jumping) = [0]> and <(SY) > [-2]>>> then\n set [sy v] to [13]\n set [jumping v] to [1]\n end\n change [player y v] by (SY)\n Touch Y <>\n Die Check \n change [sx v] by ((<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [20]>>>> - <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-20]>>>>) * (1.5))\n set [sx v] to ((SX) * (0.8))\n change [player x v] by (SX)\n Set Camera <>\n Touch X <>\n Jump Check <>\n Die Check <>\n Exit Check <>\n Frame []\nend\n\ndefine Exit Check <x/y>\nif <(Touching?) = [4]> then\n if <x/y> then\n Respawn [8]\n else\n Respawn <> [8]\n end\nend\n\nchange [player x v] by (((item (((#) * (2)) - (1)) of [endpoint v]) - (Player X)) / (8))\nchange [player y v] by (((item ((#) * (2)) of [endpoint v]) - (Player Y)) / (8))\nFrame (Fade)\n\ndefine Level 3\nDraw Line From [-100] [0] To [100] [0] [1] [0] <> <>\nDraw Line From [-100] [-180] To [-100] [0] [1] [0] <> <>\nDraw Line From [60] [-180] To [60] [-80] [1] [0] <> <>\nDraw Line From [100] [-80] To [100] [0] [1] [0] <> <>\nDraw Line From [60] [-80] To [100] [-80] [1] [0] <> <>\nprint: [Level_3] at x: (0) y: (100) with font size: (10) and color: (1)\nprint: [not_done] at x: (0) y: (50) with font size: (10) and color: (1)\nDraw Line From [0] [0] To [-50] [0] [2] [0] <> <>\nDraw Line From [100] [75] To [200] [75] [1] [0] <> <>\nDraw Line From [300] [150] To [400] [150] [1] [0] <> <>\nDraw Line From [300] [200] To [400] [200] [1] [0] <> <>\nDraw Line From [300] [400] To [400] [400] [1] [0] <> <>\n\nDraw Line From [] [] To [] [] <> [] [] <> <>\n\nif <([sin v] of (((item ((Count) + (item (((Count) + (0)) * (2)) of [character places v])) of [character places v]) - (-1)) + (1)) ) < (((item ((Count) + (item (((Count) + (0)) * (2)) of [character places v])) of [character places v]) + ([cos v] of (((item ((Count) + (item ((Count) + (1)) of [character places v])) of [character places v]) - (-1)) + (0)) )) + (1))> then\n set [old y v] to (Player Y)\n set [old x v] to (Player X)\n set [count v] to [42]\n set [player transparency v] to (fade)\n repeat (19)\n change [count v] by (-2)\n Player ((item ((Count) + (1)) of [character places v]) - (Player X)) ((item ((Count) + (0)) of [character places v]) - (-1)) (Player Transparency) \n change [player transparency v] by (-5)\n end\nend\nif <(([sin v] of (((item ((Count) + (item ((Count) + (0)) of [character places v])) of [character places v]) - (-1)) + (0)) ) + ([cos v] of (((item ((Count) + (item ((Count) + (1)) of [character places v])) of [character places v]) - (-1)) + (0)) )) < [0.6]> then\n set [old y v] to (Player Y)\n set [old x v] to [0]\n set [count v] to [42]\n set [player transparency v] to (fade)\n repeat (19)\n change [count v] by (-2)\n Player ((item ((Count) + (1)) of [character places v]) - (Player X)) ((item ((Count) + (0)) of [character places v]) - (-1)) (Player Transparency) \n change [player transparency v] by (-5)\n end\nend\n\ndefine Grid\nset pen size to (20)\nset pen color to (#000000)\ngo to x: (240) y: (180)\npen down\ngo to x: (-240) y: (180)\ngo to x: (-240) y: (-180)\ngo to x: (240) y: (-180)\ngo to x: (240) y: (180)\npen up\n\ndefine Loading screen\nset [_loading max v] to [100]\nLoad\n\ndefine Load\nset [_loaded v] to [0]\nrepeat until <(_Loaded) > (_Loading max)>\n set [_size v] to ((([sin v] of ((_Loaded) * (10)) ) * (10)) + (50))\n set pen size to (25)\n erase all\n set pen color to (#00a90e)\n Draw Circle at [0] [0] Radius: (_Size)\n set pen color to (#00f314)\n Draw Arc at: [0] [0] Size: (_Size) Angle: (((_Loaded) / (_Loading max)) * (720)) Length: (((_Loaded) / (_Loading max)) * (360))\n change [_loaded v] by (1)\nend\nbroadcast (Start v)\n\ndefine Draw Circle at (x) (y) Radius: (radius)\npen up\nset [_direction v] to [0]\nrepeat (181)\n go to x: ((([sin v] of (_Direction) ) * (radius)) + (x)) y: ((([cos v] of (_Direction) ) * (radius)) + (y))\n pen down\n change [_direction v] by (2)\nend\n\ndefine Draw Arc at: (x) (y) Size: (size) Angle: (angle) Length: (length)\npen up\nset [_direction v] to (angle)\nrepeat ((length) + (1))\n go to x: ((([sin v] of (_Direction) ) * (size)) + (x)) y: ((([cos v] of (_Direction) ) * (size)) + (y))\n pen down\n change [_direction v] by (2)\nend\n\nwhen I receive [start v]\nforever\n play sound [Waterflame - Final Battle v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Maintenance\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nshow\n\n | |
Map Platformer 1.8 V | @Stage\n\nwhen flag clicked\nforever\n set volume to (volume) %\nend\n\nwhen I receive [start v]\nhide variable [volume v]\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\n\nset volume to (0) %\n\nchange volume by (-10)\n\nstop all sounds\n\nwhen I receive [start2 v]\nshow variable [volume v]\nset [ghost v] effect to (100)\nwait (1) seconds\nforever\n play sound [Sergey_Gulevich_-_Happy_day v] until done\nend\n\nwhen I receive [start v]\nforever\n play sound [Igor_Pumphonia_-_Igor_Pumphonia_-_Kutanami v] until done\nend\n\nwhen I receive [start2 v]\nhide variable [volume v]\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\n\nwhen I receive [start3 v]\nforever\n play sound [Yigit_Atilla_-_Juno v] until done\nend\n\n@player\n\nwhen flag clicked\nset [☁ list v] to (record)\nswitch backdrop to (tło13 v)\n\nwhen flag clicked\nset [timeee v] to [0]\nhide\n\nwhen I receive [start2 v]\nshow\nswitch backdrop to (tło1 v)\ngo to x: (-185) y: (-37)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-1)\n switch costume to (kostium4 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n switch costume to (kostium2 v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n end\n if <touching color (#ffffff)?> then\n change x by ((X) * (-1))\n change y by (-4)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\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 (#ffffff)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#ffffff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (kostium3 v)\n set [y v] to [15]\n end\n end\n change y by (1)\n if <touching (flag v)?> then\n start sound [salamisound-4024591-sfx-collect-gather-7 v]\n next backdrop\n go to x: (-170) y: (-40)\n end\n if <<<touching (kakao2 v)?> or <touching (kakao v)?>> or <touching (kakao3 v)?>> then\n go to x: (-171) y: (-61)\n start sound [Squeaky Toy v]\n end\n if <touching (kakaowy potwur v)?> then\n go to x: (-178) y: (-42)\n start sound [Squeaky Toy v]\n end\n if <touching (gift v)?> then\n switch backdrop to (tło11 v)\n broadcast (ukryj v)\n end\nend\n\nwhen backdrop switches to [tło11 v]\n\nforever\n\nplay sound [Infraction_-_A_Moment v] until done\n\nwhen I receive [start v]\nhide variable [volume v]\nshow variable [☁ time@ v]\n\nwhen backdrop switches to [tło11 v]\nhide list [recordy v]\nadd (username) to [recordy v]\nadd (☁ time@) to [recordy v]\n\nwhen backdrop switches to [tło11 v]\n\nwhen flag clicked\nshow variable [użytkownik v]\nset [użytkownik v] to (username)\n\nwhen I receive [start v]\nhide variable [użytkownik v]\n\nwhen I receive [start2 v]\nset [☁ time@ v] to [0]\nshow list [recordy v]\nforever\n wait (1) seconds\nend\n\nchange [☁ time@ v] by (1)\n\nif <(backdrop [number v]) = [13]> then\n\nwhen I receive [start2 v]\nforever\n if <(☁ world record !) > (☁ time@)> then\n change [☁ world record ! v] by (-1)\n end\n if <(backdrop [number v]) = [13]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nset [☁ time@ v] to [0]\nshow list [recordy v]\nforever\n wait (1) seconds\n change [☁ time@ v] by (1)\n if <(backdrop [number v]) = [13]> then\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-185) y: (-37)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-1)\n switch costume to (kostium4 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n switch costume to (kostium2 v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#d4330c)?> then\n change y by (1)\n if <touching color (#d4330c)?> then\n change y by (1)\n if <touching color (#d4330c)?> then\n change y by (1)\n if <touching color (#d4330c)?> then\n change y by (1)\n end\n if <touching color (#d4330c)?> then\n change x by ((X) * (-1))\n change y by (-4)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\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 (#d4330c)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#d4330c)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (kostium3 v)\n set [y v] to [15]\n end\n end\n change y by (1)\n if <touching (flag v)?> then\n start sound [salamisound-4024591-sfx-collect-gather-7 v]\n next backdrop\n go to x: (-170) y: (-40)\n end\n if <<<touching (kakao2 v)?> or <touching (kakao v)?>> or <touching (kakao3 v)?>> then\n go to x: (-171) y: (-61)\n start sound [Squeaky Toy v]\n end\n if <touching (kakaowy potwur v)?> then\n go to x: (-178) y: (-42)\n start sound [Squeaky Toy v]\n end\n \n if <touching (żniwiarz v)?> then\n go to x: (-149) y: (-74)\n start sound [Squeaky Toy v]\n end\n if <touching color (#c20000)?> then\n go to x: (-175) y: (-39)\n start sound [Squeaky Toy v]\n end\n if <touching (gift2 v)?> then\n go to x: (-61) y: (154)\n switch backdrop to (tło19 v)\n broadcast (ukryj2 v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(☁ world record !) > (☁ time@)> then\n change [☁ world record ! v] by (-1)\n end\n if <(backdrop [number v]) = [13]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide variable [x v]\nhide variable [y v]\nhide variable [góra v]\nhide variable [☁ time@ v]\nforever\n if <touching (mouse-pointer v)?> then\n say (username) for (pick random (pick random (1) to (10)) to ()) seconds\n end\nend\n\nwhen I receive [start v]\nhide variable [volume v]\nshow variable [☁ time@ v]\n\nwhen flag clicked\nshow list [recordy v]\nset [☁ list v] to (recordy)\n\ndefine list (cloud list)\nif <<[recordy v] contains (użytkownik)?> or <[recordy v] contains (username)?>> then\n list <<(cloud list) = (recordy)> or <(☁ cloud list) = (recordy)>>\n list (round (☁ list))\n list (username)\n list ((☁ cloud list) + (recordy))\n list <(recordy) = (length of [100])>\n cloud recordy (length of (recordy)) ((recordy) + (list))\nend\n\n\nwhen flag clicked\nlist []\n\ndefine cloud recordy (list) (cloud score)\nforever\n cloud recordy (☁ cloud list) (list)\n list (recordy)\n cloud list ☁\nend\n\nwhen backdrop switches to [tło19 v]\nhide list [recordy v]\nadd (username) to [recordy v]\nadd (☁ time@) to [recordy v]\n\ndefine cloud list ☁\nif <not <(☁ cloud list) = (recordy)>> then\n cloud list ☁\n cloud recordy ((☁ time@) + (recordy)) (join (username) (recordy))\nend\n\nwhen I receive [start3 v]\nhide variable [użytkownik v]\nshow variable [☁ time@ v]\nhide variable [volume v]\nshow\ngo to x: (-185) y: (-37)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-1)\n switch costume to (kostium4 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n switch costume to (kostium2 v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change x by ((X) * (-1))\n change y by (-4)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (kostium3 v)\n set [y v] to [15]\n end\n end\n change y by (1)\n if <touching (flag v)?> then\n start sound [salamisound-4024591-sfx-collect-gather-7 v]\n next backdrop\n go to x: (-170) y: (-40)\n end\n if <<<touching (kakao2 v)?> or <touching (kakao v)?>> or <touching (kakao3 v)?>> then\n go to x: (-171) y: (-61)\n start sound [Squeaky Toy v]\n end\n if <touching (kakaowy potwur v)?> then\n go to x: (-178) y: (-42)\n start sound [Squeaky Toy v]\n end\n \n if <touching (żniwiarz v)?> then\n if <touching color (#ff0000)?> then\n go to x: (-175) y: (-39)\n start sound [Squeaky Toy v]\n end\n if <touching (gift3 v)?> then\n go to x: (-61) y: (154)\n switch backdrop to (tło25 v)\n broadcast (ukryj3 v)\n end\nend\n\nwhen I receive [start3 v]\nset [☁ time@ v] to [0]\nshow list [recordy v]\nforever\n wait (1) seconds\n change [☁ time@ v] by (1)\n if <(backdrop [number v]) = [25]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nset volume to (0) %\nwait (1) seconds\nset volume to (100) %\n\nwhen I receive [start3 v]\nset volume to (0) %\nwait (1) seconds\nset volume to (100) %\n\nwhen I receive [start2 v]\nset volume to (0) %\nwait (1) seconds\nset volume to (100) %\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [1]> or <<(backdrop [number v]) = [14]> or <(backdrop [number v]) = [20]>>> then\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [start3 v]\nadd (☁ farm) to [record v]\nadd (☁ Snow) to [record v]\nadd (☁ LAVA) to [record v]\n\nwhen I receive [start2 v]\nadd (☁ LAVA) to [record v]\nadd (☁ Snow) to [record v]\nadd (☁ farm) to [record v]\n\nwhen I receive [start v]\nadd (☁ LAVA) to [record v]\nadd (☁ Snow) to [record v]\nadd (☁ farm) to [record v]\n\nwhen flag clicked\nforever\n change y by (góra)\nend\n\nchange x by (góra)\n\nwhen I receive [dołącz hacki v]\nforever\n if <<(backdrop [number v]) = [2]> or <<(backdrop [number v]) = [14]> or <(backdrop [number v]) = [20]>>> then\n show variable [góra v]\n show variable [y v]\n show variable [x v]\n end\nend\n\nwhen I receive [idź v]\ngo to (flag v)\n\n@snow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (x position) y: (106)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (-200)\n delete this clone\nend\n\nwhen flag clicked\n\nwhen backdrop switches to [tło11 v]\n\nwhen I receive [start2 v]\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (180)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\n@flag\n\nwhen backdrop switches to [tło3 v]\ngo to x: (211) y: (118)\n\nwhen backdrop switches to [tło4 v]\ngo to x: (248) y: (-17)\n\nwhen backdrop switches to [tło5 v]\ngo to x: (241) y: (236)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [tło6 v]\nshow\ngo to x: (181) y: (264)\n\nhide\n\nwhen backdrop switches to [tło8 v]\nshow\ngo to x: (237) y: (-16)\n\nwhen backdrop switches to [tło7 v]\nshow\ngo to x: (43) y: (197)\n\nwhen backdrop switches to [tło9 v]\nshow\ngo to x: (237) y: (-16)\n\nwhen backdrop switches to [tło11 v]\nhide\n\nwhen backdrop switches to [tło10 v]\nhide\n\nwhen backdrop switches to [tło12 v]\ngo to x: (237) y: (-16)\n\nwhen I receive [start v]\nshow\nshow variable [volume v]\ngo to x: (252) y: (-16)\n\nwhen I receive [start2 v]\nshow\nshow variable [volume v]\ngo to x: (252) y: (-16)\n\nwhen flag clicked\nshow variable [volume v]\n\nwhen backdrop switches to [tło20 v]\nshow\ngo to x: (249) y: (-3)\n\nwhen backdrop switches to [tło20 v]\nshow\ngo to x: (249) y: (-3)\n\nwhen backdrop switches to [tło21 v]\nshow\ngo to x: (249) y: (-3)\n\nwhen backdrop switches to [tło22 v]\nshow\ngo to x: (-184) y: (132)\n\nwhen backdrop switches to [tło23 v]\nshow\ngo to x: (241) y: (-2)\n\nwhen backdrop switches to [tło24 v]\nhide\n\n@kakao\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [tło2 v]\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [tło3 v]\nhide\n\n@kakao2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [tło2 v]\nhide\n\nwhen backdrop switches to [tło3 v]\nshow\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [tło4 v]\nhide\n\n@kakaowy potwur\n\nwhen flag clicked\nhide\ngo to x: (185) y: (-35)\n\nwhen backdrop switches to [tło4 v]\nshow\ngo to x: (185) y: (-35)\nforever\n switch costume to (kostium1 v)\n glide (4) secs to x: (-21) y: (-34)\n switch costume to (kostium2 v)\n glide (4) secs to x: (231) y: (-36)\nend\n\ngo to x: (185) y: (-35)\n\nwhen backdrop switches to [tło5 v]\nhide\n\n@Duszek1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n repeat (20)\n change [ghost v] effect by (11)\n change size by (-3)\n end\n delete this clone\nend\n\nwhen I receive [start v]\nshow\nforever\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [start2 v]\nshow variable [☁ time@ v]\nshow\nforever\n go to (player v)\n create clone of (_myself_ v)\nend\n\n@kakao3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [tło8 v]\nshow\n\nwhen backdrop switches to [tło3 v]\nhide\n\nwhen backdrop switches to [tło9 v]\nhide\n\n@Gift\n\nwhen backdrop switches to [tło10 v]\nshow\nset size to (40) %\nforever\n change size by (40)\n wait (0.3) seconds\n change size by (-40)\n wait (0.3) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ukryj v]\nhide\nstop [other scripts in sprite v]\n\n@gwiazda\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (x position) y: (106)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (-200)\n delete this clone\nend\n\nwhen backdrop switches to [tło11 v]\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n turn right (15) degrees\n go to x: (pick random (-200) to (200)) y: (180)\n turn left (30) degrees\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\nwhen backdrop switches to [tło19 v]\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n turn right (15) degrees\n go to x: (pick random (-200) to (200)) y: (180)\n turn left (30) degrees\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\nwhen backdrop switches to [tło25 v]\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n turn right (15) degrees\n go to x: (pick random (-200) to (200)) y: (180)\n turn left (30) degrees\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\n@gwiazda2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (x position) y: (106)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (x position) y: (-200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (-200)\n delete this clone\nend\n\nwhen backdrop switches to [tło11 v]\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (180)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\nwhen flag clicked\nforever\n turn right (15) degrees\n wait (1) seconds\nend\n\nwhen backdrop switches to [tło19 v]\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (180)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\nwhen backdrop switches to [tło25 v]\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (180)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\n@Duszek2\n\nwhen flag clicked\nshow\nforever\n glide (0.5) secs to x: (109) y: (54)\n glide (0.5) secs to x: (112) y: (72)\nend\n\nwhen flag clicked\n\nwhen I receive [farm v]\nset size to (100) %\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n hide\n switch backdrop to (tło14 v)\n broadcast (start v)\n end\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\nend\n\nwhen I receive [snow v]\nset size to (100) %\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n hide\n switch backdrop to (tło1 v)\n broadcast (start2 v)\n end\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\nend\n\nwhen I receive [lava v]\nset size to (100) %\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n hide\n switch backdrop to (tło20 v)\n broadcast (start3 v)\n end\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\nend\n\n@Duszek3\n\nwhen I receive [start2 v]\nhide\nhide variable [użytkownik v]\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\nhide variable [użytkownik v]\n\nwhen I receive [start3 v]\nhide\n\n@sssssssssssss CO\n\nwhen flag clicked\ngo to [front v] layer\nforever\n set [ghost v] effect to (100)\nend\n\nshow\n\nchange [ghost v] effect by (0)\n\n@Duszek4\n\nwhen flag clicked\nhide\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (farm v)\n set [☁ farm v] to [0]\n hide\n end\nend\n\nif <touching (mouse-pointer v)?> then\n\n\nstart sound [Oops v]\n\nwhen I receive [snow v]\nhide\n\nwhen I receive [otwórz v]\nshow\ngo to [front v] layer\n\nwhen I receive [lava v]\nhide\n\nwhen I receive [zamknij v]\nhide\n\n@Duszek5\n\nwhen flag clicked\nhide\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (snow v)\n set [☁ snow v] to [0]\n hide\n end\nend\n\nwhen I receive [farm v]\nhide\n\nwhen I receive [lava v]\nhide\n\nwhen I receive [otwórz v]\nshow\ngo to [front v] layer\n\nwhen I receive [zamknij v]\nhide\n\n@żniwiarz\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [tło14 v]\nshow\nforever\n glide (5) secs to x: (83) y: (-19)\n switch costume to (kostium1 v)\n glide (5) secs to x: (-81) y: (-19)\n switch costume to (kostium2 v)\n if <(backdrop [number v]) < [13]> then\n hide\n end\nend\n\nwhen backdrop switches to [tło15 v]\nhide\n\n@Gift2\n\nwhen backdrop switches to [tło18 v]\nshow\nset size to (40) %\nforever\n change size by (40)\n wait (0.3) seconds\n change size by (-40)\n wait (0.3) seconds\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n switch backdrop to (tło19 v)\n end\nend\n\nwhen I receive [ukryj2 v]\nhide\nswitch backdrop to (tło19 v)\nstop [other scripts in sprite v]\n\n@Duszek6\n\nwhen flag clicked\nshow\n\nwhen I receive [farm v]\nhide\nhide variable [volume v]\n\nwhen I receive [snow v]\nhide\nhide variable [volume v]\n\nwhen I receive [lava v]\nhide\nhide variable [volume v]\n\n@Duszek7\n\nwhen flag clicked\nshow\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (otwórz v)\n hide\n start sound [recording1 v]\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start3 v]\nhide\n\nwhen I receive [start2 v]\nhide\n\nwhen I receive [zamknij v]\nshow\n\n@Duszek8\n\nwhen flag clicked\nhide\n\nwhen I receive [otwórz v]\nshow\n\nwhen I receive [snow v]\nhide\n\nwhen I receive [lava v]\nhide\n\nwhen I receive [farm v]\nhide\n\nwhen I receive [zamknij v]\nhide\n\n@Duszek9\n\nwhen flag clicked\nhide\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Lava v)\n set [☁ lava v] to [0]\n hide\n end\nend\n\nwhen I receive [otwórz v]\ngo to [front v] layer\nshow\ngo to x: (285) y: (58)\n\nwhen I receive [snow v]\nhide\n\nwhen I receive [farm v]\nhide\n\nwhen I receive [zamknij v]\nhide\n\nwhen I receive [zamknij v]\nhide\n\n@Duszek10\n\nwhen flag clicked\nhide\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (zamknij v)\n start sound [recording1 v]\n hide\n end\nend\n\nwhen I receive [otwórz v]\nshow\ngo to [front v] layer\ngo to x: (-132) y: (228)\n\nwhen I receive [start v]\n\nwhen I receive [start2 v]\n\nwhen I receive [start3 v]\n\nwhen I receive [farm v]\nhide\n\nwhen I receive [snow v]\nhide\n\nwhen I receive [lava v]\nhide\n\n@Gift3\n\nwhen backdrop switches to [tło24 v]\ngo to x: (-216) y: (44)\nshow\nset size to (40) %\nforever\n change size by (40)\n wait (0.3) seconds\n change size by (-40)\n wait (0.3) seconds\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n switch backdrop to (tło25 v)\n end\nend\n\nwhen I receive [ukryj3 v]\nhide\nswitch backdrop to (tło25 v)\nstop [other scripts in sprite v]\n\n@Duszek11\n\nwhen flag clicked\ngo to x: (137) y: (36)\nshow\nswitch costume to (kostium1 v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (łup super łup v)\n start sound [Door Creak v]\n wait (86400) seconds\n show\n end\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n end\nend\n\ngo to x: (147) y: (32)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start2 v]\nhide\n\nwhen I receive [start3 v]\nhide\n\nwhen I receive [łup super łup v]\nswitch costume to (kostium4 v)\nwait (2) seconds\nstart sound [Coin v]\nswitch costume to (pick random (3) to (7))\nshow\nwait (3) seconds\nhide\nswitch costume to (kostium1 v)\n\nwhen I receive [łup super łup v]\n\ngo to x: (-27) y: (101)\n\nwhen I receive [otwórz v]\nhide\n\nwhen I receive [zamknij v]\nshow\nswitch costume to (kostium1 v)\n\nstart sound [Coin v]\n\nstart sound [Win v]\n\nplay sound [Win v] until done\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n play sound [Win v] until done\n wait (1) seconds\n end\nend\n\n@Duszek12\n\nwhen flag clicked\nhide\ngo to x: (99) y: (-63)\nswitch costume to (kostium2 v)\n\nwhen I receive [dołącz hacki v]\nforever\n if <<(backdrop [number v]) = [2]> or <<(backdrop [number v]) = [14]> or <(backdrop [number v]) = [20]>>> then\n show\n forever\n go to (player v)\n if <key (left arrow v) pressed?> then\n set [x v] to [-15]\n switch costume to (kostium2 v)\n end\n if <key (right arrow v) pressed?> then\n set [x v] to [15]\n switch costume to (kostium1 v)\n end\n if <touching color (#ffffff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [18]\n end\n end\n end\n end\nend\n\nwhen backdrop switches to [tło1 v]\n\nshow\n\nchange [☁ ☁ v] by (1)\n\nchange [☁ ☁ v] by (1)\n\n@Duszek13\n\nwhen flag clicked\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n go to x: (-83) y: (-97)\n broadcast (dołącz hacki v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start2 v]\nhide\n\nwhen I receive [start3 v]\nhide\n\nwhen flag clicked\nforever\nend\n\ngo to (random position v)\n\npoint towards (mouse-pointer v)\n\n@Duszek14\n\nwhen flag clicked\nhide\n\nwhen I receive [dołącz hacki v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n show\n broadcast (idź v)\n if <<(backdrop [number v]) = [2]> or <<(backdrop [number v]) = [14]> or <(backdrop [number v]) = [20]>>> then\n show\n go to x: (362) y: (140)\n end\n end\nend\n\nshow\n\n | można remiksować (:\nmam 1000!!!!!!!!!!!!!!!!! robię konkurs na 1000 wyświetleń\n13th tending\nto jest remiks mojego kolegi wbijajcie https://scratch.mit.edu/projects/480154685\nna czas 1000 wyświetleń kiedy ktoś otworzy skrzynke i powie co mu wydropiło to mu to dam tylko raz |
scroll platformer v 0.8 | @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\nforever\n play sound [Alan Walker - Faded \(Instrumental Version\)\[Mpgun v] until done\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 [2]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n game on\n repeat until <(EXIT) > []>\n tick\n broadcast (tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n GAME -DIE\n end\nend\n\ndefine game on\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine tick\nif <key (left arrow v) pressed?> then\n change player x by [-8]\nend\nif <key (right arrow v) pressed?> then\n change player x by [8]\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nchange player y by (sy)\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)))\nposition\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to []\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 (-8)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine GAME -DIE\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test-Die\nif <touching (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\nset [scroll y v] to [0]\n\nset [scroll x v] to [0]\n\nwhen flag clicked\nforever\n hide variable [level v]\nend\n\n@platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npositom ((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 2 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 .0 v)\n clone at x: [0] y: [110]\n clone at x: [134] y: [450]\n clone at x: [-180] y: [-200]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 0 v)\n clone at x: [200] y: [250]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n clone at x: [260] y: [240]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 1 2 v)\n clone at x: [260] y: [240]\n clone at x: [174] y: [150]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 7 0 v)\n clone at x: [-500] y: [113]\n clone at x: [502] y: [200]\n switch costume to (level 7 2 v)\n clone at x: [-4] y: [220]\n switch costume to (level 8 0 v)\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 0 v)\n clone at x: [-500] y: [113]\n clone at x: [502] y: [200]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 8 0 v)\n clone at x: [360] y: [0]\n switch costume to (level 8 1 v)\n clone at x: [360] y: [0]\n switch costume to (level 8 2 v)\n clone at x: [360] y: [0]\n else\n if <(LEVEL) = [9]> then\n switch costume to (level 9 0 v)\n else\n if <(LEVEL) = [10]> then\n switch costume to (level 10 1 v)\n clone at x: [71] y: [-37]\n switch costume to (level 10 0 v)\n clone at x: [360] y: [0]\n else\n if <(LEVEL) = [11]> then\n switch costume to (level 11 v)\n wait (3) seconds\n stop [all v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine positom (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nclone at x: [360] y: [0]\n\nchange [level v] by (1)\n\nchange [level v] by (1)\n\nchange [level v] by (1)\n\nclone at x: [-180] y: [-200]\n\nset [level v] to [5]\n\nswitch costume to (level 7 0 v)\n\nswitch costume to (level 7 0 v)\n\nclone at x: [-4] y: [220]\n\nclone at x: [360] y: [0]\nswitch costume to (level 8 1 v)\n\nswitch costume to (level 10 1 v)\nclone at x: [71] y: [-37]\nswitch costume to (level 10 0 v)\n\nclone at x: [360] y: [0]\n\n@danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npositom ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nshow variable [level v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 2 v)\n clone at x: [-128] y: [-220]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 2 2 v)\n clone at x: [888] y: [252]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 2 2 v)\n clone at x: [888] y: [252]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 2 2 v)\n clone at x: [888] y: [252]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 2 2 v)\n clone at x: [888] y: [252]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 2 2 v)\n clone at x: [38574897025748] y: [567]\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 2 2 v)\n clone at x: [-808438950898439567467586069846757789'78098'8'654873555555689078] y: [57493846546]\n else\n if <(LEVEL) = [9]> then\n switch costume to (level 2 2 v)\n clone at x: [-808438950898439567467586069846757789'78098'8'654873555555689078] y: [57493846546]\n else\n if <(LEVEL) = [10]> then\n switch costume to (level 2 2 v)\n clone at x: [-808438950898439567467586069846757789'78098'8'654873555555689078] y: [57493846546]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine positom (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nclone at x: [134] y: [252]\n\nclone at x: [888] y: [110]\nclone at x: [800] y: [252]\n\nclone at x: [-178] y: [120]\n\nhide\n\n@collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npositom ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(collected) = (collected max)> then\n broadcast (open portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected max v] to [0]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [2]> then\n switch costume to (dot v)\n clone at x: [133] y: [-.50]\nend\nset [x v] to [-99999]\n\nclone at x: [540] y: [-10]\nclone at x: [730] y: [30]\n\ndefine positom (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\n@exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\npositom ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\nif <<(costume [name v]) = [open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n clone at x: [1276] y: [50]\nelse\n clone at x: [286] y: [202]\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n clone at x: [-10] y: [311]\n else\n clone at x: [146] y: [228]\n if <(LEVEL) = [3]> then\n switch costume to (open v)\n clone at x: [-50] y: [442]\n else\n clone at x: [500] y: [228]\n if <(LEVEL) = [4]> then\n switch costume to (open v)\n clone at x: [500] y: [340]\n else\n clone at x: [201] y: [612]\n if <(LEVEL) = [5]> then\n switch costume to (open v)\n clone at x: [155] y: [291]\n else\n clone at x: [201] y: [612]\n if <(LEVEL) = [6]> then\n switch costume to (open v)\n clone at x: [50] y: [295]\n else\n if <(LEVEL) = [7]> then\n switch costume to (open v)\n clone at x: [180] y: [524]\n else\n if <(LEVEL) = [8]> then\n switch costume to (open v)\n clone at x: [1208] y: [250]\n else\n clone at x: [201] y: [612]\n if <(LEVEL) = [9]> then\n switch costume to (open v)\n clone at x: [270] y: [250]\n else\n clone at x: [201] y: [612]\n if <(LEVEL) = [10]> then\n switch costume to (open v)\n clone at x: [655] y: []\n else\n clone at x: [201] y: [612]\n if <(LEVEL) = [11]> then\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine positom (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> 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\nset [level v] to [5]\n\nclone at x: [201] y: [612]\n\n | use arrow keys to move \n\n\nhelp me to get this in trend\n |
Grassy Island || A multiplayer scrolling platformer! #art #games #all | @Stage\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nset [pixelate v] effect to (25)\n\nwhen flag clicked\nwait (11) seconds\nforever\n play sound [Alan Walker - Force v] until done\nend\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\nif <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat) = [1]> then\n show list [chat v]\n set [chat v] to [0]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n if <(Chat) = [0]> then\n set [chat v] to [1]\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\n end\nend\n\nwhen I receive [play game v]\nset [connected? v] to [0]\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (normal v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n switch costume to (left up v)\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n switch costume to (right up v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v)\n start sound [Connect v]\nelse\n broadcast (Full v)\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item () of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\ndefine Player Tick\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n repeat (13)\n next costume\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)\nrepeat (16)\n create clone of (_myself_ v)\n change [platforms: x v] by (x)\n change [platforms: y v] by (y)\n next costume\nend\n\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((DANGER: x) - (SCROLL X)) ((DANGER: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\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)\nrepeat (16)\n create clone of (_myself_ v)\n change [danger: x v] by (x)\n change [danger: y v] by (y)\n next costume\nend\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [-50]\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)\nrepeat (10)\n set [saws: x v] to (x)\n set [saws: y v] to (y)\n create clone of (_myself_ v)\nend\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\n\nwhen I receive [tick v]\nif <(Chat) = [1]> then\n show\nelse\n hide\nend\nif <key (space v) pressed?> then\n broadcast (Chat Close v)\n hide\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\n@Chat Button\n\nwhen I receive [tick v]\nif <touching (mouse-pointer v)?> then\n repeat until <(size) > [119]>\n change [size v] by (.9)\n change size by (size)\n end\n if <mouse down?> then\n broadcast (Chat Open v)\n hide\n wait until <not <mouse down?>>\n end\nelse\n repeat until <(size) < [101]>\n set [size v] to [-.8]\n change [size v] by (-.9)\n change size by (size)\n end\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\ngo to x: (-193) y: (-156)\nset size to (100) %\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\ngo to x: (0) y: (0)\nshow\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (-9)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Intro\n\nwhen I receive [start intro v]\ngo to x: (0) y: (0)\nswitch costume to (main sprite v)\nshow\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\npoint in direction (90)\n\nwhen I receive [start intro v]\nclear sound effects\nset volume to (100) %\nstart sound [Arrested Youth - VANS \(It's Different Remix\) CUT LPS \(1\) v]\nClone\n\ndefine Clone\nset [clone id v] to [flash]\ncreate clone of (_myself_ v)\nset [clone id v] to [black bars]\ncreate clone of (_myself_ v)\nset [clone id v] to [timer]\ncreate clone of (_myself_ v)\nInitial Start\nwait (0.3) seconds\nset [clone id v] to [bg]\ncreate clone of (_myself_ v)\nset [clone id v] to [logo shadow]\ncreate clone of (_myself_ v)\nset [clone id v] to [logo]\ncreate clone of (_myself_ v)\n\ndefine Initial Start\ngo to x: (0) y: (150)\nswitch costume to (main sprite v)\nshow\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\npoint in direction (90)\nrepeat (6)\n set [clone id v] to [Bar 1]\n create clone of (_myself_ v)\n change y by (-60)\n wait () seconds\nend\nswitch costume to (main sprite v)\nshow\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\npoint in direction (90)\ngo to x: (0) y: (150)\nrepeat (6)\n set [clone id v] to [Bar 2]\n create clone of (_myself_ v)\n change y by (-60)\n wait () seconds\nend\nswitch costume to (main sprite v)\nshow\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(Clone ID) = [Bar 1]> then\n switch costume to (bar 1 v)\n set x to (-507)\n go to [front v] layer\n set [smooth x change v] to [10]\n set [ghost v] effect to (100)\n set [brightness v] effect to (-50)\n set size to (20) %\n repeat until <(x position) > [-1]>\n change x by (Smooth X change)\n change [smooth x change v] by (1)\n change [ghost v] effect by (-6)\n change [brightness v] effect by (3)\n change size by (6)\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Bar 2]> then\n switch costume to (bar 2 v)\n set x to (507)\n go to [front v] layer\n set [smooth x change v] to [-10]\n set [ghost v] effect to (100)\n set [brightness v] effect to (-25)\n set size to (20) %\n repeat until <[1] > (x position)>\n change x by (Smooth X change)\n change [smooth x change v] by (-1)\n change [ghost v] effect by (-6)\n change [brightness v] effect by (1.5)\n change size by (6)\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [logo]> then\n go to [front v] layer\n set size to (150) %\n repeat (8)\n set size to (125) %\n repeat (20)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (40)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (40)) * (0.1)))\n change size by (((75) - (size)) / (11))\n end\n Circles\n end\n repeat (20)\n change [brightness v] effect by (1)\n change [ghost v] effect by (0.5)\n change size by (-0.25)\n end\n repeat (60)\n change [brightness v] effect by (1)\n change [ghost v] effect by (2)\n change size by (-0.25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [black bars]> then\n switch costume to (black bars v)\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 <(Clone ID) = [timer]> then\n switch costume to (timer bar v)\n forever\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [timer]> then\n switch costume to (timer bar v)\n set x to (-507)\n repeat until <(x position) > [-22]>\n change x by (1.7)\n end\n repeat (10)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [black bars]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-15)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [timer]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-15)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [logo]> then\n switch costume to (name v)\n wait (1.3) seconds\n switch costume to (logo v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [black bars]> then\n wait (1) seconds\n repeat (8)\n switch costume to (main sprite v)\n clear graphic effects\n set size to (150) %\n switch costume to (black bars v)\n repeat (20)\n switch costume to (main sprite v)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n change size by (((100) - (size)) / (11))\n switch costume to (black bars v)\n end\n end\n repeat (20)\n change [brightness v] effect by (1)\n change [ghost v] effect by (0.5)\n change size by (-0.25)\n end\n repeat (60)\n change [brightness v] effect by (1)\n change [ghost v] effect by (2)\n change size by (-0.25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [logo shadow]> then\n go to [front v] layer\n set size to (150) %\n repeat (8)\n set size to (125) %\n repeat (20)\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (40)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (40)) * (0.1)))\n change size by (((75) - (size)) / (11))\n end\n end\n repeat (20)\n change [brightness v] effect by (1)\n change [ghost v] effect by (0.5)\n change size by (-0.25)\n end\n broadcast (ending v)\n repeat (100)\n change [brightness v] effect by (1)\n change [ghost v] effect by (2)\n change size by (-0.25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [logo shadow]> then\n switch costume to (name shadow v)\n wait (1.3) seconds\n switch costume to (logo shadow v)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [logo shadow]> then\n set [ghost v] effect to (90)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [logo]> then\n wait (0.8) seconds\n set [x2 v] to [100]\n point in direction (90)\n repeat (58)\n point in direction ((([tan v] of ((x2) * (150)) ) * (5)) + (90))\n change [x2 v] by (0.01)\n end\n point in direction (90)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [logo shadow]> then\n wait (0.8) seconds\n set [x2 v] to [100]\n point in direction (90)\n repeat (58)\n point in direction ((([tan v] of ((x2) * (150)) ) * (5)) + (90))\n change [x2 v] by (0.01)\n end\n point in direction (90)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [bg]> then\n repeat (2)\n switch costume to (main sprite v)\n set size to (150) %\n switch costume to (triangles v)\n repeat (20)\n switch costume to (main sprite v)\n change size by (((100) - (size)) / (11))\n switch costume to (triangles v)\n end\n end\n repeat (2)\n switch costume to (main sprite v)\n set size to (150) %\n switch costume to (lines v)\n repeat (20)\n switch costume to (main sprite v)\n change size by (((100) - (size)) / (11))\n switch costume to (lines v)\n end\n end\n repeat (2)\n switch costume to (main sprite v)\n set size to (150) %\n switch costume to (bars v)\n repeat (20)\n switch costume to (main sprite v)\n change size by (((100) - (size)) / (11))\n switch costume to (bars v)\n end\n end\n repeat (2)\n switch costume to (main sprite v)\n set size to (150) %\n switch costume to (squares v)\n repeat (20)\n switch costume to (main sprite v)\n change size by (((100) - (size)) / (11))\n switch costume to (squares v)\n end\n end\n repeat (20)\n switch costume to (main sprite v)\n change [brightness v] effect by (1)\n change [ghost v] effect by (0.5)\n change size by (-0.25)\n switch costume to (squares v)\n end\n repeat (60)\n switch costume to (main sprite v)\n change [brightness v] effect by (1)\n change [ghost v] effect by (2)\n change size by (-0.25)\n switch costume to (squares v)\n end\n delete this clone\nend\n\ndefine Circles\npoint in direction (90)\nrepeat (16)\n set [clone id v] to [circle]\n create clone of (_myself_ v)\n turn right (22.5) degrees\nend\n\nwhen I start as a clone\nif <(Clone ID) = [circle]> then\n go to [front v] layer\n switch costume to (circle v)\n set [smooth position change v] to [25]\n repeat until <(Smooth position change) < [3]>\n move (Smooth position change) steps\n change [smooth position change v] by (-2)\n turn right (5) degrees\n end\n repeat (10)\n move (5) steps\n turn right (2) degrees\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [circle]> then\n forever\n set size to (150) %\n repeat (20)\n change size by (((75) - (size)) / (11))\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [flash]> then\n wait (1) seconds\n repeat (9)\n switch costume to (flash v)\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.3) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [flash]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I receive [ending v]\nwait (0.3) seconds\nbroadcast (Intro Has Ended v)\n\nwhen flag clicked\nbroadcast (Start Intro v)\n\n | Hello! Welcome to my latest platformer! This was #40 on trending in games! This is my best one yet with lots of good graphic quality stuff. I will be updating it more and more when I have the time so it is technically not finished! \nThe game is really quick but it is lots of fun. Check out my other projects also! \n\n★Instructions★\n- Use arrow keys to move\n- Click on chat button to communicate to other online players.\n- Don't touch saws or spikes that lay down on the ground. \n\nMake sure to like and favorite and follow me! \n[Updates] January 2021\n- Added many more spikes - the platforms are now way harder to pass than usual.\n-Better graphic quality\n-The game doesn't repeat itself too often. Now, the game is quicker and better.\nApril 2021 [Updates]\n- Added some music! \n-Given more details to the character's looks. \n |
Not so Fair N Square | PLATFORMER | #Game #Platformer | @Stage\n\nwhen flag clicked\nset volume to (0) %\nwait (3) seconds\nset volume to (100) %\nforever\n play sound [Good Vibes Only v] until done\nend\n\n@Player\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)?> or <touching (fadeplatform v)?>> then\n repeat (slope)\n if <<touching (ground v)?> or <touching (fadeplatform v)?>> then\n change y by (1)\n end\n end\n if <<touching (ground v)?> or <touching (fadeplatform v)?>> then\n change y by ((slope) * (-1))\n repeat until <not <<touching (ground v)?> or <touching (fadeplatform 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)?> or <touching (fadeplatform v)?>> then\n repeat until <not <<touching (ground v)?> or <touching (fadeplatform 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)\nif <touching (trampoleneshit v)?> then\n repeat until <not <touching (trampoleneshit v)?>>\n set [yv v] to ((jump height) - (18))\n if <(yv) > [0]> then\n change y by (-0.1)\n else\n change y by (0.1)\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(yv) < [0]>> then\n broadcast (Jump v)\n set [yv v] to ((jump height) * (1.65))\n else\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-215) y: (50)\npoint in direction (90)\nset rotation style [left-right v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n |Platforming| Acceleration: [1.2] Jump Height: [13] Gravity: [1] Wall jump Strength: [10] Slope: [5]\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 set size to (100) %\n broadcast (Next Level v)\n go to x: (-215) y: (-75)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (lava v)?> or <<touching (danger v)?> or <touching (saw v)?>>> then\n broadcast (Death v)\n set [ghost v] effect to (0)\n set size to (150) %\n go to x: (-210) y: (-80)\n wait (0.01) seconds\n set size to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <key (q v) pressed?> then\n change [level v] by (1)\n wait until <not <key (q v) pressed?>>\n end\nend\n\nbroadcast (Death v)\n\nwhen I start as a clone\nforever\n repeat (17)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\nswitch costume to (death v)\nrepeat (4)\n next costume\nend\n\nswitch costume to (costume1 v)\nset [ghost v] effect to (50)\nglide (0.4) secs to x: (-210) y: (-90)\n\n@Danger\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n switch costume to (LEVEL)\nend\n\n@Level\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [ghost v] effect to (5)\nset size to (175) %\nset [brightness v] effect to (100)\nhide\nset [digits v] to [0]\nrepeat (10)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n go to x: ((-20) + ((digits) * (21))) y: ((([cos v] of ([direction v] of [spin1 v]) ) * (4)) + (155))\n point in direction ((([sin v] of ([direction v] of [spin1 v]) ) * (6)) + (90))\n if <(digits) > (length of (LEVEL))> then\n hide\n else\n show\n if <(length of (LEVEL)) > [9]> then\n switch costume to (letter (digits) of (round (LEVEL)))\n else\n switch costume to (letter (digits) of (round (LEVEL)))\n end\n end\nend\n\n@Minutes2\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nset [level v] to [12]\n\nwhen flag clicked\nset [ghost v] effect to (5)\nset size to (175) %\nset [brightness v] effect to (100)\nhide\nset [digits v] to [0]\nrepeat (10)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n go to [front v] layer\n go to x: ((160) + ((digits) * (-21))) y: ((([cos v] of ([direction v] of [spin1 v]) ) * (4)) + (155))\n point in direction ((([sin v] of ([direction v] of [spin1 v]) ) * (6)) + (90))\n if <(digits) > (length of (Minutes))> then\n hide\n else\n show\n switch costume to (letter (digits) of (Minutes))\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n go to x: ((160) + ((digits) * (-21))) y: ((([cos v] of ([direction v] of [spin1 v]) ) * (4)) + (155))\n point in direction ((([sin v] of ([direction v] of [spin1 v]) ) * ()) + (90))\n if <(digits) > (length of (Minutes))> then\n hide\n else\n show\n switch costume to (letter (digits) of (Minutes))\n end\nend\n\n@Death\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [death v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Seconds\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [ghost v] effect to (5)\nset size to (175) %\nset [brightness v] effect to (100)\nhide\nset [digits v] to [0]\nrepeat (10)\n change [digits v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n go to x: ((150) + ((digits) * (21))) y: ((([cos v] of ([direction v] of [spin1 v]) ) * (4)) + (155))\n point in direction ((([sin v] of ([direction v] of [spin1 v]) ) * (6)) + (90))\n if <(digits) > (length of (Seconds))> then\n hide\n else\n show\n if <(length of (Seconds)) > [9]> then\n switch costume to (letter (digits) of (round (Seconds)))\n else\n switch costume to (letter (digits) of (round (Seconds)))\n end\n end\nend\n\nhide\n\nwhen flag clicked\nset [minutes v] to [0]\nforever\n go to [front v] layer\n set [seconds v] to (round (timer))\n if <(Seconds) > [59]> then\n change [minutes v] by (1)\n reset timer\n end\nend\n\nchange [seconds v] by (1)\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@Clouds\n\nwhen flag clicked\nhide\ngo to x: (36) y: (100)\nforever\n create clone of (_myself_ v)\n wait (4) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [backward v] (5) layers\nshow\ngo to x: (-250) y: (pick random (120) to (190))\nset size to (pick random (50) to (75)) %\nrepeat (500)\n move (1) steps\n set [ghost v] effect to (45)\nend\ndelete this clone\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)\nset size to (150) %\nforever\n go to [front v] layer\nend\n\n@TrampolenesHit\n\nwhen flag clicked\nclear graphic effects\ncreate clone of (_myself_ v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset size to (125) %\nshow\n\nwhen I start as a clone\nforever\n go to (trampolenes v)\n show\n switch costume to (hitbox v)\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n go to x: (-10000) y: (150)\n hide\n end\n if <(LEVEL) = [2]> then\n go to x: (-10000) y: (150)\n hide\n end\n if <(LEVEL) = [3]> then\n go to x: (-10000) y: (150)\n hide\n end\n if <(LEVEL) = [4]> then\n go to x: (-10000) y: (150)\n hide\n end\n if <(LEVEL) = [5]> then\n go to x: (-75) y: (-20)\n show\n end\n if <(LEVEL) = [6]> then\n go to x: (-75) y: (-20)\n show\n end\n if <(LEVEL) = [7]> then\n go to x: (-10000) y: (150)\n hide\n end\n if <(LEVEL) = [8]> then\n go to x: (90) y: (-20)\n show\n end\n if <(LEVEL) = [9]> then\n go to x: (78) y: (-20)\n show\n end\n if <(LEVEL) = [10]> then\n go to x: (-10000) y: (150)\n hide\n end\n if <(LEVEL) = [11]> then\n go to x: (-50) y: (-20)\n show\n end\n if <(LEVEL) = [12]> then\n go to x: (-10000) y: (150)\n hide\n end\nend\n\n@Saw\n\nwhen flag clicked\ngo to x: (0) y: (200)\npoint in direction (90)\nhide\nset size to (125) %\n\nwhen I receive [next level v]\nrepeat until <(size) > [100]>\n change size by (5)\nend\n\nwhen flag clicked\nforever\n point in direction ((([cos v] of ([direction v] of [sawphysics v]) ) * (40)) + (90))\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [11]> then\n go to x: (1000) y: (400)\n hide\n else\n if <(LEVEL) = [17]> then\n set size to (100) %\n go to x: (-65) y: (225)\n show\n next costume\n else\n if <(LEVEL) = [8]> then\n set size to (125) %\n go to x: (-75) y: (225)\n show\n next costume\n else\n go to x: (1000) y: (400)\n hide\n end\n end\n end\nend\n\n@Level IndicSprite1\n\nwhen flag clicked\nforever\n if <(LEVEL) < [12]> then\n switch costume to (plains v)\n else\n switch costume to (forest v)\n end\nend\n\nwhen flag clicked\nforever\n set size to (100) %\n set [ghost v] effect to (5)\n show\n go to x: ((-125) + ((digits) * (21))) y: ((([sin v] of ([direction v] of [spin1 v]) ) * (4)) + (155))\n point in direction ((([cos v] of ([direction v] of [spin1 v]) ) * (6)) + (90))\nend\n\nshow\nrepeat (10)\n change size by (15)\n change [ghost v] effect by (-3)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n go to x: (0) y: (60)\nend\n\n@Trampolenes\n\nwhen flag clicked\nset [brightness v] effect to (0)\nclear graphic effects\nswitch costume to (1 v)\nset size to (125) %\n\nwhen I receive [jump v]\nshow\nset [brightness v] effect to (0)\nclear graphic effects\nswitch costume to (1 v)\nset size to (125) %\nswitch costume to (1 v)\nwait (0.01) seconds\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nwait (0.01) seconds\nswitch costume to (3 v)\nwait (0.01) seconds\nswitch costume to (4 v)\nwait (0.7) seconds\nswitch costume to (3 v)\nwait (0.01) seconds\nswitch costume to (2 v)\nwait (0.01) seconds\nswitch costume to (1 v)\n\nwhen I start as a clone\nset [ghost v] effect to (10)\nshow\nswitch costume to (hitbox v)\nrepeat (10)\n change [ghost v] effect by (7)\n change y by (2)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n go to x: (-10000) y: (150)\n hide\n end\n if <(LEVEL) = [2]> then\n go to x: (-10000) y: (150)\n hide\n end\n if <(LEVEL) = [3]> then\n go to x: (-10000) y: (150)\n hide\n end\n if <(LEVEL) = [4]> then\n go to x: (-10000) y: (150)\n hide\n end\n if <(LEVEL) = [5]> then\n go to x: (-75) y: (-20)\n show\n end\n if <(LEVEL) = [6]> then\n go to x: (-75) y: (-20)\n show\n end\n if <(LEVEL) = [7]> then\n go to x: (-10000) y: (150)\n hide\n end\n if <(LEVEL) = [8]> then\n go to x: (90) y: (-20)\n show\n end\n if <(LEVEL) = [9]> then\n go to x: (78) y: (-20)\n show\n end\n if <(LEVEL) = [10]> then\n go to x: (-10000) y: (150)\n hide\n end\n if <(LEVEL) = [11]> then\n go to x: (-50) y: (-20)\n show\n end\n if <(LEVEL) = [12]> then\n go to x: (-10000) y: (150)\n hide\n end\nend\n\n@Props\n\nhide\n\n@spin1\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\n@sawphysics\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\n@Background\n\nwhen flag clicked\nset [ghost v] effect to (8)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n go [backward v] (5) layers\n point in direction ((([cos v] of ([direction v] of [sawphysics v]) ) * (0.5)) + (90))\nend\n\nwhen flag clicked\nforever\n if <[13] < (LEVEL)> then\n go to x: (0) y: (-25)\n show\n switch costume to (backdrop2 v)\n else\n if <(LEVEL) = [12]> then\n go to x: (0) y: (-60)\n show\n switch costume to (backdrop2 v)\n else\n if <(LEVEL) = [13]> then\n go to x: (0) y: (-50)\n show\n switch costume to (backdrop2 v)\n else\n if <(LEVEL) = [14]> then\n go to x: (0) y: (-80)\n show\n switch costume to (backdrop2 v)\n else\n hide\n end\n end\n end\n end\nend\n\n@Lava\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n show\n go to x: (0) y: (0)\n go [backward v] (23) layers\n go to [back v] layer\n set [ghost v] effect to (100)\nend\n\n@FadePlatform\n\nwhen flag clicked\nforever\n if <(LEVEL) = [18]> then\n point in direction (90)\n set size to (100) %\n set [ghost v] effect to (100)\n wait (1) seconds\n go to x: (110) y: (-165)\n show\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [ghost v] effect by (-20)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait (2) seconds\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n go to x: (-10000) y: (150)\n wait (1) seconds\n hide\n set [ghost v] effect to (100)\n else\n if <(LEVEL) = [15]> then\n point in direction (90)\n set size to (100) %\n set [ghost v] effect to (100)\n wait (1) seconds\n go to x: (0) y: (-113)\n show\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [ghost v] effect by (-20)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait (2) seconds\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n go to x: (-10000) y: (150)\n wait (1) seconds\n hide\n set [ghost v] effect to (100)\n else\n if <(LEVEL) = [17]> then\n point in direction (60)\n set size to (100) %\n set [ghost v] effect to (100)\n wait (1) seconds\n go to x: (40) y: (-35)\n show\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [ghost v] effect by (-20)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait (5) seconds\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n go to x: (-10000) y: (150)\n wait (1) seconds\n hide\n set [ghost v] effect to (100)\n else\n if <(LEVEL) = [13]> then\n point in direction (90)\n set size to (100) %\n set [ghost v] effect to (100)\n wait (1) seconds\n go to x: (0) y: (-113)\n show\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait (2) seconds\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n go to x: (-10000) y: (150)\n wait (1) seconds\n hide\n set [ghost v] effect to (100)\n else\n hide\n go to x: (-10000) y: (150)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n repeat until <not <(LEVEL) = [15]>>\nend\n\nwhen flag clicked\nforever\n\nif <(LEVEL) = [13]> then\n go to x: (0) y: (-113)\n show\nelse\n hide\n go to x: (-10000) y: (150)\nend\n\nif <(LEVEL) = [15]> then\n go to x: (0) y: (-113)\n show\nend\n\n | Are you able to escape this infinite loop of stages? \n - Instructions in game |
⋈ Spirit ⋈ A mobile friendly pen platformer #easy #to #remix | @Stage\n\nwhen flag clicked\nif <not <<(username) = [R_3k]> or <(username) = [R_3k-test]>>> then\n change [☁ # v] by (1)\nend\nif <<(username) = [R_3k]> or <(username) = [R_3k-test]>> then\n show variable [☁ # v]\nelse\n hide variable [☁ # v]\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nbroadcast (Respawn v)\nset volume to (100) %\nforever\n play sound [Eiffel 65 - Blue \(Da Ba Dee\) \(Video Edit\) \(Video Edit\) my-free-mp3s v] until done\n if <(Level) = [7]> then\n set volume to (60) %\n end\nend\n\nwhen I receive [respawn v]\nset [xvel v] to [0]\nset [yvel v] to [0]\nif <(Level) = [7]> then\n go to x: (-180) y: (50)\n set size to (95) %\nelse\n if <(Level) = [8]> then\n go to x: (-180) y: (-100)\n set size to (80) %\n else\n go to x: (-150) y: (100)\n set size to (100) %\n end\nend\nforever\n if <<<(Love?) = [Y]> or <(username) = [R_3k]>> or <<(username) = [R_3k-test]> or <<(username) = [_-Maxence-_]> or <(username) = [Grunnpi]>>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xvel v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (q v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n change [xvel v] by (-1)\n end\n set [xvel v] to ((Xvel) * (0.9))\n change x by (Xvel)\n if <touching color (#68ca4d)?> then\n change y by (1)\n if <touching color (#68ca4d)?> then\n change y by (1)\n if <touching color (#68ca4d)?> then\n change y by (1)\n if <touching color (#68ca4d)?> then\n change y by (1)\n if <touching color (#68ca4d)?> then\n change y by (1)\n if <touching color (#68ca4d)?> then\n change x by ((Xvel) * (-1))\n change y by (-5)\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<key (z v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [60]>>>>>> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-5]\n else\n set [xvel v] to [5]\n end\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (Yvel)\n if <touching color (#68ca4d)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching color (#68ca4d)?> then\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<key (z v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [60]>>>>>> then\n set [yvel v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n change [level v] by (1)\n if <(Level) = [7]> then\n go to x: (-180) y: (50)\n set size to (95) %\n else\n if <(Level) = [8]> then\n go to x: (-180) y: (-100)\n set size to (80) %\n else\n go to x: (-150) y: (100)\n set size to (100) %\n end\n end\n end\n if <touching color (#ff0000)?> then\n start sound [Pop v]\n if <(Level) = [7]> then\n go to x: (-180) y: (50)\n set size to (95) %\n else\n if <(Level) = [8]> then\n go to x: (-180) y: (-100)\n set size to (80) %\n else\n go to x: (-150) y: (100)\n set size to (100) %\n end\n end\n end\n if <touching color (#b1b1b1)?> then\n start sound [Pop v]\n if <(Level) = [7]> then\n go to x: (-180) y: (50)\n set size to (95) %\n else\n if <(Level) = [8]> then\n go to x: (-180) y: (-100)\n set size to (80) %\n else\n go to x: (-150) y: (100)\n set size to (100) %\n end\n end\n end\n if <touching color (#fff600)?> then\n if <(Jump) = [0]> then\n set [yvel v] to [20]\n else\n set [yvel v] to (Jump)\n end\n end\nend\n\nif <(Level) = [9]> then\n switch costume to (costume2 v)\nend\n\nwhen flag clicked\n\n@Pen\n\nwhen flag clicked\nset [level v] to [1]\nset [lvl v] to (Level)\nset [love? v] to [0]\nset [used skip ? v] to [0]\nLevels\n\ndefine Create level (level)\nerase all\nSky\nset [jump v] to [0]\nif <(level) = [1]> then\n set pen color to (#c35530)\n Line start x [-300] y [-140] finish x [300] y [-140] size [100]\n set pen color to (#68ca4d)\n Line start x [-300] y [-100] finish x [300] y [-100] size [25]\nelse\n if <(level) = [2]> then\n set pen color to (#c35530)\n Line start x [-300] y [-140] finish x [300] y [-140] size [100]\n set pen color to (#68ca4d)\n Line start x [-300] y [-100] finish x [300] y [-100] size [25]\n Spike x [0] y [-85] size [10]\n else\n if <(level) = [3]> then\n set pen color to (#c35530)\n Line start x [-300] y [-140] finish x [300] y [-140] size [100]\n set pen color to (#68ca4d)\n Line start x [-300] y [-100] finish x [300] y [-100] size [25]\n Line start x [0] y [-90] finish x [0] y [30] size [40]\n else\n if <(level) = [4]> then\n set pen color to (#ff0000)\n Line start x [-60] y [-300] finish x [90] y [-300] size [25]\n set pen color to (#c35530)\n Line start x [-300] y [-120] finish x [-60] y [-110] size [25]\n Line start x [-60] y [-120] finish x [-60] y [-200] size [25]\n Line start x [-300] y [-140] finish x [-70] y [-140] size [40]\n Line start x [-300] y [-170] finish x [-70] y [-170] size [40]\n set pen color to (#68ca4d)\n Line start x [-300] y [-110] finish x [-50] y [-110] size [25]\n set pen color to (#c35530)\n Line start x [90] y [-120] finish x [300] y [-120] size [25]\n Line start x [90] y [-120] finish x [90] y [-200] size [25]\n Line start x [100] y [-140] finish x [300] y [-140] size [40]\n Line start x [100] y [-170] finish x [300] y [-170] size [40]\n set pen color to (#68ca4d)\n Line start x [80] y [-110] finish x [300] y [-110] size [25]\n else\n if <(level) = [5]> then\n set pen color to (#ff0000)\n Line start x [-100] y [-300] finish x [140] y [-300] size [25]\n set pen color to (#c35530)\n Line start x [-300] y [-120] finish x [-110] y [-110] size [25]\n Line start x [-110] y [-120] finish x [-110] y [-200] size [25]\n Line start x [-300] y [-140] finish x [-120] y [-140] size [40]\n Line start x [-300] y [-170] finish x [-120] y [-170] size [40]\n set pen color to (#68ca4d)\n Line start x [-300] y [-110] finish x [-90] y [-110] size [25]\n set pen color to (#c35530)\n Line start x [150] y [-120] finish x [300] y [-120] size [25]\n Line start x [150] y [-120] finish x [150] y [-200] size [25]\n Line start x [160] y [-140] finish x [300] y [-140] size [40]\n Line start x [160] y [-170] finish x [300] y [-170] size [40]\n set pen color to (#68ca4d)\n Line start x [140] y [-110] finish x [300] y [-110] size [25]\n Jump x [-110] y [-100] Power [20]\n else\n if <(level) = [6]> then\n set pen color to (#ff0000)\n Line start x [90] y [-150] finish x [300] y [-150] size [25]\n Line start x [90] y [-170] finish x [300] y [-170] size [25]\n Line start x [300] y [-150] finish x [300] y [30] size [25]\n set pen color to (#c35530)\n Line start x [-300] y [-20] finish x [50] y [-140] size [25]\n Line start x [50] y [-140] finish x [90] y [-140] size [25]\n Line start x [90] y [-140] finish x [90] y [-300] size [25]\n Line start x [80] y [-300] finish x [-300] y [-300] size [30]\n Line start x [-300] y [-40] finish x [50] y [-160] size [25]\n Line start x [80] y [-160] finish x [-300] y [-160] size [30]\n Line start x [60] y [-140] finish x [-300] y [-140] size [30]\n Line start x [-10] y [-110] finish x [-300] y [-110] size [30]\n Line start x [-50] y [-95] finish x [-300] y [-95] size [30]\n Line start x [-80] y [-85] finish x [-300] y [-65] size [30]\n Line start x [90] y [80] finish x [300] y [80] size [25]\n Line start x [90] y [56] finish x [300] y [56] size [25]\n Line start x [90] y [35] finish x [300] y [35] size [25]\n set pen color to (#68ca4d)\n Line start x [-300] y [-10] finish x [50] y [-130] size [25]\n Line start x [50] y [-130] finish x [100] y [-130] size [25]\n Line start x [80] y [30] finish x [80] y [100] size [15]\n Line start x [80] y [30] finish x [300] y [30] size [15]\n Line start x [80] y [100] finish x [300] y [100] size [15]\n Spike x [75] y [-115] size [5]\n else\n if <(level) = [7]> then\n set pen color to (#ff0000)\n Line start x [-130] y [100] finish x [130] y [100] size [15]\n set pen color to (#c35530)\n Line start x [-300] y [-140] finish x [300] y [-140] size [100]\n set pen color to (#68ca4d)\n Line start x [-300] y [-100] finish x [300] y [-100] size [25]\n Line start x [-140] y [110] finish x [140] y [110] size [15]\n Jump x [-100] y [-90] Power [0]\n Jump x [0] y [-90] Power [0]\n Jump x [100] y [-90] Power [0]\n else\n if <(level) = [8]> then\n set pen color to (#ff0000)\n Line start x [300] y [-50] finish x [300] y [80] size [15]\n Line start x [-50] y [20] finish x [-50] y [110] size [10]\n Line start x [80] y [15] finish x [25] y [15] size [15]\n Line start x [-300] y [-50] finish x [-300] y [15] size [15]\n Line start x [-50] y [25] finish x [-120] y [25] size [10]\n Line start x [-50] y [110] finish x [-100] y [115] size [10]\n Line start x [-300] y [120] finish x [-180] y [120] size [10]\n Line start x [300] y [80] finish x [300] y [140] size [15]\n Line start x [120] y [-140] finish x [120] y [-60] size [10]\n set pen color to (#c35530)\n Line start x [-300] y [-170] finish x [300] y [-170] size [60]\n set pen color to (#68ca4d)\n Line start x [-300] y [-140] finish x [300] y [-140] size [15]\n Line start x [300] y [-50] finish x [120] y [-50] size [20]\n Line start x [160] y [20] finish x [20] y [20] size [15]\n Line start x [300] y [85] finish x [-100] y [120] size [10]\n Line start x [-50] y [20] finish x [-120] y [20] size [15]\n Line start x [-200] y [20] finish x [-300] y [20] size [15]\n Line start x [18] y [20] finish x [18] y [-55] size [10]\n Line start x [16] y [-55] finish x [-300] y [-55] size [15]\n Line start x [300] y [85] finish x [-100] y [120] size [10]\n Line start x [300] y [-140] finish x [300] y [-60] size [15]\n Spike x [-300] y [27] size [6]\n Jump x [-185] y [-50] Power [20]\n else\n if <(level) = [9]> then\n Jump x [-150] y [-110] Power [0]\n Jump x [0] y [-110] Power [0]\n Jump x [150] y [-110] Power [0]\n Jump x [-75] y [0] Power [0]\n Jump x [75] y [0] Power [0]\n set pen color to (#ff0000)\n Line start x [-300] y [-140] finish x [300] y [-140] size [80]\n Line start x [-300] y [300] finish x [300] y [300] size [10]\n set pen color to (#68ca4d)\n Line start x [-88] y [-3] finish x [-62] y [-3] size [8]\n Line start x [88] y [-3] finish x [62] y [-3] size [8]\n else\n if <(level) > [9]> then\n set pen color to (#c35530)\n Line start x [-300] y [-140] finish x [300] y [-140] size [100]\n Line start x [300] y [-140] finish x [300] y [300] size [100]\n set pen color to (#68ca4d)\n Line start x [-300] y [-100] finish x [180] y [-100] size [25]\n Line start x [180] y [-100] finish x [180] y [300] size [25]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <<<(Love?) = [Y]> or <(username) = [R_3k]>> or <<(username) = [R_3k-test]> or <<(username) = [_-Maxence-_]> or <(username) = [Grunnpi]>>>> then\n set pen color to (#c6c5ca)\n Skip button x [180] y [-145] size [20]\nend\n\ndefine Line start x (x1) y (y1) finish x (x2) y (y2) size (s)\npen up\ngo to x: (x1) y: (y1)\nset pen size to (s)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Skip button x (x) y (y) size (s)\npen up\ngo to x: (((x) - (s)) - (10)) y: (y)\nset pen size to (s)\npen down\nchange x by (5)\nchange pen size by (s)\nchange x by ((s) * (3))\nchange pen size by (() - (s))\nchange x by (5)\npen up\nset pen color to (#000000)\nset pen size to ((s) / (5))\ngo to x: ((x) - ((s) * (1.2))) y: ((y) + ((s) / (2)))\npen down\nchange x by ((s) / (2))\nchange x by (() - ((s) / (2)))\nchange y by (() - ((s) / (2)))\nchange x by ((s) / (2))\nchange y by (() - ((s) / (2)))\nchange x by (() - ((s) / (2)))\npen up\nchange x by ((s) / (2))\nchange x by ((s) / (2))\npen down\nchange y by (s)\nchange y by (() - ((s) / (1.5)))\ngo to x: ((x position) + ((s) / (2))) y: ((y position) + ((s) / (2)))\ngo to x: ((x position) - ((s) / (2))) y: ((y position) - ((s) / (2)))\ngo to x: ((x position) + ((s) / (2))) y: ((y position) - ((s) / (3)))\npen up\nchange x by ((s) / (2))\npen down\nchange y by (s)\nchange y by (() - (s))\npen up\nchange x by ((s) / (2))\npen down\nchange y by (s)\nchange x by ((s) / (2))\nchange y by (() - ((s) / (2)))\nchange x by (() - ((s) / (2)))\nrepeat until <not <(Level) = (Lvl)>>\n if <<mouse down?> and <<(mouse x) > ((x) - ((s) * (1.7)))> and <<(mouse x) < ((x) + ((s) * (1.7)))> and <<(mouse y) > ((y) - (s))> and <<(mouse y) < ((y) + (s))> and <(Level) < [10]>>>>>> then\n change [level v] by (1)\n broadcast (Respawn v)\n set [used skip ? v] to [Y]\n wait until <not <mouse down?>>\n end\nend\nset [lvl v] to (Level)\n\ndefine Levels\nhide variable [used skip ? v]\nhide variable [time: v]\nhide variable [☁ best time: v]\nforever\n Create level (Level)\nend\n\nwhen flag clicked\nwait until <(Love?) = [Y]>\nset pen color to (#c6c5ca)\nSkip button x [180] y [-145] size [20]\n\nLevels\n\nCreate level [Number of the level]\n\nLine start x [] y [] finish x [] y [] size []\n\nSkip button x [] y [] size []\n\ndefine Jump x (x) y (y) Power (power)\nset [jump v] to (power)\npen up\nset pen size to (3)\nset pen color to (#cccccc)\ngo to x: ((x) - (10)) y: (y)\npen down\ngo to x: ((x position) + (20)) y: ((y position) + (8))\ngo to x: ((x position) - (20)) y: ((y position) + (8))\npen up\ngo to x: ((x) + (10)) y: (y)\npen down\ngo to x: ((x position) - (20)) y: ((y position) + (8))\ngo to x: ((x position) + (20)) y: ((y position) + (8))\npen up\nchange x by (-25)\nchange y by (5)\nset pen color to (#fff600)\nset pen size to (8)\npen down\nchange x by (30)\npen up\n\nJump x [] y [] Power []\n\nset pen color to (#c35530)\n\ndefine Spike x (x) y (y) size (s)\npen up\nset pen color to (#b1b1b1)\nset pen size to (s)\ngo to x: (x) y: (y)\npen down\nchange x by ((s) * (4))\ngo to x: ((x position) - ((s) * (2))) y: ((y position) + ((s) * (4.5)))\ngo to x: ((x position) - ((s) * (2))) y: ((y position) - ((s) * (4.5)))\npen up\n\nSpike x [] y [] size []\n\nset pen color to (#68ca4d)\n\nset pen color to (#ff0000)\n\nwhen flag clicked\nset [time: v] to [0]\nrepeat until <(Level) = [10]>\n wait (.1) seconds\n change [time: v] by (.1)\nend\nif <(Used skip ?) = [0]> then\n show variable [time: v]\n if <(Time:) < (☁ Best time:)> then\n set [☁ best time: v] to (Time:)\n end\n show variable [☁ best time: v]\nend\n\ndefine Sky\nif <(Level) > [9]> then\n pen up\n set pen color to (#bbf0ea)\n set pen size to (50000)\n pen down\n pen up\nelse\n pen up\n set pen color to (#607cd4)\n set pen size to (50000)\n set pen (brightness v) to ((100) - (((Level) * (2.5)) * (1.35)))\n pen down\n pen up\nend\n\nSky\n\ndefine Cloud x (x) y (y) Size (s) Speed (speed) Type (t)\n\nCloud x [8] y [] Size [10] Speed [5] Type [1]\n\npen up\nset pen color to (#dcdcdc)\nset pen size to ((s) * (1.7))\ngo to x: (x) y: (y)\nif <(t) = [1]> then\n change y by ((s) * (.65))\n change x by ((s) * (-2.8))\n pen down\n change x by ((s) * (6))\n pen up\n go to x: (x) y: (y)\n change y by ((s) * (-.65))\n change x by ((s) * (-1))\n pen down\n change x by ((s) * (6))\n pen up\nend\ngo to x: (x) y: (y)\nif <(x position) > [0]> then\n repeat until <not <touching (_edge_ v)?>>\n change x by ((speed) * (-1))\n end\n repeat until <touching (_edge_ v)?>\n change x by ((speed) * (-1))\n end\nelse\n repeat until <not <touching (_edge_ v)?>>\n change x by ((speed) * (1))\n end\n repeat until <touching (_edge_ v)?>\n change x by ((speed) * (1))\n end\nend\n\n@Clouds test 😭🔫\n\ndefine Cloud x (x) y (y) Size (s) Speed (speed) Type (t)\npen up\nset pen color to (#dcdcdc)\nset pen size to ((s) * (1.7))\ngo to x: (x) y: (y)\nif <(t) = [1]> then\n change y by ((s) * (.65))\n change x by ((s) * (-2.8))\n pen down\n change x by ((s) * (6))\n pen up\n go to x: (x) y: (y)\n change y by ((s) * (-.65))\n change x by ((s) * (-1))\n pen down\n change x by ((s) * (6))\n pen up\nend\ngo to x: (x) y: (y)\nif <(x position) > [0]> then\n repeat until <not <touching (_edge_ v)?>>\n change x by ((speed) * (-1))\n end\n repeat until <touching (_edge_ v)?>\n change x by ((speed) * (-1))\n end\nelse\n repeat until <not <touching (_edge_ v)?>>\n change x by ((speed) * (1))\n end\n repeat until <touching (_edge_ v)?>\n change x by ((speed) * (1))\n end\nend\n\nCloud x [] y [] Size [10] Speed [5] Type [1]\n\nwhen flag clicked\n\nforever\n Cloud x [-300] y [120] Size [10] Speed [5] Type [1]\nend\n\n\nend\n\n@Love detector\n\nwhen flag clicked\nset [ghost v] effect to (99.99)\nshow\ngo to x: (0) y: (0)\nforever\n set [love? v] to <touching (mouse-pointer v)?>\n if <(Love?) = [true]> then\n set [love? v] to [Y]\n stop [this script v]\n end\nend\n\n@Love fav and follow\n\nwhen flag clicked\nset size to (100) %\ncreate clone of (_myself_ v)\nforever\n hide\n wait (pick random (5.5) to (12.5)) seconds\n clear graphic effects\n switch costume to (love fav and follow v)\n go to x: (-300) y: (-155)\n show\n glide (.45) secs to x: (-185) y: (-155)\n wait (1.5) seconds\n repeat (5)\n change x by (-10)\n change [ghost v] effect by (9.5)\n end\nend\n\nwhen I start as a clone\npen up\nhide\nwait until <(Level) = [10]>\nEnd\n\ndefine End\ngo to x: (-100) y: (60)\nset size to (100) %\nswitch costume to (heart red v)\nstamp\nrepeat (3)\n stamp\n change x by (100)\n next costume\n change size by (2)\nend\nif <(Used skip ?) = [0]> then\n switch costume to (time v)\n set size to (60) %\n go to x: (-165) y: (130)\n stamp\nelse\n switch costume to (used skip v)\n set size to (60) %\n go to x: (-125) y: (120)\n stamp\nend\n\n@Tb\n\nwhen flag clicked\nhide\nshow variable [level v]\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (.1)\nhide variable [☁ best time: v]\nhide variable [☁ # v]\nhide variable [time: v]\nhide variable [level v]\nset [ghost v] effect to (100)\nset [brightness v] effect to (25)\nshow\nset size to (90) %\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\n change [brightness v] effect by (-.5)\n if <(size) < [100]> then\n change size by (1)\n end\nend\nclear graphic effects\nstop [all v]\n\n | SCROLLING VERSION COMING SOON !\n\n\n╔┓┏╦━━╦┓╔┓╔━━-\n║┗┛║┗━╣┃║┃║ o < ✦\n║┏┓║┏━╣┗╣┗╣╰╯║\n╚┛┗╩━━╩━╩━╩━━╝————————————————————————— \nWelcome to my 1st pen platformer !\n\n Please\n ❤︎ ★ ✚\n Love Favorite Follow \n For more games\n\n\nInstructions:\n~~ENGLISH~~\nPC: SD or arrows to move right/left, W or space to jump.\nMobile: mouse pointer\n\nAvoid spikes and don’t touch lava. Go to right to go to the next level.\n8 levels for the moment, more coming soon.\nPress love to unlock a skip button and a exclusive skin !\n\nComment your favorite level !\nRemix this project (easy to create levels, see inside to more help) and comment your project with your levels in this studio https://scratch.mit.edu/studios/28700717/comments/ or in the comments !\nI will give a like !\nComment your suggests !\n\nThanks !\n\n\n~~FRENCH~~\nPC: QD ou les flèches pour aller à droite ou à gauche, Z ou espace pour sauter.\nMobile: pointeur de souris.\n\nÉvite les pics et la lave et touche le bord de droite pour passer au niveau suivant.\n8 niveaux pour le moment, plus à venir.\nMets un j’aime pour débloquer un bouton « skip » et un skin exclusif !\n\nCommente ton niveau préféré !\nRemixe ce projet (facile pour créer tes propres niveaux, regarde à l’intérieur pour plus d’aide) et commente tes projets avec tes niveaux, dans ce studio https://scratch.mit.edu/studios/28700717/comments/ ou dans les commentaires du jeu !\nJe vais mettre un j’aime !\nCommente tes suggestions !\n\nMerci !\n\n\n\n\n\n#all #game #100% #pen #platformer #french #francais #mobile #friendly #mobilefriendly #remix #it #remixit #follow #me #followme #simple #modifiable #cool #pen #platformer #r_3k #r_3k-test @r_3k @r_3k-test\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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 « I like jump » |
TNTend [A mobile friendly platformer] | @Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Force \[NCS Release\].mp3 v] until done\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n switch backdrop to (背景1 v)\n else\n if <(LEVEL) = [2]> then\n switch backdrop to (背景2 v)\n else\n switch backdrop to (背景3 v)\n end\n end\nend\n\n@:P\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (5)\nend\nbroadcast (Play game v)\nrepeat (15)\n change [ghost v] effect by (5)\nend\nforever\n go to [front v] layer\nend\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) > []>\n broadcast (Tick v)\n Tick\n end\n if <(EXIT) = [A win win]> then\n broadcast (win YOO XD v)\n GameWinYOO\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 [0]\nset [scroll y v] to [0]\nset [x v] to [-100]\nset [y v] to [78]\nset [speedy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nswitch costume to (hitbox v)\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 (normal2 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 (normal3 v)\n else\n switch costume to (normal v)\n end\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 (normal5 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 (normal4 v)\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (ground v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [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 (ground v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (ground v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine 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 (die v)?> or <(SCROLL Y) < [-20]>> or <touching (lava v)?>> or <touching (die 2 v)?>> or <touching (saws v)?>> then\n set [exit v] to [Die \(other way\)]\nend\n\ndefine GameWinYOO\n\n\nwhen flag clicked\nset [dead? v] to [0]\nhide\n\n@Mountains\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n go to x: ((((costume [number v]) - (1)) * (480)) + ((SCROLL X) / (-5))) y: ((SCROLL Y) / (-5))\n set [brightness v] effect to (-10)\n if <(LEVEL) = [1]> then\n show\n else\n hide\n end\nend\n\ndefine heyo\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\nheyo\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\nend\n\n@ground \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 (costume1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [700] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (コスチューム4 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume31 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [800] y: [0]\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [win yoo xd v]\nif <(LEVEL) = [3]> then\n go to [front v] layer\nend\n\n@kannban\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\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: [450] y: [0]\n Position x: [900] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (コスチューム4 v)\n Position x: [1800] y: []\n else\n if <(LEVEL) = [3]> then\n switch costume to (コスチューム5 v)\n end\n end\nend\n\ndefine Position x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@kage\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [reset v]\nif <(LEVEL) = [3]> then\n go to [back v] layer\nend\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (コスチューム2 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [700] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (コスチューム5 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n switch costume to (コスチューム10 v)\n Position x: [450] y: [0]\n Position x: [200] y: [0]\n Position x: [300] y: [0]\n Position x: [300] y: [0]\n Position x: [300] y: [0]\n Position x: [200] y: [0]\n Position x: [700] y: [0]\n end\nend\n\ndefine Position x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@die \n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\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: [600] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (コスチューム3 v)\n Position x: [900] y: [0]\n Position x: [450] y: [0]\n else\n switch costume to (コスチューム6 v)\n Position x: [1000] y: [0]\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\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@die 2\n\nwhen I start as a clone\nif <not <<(EXIT) = [A win win]> or <(dead?) = [1]>>> then\n clear graphic effects\n show\n set [y v] to [180]\n repeat (20)\n change [y v] by (-20)\n end\n set [y v] to [180]\n delete this clone\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (1.5) seconds\nend\n\ndefine Position x: (x) y: (y)\nhide\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\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 Position x: [1330] y: []\nelse\n if <(LEVEL) = [2]> then\n Position x: [1700] y: [0]\n else\n if <(LEVEL) = [3]> then\n Position x: [1250] y: []\n end\n end\nend\n\n@Goal\n\nwhen I receive [tick v]\nPosition ((Goal: x) - (SCROLL X)) ((Goal: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [A win win]\nend\n\nwhen I receive [setup v]\nhide\nset [goal: y v] to [0]\nset [goal: x v] to [0]\nwait (0) seconds\nif <(LEVEL) = [1]> then\n switch costume to (コスチューム1 v)\n Clone x: [1850] y: [-20]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (コスチューム2 v)\n Clone x: [2400] y: [-20]\n else\n Clone x: [10000] y: []\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 x: (x) y: (y)\nset [goal: x v] to (x)\nset [goal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (1 v)\n\nwhen flag clicked\nset [tu v] to [0]\nhide\n\nwhen I receive [play game v]\ngo to [back v] layer\nshow\n\n@fade\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nwait (0.7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\ndelete this clone\n\nwhen I receive [ded boiz v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@Mountains2\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n go to x: ((((costume [number v]) - (1)) * (480)) + ((SCROLL X) / (-5))) y: ((SCROLL Y) / (-5))\n set [brightness v] effect to (-5)\nend\n\ndefine heyo\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nhide\nheyo\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n if <(LEVEL) = [2]> then\n show\n else\n hide\n end\nend\n\n@lava\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\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 I receive [setup v]\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)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (コスチューム2 v)\n Position x: [450] y: [0]\n else\n switch costume to (コスチューム4 v)\n Position x: [450] y: [0]\n Position x: [900] y: [0]\n end\nend\n\n@Mountains3\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n go to x: ((((costume [number v]) - (1)) * (480)) + ((SCROLL X) / (-5))) y: ((SCROLL Y) / (-5))\n set [brightness v] effect to (-5)\nend\n\ndefine heyo\nrepeat (10)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nhide\nheyo\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n if <(LEVEL) = [3]> then\n show\n else\n hide\n end\nend\n\n@Saws\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n point in direction ((90) + (([sin v] of ((line) * (2)) ) * (300)))\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n change [line v] by (1)\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nwait (0) seconds\nif <(LEVEL) = [3]> then\n Clone x: [860] y: [-30]\n Clone x: [1800] y: [-30]\n Clone x: [2050] y: [-30]\nend\nset [y v] to [-99999999999]\n\n@スプライト1\n\nwhen flag clicked\nset [item v] to [0]\nhide\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (コスチューム2 v)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (コスチューム2 v)\n else\n if <(LEVEL) = [3]> then\n if <(ITEM) = [0]> then\n switch costume to (コスチューム2 v)\n Position x: [2700] y: [0]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nif <(ITEM) = [0]> then\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n if <touching (player v)?> then\n set [item v] to [1]\n start sound [Coin v]\n hide\n delete this clone\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(ITEM) = [1]> then\n go to (player v)\n end\nend\n\ndefine Position x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@スプライト2\n\nwhen flag clicked\nforever\n if <(ITEM) = [1]> then\n go to (player v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [item v] to [0]\nwait until <(ITEM) = [1]>\nshow\ngo to [front v] layer\n\nwhen I receive [reset v]\ngo to [front v] layer\n\n | Difficulty level ★★★☆☆\nPlease ♡&☆,follow!!\n\n〓How to play〓\n\n ◇PC◇\n←→keys to move\n↑keys to jump \n\n◇mobile |tablet◇\ntap left | right move \nTap the top to jump |
✦Platformer✦ -Black V/S White- || #games #all | @Stage\n\nwhen I receive [start v]\nswitch backdrop to (n v)\nforever\n if <<key (space v) pressed?> or > then\n next backdrop\n broadcast (Change v)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [retour change v]\nnext backdrop\n\n@cube\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nswitch costume to (costume4 v)\nrepeat (10)\n change size by (-2)\n change [ghost v] effect by (13)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide variable [deads : v]\nset [deads : v] to [0]\nhide\n\nwhen I receive [retour v]\ngo to x: (-162) y: (-11)\n\nwhen I receive [start v]\nforever\n if <touching (spikes v)?> then\n change [deads : v] by (1)\n repeat (10)\n change [ghost v] effect by (25)\n end\n set [ghost v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-162) y: (-11)\n end\n if <touching (end v)?> then\n broadcast (next v)\n go to x: (-162) y: (-11)\n end\n if <touching (grosfeg v)?> then\n go to x: (-162) y: (-11)\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-162) y: (-11)\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?> and <not <key (left arrow v) pressed?>>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n switch costume to (cubed v)\n else\n switch costume to (cube v)\n end\n if <<<key (left arrow v) pressed?> and <not <key (right arrow v) pressed?>>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n switch costume to (cubeg v)\n else\n switch costume to (cube v)\n end\n change x by (x)\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching (platforms v)?> or <touching (moving platform v)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <<touching (platforms v)?> or <touching (moving platform v)?>>> then\n change [y v] by (14)\n end\n change y by (1)\n Special Detections\n end\nend\n\nwhen I receive [start v]\nrepeat (10)\n play sound [TheFatRat - Time Lapse v] until done\nend\n\nwhen I receive [deads v]\nshow variable [deads : v]\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (next v)\nbroadcast (Retour v)\n\nwhen I receive [start v]\nswitch costume to (noir v)\nif <([costume # v] of [platforms v]) = [16]> then\n hide\nend\ngo to [front v] layer\ngo to x: (-198) y: (150)\npoint in direction (90)\nshow\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\nwhen I receive [start v]\nforever\n if <key (space v) pressed?> then\n next costume\n wait (0.5) seconds\n end\n if <touching (mouse-pointer v)?> then\n change size by (10)\n wait (.9) seconds\n else\n set size to (100) %\n end\nend\n\n@Intro(1)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\npoint in direction (90)\nwait (.5) seconds\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [jiggle v] to [0]\nwait (.2) seconds\nrepeat (125)\n set y to ((([cos v] of ((Effect) * (2)) ) * (10)) + (25))\n point in direction ((90) + (([cos v] of (Effect) ) * (3)))\n change [effect v] by (11)\nend\npoint in direction (90)\nbroadcast (swoosh v)\nhide\n\nwhen flag clicked\nstart sound [FR Xenogenesis v]\n\nwhen I receive [start v]\nforever\n play sound [Alan Walker - Faded v] until done\nend\n\n@Intro(2)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume17 v)\nclear graphic effects\nhide\n\nwhen I receive [swoosh v]\nshow\nrepeat until <(costume [number v]) = [17]>\n next costume\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (start v)\n\n@end\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\n@Platforms\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [start v]\nshow\nforever\n if <(costume [number v]) = [16]> then\n broadcast (deads v)\n end\nend\n\nwhen I receive [next v]\nnext costume\n\n@Spikes\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nshow\n\n@Tb\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Intro. RKPG\n\nwhen flag clicked\ngo to [back v] layer\nshow\n\nwhen I receive [start v]\nhide\n\n@Change\n\nwhen flag clicked\ngo to x: (185) y: (-143)\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Change v)\nbroadcast (retour change v)\n\nchange size by (10)\nwait (1) seconds\n\nset size to (100) %\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@ MESSAGE DE FIN\n\nwhen [timer v] > (MESSAGE DE FIN)\nbroadcast (2 v)\ngo to [front v] layer\nshow\ngo to x: (-240) y: (0)\nwait (0.05) seconds\nrepeat (25)\n set x to ((x position) / (1.25))\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nforever\n set [message de fin v] to (timer)\nend\n\n@ MESSAGE DE FIN 2\n\nwhen I receive [2 v]\ngo to [front v] layer\nshow\ngo to x: (240) y: (0)\nwait (0.05) seconds\nrepeat (25)\n set x to ((x position) / (1.25))\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\n | ---------------------INSTRUCTIONS------------------------\nFR : - English at bottom ⇣ -\n - But du jeu -\nTraverser les platformes pour arriver à la fin.\n----\n☀ Utilisez les flèches/doigt pour vous déplacer ! ☀\n☞ Pour changer des couleur, appuiez sur ESPACE ! ☜15 niveaux 100 % possible !\n^^\n X PAS DE PUB X \n---- ☜ \nEN : \n☀ Use your arrows ! \n15 levels 100 % possible !\n☞ To change colors, press SPACE ! ☜ \n^^\n X NO ADS X \n\nWow ! \n✭320 loves ✅\n✭236 favs ✅\n✭5900 views ✅\n✭10 remix ✅\n\n#3 on French trends!! (#all) \n#1 on games trends!! (#games) |
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